Nearox Posted February 19, 2014 Share Posted February 19, 2014 P.S: by "Skyrim/Data", is Neo referring to: Programme files (x86)/Steam/Steamapps/Common/Skyrim/Data?Yep :) Also alternatively, you could opt not to do the whole backup procedure for the ESM files. It then becomes much simpler. |You clean each original file in tes5edit and then uncheck [backup plugins]. This will overwrite the original ESM in the data folder and you don't have to do the renaming and moving procedure. Since you most likely won't be gaming without the cleaned vanilla esms anyways this is therefore an alternative solution. If this confused you even more, then stick to neo's instructions :P Link to comment
Tarikko1 Posted February 19, 2014 Share Posted February 19, 2014 Hi Nearox, nice to see you back. I am sticking to the guide, down to the letter. However, i been told that my installation is not correct. please check the pic to see. Whenever i click on a mod in the left pane it is appearing under the Archives tab in the right pane. So after optimizing Skyrim - Textures.bsa (Vanilla Optimized) i move on to the next, Dawnguard Optimized, HF Optimzed, DB optimized... the last one i check seems to appear immediately under the archives tab. The guys here have told me something is wrong as i should only have the "Data" file tree and nothing else. https://postimg.org/image/6foud9dqz/ https://postimg.org/image/3wz0i7jkr/ Edit: I tried your above method, without the backup procedure... i get the same thing... I am wondering why when i click in the left pane, the same mod appears under archives in the right pane... Link to comment
Astakos Posted February 19, 2014 Share Posted February 19, 2014 Tarikko, any chance that u might have checked the "Automatic Archive Invalidation" in the Profiles menu? If yes, this should be unchecked. Link to comment
Tarikko1 Posted February 19, 2014 Share Posted February 19, 2014 Edit: no, they are both unchecked :( Link to comment
Astakos Posted February 19, 2014 Share Posted February 19, 2014 Neo, an observation abt Animated Clutter and VL-AIO... VL-AIO meshes override 3 meshes from the newly added animations (v.1.7 - Imperial-oriented ones) of Animated Clutter. From what I understand, it means that if we keep the ones from VL then we cancel out the animated ones. Since there is no mention abt it in the guide; r u happy keeping it that way? I meant to test it last night but my 8-month son had a completely different opinion!!! :) Will try tonight! Link to comment
Pole Posted February 19, 2014 Share Posted February 19, 2014 I have been out of the loop for a while and was wondering if Revisited LE is in a state now that it can be installed and used for a full play through? Link to comment
Smile44 Posted February 19, 2014 Share Posted February 19, 2014 Yes it is AFAIK, but it is also still a work in progress as there are more mods being tested and added all the time. But it works as is, though combat will be vanilla, there is plenty of challenge. :) Link to comment
torminater Posted February 19, 2014 Share Posted February 19, 2014 Hey Neo, The road signs in Wyrmstooth are messed up because of the optimization through DDSopt. You'll want to exclude them. Edit: Nevermind. It's not DDSopt. It's something else. @All: Can somebody verify that the road signs of wyrmstooth work with your install? OK, see here: https://forums.nexusmods.com/index.php?/topic/810604-wyrmstooth/page-256#entry11841465 It's a UV incompatibility between Road Signs Redone and Wyrmstooth, that would need a patch. (no idea how to do that though...) Link to comment
Neovalen Posted February 19, 2014 Author Share Posted February 19, 2014 Neo, an observation abt Animated Clutter and VL-AIO... VL-AIO meshes override 3 meshes from the newly added animations (v.1.7 - Imperial-oriented ones) of Animated Clutter.From what I understand, it means that if we keep the ones from VL then we cancel out the animated ones. Since there is no mention abt it in the guide; r u happy keeping it that way? I meant to test it last night but my 8-month son had a completely different opinion!!! :)Will try tonight! For the moment I let VL cancel it. May change but didn't have time to look in game.RL and all too :) Hey Neo, The road signs in Wyrmstooth are messed up because of the optimization through DDSopt. You'll want to exclude them. Edit: Nevermind. It's not DDSopt. It's something else.@All: Can somebody verify that the road signs of wyrmstooth work with your install? OK, see here: https://forums.nexusmods.com/index.php?/topic/810604-wyrmstooth/page-256&do=findComment&comment=11841465 It's a UV incompatibility between Road Signs Redone and Wyrmstooth, that would need a patch. (no idea how to do that though...) Maybe ask the author of road signs? Will see if mine act the same... Sent from my XT907 using Tapatalk Link to comment
Ogham Posted February 19, 2014 Share Posted February 19, 2014 Hello Neo, I was wondering, ENB got updated to 251 several days ago and received an update after that without a version change ( not excactly sure since when because when I checked today the changelog after the 18th of Januari is missing ), but you have not updated the guide and I could not find anything in the previous posts in this thread concerning it. Is this due to your post: ENB for SR:LE going forward or ? :) - correction, changelog is complete again - initial release of 251 the 15th - updated without version change the 17th. Link to comment
Neovalen Posted February 19, 2014 Author Share Posted February 19, 2014 Hello Neo, I was wondering, ENB got updated to 251 several days ago and received an update after that without a version change ( not excactly sure since when because when I checked today the changelog after the 18th of Januari is missing ), but you have not updated the guide and I could not find anything in the previous posts in this thread concerning it. Is this due to your post: ENB for SR:LE going forward or ? :) Just haven't had time. Should be safe to update tho :). Sent from my XT907 using Tapatalk Link to comment
Ogham Posted February 19, 2014 Share Posted February 19, 2014 Wow, that was quick, omg, thanx for taking the time (when you seem short on it) to respond Link to comment
iGomoosrsly Posted February 20, 2014 Share Posted February 20, 2014 Hey all I have a question. I'm sorry for posting this again, but I'd like someone experienced to tell me rather than "guessing" on my own. I am doing some extensive conflict resolution by myself (mostly to learn to use TES5EDIT properly) but I've come accross the the background colour "Fuchsia", the light purple-ish one which means Critical Conflict. It's a conflict between CCO and WAF, in 01CC0251, 01CC0253 and a bunch of others. It's FLTV - Value, which in CCO is 1 and WAF is 0 (WAF overwriting). The background stays fuchsia even if I make an override in either one, but is that still ok? It worries me, because TES5EDIT claims it's a Critical Conflict. Link to comment
Tarikko1 Posted February 20, 2014 Share Posted February 20, 2014 My problem has been solved just to let everyone know!!!! Hopefully i wont disturb you guys with silly questions for a long time. Cheers all :) Link to comment
torminater Posted February 20, 2014 Share Posted February 20, 2014 OK, next issue with Wyrmstooth: CCO conflicts with Wyrmstooth in that if faster mining is active, you are not able to mine the custom ores Wyrmstooth adds: Animation will play forever, without gaining any ores. Link to comment
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