Razorsedge877 Posted February 13, 2016 Share Posted February 13, 2016 (edited) I did not say merge. I know you should not merge ESM. I said copy, that way I can disable all of the mods that were merged and than when I activate the merged mod it will still put in the ESM or master esp. Considering I am copying the ESM or esp into the merged folder post merge, in my mind nothing should be hurt. I am in the process of redoing my merges and the two examples I listed above are the only two mods in the guide that I can think of where you still have to keep the main mods active Edited February 13, 2016 by Razorsedge877 Link to comment
hishutup Posted February 13, 2016 Share Posted February 13, 2016 You can merge esms however they are slightly different in how the engine deals with them.Do I know the specifics?Nope, I can assume some details though Link to comment
Razorsedge877 Posted February 13, 2016 Share Posted February 13, 2016 Can AOS_TrueStorms Patch esp be merged with AOS esp instead of the Vividian extended Merge? Link to comment
Ogham Posted February 13, 2016 Share Posted February 13, 2016 (edited) Hello Neo, In my Loadorder RBB - SR Merge comes after Realistic Water Two.I think/thought this to be correct ?but was wondering today because of an edit in the CR Conflict Resolution.Form ID: 000365B0You have forwarded the USLEEP Z-Position change and used the Realistic Water Two edit.Now this the only entry where RW2 wins over RBB concerning the Name Base for the ShipRowBoat entries. Is my loadorder inccorect ? PS: if it is correct would it be an option to; post merge rename the output file FarmhouseChimneys - Merged.esp to FarmhouseChimneys.esp to retain compatibility with patches.That way you could remove the BFT and waterplants edits to Loot mentioned in the guide since FarmhouseChimneys is already added to the Loot list. Edited February 13, 2016 by Ogham Link to comment
Razorsedge877 Posted February 13, 2016 Share Posted February 13, 2016 It would be nice to have a load order posted. For some reason I trusted BOSS way more than I trust loot Link to comment
Razorsedge877 Posted February 13, 2016 Share Posted February 13, 2016 Edit Let me rephrase that. I do trust LOOT. I don't trust that I have the same load order as Neo Link to comment
Neovalen Posted February 14, 2016 Author Share Posted February 14, 2016 Done a quick pass on the USLEEP update... haven't yet touched CELL, Worldspace, or Book sections yet but those are all non-critical ussually. All the other sections should be CR'ed now. I haven't looked at the changes in the latest CRF yet but I just don't have time tonight to finish. Link to comment
Electrocutor Posted February 14, 2016 Share Posted February 14, 2016 (edited) I _finally_ figured out whats been bugging me about the Skyrim Realistic Overhaul texture set. The normals red and green channels are inverted, so all the shadows go toward the light instead of away from it, and the flat depth level is midway between actual flat and max height. Edited February 14, 2016 by Electrocutor Link to comment
Electrocutor Posted February 14, 2016 Share Posted February 14, 2016 Parallax Off, Realistic Overhaul Normal Parallax Off, Realistic Overhaul Normal Fixed Parallax On, Realistic Overhaul Normal Fixed(you notice the parallax when moving) Link to comment
hazelwolf Posted February 15, 2016 Share Posted February 15, 2016 (edited) Hi guys, tried to have a look for this in the Merge Plugins topics but no results thus far. Whenever I attempt to run it to rebuild some merged plugins I get this error thrown up: (ERROR) Load: exception loading Dawnguard.esmAccess violation at address 00561DB7 in module 'MergePlugins.exe'. Read of Address FFFEC274Upon retrying, though, I get this: (ERROR) Load: exception loading Wyrmstooth.espAccess violation at address 005D2558 in module 'MergePlugins.exe'. Read of address 3F 3F 3F 3FI've only had this pop up since updating SRLE from the changes dated 13th in the guide changelog. No idea if reverting to earlier versions of the updated mods will help but it just seems utterly bizarre. Edit: I have yet to update my version of TES5Edit. Could this be the issue? Answer: No. the latest version is FO4 related as far as I can tell. Merge Plugins is also up to date so I'm stumped. Edited February 15, 2016 by hazelwolf Link to comment
GrantSP Posted February 15, 2016 Share Posted February 15, 2016 Do you get similar errors when you load the current plugins into xEdit?This will have no issue with the versions of the actual plugins themselves, rather it looks more like you have encountered memory or privileges issues when the MergePlugins tool is trying to access those plugins.Perhaps asking @Mator in his thread would be more profitable. Link to comment
hazelwolf Posted February 15, 2016 Share Posted February 15, 2016 (edited) Not yet. Will try in the morning. Which of Mator's threads would be best to try? Edited February 15, 2016 by hazelwolf Link to comment
GrantSP Posted February 15, 2016 Share Posted February 15, 2016 He has an entire sub-forum here on STEP. Or you might try on his GitHub repo. Link to comment
Electrocutor Posted February 15, 2016 Share Posted February 15, 2016 (edited) If anyone wants the Skyrim Realistic Overhaul fix for roads, you can pull it from my OneDrive. https://onedrive.live.com/redir?resid=E58D98A67F526317%2110884 Edited February 15, 2016 by Electrocutor Link to comment
Yippee38 Posted February 15, 2016 Share Posted February 15, 2016 Not a big deal, but I noticed a couple of things that seem out of date in the MCM Menu Settings. In Complete Crafting, the first section is listed as Menu Option Panel. It is now Crafting Option Panel.In the Enable Mods Panel section of Complete Crafting, Display Crafting Recipes Section, every option that is enabled, except for JewelCraft requires answering "Yes" to verify you want it enabled. That's not a big deal, but elsewhere in the MCM Menu Settings, you specify answering "Yes". Finally, still in Complete Crafting, Enable Mods Panel, under Distribute in Lists, all of the options that the guide says to enable are already enabled by default except for JewelCraft. Again, not a big deal, but the guide does not list stuff that is already enabled by default elsewhere, so I thought I'd mention it. Link to comment
Recommended Posts