Jump to content

Lexy's: Legacy of The Dragonborn Special Edition


Recommended Posts

Posted
  On 1/3/2019 at 6:55 PM, Newguys said:

 

It has started crashing consistently at the same point. Here is the end of my papyrus log because I can't attach files.

 

  Reveal hidden contents

 

I also now realised that if I try to make a female character of a race that isn't khajit, my game crashes when I move the slider, but if I make a female kajhit, then switch races, it works fine.

Posted
  On 1/3/2019 at 6:55 PM, Newguys said:

 

It has started crashing consistently at the same point. Here is the end of my papyrus log because I can't attach files.

 

  Reveal hidden contents

 

Sorry Papyrus Log means diddly squat half the time. The only obvious thing I am spotting thou is one of your mods is looking for hunterborn and it not there Requium too but we don't use that

  • +1 1
Posted
  On 1/3/2019 at 7:56 PM, DarkladyLexy said:

Sorry Papyrus Log means diddly squat half the time. The only obvious thing I am spotting thou is one of your mods is looking for hunterborn and it not there Requium too but we don't use that

I looked over the log more closely, and that is another mod scanning for other mods for compatibility during mcm initialization. Do you have any idea what could cause the racemenu crash though? Or other things that cause new game CTDs in general?

Posted
  On 1/3/2019 at 8:09 PM, 16MnCr5 said:

hello,

I have just finished the mator smash procedure and 2 .esp files were created Smash patch & smashed patch.

Is it correct?

 

Thanks

no you shoudlnly have 1 esp after running SMASH.

 

  On 1/3/2019 at 8:20 PM, Newguys said:

I looked over the log more closely, and that is another mod scanning for other mods for compatibility during mcm initialization. Do you have any idea what could cause the racemenu crash though? Or other things that cause new game CTDs in general?

nothing that springs to mind could a bad download.

Posted
  On 1/3/2019 at 9:02 PM, DarkladyLexy said:

no you shoudlnly have 1 esp after running SMASH.

 

nothing that springs to mind could a bad download.

Well I guess I'll try and debug before I start from scratch. How long did it take you to make this modpack? It took me 8-10 hours over the course of 3 sittings to install.

Posted
  On 1/3/2019 at 7:49 PM, Newguys said:

I also now realised that if I try to make a female character of a race that isn't khajit, my game crashes when I move the slider, but if I make a female kajhit, then switch races, it works fine.

Looking at your posted log file, you are using a lot of mods not found in the guide. As has been stated here numerous times, adding mods on top of this guide, means its your responsibility to check for conflicts and fix them. Your best course of action is to start again with only the mods in the  guide and get it up and running. Then add in a mod at a time checking/resolving conflicts as you go. Also(i stand corrected here if my facts are wrong), but mods like skyBirds - Airborne Perching Birds, are very script heavy on top of what is already a heavy modded/script guide and have been reported as a potential problem mod(at least the last time i looked at this mod)

Posted
  On 1/3/2019 at 9:48 PM, berndaroy said:

Looking at your posted log file, you are using a lot of mods not found in the guide. As has been stated here numerous times, adding mods on top of this guide, means its your responsibility to check for conflicts and fix them. Your best course of action is to start again with only the mods in the  guide and get it up and running. Then add in a mod at a time checking/resolving conflicts as you go. Also(i stand corrected here if my facts are wrong), but mods like skyBirds - Airborne Perching Birds, are very script heavy on top of what is already a heavy modded/script guide and have been reported as a potential problem mod(at least the last time i looked at this mod)

I am using purely only the mods in the guide. I posted a reply saying that the errors were another mod checking for other mods installed for MCM menu purposes and compatibility.

Posted

I'm only a short way into the guide, and I'm hoping to catch myself before I go too far after making a mistake.

Should I end up with an SSEEdit cache in my overwrite folder?  There's just a bunch of refcaches, but they're for USSEP, Project Optimization, Ordinator, and a few others... I get the impression I've done something wrong?  Apparently whatever I did, it was a few hours ago, I can figure out what changed through the timestamps hopefully but I'm hoping someone can confirm whether that's normal or not.  If it is, should I just clear out the overwrite folder or what?

Posted
  On 1/3/2019 at 10:29 PM, Mummelpuffin said:

I'm only a short way into the guide, and I'm hoping to catch myself before I go too far after making a mistake.

 

Should I end up with an SSEEdit cache in my overwrite folder?  There's just a bunch of refcaches, but they're for USSEP, Project Optimization, Ordinator, and a few others... I get the impression I've done something wrong?  Apparently whatever I did, it was a few hours ago, I can figure out what changed through the timestamps hopefully but I'm hoping someone can confirm whether that's normal or not.  If it is, should I just clear out the overwrite folder or what?

 

If you add something like "<SSEEdit Path>\Cache\" to the arguments in the setup for SSEEdit in MO2 those files will be dumped into a cache folder within your SSEEdit folder rather than the overwrite folder. They are cache files which will speed up the initial load of SSEEdit.

  On 1/4/2019 at 1:26 AM, xxPYROxxJONESxx said:

hi all, last year Shadris mentioned a total overhaul to LoTD was due around the end of the year. anyone got an ETA on that? I'm planning to start the guide as soon as it drops. thx

 

They've fallen behind. There hasn't been word from SirJesto as to any updated release date. It'll happen when it happens.

 

Having said that, you can go ahead and start setting up the guide. When LotD v5 hits, it will hit with all new patches and all that is necessary. It should just be a matter of replacing the current version with the new version, installing the patches, redoing the merge, and start a new character.

  • +1 1
Posted (edited)
  On 1/4/2019 at 1:49 AM, DarKnight said:

They've fallen behind. There hasn't been word from SirJesto as to any updated release date. It'll happen when it happens.

 

Having said that, you can go ahead and start setting up the guide. When LotD v5 hits, it will hit with all new patches and all that is necessary. It should just be a matter of replacing the current version with the new version, installing the patches, redoing the merge, and start a new character.

I was interested to hear this - as I had no idea! - and so I went along and checked out the posts on the Nexus page of LOTD. This is what Pickysaurus had to say:

 

-----------------

04 January 219, 5:01AM

 

1) Before Xmas was very optimistic - I'd estimate 2-3 months as we're going to do a proper testing cycle once the bulk of the development is done.

2) The museum will be considerably bigger so you'll be able to place new displays and load doors in a number of places.

3) We'll be removing KA, MIL and Wyrmstooth from integrated support. They may get patches post-release though.*

 

*We know KA just came out for SE but the author was a few months too late for it not to get cut.

-----------------

 

Sorry, no direct link to post, but only to 'Posts' page:

https://www.nexusmods.com/skyrimspecialedition/mods/11802?tab=posts

 

As of this post, Pickysaurus' reply is to BCAntunes, the 6th post down from the top, including sticky's!  :cool:

Edited by DodgyBob
Posted
  On 1/4/2019 at 1:49 AM, DarKnight said:

If you add something like "<SSEEdit Path>\Cache\" to the arguments in the setup for SSEEdit in MO2 those files will be dumped into a cache folder within your SSEEdit folder rather than the overwrite folder. They are cache files which will speed up the initial load of SSEEdit.

 

Thank you, that's very helpful

Posted (edited)

Also, when the guide says that it was benchmarked as using ""4.7GB" on the cart ride to Helgen", do they mean vram?  Because holy hell.

Edited by Mummelpuffin
Posted
  On 1/3/2019 at 10:33 AM, DarkladyLexy said:

I honestly have no idea what is going on The only think I can suggest is to remove Merge Plugins and reinstall it also make sure you are running it as an admin MO2, STEAM are outside a UAC such as program files and any antivirus is set to ignore it MO2 and any tools.

 

if that fails we will be switching to zMerge in a few weeks time so you could try that you will have to rebuild all your merges anyway we I switch the guide.

 

I also suggest you join the Discord much easier to help troubleshoot on there as more users are active there than on the forums.

Hi darklady i will try your suggetions.

 

If that fails can i try to use zmerge now in the same way as merge plugins ? Or is it "another World"?

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.