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Lexy's: Legacy of The Dragonborn Special Edition


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Is anyone else noticing float corpses in grass/vegetation had a report on Discord that is connected to v1.09.2 of the CR I have had a quick look a now spotted anything?

A good test select "camp in the woods" in the alternate start, then moving to the bandit camp south-west. most times there are corpses on the street from the civil war.

DarkladyLexy, I started a new PC using the "camping in the woods" start and walked toward the Bandit Camp.  I found a lot of corpses during the walk (there was one on the edge of the camp and many along the roads and trails on the way to the camp), but none of them were floating.

Edited by Decopauge123
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One quick question about the merges from the "Merge Page": Should I do the merges as I follow along the guide, or should I do them all at the end?

Doesn't really matter, as long as you keep track of what you have done and what kind of updates pop up in the changelog about sone merges. Well, thats what i usually did/do.

ThieuxTaffer is correct:  as long as you keep track of your actions and follow the Change Log for any updates/changes to merged files/merges, you can do the merges as you follow the Build, or all of them when yo u reach the Merge Plugins Standalone - Lexy's Legacy of The Dragonborn Special Edition Profile section of the Build.  Your choice is based on your preferences and which method 'feels' more comfortable (and less confusing) to you.  I did the merges when I reached that section of the Build.

 

Another thing to consider is whether you like to make 'test runs' as you work your way along the Build from start to finish.  If you don't do the merges until you reach that section of the Build, you won't be able to properly run LOOT because at some point (I don't remember where) you'll have more than 255 ESPs/ESMs active in your load order.  Building the merges as you move along the Build will help you avoid the 255 ESPs/ESMs limit imposed by the game engine.

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ThieuxTaffer is correct:  as long as you keep track of your actions and follow the Change Log for any updates/changes to merged files/merges, you can do the merges as you follow the Build, or all of them when yo u reach the Merge Plugins Standalone - Lexy's Legacy of The Dragonborn Special Edition Profile section of the Build.  Your choice is based on your preferences and which method 'feels' more comfortable (and less confusing) to you.  I did the merges when I reached that section of the Build.

 

Another thing to consider is whether you like to make 'test runs' as you work your way along the Build from start to finish.  If you don't do the merges until you reach that section of the Build, you won't be able to properly run LOOT because at some point (I don't remember where) you'll have more than 255 ESPs/ESMs active in your load order.  Building the merges as you move along the Build will help you avoid the 255 ESPs/ESMs limit imposed by the game engine.

Good to know about that LOOT problem, I guess I will start doing the merges at halway point. Thank you for mentioning it.

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On 5/12/2018 at 2:24 PM, Decopauge123 said:

Looks good.  :thumbsup:   I have a Mod Picker account but haven't done much with it. 

Good to know I am slowly trying to recreate the mod list for the guide in Mod Picker It is currently set to private but I guess I could set it to public. I am still learning my way around mod picker really.

 

link removed due to spam/phishing it under Construction.

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On 5/12/2018 at 12:35 PM, Decopauge123 said:

 

Another thing to consider is whether you like to make 'test runs' as you work your way along the Build from start to finish.  If you don't do the merges until you reach that section of the Build, you won't be able to properly run LOOT because at some point (I don't remember where) you'll have more than 255 ESPs/ESMs active in your load order.  Building the merges as you move along the Build will help you avoid the 255 ESPs/ESMs limit imposed by the game engine.

Wrye Bash can be used to reduce the number of ESPs/ESMs as you move through the Build.  With the full vanilla Build installed, the Bashed Patch replaces 39 ESPs with 1 in my load order.

On 5/12/2018 at 2:26 PM, DarkladyLexy said:

Good to know I am slowly trying to recreate the mod list for the guide in Mod Picker It is currently set to private but I guess I could set it to public. I am still learning my way around mod picker really.

 

... it under Construction.

:cool:  There seemed to be a fair amount of stuff listed.

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Please do not make your guide mod picker only. Unless I am mistaken I think I have used it in the past and you have to open multiple web pages. I have slow internet and living in the middle of nowhere I do not have the option to get anything faster. With the STEP Wiki I just open up your guide once and click the links to each mod.

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Please do not make your guide mod picker only. Unless I am mistaken I think I have used it in the past and you have to open multiple web pages. I have slow internet and living in the middle of nowhere I do not have the option to get anything faster. With the STEP Wiki I just open up your guide once and click the links to each mod.

No I Won't be making the Guide Mod Picker Only. I too don't have a fast Internet as we are rural as well so I know your pain.

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Hi, I have a very strange problem with Bashed patch. Every time I try to run it, I get this error:

 

cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B530> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
cannot convert argument to integer
<bash.brec.ModWriter instance at 0x2BB2B378> CRDT H2sfB3s4sI4s (0, '\x00\x00', 0, 0L, '\x00\x00\x00', '\x00\x00\x00\x00', None, '\x00\x00\x00\x00')
 

 

 

 

I have no idea how to fix it. Maybe you can help me? 

 

 

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moreHUD had an update and Re-Engaged also updated for the new binaries.

And this means the Subsurface Scattering Shader mod has to go, as can be read in ReEngaged ENB's sticky:

Updated to V6.0a

 
I have updated preset to go with ENB Binary .343 (Get here: ENB V.343) Which adds subsurfacescattering (SSS). Currently there are some lighting issues with .343 such as brighter interiors but, Boris is fixing. Anyways, I figured I would at least give you an update with the SSS so you can try out. The effect should be working fine. You can follow the ENB forum for .343. (Here: ENB .343 Forum) to get more info also, Boris posted a d3d11.dll file to test that fixes the lighting issues. Let me know what you think of the SSS effect.
 

Note: If you are using subsurfacescattering shader mod you need to disable it. Also, recommend if using NAT to disable its SSS.

 

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