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Lexy's: Legacy of The Dragonborn Special Edition


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How did you point to the new merge, did you go through the records one by one or is there a script to automate the process?

WB or SSEdit..Either way is fine...You can do it in WB, xEdit or when you have multiple masters you can use the USLEEP swap masters script (make a backup first to the file that you want to change masters)..

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DarkladyLexy, I was wondering why the FOMOD instructions for [blowing in the Wind] in the main Guide don't include Compatibility Patches for 'Books of Skyrim', 'Expanded Cities and Towns', 'Provincial Courier Service' and 'SMIM-Merged-ALL'.

 

According to the Mod's Description page and change log:

  • The 'Books of Skyrim' patch doesn't need to be converted, since it's only meshes.
  • The 'Expanded Cities and Towns' patch hasn't been converted yet.
  • 'Provincial Courier Service' is not mentioned.
  • The 'SMIM-Merged-ALL' patch has been converted to SSE.

 

Cos if I have understood it right those are covered by CLARALUX and Expanded Cities and Towns say not to use the patch.

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 By the way, if I use a ported version of CCOR and don't use the Cloaks of Skyrim esp, do I lose DBM support for those in the current version of Legacy?

Picky would know for sure, but I believe the answer is yes.  He MIGHT have left the code in to look for the CCOR .esp, but I'm not 100% sure.

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Hi DarkladyLexy,

 

Been following the guide and stumbled upon an issue. I know your guide doesn't include Bodyslide but i like to use it so wondered, could I still use the NPC Retexture Merged esp with a CBBE body? BodyslideSE doesn't support UNP body anymore.

Bodyslide does support UUNP (just look at all the UUNP refits available for the SE), although the authors don't. You need to fetch the sliders from the classic version and optimize the meshes with NIF optimizer. Nothing else to it, really, works just like the classic version. The SE version also doesn't come bundled with Texblend, but you can use the one from the classic. Easy process is to install both versions, then copy only the texblend folder and the four slider folders from the classic version (along with any conversion sets you want to keep) into the SE version. Don't forget to process nifs with nif optimizer.

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This us amazing news. I have been waiting for Neovalen to start a mod pack guide for SSE for a long time, I have yet to play skyrim :D

Its awesome that you are committed to doing this, you have made great large packs before, cant wait to see the end result.

 

Keep up the great work :)

Edited by xxx78
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I have broken navmesh in Riverwood... Pretty sure it's not ETaC since I've tested it and before it was working. No other mods changing riverwood that I can think of.

 

Not sure this is the causem, but my weapons and armors merge had broken navmesh - why the hell do weapons and armour mods have navmesh in the first place?! - so I deleted the navmesh from the esp, assuming that at least the navmesh that was in place before would be used. I know this must be coming out of my own personal tinkering but if someone with experience in navmeshes could help me troubleshoot this...

Edited by godescalcus
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why the hell do weapons and armour mods have navmesh in the first place?! - so I deleted the navmesh from the esp, assuming that at least the navmesh that was in place before would be used. I know this must be coming out of my own personal tinkering but if someone with experience in navmeshes could help me troubleshoot this...

creating patches in the ck makes a navmesh sometimes it seems. As far as I can tell if there are no worldspace edits, it can be deleted as you did.

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creating patches in the ck makes a navmesh sometimes it seems. As far as I can tell if there are no worldspace edits, it can be deleted as you did.

I've confirmed that it's not coming from having the merge present in my load order, as removing it (and rebuilding bash and everything else needed) doesn't fix the problem. However the cause may still be the merge, but with trickier contours - after I made the merge and deleted the navmesh, I loaded it with the CK and re-saved it. Could I have caused the CK to make changes to my data files? Does the CK only edit the active esp or sometimes others as well? I know for one that the CK does spam assets all over at times, I knew about facegen files, now navmeshes. This is beginning to seem like I'll have to rebuild from scratch. +1 for mod organizer (at least it lets you tinker more safely when using the CK).

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I'll take a look although I am having a disagreement with the immersive KS Hairdo as my favorite hair that I use for my Orc doesn't seem to included even thou the esp says it is there.

Immersive KS does remove a few hairs. I'm still not really happy with any hairs pack for Skyrim. Most have a huge choice of "un-imersive" scalps that you have to load your game with for just maybe 2 or 3 that you really would use. If only the vanilla ones were any good, but they aren't (think vanilla Delphine). I wish there were a simple vanilla replacer that applied to both the PC and all npc's with vanilla hairs, making enough of a change but not too much. Add maybe ponytails at most. I hate to walk into Whiterun and feel like I'm it's a fashion show backstage...

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