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Lexy's: Legacy of The Dragonborn Special Edition


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Posted
  On 2/1/2018 at 9:05 AM, godescalcus said:

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).

Can you post your load order somewhere so we can have a look?

Posted (edited)
  On 2/1/2018 at 9:30 AM, sirjesto said:

Can you post your load order somewhere so we can have a look?

Here you go.

 

Active Mod Files:
  Reveal hidden contents

 
(Edit: as I said the mentioned weapons and armor merge is currently off, contains the following esp's:
  Reveal hidden contents
TERAArmorsSSE.esp
TeraArmorsSSE Leveled Lists Rare.esp
TeraArmorsSSE RARE USSEP Patch.esp
UUNP Vanilla Outfits.esp
LADX_SSE.esp
zzArmormashups.esp
EC Clothes.esp
NewVampChainsCuirass.esp
flowerwreathsforeveryone.esp
PrvtI_HeavyArmory.esp
DBM_HA_Patch.esp
Lore Weapon Expansion.esp
Lore Weapon Expansion - Goldbrand.esp
Lore Weapon Expansion - Relics of the Crusader.esp
Lore Weapon Expansion - Daedric Crescent.esp
SL01AmuletsSkyrim.esp
DBM_AmuletsOfSkyrim_Patch.esp
WZOblivionArtifacts.esp
DBM_OblivionArtifacts_Patch.esp
Hothtrooper44_ArmorCompilation.esp
Hothtrooper44_Armor_Ecksstra.esp
DBM_IA_Patch.esp
PrvtIRoyalArmory.esp
DBM_RoyalArmory_Patch.esp
Mystic Condenser.esp
Mystic Condenser - USSEP Patch.esp
DBM_MysticCondenser_Patch.esp
RGMsAlchemistsCompendium.esp
mrbs-uniqueloot-se.esp
mrbs-unique artifacts-se.esp
DBM_UniqueLoot_Patch.esp
ZIA_Complete Pack_V4.esp
DBM_ZimsImmersiveArtifacts_Patch.esp
Weapons Armors CR.esp

 
 
Edited by godescalcus
Posted (edited)

DSR is working fine with SSE..

1.save in CK

2.optimize meshes

3.copy loadorder.txt from MO profile to your username/AppData\Local\Skyrim\Plugins.txt

4.run DSR and GG!

 

 

 

@godescalcus, after you deleted the NAVI from merge and prior to re-saving in CK...have you esmified its masters ?

Edited by mavanaic
Posted
  On 2/1/2018 at 10:45 AM, mavanaic said:

@godescalcus, after you deleted the NAVI from merge and prior to re-saving in CK...have you esmified its masters ?

I did esmify the masters (only master was Legacy of the Dragonborn, all others were included in the merge). But somehow the process didn't work as expected, because after I re-saved it in the CK the merge no longer had Legacy listed as a master. So I dumped that save and reloaded the original merge esp, deleted navmesh again but this time I did NOT resave it in the CK. In all cases, having the merge on or off doesn't make any difference at the moment. My fear is that in the process of re-saving the with the CK I messed up with other files than the merge esp.

Posted
  On 2/1/2018 at 10:45 AM, mavanaic said:

DSR is working fine with SSE..

1.save in CK

2.optimize meshes

3.copy loadorder.txt from MO profile to your username/AppData\Local\Skyrim\Plugins.txt

4.run DSR and GG!

ah OK thanks doesn't sound too difficult I'll give it ago when I hit that part.

Posted
  On 1/31/2018 at 3:54 AM, BuddyKidd said:

I will test these out once XP32 Maximum Skeleton is installed so for now i will skip over Khajiit and Argonian skin Textures and come back to them later.

Posted (edited)

i think that this

  Quote

 

Loot Metadata Update Required:
******** - Load After Immersive Citizens - AI Overhaul.esp
 

is not required for mods Darkwater Crossing and Whistling Mines as the rule is already present into Loot. the other mods from arthmoor in the same section need it.

Edited by Mandalay
Posted
  On 2/1/2018 at 10:55 AM, godescalcus said:

I did esmify the masters (only master was Legacy of the Dragonborn, all others were included in the merge). But somehow the process didn't work as expected, because after I re-saved it in the CK the merge no longer had Legacy listed as a master. So I dumped that save and reloaded the original merge esp, deleted navmesh again but this time I did NOT resave it in the CK. In all cases, having the merge on or off doesn't make any difference at the moment. My fear is that in the process of re-saving the with the CK I messed up with other files than the merge esp.

Maybe try a cleaner merge? All "dbm_xxx.esp" merged together?

 

  On 2/1/2018 at 3:37 PM, DarkladyLexy said:

ah OK thanks doesn't sound too difficult I'll give it ago when I hit that part.

It really isn't..also for ASIS you could point it to the x64 version of java...tested myself...much better

Posted

DarkLadyLexy

 

Just a question for you to test sections till Late loader

 

For blowing in the Wind, based o n your recommandation, we have to desactivate already checked patch detected by the fomod that are not parts of the 4 displayed in the tuto. 

 

smimm merged and Provincial service courrier

 

Correct ?

Posted
  On 2/1/2018 at 5:34 PM, Mandalay said:

DarkLadyLexy

 

Just a question for you to test sections till Late loader

 

For blowing in the Wind, based o n your recommandation, we have to desactivate already checked patch detected by the fomod that are not parts of the 4 displayed in the tuto. 

 

smimm merged and Provincial service courrier

 

Correct ?

that is correct deactivate what you don't need from Blowing In The Wind. the patches not select aren't need cos they are covered by CLARALUX (at least that's the current theory)

Posted
  Quote

 

that is correct deactivate what you don't need from Blowing In The Wind. the patches not select aren't need cos they are covered by CLARALUX (at least that's the current theory)

ok, i'll dot it for this test period. But keep it noted somewhere as later, when the guide will be completed and playable, i'll desactivate claralux probably. i don't like this lightshow mod.

 

One again ,thanks for this clarification and for the great job done here

Posted
  On 1/31/2018 at 8:38 PM, godescalcus said:

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.

Hey thanks for your reply and suggestions, my nvm edit was because I decided to copy the slidersets from LE version to see what could happen and they did in fact work. Didn't think to copy the texblend folder tho, thanks for that....However I am now testing using the CBBE body ( the one I've always used in LE ) with Lexy's merged plugin

Posted

OK so for female skin texture i have had a look and compared Tempered skin, Mature Skins and Pride of Valhalla.

 

Tempered skin look ok but i am unconvinced i like it that much.

Mature skins was what we were using in the original guide but the esp is still in form 43 so needs converting did spot so seams.

Pride of Valhalla is current my favorite didn't spot any seams when using UNPB it only contains textures. i am leaning toward this at the moment.

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