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Lexy's: Legacy of The Dragonborn Special Edition


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... Is Smilodon something in the guide that I missed? ...

Oops, Wildcat (Smilodon was for "console peasants", not my phrase but love it anyway).

 

 

@redirishlord

 

     "my "forum fu" is weak :-("     As punishment you must do 10,000 keystrokes!

Yes Master!

 

(I'm getting credit for the keystrokes in this reply, right?)

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Oops, Wildcat (Smilodon was for "console peasants", not my phrase but love it anyway).

 

 

Yes Master!

 

(I'm getting credit for the keystrokes in this reply, right?)

Ah. Wildcat has an MCM menu option for letting it manage damage. Disabling that and seeing if it works.

 

I think a better punishment is having to rebuild all the patches. (BTW, I came up with a really great way to manage those in the LotD profile that makes it really easy to handle patches, if anyone wants me to describe my method. (I more than qualify for the OCD in my username. :-p))

 

Edit: Oh, yeah, and Helgen Reborn doesn't start until you read a journal or something, so that's probably why vanilla is working now.

Edited by OCDCoder
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As for Moonlight Tales, I just removed it. I tried the werewolf thing once, it just really isn't something that any of the characters I build would do. I get really into RP. One of my characters in SLE was in the Dark Brotherhood and would leave her husband at home and not change clothes until she got there. She really didn't want him to know. But she never finished it. As her puppetmaster, I just couldn't bring myself to kill a bride on her wedding day.

Moonlight Tales makes quite a lot of improvements to Werewolves even if you're not playing one yourself. For what it's worth, I think it's worth it for the sound and texture improvements alone.

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Moonlight Tales makes quite a lot of improvements to Werewolves even if you're not playing one yourself. For what it's worth, I think it's worth it for the sound and texture improvements alone.

This is what got me to keep Moonlight Tales - especially the texturing, don't we have another mod taking care of werewolf sounds? Heart of The Beast, I think. And the MCM helped as well. I wish Claralux had one. Really, I can't be bothered to be running around the test cell activating and deactivating stuff ON TOP of all the MCM configurations... Besides I usually start in Solitude and play a while before I even get near Riverwood. I'm testing the configuration esp this time.

Edited by godescalcus
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Moonlight Tales makes quite a lot of improvements to Werewolves even if you're not playing one yourself. For what it's worth, I think it's worth it for the sound and texture improvements alone.

     Also as far as that pop-up goes, you basically want to set it for whatever difficulty you are playing on.  It allows werewolf form to scale to difficulty so it doesn't become obsolete in higher levels.  Like Sacrosanct's perk tree does for Vampire Lords.

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Just when I thought I had my build finished, I realize (because of DynDOLOD popping a lot of in-game error messages) that skse folders are probably not read from bsa files... I packed everything I could into bsa's this run and if this is true, there's a lot of digging to do to find what I may have "mispacked".

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I have not had this happen to me yet but I have been meaning to look into adding this to the guide so every time it auto points to the FNIS Output Folder Or would the Overwrite folder actaully be better for everyone?

The Mod Organizer devs recommend creating an empty FNIS Output mod and using the RedirectFiles option in FNIS.ini. When you run GenerateFNISForUsers, disable (uncheck) the FNIS Output mod in the left pane, run GenerateFNISForUsers, and then enable the FNIS Output mod when complete. From what I understand, GenerateFNISForUser deletes everything before it run and they asked Fore to support the RedirctFiles option so it won't accidentally delete something it shouldn't.

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The Mod Organizer devs recommend creating an empty FNIS Output mod and using the RedirectFiles option in FNIS.ini. When you run GenerateFNISForUsers, disable (uncheck) the FNIS Output mod in the left pane, run GenerateFNISForUsers, and then enable the FNIS Output mod when complete. From what I understand, GenerateFNISForUser deletes everything before it run and they asked Fore to support the RedirctFiles option so it won't accidentally delete something it shouldn't.

OK, Greg, I will add that to the guide.

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Is it safe to do the Conflict Resolution merged in the middle of a game? The save would show error that some esp's are missing, and I am worried something bad might be left behind to destabilize the save in the long term.

I agree, some scripts might be left orphaned and conflict with the same scripts popping from the merged plugin? Maybe the same procedure for updating certain mods - removing the original plugins, cleaning scripts from the save, then installing the new plugin - could work, but I'd avoid putting my ongoing game through that.

 

I'm still stubbornly using my bashed patch and 3 out of 5 of the conflict resolution files are already merged in there, so I don't do the CR merge either, to facilitate future updates (needless to say, updating your load order and rebuilding the bashed patch in the middle of a playthrough is also not advisable).

Edited by godescalcus
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I agree, some scripts might be left orphaned and conflict with the same scripts popping from the merged plugin? Maybe the same procedure for updating certain mods - removing the original plugins, cleaning scripts from the save, then installing the new plugin - could work, but I'd avoid putting my ongoing game through that.

 

I'm still stubbornly using my bashed patch and 3 out of 5 of the conflict resolution files are already merged in there, so I don't do the CR merge either, to facilitate future updates (needless to say, updating your load order and rebuilding the bashed patch in the middle of a playthrough is also not advisable).

I can live with some small updates that I know are somewhat safe, but this seems quite risky to do for an ongoing game. Okay, thanks, I will not use the CR merged either in the current game.

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know_your_enemy_armors.espknow_your_enemy_silver.espkye_bruma_patch.espkye_cos_patch.espkye_crf_patch.espkye_sic_patch.esp(This esp is actually included in the Animals Merged) <----kye_skyrim_sewers_patch.espkye_skytest_patch.esp (This esp is actually included in the Animals Merged <----

Are these two more of a FYI or an idiot check or a instruction?

 

Im not sure if i should cut/paste those two esp files in KYE Patches Merged or not, if they're already in the Animals Merge. :confusion:

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know_your_enemy_armors.espknow_your_enemy_silver.espkye_bruma_patch.espkye_cos_patch.espkye_crf_patch.espkye_sic_patch.esp(This esp is actually included in the Animals Merged) <----kye_skyrim_sewers_patch.espkye_skytest_patch.esp (This esp is actually included in the Animals Merged <----

Are these two more of a FYI or an idiot check or a instruction?

 

Im not sure if i should cut/paste those two esp files in KYE Patches Merged or not, if they're already in the Animals Merge. :confusion:

 

No, you just copy them in the new folder according to the instructions KYE Patches. The files to merge are mentioned below that in Files to merge:

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