andizzzzy Posted May 25, 2018 Share Posted May 25, 2018 I've decided to just restart, with all the changes with the merged conflict resolution, updated major mods, and mistakes I've done, I feel like I might regret it later if I don't restart now. I just hope I won't have to restart again in two weeks A few of us are in the same boat i think Im following this guide as i want to learn to be an advanced modder, but also create a stable modded game. If there is anything that i could possibly wish for in my game right now, it would have to be Frostfall and Campfire - updated by Chesko. I've waited so long 1 Link to comment
godescalcus Posted May 25, 2018 Share Posted May 25, 2018 (edited) I've decided to just restart, with all the changes with the merged conflict resolution, updated major mods, and mistakes I've done, I feel like I might regret it later if I don't restart now. I just hope I won't have to restart again in two weeks I've just finished an brand new laptop build up to date (well, with everything but smash :P) and I'm still playing my desktop build from April. Once I finish the new one I'll get the different combat combos :Dyes, you will cos I will do another huge update that will break a zillion mods Update every single I made and then a few days later change my mind again. In all seriousness, I have no major changes in the pipeline (Unless kryptopyr suddenly decided to drop her mods on us).I actually tampered with the up-to-date build I mentioned above to try and implement a port of CCOR... couldn't help it! ;) The funny thing is, every CR file that depended on Cloaks.esp for SSE will work if redirected to the ported CCOR esp. All the cloaks have their overrides unbroken in CCOR (that is, if you merely change the mod index (first two digits) in the reference, from Cloaks to CCOR, you get a valid reference to the CCOR version of the cloak. I think something has to be done to link mod-added forges to CCOR's experience system, but haven't figured that out yet. That being said, I hope krypto does manage to publish her updates soon. Edited May 25, 2018 by godescalcus Link to comment
andizzzzy Posted May 25, 2018 Share Posted May 25, 2018 Whats the safest way to remove ONE masterfile dependancy from the final Lexy's LoTD SE - Conflict Resolution ?In this case its - missing masters: Prometheus_No_scroll_Under_the_roof.esp Link to comment
godescalcus Posted May 25, 2018 Share Posted May 25, 2018 (edited) Whats the safest way to remove ONE masterfile dependancy from the final Lexy's LoTD SE - Conflict Resolution ?In this case its - missing masters: Prometheus_No_scroll_Under_the_roof.espUse this process with the description you'll find down at the bottom of the guide: create a dummy master with wrye bash, load the CR in xedit, use the script "list records referencing a specific plugin" (works better for me than report masters...) typing in the index (first two digits) of the dummy Prometheus_No_snow_Under_the_roof.esp. Here is what my build yields, only three references. When you do this with your dummy master, those referenced records will contain "unresolved reference" errors. Applying script... \ [33] Lexy's LoTD SE - Conflict Resolution.esp \ [14] GRUP Top "WRLD" \ [11] GRUP World Children of DLC2SolstheimWorld "Solstheim" [WRLD:04000800] \ [0] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 1, 1 \ [1] GRUP Cell Children of DLC2AbandonedLodgeExterior01 [CELL:0400EE51] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 8,12) \ [0] GRUP Cell Temporary Children of DLC2AbandonedLodgeExterior01 [CELL:0400EE51] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 8,12) \ [0] [REFR:04017B67] (places Prom_Farmhouse01Snow [sTAT:2E002315] in GRUP Cell Temporary Children of DLC2AbandonedLodgeExterior01 [CELL:0400EE51] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 8,12)) \ [2] NAME - Base = Prom_Farmhouse01Snow [sTAT:2E002315] \ [33] Lexy's LoTD SE - Conflict Resolution.esp \ [14] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [6] GRUP Exterior Cell Block 0, 0 \ [1] GRUP Exterior Cell Sub-Block 2, 0 \ [1] GRUP Cell Children of HalloftheVigilantExterior01 [CELL:00008FCF] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,16) \ [0] GRUP Cell Temporary Children of HalloftheVigilantExterior01 [CELL:00008FCF] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,16) \ [0] [REFR:000C734B] (places Prom_FarmInn01Snow_Heavy_Only [sTAT:2E04B199] in GRUP Cell Temporary Children of HalloftheVigilantExterior01 [CELL:00008FCF] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,16)) \ [2] NAME - Base = Prom_FarmInn01Snow_Heavy_Only [sTAT:2E04B199] \ [33] Lexy's LoTD SE - Conflict Resolution.esp \ [14] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [4] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 3, -4 \ [1] GRUP Cell Children of POINorthernCoast11 [CELL:00009247] (in Tamriel "Skyrim" [WRLD:0000003C] at -31,27) \ [0] GRUP Cell Temporary Children of POINorthernCoast11 [CELL:00009247] (in Tamriel "Skyrim" [WRLD:0000003C] at -31,27) \ [0] [REFR:000EEF79] (places Prom_ImpExtIceTower02_Snow [sTAT:2E00599A] in GRUP Cell Temporary Children of POINorthernCoast11 [CELL:00009247] (in Tamriel "Skyrim" [WRLD:0000003C] at -31,27)) \ [2] NAME - Base = Prom_ImpExtIceTower02_Snow [sTAT:2E00599A][Apply Script done] Processed Records: 425, Elapsed Time: 00:07You'll want to consider the references [REFR:04017B67], [REFR:000C734B] and [REFR:000EEF79]. Copy each of the 8 digit numbers into the top left box in xEdit (that reads FormID) and check that they're merely forwarding the NSUTR replacers for the snow statics (which will show as unresolved references). You can delete the record FROM Lexy's LOTD SE - Conflict Resolution.esp ONLY. To do that, right-click the top cell of the column on the right that reads "Lexy's LOTD SE - Conflict Resolution.esp" and choose "jump to". It will highlight that plugin's reference on the left tree, that you can right-click and select "remove". Careful not to delete anything from either the base game, or USSEP or any other plugin that mentions it... Do this for all the references you found. Then scroll up the left-hand list and right-click on the top index for "Lexy's LOTD SE - Conflict Resolution.esp" and select "clean masters". It should remove the plugin if no references are left. When exiting xEdit check to save only "Lexy's LOTD SE - Conflict Resolution.esp". Edited May 25, 2018 by godescalcus Link to comment
sirjesto Posted May 25, 2018 Share Posted May 25, 2018 Found a fix for the Ancient Shrouded Cowl issue. Link to comment
DarkladyLexy Posted May 25, 2018 Author Share Posted May 25, 2018 Found a fix for the Ancient Shrouded Cowl issue. do share SirJ Link to comment
sirjesto Posted May 25, 2018 Share Posted May 25, 2018 do share SirJI will have fixed for next version but if you want to do yourself, just add the "head" flag to the cowl's Armor and Armor Addon records.It makes the head "invisible", but because of all the blackness in the cowl it looks fine. Link to comment
dreamer1986 Posted May 25, 2018 Share Posted May 25, 2018 Did anyone try Combat Surrender with the guide? I am tempted to try a more peaceful approach in the next playthrough, and this mod would make like easier in that regard from what I understand. Link to comment
sirjesto Posted May 25, 2018 Share Posted May 25, 2018 Did anyone try Combat Surrender with the guide? I am tempted to try a more peaceful approach in the next playthrough, and this mod would make like easier in that regard from what I understand.Interesting idea, but I would be wary of adding a mod that runs scripts on every NPC enemy in the game on a script heavy load order. Link to comment
dreamer1986 Posted May 25, 2018 Share Posted May 25, 2018 Interesting idea, but I would be wary of adding a mod that runs scripts on every NPC enemy in the game on a script heavy load order.Yes, I guess you are right, too risky. Lucky there are other ways to play more peacefully. Thank you. Link to comment
Yirran Posted May 25, 2018 Share Posted May 25, 2018 Couple quick questions. The instruction to download "The Great Equalizer - Patching Script - 1.0"mentions scripts for xEdit. Is "MLU - Consistency Patch", and esp the correct file to download? My video card defers to the application to handle VSync. Is setting VSync to true in enblocal.ini ok or is it best just to comment it out and let it default? Awesome guide by the way! Link to comment
Kal Posted May 25, 2018 Share Posted May 25, 2018 Couple quick questions. The instruction to download "The Great Equalizer - Patching Script - 1.0"mentions scripts for xEdit. Is "MLU - Consistency Patch", and esp the correct file to download? My video card defers to the application to handle VSync. Is setting VSync to true in enblocal.ini ok or is it best just to comment it out and let it default? Awesome guide by the way!1) No, the file is "The Great Equalizer - MLU Version" 2) It really depends on how much of the other instructions in the guide you are following. If you're using an Nvidia graphics card and are using the nvidia inspector profile, then you should set Vsync to false in enblocal. Link to comment
OCDCoder Posted May 25, 2018 Share Posted May 25, 2018 I finished the updating process, but I discovered a pretty big mistake that is present in my current save - because of my carelessness I forgot to activate KYE Patches Merged previously, even though I created it. Now its activated, but I don't know what to expect. Is my save file doomed?I could be completely wrong on this overall, but back when I was playing SLE heavily modded, I only had problems when I removed things, not when I added them. So I THINK your game would have been more like "Crap, I need this and it's not here. Oh well, this will just look weird." (Or crash.) And in the future, it'll go, "Oh, THERE it is! Happy now!" There was a script cleaner I used when I did remove something, I need to look back at my whole SLE setup to see if I can find it. When I did remove a mod, I'd run it and usually be able to continue on with no CTDs. (I know, not a huge help in your situation, but if someone remembers what that was...) Link to comment
godescalcus Posted May 25, 2018 Share Posted May 25, 2018 (edited) I just disable the FNIS_Output "mod" before I run FNIS each time, that way it goes to overwrite, if everything works (which is 99.999% of the time) I can just cut the contents of overwrite and replace the FNIS_Output, but I have the option of rolling back to the previous FNIS_Output (by just deleting overwrite and re-enabling FNIS_Output) just in case anything goes wrong.If you use the option to redirect output files (4th box ticked), you need to have the folder you're outputting to present in the VFS or it will just give you an error saying that. If you deactivate the FNIS_Output mod in mod organizer, that folder won't be visible to FNIS so you get an error. You can always use FNIS without redirecting files (the way I've always used it before the recent changes to MO2) but you'll be replacing files in your mod folders. It works, but you're tampering with the original files. So Fore, by request, added the file redirection feature which is a simple way to have FNIS never overwrite mods: it will just send them to the folder you point to in the ini file instead.I could be completely wrong on this overall, but back when I was playing SLE heavily modded, I only had problems when I removed things, not when I added them. So I THINK your game would have been more like "Crap, I need this and it's not here. Oh well, this will just look weird." (Or crash.) And in the future, it'll go, "Oh, THERE it is! Happy now!" There was a script cleaner I used when I did remove something, I need to look back at my whole SLE setup to see if I can find it. When I did remove a mod, I'd run it and usually be able to continue on with no CTDs. (I know, not a huge help in your situation, but if someone remembers what that was...)I think Save Game Script Cleaner doesn't work with SSE. You can use Fallrim Tools' Resaver instead. Edited May 25, 2018 by godescalcus Link to comment
OCDCoder Posted May 25, 2018 Share Posted May 25, 2018 I have a couple of questions about patches. I hate to ask because it involves adding things to the build, but I also just want to understand overall how they work. Using spoiler tags here because OMG this got long. [spoiler=Faces Merged]One is the Faces Merged. I also installed ApachiiSkyHair, so I have the main one (which has three esm files - ApachiiHair, ApachiiHairFemales, and ApachiiHairMales, yes, a LOT of new hair!), then one for CRF, one for LotD, and one for Interesting NPCs. Six files. Right now, in the left pane, I have them all loaded together below KS Hairdos. Can I add those to Faces Merged? Another question I have about the hair in general, why is the Salt and Wind version loaded way down in the Followers section (I also have one for Apachii) when More Realistic Hair and Superior Lore-Friendly Hair - HD textures are in the hair section? Racemenu doesn't seem to be picking those (Salt and Wind) up. (Unless I need to put Racemenu somewhere else. I have it at the beginning of that section, but somewhere I saw to put it higher in the left pane. But there are no hair mods higher in the load order and it is at least picking up the hair, eyes, etc.) [spoiler=NPC Retexture Merge SSE patch]The other is about the NPC Retexture Merge SSE patch we were given. All I installed is WICO and the 3DNPC mods. (My test is always to go out and look at Fralia Gray-Mane and see if she looks old. When I had all of the rest installed, she didn't.) I tried making a patch just with those two mods, but since it's a custom patch, I'm assuming something was done to it because when I ran it with mine, I ended up with a bunch of naked NPCs and a few with no heads... But since there were other conflict mods that relied on that one, I had to re-enable the two mods I'd merged, then create a dummy mod to make the other two happy. Is there a better way to handle that? Finally, in general, how do you know where in the left pane, and what Loot rules to use for a patch? I created one custom one and just put it below the lowest included mod in my load order. SEEMS to have worked. Since I'm asking so many questions, I thought I'd add my procedure for handling these patches that I've found makes it really easy when I need to modify one. I do this all in the LotD profile, I don't create other ones. [spoiler=Saving My Sanity]I create categories for all of the merges: LotD Merge - Faces For all of the mods that go into the merge, I put mrg_ in front of their names: mrg_Beards For all of those, I set the primary category to the one I created for that merge. When I create the merge, I put mpatch_ in front of the name: mpatch_Faces Merged. I also change the category to the same one.When I need to build/rebuild a merge:Select that category as a filter. Activate all of the mrg_ mods, deactivate the mpatch_ mod. (Unless it causes errors with other mods. For the patch-building procedure, it doesn't really matter if it's enabled or not.) Run LOOT as normal, making sure all files are selected in the right pane of MO2. Sort the right pane in alphabetical order to find the files needed for the merge. You can't reorder them if it's sorted by name, but if you select all of them (shift-click if they're together, ctrl-click for ones that aren't), then sort by priority, they'll stay selected and you can just drag them to the bottom and put them in the right order. Run Merge Plugins, deselect everything, select the files you want to include in the patch, and all of the mods they require will turn red italics. Select those. Select the files you want in the merge. Here's where you can also remove one if you're removing a mod it's patching. Build the patch as normal, making sure to name it the way you did in MO2 (the patch name, not the file name). Done! One other huge advantage of this method is when you're done, you can filter for mrg in the left pane and make sure they're all deselected, then filter for mpatch and make sure they're all selected. I've also been creating empty mods for the categories. Just double-click Overwrite (make sure there's nothing in there) and create a folder named whatever, it doesn't matter, then close, right-click, Create Mod. I name them like this: ---- Bug Fixes ----. It not only helps the sections stand out (thank you again SO much for adding the categories to the changelog!) but you can filter by ---- and make sure they're all deselected. (Though that doesn't matter, there's a red X next to them anyway to also help you find the categories. I just like to be consistent.) Hope that helps someone! Link to comment
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