genju Posted June 13, 2018 Share Posted June 13, 2018 The game will always crash when you try to load a save/start a new game if you have missing masters. You need to make sure you have all those files! Most of the ones you've listed are merges, so you'll need to complete the merge page to create the files, but I'd look a bit more closely at the Skytest files as that looks like something you've missed installing.One mod was unchecked. Now all I have left missing is merged MastersSo I'm working right now on Merge files and will then proceed with the rest of the guide (LOOT, DynDOLOD,...) until the end and see if CTD is old story Link to comment
Brotherofcats Posted June 13, 2018 Share Posted June 13, 2018 Everything working well, but still have two mesh issues. One is not too bad. A lot of the pine trees have purple trunks. At first I thought it was supposed to be that way, until I got closer and saw that they were smooth. There are a bunch of them, and I would like them to look right. I am only using the replacement mods for trees that were specified in the STEP guid for LOTD. Link to comment
DarkladyLexy Posted June 13, 2018 Author Share Posted June 13, 2018 Everything working well, but still have two mesh issues. One is not too bad. A lot of the pine trees have purple trunks. At first I thought it was supposed to be that way, until I got closer and saw that they were smooth. There are a bunch of them, and I would like them to look right. I am only using the replacement mods for trees that were specified in the STEP guid for LOTD.did you correctly setup SFO? Link to comment
Shabdez Posted June 13, 2018 Share Posted June 13, 2018 I've posted about this issue on the Nexus Forum, but maybe you can check something for me. Do you guys see the 4 staves at the entrance of Shalidor's Maze? For some unknown reason, they don't appear in my game. Link to comment
Drbigt Posted June 13, 2018 Share Posted June 13, 2018 I can't seem to merge the conflict patches, I'm all the way there but the option to click ok is grayed out when I'm here. Help? Link to comment
OCDCoder Posted June 14, 2018 Share Posted June 14, 2018 (edited) I think I need a couple of idiot checks for the new LOOT. I just found the comment about changing the masterlist branch to dev-masterlist in the forum, but I don't see that in the guide anywhere. Just to make sure, that's a requirement, right? In any case, that didn't help my problem that when I run LOOT and go to set up the groups, I'm not seeing all of the groups that it seems like are already supposed to be there (according to the prereq instructions and the .gif). Since I'm on the prereqs page, I haven't made any changes to the mods yet, although I did delete all of my custom rules out of LOOT. I feel like I'm missing something obvious. (And I did search, although I can't promise I didn't miss something.) Can someone smack me with the idiot 2x4 please? Some day I'll actually get to play this game... *headdesk* Edit: Also, is there a non-animated image of what the groups should look like when everything is done? The animated version goes by so fast and I'd like to be able to compare when I'm done. (Optimistically assuming I'll eventually manage that. :-p) Edited June 14, 2018 by OCDCoder Link to comment
BlackJackal Posted June 14, 2018 Share Posted June 14, 2018 I've posted about this issue on the Nexus Forum, but maybe you can check something for me. Do you guys see the 4 staves at the entrance of Shalidor's Maze? For some unknown reason, they don't appear in my game.I have encountered this bug a while ago. I don't know the cause. But the staves don't raise up from below the floor. As a workaround you can just use the TCL command to clip through the ground, grab them, and use the TCL command to deactivate clipping. Link to comment
cptmcsplody Posted June 14, 2018 Share Posted June 14, 2018 I think I need a couple of idiot checks for the new LOOT. I just found the comment about changing the masterlist branch to dev-masterlist in the forum, but I don't see that in the guide anywhere. Just to make sure, that's a requirement, right? In any case, that didn't help my problem that when I run LOOT and go to set up the groups, I'm not seeing all of the groups that it seems like are already supposed to be there (according to the prereq instructions and the .gif). Since I'm on the prereqs page, I haven't made any changes to the mods yet, although I did delete all of my custom rules out of LOOT. I feel like I'm missing something obvious. (And I did search, although I can't promise I didn't miss something.) Can someone smack me with the idiot 2x4 please? Some day I'll actually get to play this game... *headdesk* Edit: Also, is there a non-animated image of what the groups should look like when everything is done? The animated version goes by so fast and I'd like to be able to compare when I'm done. (Optimistically assuming I'll eventually manage that. :-p)No its not a requirement, I was just seeing if anyone could test out my changes. I did a lot of testing, but you never know. MLU has also been moved to the default group for now. Link to comment
OCDCoder Posted June 14, 2018 Share Posted June 14, 2018 No its not a requirement, I was just seeing if anyone could test out my changes. I did a lot of testing, but you never know. MLU has also been moved to the default group for now. Ah, ok. I should probably change it back then. And thanks for the image! So, that's exactly what I have. But the instructions for setting up LOOT on the Prereqs page have other groups mentioned, like "Alternate Start" (which, well, the actual .esp I notice defaults to being in the "High Priority Overrides" group). So are we not supposed to be creating those groups for now? (I'm going section by section through the guide again, and so far haven't gotten to any groups that don't exist.) Also, small thing, LOOT hasn't been reporting BSHeartland.esm dirty for me, and cleaning it does nothing. BTW, I want to say thanks again for adding the guide sections in the changelog, and for listing them in order. It's REALLY helping as I go through and check my build for the millionth time. Really, honestly and truly, some day I will actually play the game again. Link to comment
tyrindor Posted June 14, 2018 Share Posted June 14, 2018 (edited) You have Lucidity/Audio Overhaul/Immersive Sounds listed but the AO creator says Lucidity is not supported with Audio Overhaul. Audio Overhaul's files are in a .bsa, so that means lucidity's loose files will overwrite most of it's contents to my understanding. Are you extract the bsa and letting it overwrite Lucidity? Edited June 14, 2018 by tyrindor Link to comment
OCDCoder Posted June 14, 2018 Share Posted June 14, 2018 So I'm doing some merging as I go along. One extra thing I added to my build is Darker Nights (Level 1 - I'm almost totally hardcore, but zero was making it completely impossible to see various indoor places as well - now it's just mostly impossible :-p). I had added it to the Weather Systems Merge since Wonders of Weather (I think is the one) has settings that deal with night darkness, they just don't seem to change anything for me. It worked fine there (I put it almost at the bottom, right above the Consistency Patch) but I'm wondering if there's any reason I might want to put it in the ELE merge instead, given all this stuff with the new groups? Also, looking at that, I noticed that some of these merges go into groups that we're instructed to create for LOOT on the prereqs page. But I don't have any of those groups aside from the ones in @cptmcsplody's image, so no "Alternate Start," which is where the instructions begin. Should we recreate the groups as they are in the animated .gif and then follow the instructions to add the other new groups? (And if so, does anyone have screencaps showing the starting and ending configuration of those groups?) Link to comment
DarkladyLexy Posted June 14, 2018 Author Share Posted June 14, 2018 Ok, the Latest LOOT masterlist update a thrown a few things of whack, for now, I suggest deleting the Towns and Village Group and clearing those mods User Metadata that is added to that group. please give me some time to re-examine things. Link to comment
tyrindor Posted June 14, 2018 Share Posted June 14, 2018 (edited) aMadianborn has a few fix files that I don't see mentioned. Do we want to grab Bonemold Hotfix and Stagg of Magnus Hotfix? https://www.nexusmods.com/skyrim/mods/24909/?tab=files Is there any reason the Amadianborn caves and mines was replaced by Underground other than personal preference? I greatly prefer Amadianborn + Noble textures. I don't know why but the Underground textures appear a bit bright to me, in a lot of ways. Thanks. This guide has helped me a lot. Edited June 14, 2018 by tyrindor Link to comment
cybexgames Posted June 14, 2018 Share Posted June 14, 2018 Just working my way thru the Prerequisites page, and I am at the LOOT section, and am a little stumped by Step 5, I do not have an Alternative Start group, will it be added at some later point when LOOT is run, guessing when the Alternative Start mod is added. Do I just create it and when I add the Alternative Start mod, add it to the Alternative Start group. Link to comment
DarkladyLexy Posted June 14, 2018 Author Share Posted June 14, 2018 Just working my way thru the Prerequisites page, and I am at the LOOT section, and am a little stumped by Step 5, I do not have an Alternative Start group, will it be added at some later point when LOOT is run, guessing when the Alternative Start mod is added. Do I just create it and when I add the Alternative Start mod, add it to the Alternative Start group.No LOOT masterlist was updated last night there will be an update to the section DO NOT CREATE THE TOWNS AND VILLAGE GROUP. Please Ignore steps 1-5 for now. Link to comment
Recommended Posts