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Lexy's: Legacy of The Dragonborn Special Edition


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I am unable to delete Groups in the Group editor that i have not made myself, this is the result. does this look correct? cause it looks like a hot mess to me.

 

Loot Group Editor: https://imgur.com/BcCNGlE

You seem to have old meta-data in your master-list or user-list, would you be able to send me your master-list & User-list from the "AppData\Local\LOOT\Skyrim Special Edition" folder? Would be good to know if there is a work around without deleting those.

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Hey, guys, I have an opening for someone to join the DEV Team and help me get the guide on to Mod Picker. I have already made a start but I need more help on it.

 

If anyone is interested in helping me out please PM me.

 

Forgive my ignorance, I've never used Mod Picker. How is it any different than following the guide here? You're still following download links wherever and installing them yourself. Is it just a place to get more exposure?

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Small things, in a pretty random order:

  1. In the guide, it says to load ELE Merged.esp after NPC Retexture Merge.esp. This isn't mentioned on the Merge page. (Actually, should that even be in the main guide since it's rules for the merge?)
     
  2. Typo, I think. In the LOOT rules for the Animals Merged, it says "Added to Merge Plugins" instead of "Add to Merge Patches."
     
  3. How often do we need to re-run The Great Equalizer? Every time we add or remove a mod? (Or at least remove a mod.)
     
  4. If I want to remove some of the character overhauls (mostly Men of Winter, I just can't look at that pornstache), can I just create a new NPC Retexture Merge with the ones I'm keeping, or will that mess up the other conflict patches?
     
  5. When I run LOOT the final time, then run SSEEdit and sort masters, if I run LOOT again, it wants to change the load order. Are we going to have to run both now every time we need to sort things?
     
  6. So, OMG, I'm almost done!!! I've done everything up to running FNIS. I haven't created the final patches yet because I want to finally run this thing and see if it explodes. I'm getting quite a few warnings in LOOT about recommended patches that were installed as part of the guide, they were just merged. Will creating those last patches fix that?

 

hey, guys, Sthaagg Has released Camping and Frostfall - Unofficial SSE Update - https://www.nexusmods.com/skyrimspecialedition/mods/17925/? So I guess I have no excuse not to add Campfire and Frostfall anymore.

The tutorial I followed (and that the page references) also included Wearable Lanterns. I guess if nothing has changed and that mod was made using the same tutorial, I should just keep using mine? (I'm not entirely sure what part of that process gives it its MCM menu back.)

 

Oooh, I love that the Necromancer's Camp linked in that tutorial (where you can get the empty SkyUI.esp) uses the Forsworn tents. I once made a treehouse using those up on a platform. I may have to finally make that Bosmer character. (Also, Bosmer Hearthfires looks really cool!)

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Thanks for the tip, I had Ghastley's other HF stuff, didn't realize I was missing new stuff.

A couple things I've noticed with this guide. One is that the same mod authors' names keep appearing over and over. Another is that going through the top files on Nexus, pretty much all of them are on there. I like this guide!

 

Although who added the creepy voices to the LAL cell? I've been in there for about half an hour setting up menus, not the first time I've done that, and I swear I don't remember that.

 

BTW, a few more recommendations:

  • Console: set timescale to 5. I like a day to actually feel more like a day. (You can do this in iNeed but I think the lowest it goes is 8.) Note that some people say you shouldn't go below 6, but I've heard both 5 and 6 and 5 has never given me a problem.

     

  • Also in iNeed, Reduce Carry Weight by 200. Seriously, we're not hauling around 300 pounds of gear. That's what the bags and backpacks are for. (Oh, and you can edit the Bandolier mod in SSEEdit if you want to make the carry weights there more reasonable. There was a mod for that in SLE, I just copied those settings.)

     

  • Missives: Similar to the notice board, but with local quests. They play nicely together.

     

  • Kaidan - Fully Voiced Follower: I haven't actually played with him yet, but I've seen REALLY good reviews. And we need some more male followers other than Inigo. :-p

     

  • Bellyaches Animal and Creature Pack SSE: Unless we have another mod that does this, otherwise I always used it on SLE. Although I can't remember, I actually went looking for this because I thought this was the one that fixes the upside-down butterfly wings. Anyone remember what that one was, or if we have anything installed that fixes that?

     

  • Customizable Camera: I'd posted an .ini setting that was supposed to tweak this, but it didn't work. Takes a bit of playing with to get it to your liking, but once you have it right, it's awesome!

Also, does anyone know if there are any mods that make followers start at a reasonable level rather than your level? It doesn't make sense that someone like Stenvar would start out as weak as I am. The follower I made once started at lvl 30 and leveled up with me after that, which just felt a lot more... right. (I also gave him a bunch of perks and was using Followers Can Craft, which was a nice combo.)

 

I've also been trying to figure out how to change follow distance. I have one SLE mod that lets you change that somewhat (Come Together or Get Out of the Way maybe?) and one, Followers as Companions, that will let your follower walk beside you. I'm going to check out those scripts as soon as I have this build stable and see if I can modify one of those for SSE. (Followers as Companions was a tiny bit buggy, but I think I know what the problem was. I'd really love to use that one again!) Just mentioning this in case something already exists for SSE.

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You might like Teldryn Serious, adds a quest and custom dialog to a vanilla dunmer spellsword. There's a separate mod for marriage option.

 

 

You're right, Missives looks promising indeed.

 

 

Tech's SSE Guide here on STEP has a lot of LE favorites ported to SSEm or compatible right out of the box, good source for cherry picking some extras to fill out a load order.

Edited by redirishlord
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Small things, in a pretty random order:

  1. In the guide, it says to load ELE Merged.esp after NPC Retexture Merge.esp. This isn't mentioned on the Merge page. (Actually, should that even be in the main guide since it's rules for the merge?)

     

  2. Typo, I think. In the LOOT rules for the Animals Merged, it says "Added to Merge Plugins" instead of "Add to Merge Patches."

     

  3. How often do we need to re-run The Great Equalizer? Every time we add or remove a mod? (Or at least remove a mod.)

     

  4. If I want to remove some of the character overhauls (mostly Men of Winter, I just can't look at that pornstache), can I just create a new NPC Retexture Merge with the ones I'm keeping, or will that mess up the other conflict patches?

     

  5. When I run LOOT the final time, then run SSEEdit and sort masters, if I run LOOT again, it wants to change the load order. Are we going to have to run both now every time we need to sort things?

     

  6. So, OMG, I'm almost done!!! I've done everything up to running FNIS. I haven't created the final patches yet because I want to finally run this thing and see if it explodes. I'm getting quite a few warnings in LOOT about recommended patches that were installed as part of the guide, they were just merged. Will creating those last patches fix that?

1. you need to load ELE Merged.esp after  NPC Retexture Merge.esp so it ends up near the bottom on your Load Order I probably just removed it by mistake.

2. yeah typo I'll fix that.

3. every time you add or remove a mod that changes the stats for weapons and armours.

4. You will need to fix the NPC Retexture CR.

5. you technically you should but I don't bother half the time.

6. No, but you can safely Ignore those warning.

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Hey Lexy!

 

If I remember correctly you're planning on switching from Convenient to Immersive Horses yes?  I'm sorting through some of my own CR right now and realizing that Immersive Horses does not seem to be compatible with iAFT.  Both mods edit the Stables quest, and sevencardz has basically said it's the job of the AFT mod author to make his mod compatible.  I'm using all the same relevant mods here as you guys, and this seems to leave us boned from every direction - I'm pretty sure EFF is compatible with IH, but not (at least not properly) with 3DNPC. 

 

I've also become rather fond of iAFT and am loathe to switch it out.  There are suggestions to use yet another mod - Simple Follower Mount to handle followers mounting horses, and then I assume you just let IH win the conflict with iAFT, and you just lose out on any features from iAFT related to horses maybe?  Definitely not an ideal situation.

 

Any thoughts here?

 

iAFT I believe has open permissions so perhaps some knowledgeable and enterprising wizard-like guide-friend could make a version that - ideally - does not edit the stables quest but does allow followers to ride horses?

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Hey Lexy!

 

If I remember correctly you're planning on switching from Convenient to Immersive Horses yes?  I'm sorting through some of my own CR right now and realizing that Immersive Horses does not seem to be compatible with iAFT.  Both mods edit the Stables quest, and sevencardz has basically said it's the job of the AFT mod author to make his mod compatible.  I'm using all the same relevant mods here as you guys, and this seems to leave us boned from every direction - I'm pretty sure EFF is compatible with IH, but not (at least not properly) with 3DNPC. 

 

I've also become rather fond of iAFT and am loathe to switch it out.  There are suggestions to use yet another mod - Simple Follower Mount to handle followers mounting horses, and then I assume you just let IH win the conflict with iAFT, and you just lose out on any features from iAFT related to horses maybe?  Definitely not an ideal situation.

 

Any thoughts here?

 

iAFT I believe has open permissions so perhaps some knowledgeable and enterprising wizard-like guide-friend could make a version that - ideally - does not edit the stables quest but does allow followers to ride horses?

Immersive Horses i still on my Radar not tested in properly yet thou.

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Hey, i have a problem with the 3rd person arrow tilt set to 0.7: arrow collide with the ground when a killmove occurs and sneaking on mountains. Resetting the value to the default 2.6(or 2.5) solve the issue

 

And some mods recommendation. I tested them and seems to work fine with the guide:

 

- Hold to sprint : Hold to sprint instead of toggle - Requires SKSE64. Support controller and key rebinding.

The last version seems to provoke random ctd to some user but the 1.4 is fine.

 

- Pick up boos simple : Deal with the problem of "obbligatory" reading books in an un-intrusive manner.

Sole problem is it not yet work for Bruma Falskaar and other added location.

I added it in my miscellanous merge

Edited by Harlockin
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for the Embers HD post installation section, what do you mean by "Preserve Revamped Assets Skyrim version"? because if we just remove files as stated Revamped Assets Skyrim should not do anything.

the meshes from Embers HD will overwrite those of Revamped Assets Skyrim unless removed.

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