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Lexy's: Legacy of The Dragonborn Special Edition


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Posted

Is it normal to get a list of warnings when opening the CK?  I cleaned the dlc and went back and checked it for errors and a few show up.  Is this how it's supposed to be or did I do something wrong?

 

Thanks.

Yes it is absolutely normal when loading vanilla & DLC ESMs.

Posted

For what it's worth, I reported this issue on Discord on Friday, and the suggestion to make sure you load the entire LO when you create the pre-smash patch was the fix Lexy suggested. I can verify this does clear the "not resolved" errors which you will otherwise see in TGE.

Agreed - saw this as well, and found the same fix. Of course, I also ended up redoing the entire Equalizer patch as well, so that may have been a part of it as well. Lots of new and odd errors popping up with this round of revisions, eh? :)

Posted (edited)

For what it's worth, I reported this issue on Discord on Friday, and the suggestion to make sure you load the entire LO when you create the pre-smash patch was the fix Lexy suggested. I can verify this does clear the "not resolved" errors which you will otherwise see in TGE.

Kal,

The issue happens before the Pre-smash Patch step, when creating the TGE patch.

The first time I made it, spit no error before merging it in the Pre-smash Patch. But the Content Addon was not activated. After activating it and rebuilding the TGE, too many "could not resolved" errors came out from it.

I re-converted and cleaned the plugin following what Lexy did on her pre-converted file. I will then rebuild the TGE and see.

 

PS: I don't go to the discord channel, finding that forum helpful enough.

 

Edit 1: No error this time. The "Amidianborn_ContentAddon.esp" file is not integrated into the TGE as a master because it only adds alternate textures (my conclusion). Solved for me.

 

Alkira.

Edited by Alkira
Posted

hey guys I have just updated the aMidianborn Content add on Removed Morrowloot everyone please redownloaded and add a Force ALL to SMASH. This is about all I have time for today A Proper update will hopefully come tomorrow (Finger Crossed I don't get callled into work again tomorrow)

 

This update should also fix the issue of the Great Equailzer throwing a hissy fit.

Posted

Thanks for the update, Lexy... if we've already got it working, though, I assume there is no specific reason to redo it?

if  you have got it working and it is behaving and TGE is behaving no reason to update.

 

I originally added MLU tom the content addon cos of something Mator said about SMASH but that has been proved not entirely correct. Plus Adding MLU screwup the content addon so I decided to be to remove it and use Force All instead.

 

Dreadflopp has been working on some ideas for levelled lists that the DEV team need to try out I'll keep you posted on those developments.

Posted

if  you have got it working and it is behaving and TGE is behaving no reason to update.

 

I originally added MLU tom the content addon cos of something Mator said about SMASH but that has been proved not entirely correct. Plus Adding MLU screwup the content addon so I decided to be to remove it and use Force All instead.

 

Dreadflopp has been working on some ideas for levelled lists that the DEV team need to try out I'll keep you posted on those developments.

Thanks for the clarifications - though if the setup breaks the Content Addon somehow, it may be worth redoing. Anything specific to look for here for if its working or not?

 

Maybe a nice addition to More Hud SE

 

This mod brings some features from moreHUD into the inventory menu. From your inventory you can now see if enchantments are known by the player and other features.

 

Author mentions you dont need the ESP unpacking BSA is enough he even uploaded a ESL file.

 

https://www.nexusmods.com/skyrimspecialedition/mods/18619?tab=files

For those who missed this little gem of a mod - this adds a small UI element in the inventory menu that I have been searching for a LONG time - the ability to tell if you have learned an enchantment or not. With no ESP taking up a slot (or an ESL if you want to do it that way - I went the BSA unpack path), this is a no-brainer, and should be included in the main guide, especially with all the additional enchants that Summermyst adds in. My $0.02.

 

Ah well. Was too much to hope for.

 

I was just over on the Nexus and have three to bring to attention real quick:

 

A) Another Nightengale Armor retex... I'm not aure about the armor textures themselves as compared to the Prime we use now, but the weapon retextures look worth it to me. Should be easy enough to delete the armor portions and keep the weapons.

 

B) In the continuing trend of MCM menus coming back for SSE, CLARALUX gets thiers back. Two versions, one of which removes the door to the Testing Facility outside Riverwood.

 

C) Finally, an improvement to horse looks and animations. Says it works with Convenient Horses, and if it's an upgrade, it may be worth a look.

 

See what happens when I have to wait for LOD to gen up?

Just following up on these : I agree with Lexy's evaluation on the Nightengale Retex - the armor is far worse than Prime, and the weapons (as much as I like the look) aren't enough to make me alter it enough for just those. The CLARALUX MCM appears to be working completely and correctly, and can completely replace the ESP file from the CLARALUX file we have already... in fact, it makes the entire original mod install redundant. May be an idea to hold onto until the official version gets updated, assuming it ever does. Finally, on the horse mod I linked - it's a bust. It looks nice enough, but there is an odd shine on the darker horses that makes highlights very blue on their bodied. I removed it almost immediately.

Posted

Just a further update, since I still hold a strong candle for suggesting Skyrim Wayshrines - Immersive Fast Travel - Swift SE for inclusion--the author is looping back around to implement a wayshrine tie-in with LotD as well.  I went over the full span of why I'm so geeked about this mod in my prior post, but I'm really keen on the progression this introduces for characters as they develop into higher levels on a no fast travel setup.  It's also extremely lightweight on the scripting side, to quote:

 

Although the mod contains scripts, it is actually script lag free. Every single script used in this mod is event based except for a single optional script. A very large portion of these event based scripts are used one time only and then never execute again. Therefore, there is no need to worry about script lag :). The one script that is an exception is a script attached to the endgame artifact you obtain much later down the road, and the script will only be used if you use the artifact. Furthermore, the script itself is only dynamic in the sense that it changes a global variable once after 24 hours of it being activated, then is not used until you use that artifact again. So even the one and only script that runs in the background optionally on your behalf is still extremely light!

Posted

hey guys I have just updated the aMidianborn Content add on Removed Morrowloot everyone please redownloaded and add a Force ALL to SMASH. This is about all I have time for today A Proper update will hopefully come tomorrow (Finger Crossed I don't get callled into work again tomorrow)

 

This update should also fix the issue of the Great Equailzer throwing a hissy fit.

For your information.

I have remade the TGE for the fourth time and have now the Amidianborn_ContentAddon.esp added as a master (I didn't use your replacement plugin, did the changes myself and should be same as yours) with the records ending by "..._AMB" forwarded properly.

 

 

Edit 1: No error this time. The "Amidianborn_ContentAddon.esp" file is not integrated into the TGE as a master because it only adds alternate textures (my conclusion). Solved for me.

That statement was wrong although I don't know exactly why it takes so may tries to get it run properly without error (I double checked every loaded plugin in the process, many times).

Thanks for answering and acting so fast Lexy, it is always a pleasure to stop by the forum.

 

Alkira.

Just a further update, since I still hold a strong candle for suggesting Skyrim Wayshrines - Immersive Fast Travel - Swift SE for inclusion--the author is looping back around to implement a wayshrine tie-in with LotD as well.  I went over the full span of why I'm so geeked about this mod in my prior post, but I'm really keen on the progression this introduces for characters as they develop into higher levels on a no fast travel setup.  It's also extremely lightweight on the scripting side, to quote:

 

Although the mod contains scripts, it is actually script lag free. Every single script used in this mod is event based except for a single optional script. A very large portion of these event based scripts are used one time only and then never execute again. Therefore, there is no need to worry about script lag :). The one script that is an exception is a script attached to the endgame artifact you obtain much later down the road, and the script will only be used if you use the artifact. Furthermore, the script itself is only dynamic in the sense that it changes a global variable once after 24 hours of it being activated, then is not used until you use that artifact again. So even the one and only script that runs in the background optionally on your behalf is still extremely light!

Agreed. That would definitely be a great addition to the guide WRT immersion.

 

Alkira

Posted (edited)

     I'm not commenting for or against the addition of the Wayshrines mod.  I know I"m probably the oddball here, but I don't like fast travel at all and don't use it (excluding the cart rides).  I don't particularly care for teleportation hubs either :P.  For me fast travel breaks immersion.  For someone unlike me, who has plenty of time to play, I can see where fast travel is a godsend.

Edited by Kneph13
  • +1 2
Posted

It's intended for someone who doesn't use fast travel in their playthrough, and basically presents another level of access to work in tandem with the carriage / ferry rides, and by default you're spending soul gems to power it (configurable to player preference) it involves questing and exploration to get it operational and it looks great in the environment. 

 

In my opinion it is a lot more reasonable than a 'teleportation hub' in the sense I believe you're mentioning--heck, it takes more legwork than just using carriages because you have to discover the wayshrines and activate them with soul gems before they're valid destinations in the first place. 

 

The #1 reason I like it is because it feels like a fun and rewarding expansion of your travel options that you grow into as your character levels up and explores more and more regions of the world space, and you can make it as involved as you like to gain access to it.

  • +1 1
Posted

I don't like fast traveling neither but after a while and with the character growing stronger and exploring more, there are places I want to return faster than the first times.

For me it is really "mood-dependent" state ^_^

 

Alkira.

  • +1 1
Posted (edited)

     I'm not commenting for or against the addition of the Wayshrines mod.  I know I"m probably the oddball here, but I don't like fast travel at all and don't use it (excluding the cart rides).  I don't particularly care for teleportation hubs either :P.  For me fast travel breaks immersion.  For someone unlike me, who has plenty of time to play, I can see where fast travel is a godsend.

Carriage & Ferry Travel Overhaul with some Immersive (or Convenient, but I don't need the included storage & other systems) Horses covers my travel needs. I don't need an additional plugin to block fast travel, I just choose not to (unless "mood-dependent" state :;): ). With that in mind, looks like SWIFT requires conflict resolution &/or additional patch plugins for various mods, I just don't care for all that to add an option I rarely want. I did enjoy the Morrowing Mage's Guild quest+wayshrine travel system, but I don't see a need for that in Skyrim. Of course, just my personal take on the game, your mileage will vary.  

 

* edit: I do have Clockwork installed and look forward to it's limited teleport option, so I guess I'm not such a purist ::):

Edited by redirishlord
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