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Lexy's: Legacy of The Dragonborn Special Edition


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Posted

ok so after i do the smash patch i can also deactivate the bashed patch?

Nope, the bashed patch has a bunch of plugins merged and I don't think the smashed patch copies all those records in.

Posted

I am awed by your guide Lexy - just saying. Even if I wouldnt set out to do it all, there is so much there that is a solid foundation for building my own game.

 

I keep going back and forth in my mind between SE and LE. I can't decide which to use for my next play.

I notice from your guide that many of the mods on Nexus SE are poorly ported LE mods and have to be fixed up or niffed to be used safely.

Some of them are mods I would consider essential eg Immersive Armors.

Also MO2 and Vortex are still works in progress.

All in all I find myself wondering, is it still too soon for me to move to SE?

Are my concerns justified?

Would I be better to stick with LE for now?

 

Just to say what I want to do this time out; although I've played several hundred hours of Skyrim over the years I've never completed the main quest or any of the other main questlines.

I know - what the hell was I doing? Well strangely in Skyrim I never needed anyone telling me what to do and I've always played Skyrim DID; so I've started over many times.

But this time I want to do at least the main quest and maybe some others.

My main aim is to build a stable game that is basically an improved vanilla game.

The main improvements being QoL and gameplay. I'm less concerned about graphics.

Actually I like the way vanilla SSE looks when I switch off all the special effects (TAA, DoF, GRs etc). I hate what they do to the image - muzzy and fuzzy.

I like Skyrim crisp and clear like an alpine lake.

 

Anyway I know you're not a therapist - any thoughts welcomed.

Just wanted to add in that when IceCreamAssassin releases his Odyssey mod, Skyrim LE of Lotd will receive it's final update and then will be switching focus over to SE. This is exactly why I have begun modding SE instead of playing my LE modlist.

Posted

I thought it was odd, the guide mentioning them when they were already listed.  A couple others already had delev as well.  I might have imported them from LOOT, though I have no idea how I would have done so.  Hopefully there aren't others that are messed up that I didn't check.

I know it's possible, I can't remember how though. You do use MO2 right? Or do you use Wrye as you main mod manager?

Everyone, the errors in the versions of the Level list patch for those not using MLU has been fixed and uploaded to the nexus, please update. It's in the changelog.

Posted

hey guys the guide has been updated nothing major but check the changelog.

Hi Lexy, the levelled list patch instructions doesn't mention what to choose regarding IW distribuiton.

Posted

Hi there - 

 

So I love the guide but there are a lot more mods I'd like to install, specifically merged armor mods and quest mods/dlc that aren't included. I'm aware to always check for compatibility and such, but barring that, what's the process I should follow when adding new mods? Just loot, bashed patch, dyndolod? Idk. What do I have to re-do if I install a new mod in order to keep everything happy? Thanks :)

Posted

Everyone, another update to the Level list patches. A plugin got corrupted when I packaged them. If you used the plugin (non MLU with IW dist-version) you would have noticed since Wrye wouldn't have been able to use it. Redownload version 1.2 either way and rebuild the bashed patch and smash patch.

Posted (edited)

Everyone, another update to the Level list patches. A plugin got corrupted when I packaged them. If you used the plugin (non MLU with IW dist-version) you would have noticed since Wrye wouldn't have been able to use it. Redownload version 1.2 either way and rebuild the bashed patch and smash patch.

For the smash patch, I can just open it and go to "patches" and click on the hammer?  Is that the best way to make sure it keeps the formIDs and all of that?

 

edit:  And the zedit is still good?  It doesn't need to be rebuilt?

Edited by cstarkey42
Posted (edited)

I've got some general questions for folks savvy with xEdit CR and record-wrangling, from curiosity and wanting to learn how some less familiar aspects work.

 

I know this guide doesn't do anything with edits to the soundtrack per se, but I'd appreciate anyone with xEdit chops who can help for this one in particular: pictured are Beyond Skyrim: Bruma and Beyond Reach both weighing in on the the MUSCombat01 record under the Music Track category.

 

ROb27sn.png

 

At first blush, this flags the record as a having conflicts--but are these entries actually conflicts with how the Conditions hierarchy functions (if they were merged in the same record, that is?)  As near as I can tell, both sets of mod additions have distinct keywords from one another to call for their own soundtrack entries in those instances. 

 

It -seems- to me like none of Beyond Reach's music is actually tampling over vanilla or Bruma tracks.  Where I'm less clear is whether or not Bruma is elbowing in on vanilla's dragon tracks in this instance. 

 

Finally, is it correct to presume that I ultimately need both mods to forward all of their conditions packages to something later in the load order so that they're actually fulfilled?  Because with just the two side by side, I would imagine that Beyond Reach is preventing Bruma's conditions from being recognized by the game since it's later in the load order.

 

Edit: to clarify, I'm just asking if I can forward e.g. Beyond Reach's version of the track record, add two conditions and drag over Bruma's two new condition triggers to get them to all coexist.

 

On a broader level, however, is under the Music Type category instead--where the MUSCombat record has apparent 'conflict' that I've endeavored to resolve with record-forwarding.  With what I've done below, does this allow both sets of track additions to coexist in a copacetic fashion?

 

mLSaXHA.png

 

Is the function of Music Type records to pre-inform the engine which tracks it has on-hand?  Does the sequencing of the tracks listed matter?  Inquiring mind(s) are curious!

 

NPC records are easily up there for 'most conflict resolution necessary' with the guide's packed load-out.  In my obsessive-compulsive fastidiousness mucking around in xEdit, I am always puzzling over which records should ultimately make it to the 'finish line' when all is said and done.  In this regard, it feels like the Immersive College of Winterhold mod has by far the most jigsaw-jumbled motley assortment of conflicting records among any NPC edits in this mod loadout.  Here is Urag gro-Shub as a random example:

 

4rYowiT.png

 

Presumably all of the CWI packages should win out, since it would stand to reason that the edited college needs him to play ball with its own records so he's not trying to burrow into walls or read books underneath the bridge or whatnot.  Should he also prioritize the CWI mage class established for him?  Should he be using CWI's outfit settings?  If I have multiple mods all wanting to give him different perks, should they blend together (e.g. if one's giving him new Ordinator perks, presumably it's cool to give him those in addition to another mod's selection of revised vanilla perk choices, etc.)

 

Error-checking: what should be done about missing / erroneous entries such as tiny layers?  Even with the NPC Retexture Merge esp, I get errors when checking it:

 

8BXvgz2.png

Edited by Baubledorst
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