Mandalay Posted February 7, 2018 Share Posted February 7, 2018 i agree. to follow such a cooking masterpiece, you have to be able to put an egg into a pan Link to comment
DarkladyLexy Posted February 7, 2018 Author Share Posted February 7, 2018 Yet a again i smack my head against a wall and have a mini strop at yet any other bloody mod that is on SSE but hasn't been run the CK. UNP Rogue Armor for SE need running through the CK cos guess what Form 43 . This is now not funny Link to comment
Mandalay Posted February 7, 2018 Share Posted February 7, 2018 (edited) just a CK question please it's the first time i'm using CK to convert mod. After load into CK, for some mods i've got a warning display Windows with for example 83 error listed for unp rogue armor. Do i have to do something with these erros in ck before saving to convert the esp ? Edited February 7, 2018 by Mandalay Link to comment
DarkladyLexy Posted February 7, 2018 Author Share Posted February 7, 2018 just a CK question please it's the first time i'm using CK to convert mod. After load into CK, for some mods i've got a warning display Windows with for example 83 error listed for unp rogue armor. Do i have to do something with these erros in ck before saving to convert the esp ?just hit clear and save. Link to comment
Mandalay Posted February 7, 2018 Share Posted February 7, 2018 (edited) ok thanks for the confirmation FYI once again with all section except the last armor one and without bashed patch,wandering around the world during a few hours doesn't CTD the game and this, without any bashed patch at this state. A few visual glitch but nothing abnormal at this step of your guide. the lonely real visual issue i found is with two npc in whiterun. invisible head for them. one of the companion and the lady in steel armor near the stable. But of course not especially an issue at this pre alpha step of the guide. will also control if i didn't miss a line. i went to places on the map where you have more chance to CTD Under an heav modded skyrim and no crash. So for a pre-alpha in construction, looks very good at this step. Edited February 7, 2018 by Mandalay Link to comment
cptmcsplody Posted February 7, 2018 Share Posted February 7, 2018 hishutup added a script for cleaning undeath.Hishy_UndeathCleaner.pas script, https://www.nexusmods.com/skyrimspecialedition/mods/7752? Modify the ini file, UndeathClassicalLichdom.esp needs to be changed to UndeathClassicalLichdom SSE.esp copy both files(.pas & INI) to the editscripts folder of xEdit. Load UndeathClassicalLichdom SSE.esp -> apply script & save both esp. It should help prevent mistakes. Link to comment
Decopauge123 Posted February 7, 2018 Share Posted February 7, 2018 (edited) All 3 main [Majestic Mountains] main files updated from v1.601 to v1.7 this morning at 07:31. Edited February 7, 2018 by Decopauge123 Link to comment
Mandalay Posted February 7, 2018 Share Posted February 7, 2018 And loot (tool used by the guide) has been upgraded to 0.12.2 too. Added- Support for Fallout 4 VR.- Support for configuring games’ local paths, i.e. the directory in which their plugins.txt is stored. Each game entry in LOOT’s settings.toml now has a local_path variable that is blank by default, which leaves it up to libloadorder (via the LOOT API) to determine the path. There is no GUI option to configure the value.- Chromium console messages are now logged to LOOTDebugLog.txt to help when debugging.Changed- Updated LOOT API to v0.12.3.- Replaced Protocol Buffers serialisation dependency with nlohmann/json v2.1.1.- Replaced Boost.Log with spdlog v0.14.0.- Downgraded Boost to 1.63.0 to take advantage of pre-built binaries on AppVeyor.- Updated Japanese translation.Removed- The --game-appdata-path CLI parameter, which set the local path to use for all games, and which has been superceded by game-specific local_path configuration variables.Fixed- Plugins with a .esp file extension and the light master flag set are no longer treated as masters when sorting, so they can have other .esp files as masters without causing cyclic interaction sorting errors (via LOOT API).- Sorting didn’t update sidebar indices. Link to comment
Mandalay Posted February 7, 2018 Share Posted February 7, 2018 (edited) DarkLadyLexy As the guide is using vivid weather, there is now a Vivid 2.21 - Truestorm compatibility patch since yesterday. Available here https://www.nexusmods.com/skyrimspecialedition/mods/15135 there are three versions with different integration between both mods. a video demonstrate the different choices. Edited February 7, 2018 by Mandalay Link to comment
godescalcus Posted February 7, 2018 Share Posted February 7, 2018 (edited) DarkLadyLexy As the guide is using vivid weather, there is now a Vivid 2.21 - Truestorm compatibility patch since yesterday. Available here https://www.nexusmods.com/skyrimspecialedition/mods/15135 there are three versions with different integration between both mods. a video demonstrate the different choices.We'll have to look into compatibility with AO2 as well. It says the patch for VW+TS merges its audio effects, so these should likely be carried instead of AO2's... But this is brilliant! Edited February 7, 2018 by godescalcus Link to comment
Kneph13 Posted February 7, 2018 Share Posted February 7, 2018 (edited) Darth I to am well aware of the red-head situation, I've been married to one since August of 1984. That is almost 34 years. I feel your pain. Lexy you are doing a wonderful job. I have been lurking and watching this thread since it's inception. I have been around since SRLE Extended and have used your and Darth builds exclusively. I am just too frightened to dive to deep with my limited knowledge, and I also have a two year old grand daughter that is with me often (and little hands and fingers often find the keyboard at the most inopportune times). So I am waiting on this to be more complete before I install it. I just wanted to thank you both, and Lexy if you need too, slow down dear heart, you deserve to enjoy it too. My gratitude and internet love to you both. Edited February 7, 2018 by Kneph13 Link to comment
Darth_mathias Posted February 7, 2018 Share Posted February 7, 2018 I really don't believe this nonsense and can see why my wife is going spare just tried to create a Bash Patch and now Wrye bash is flagging BadGemlins mods up as bad but they're save with the latest CK Link to comment
Yamnyak_King Posted February 7, 2018 Share Posted February 7, 2018 (edited) Hello! First of all - Thank You for your great work! Your guides, both on classic and on SE are fantastic. I am super happy with the majority of your mod choices. But I really have got used to play with other weather mod called NAT (Natural Atmospheric Tamriel) with NVT ENB. Also I've tried Obsidian Weathers today (Also with NVT). Has the same vibe as NAT. The game looks awesome and works smoothly. If I stick with one of these mods, will I be okay? Or maybe VW has some advantages which are less obvious? I don't have very much experience with VW on SE, but I remember my classic SRLE-LOTD was less stable with VW compared to NLVA (which is basically upgraded VW, but still). So I am a bit sceptical about it, also it is a bit complicated compared to mods I've mentioned above. Anyway, thanks for your guides and your support on forums. This is my first message on these forums, but I've learned A LOT just reading them. Edited February 7, 2018 by Yamnyak_King Link to comment
mavanaic Posted February 7, 2018 Share Posted February 7, 2018 I really don't believe this nonsense and can see why my wife is going spare just tried to create a Bash Patch and now Wrye bash is flagging BadGemlins mods up as bad but they're save with the latest CKThe ones from here? Link to comment
Darth_mathias Posted February 7, 2018 Share Posted February 7, 2018 The ones from here?no we got the one from Badgemlins page at the moment didn't know about them. I will inform the wife about that merge. Link to comment
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