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Lexy's: Legacy of The Dragonborn Special Edition


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For those who still have ELE and Relighting Skyrim will it still be possible to use them with the guide?

for those that still have ELE and Relighting Skyrim nothing has changed as I am away but from the next CR Update I will likely be pulling ELE. Things will be up in the air for a bit I am afraid

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Do we have any idea why those two mods are not available? Is there something to make us believe they aren't coming back for some reason? I know it isn't unheard of for mod authors to pull their work when they 'retire' I'd have thought that something as popular and extensive as those two would have been left alone, so I find myself very curious if something has been said somewhere about this.

 

EDIT: NM - just loaded up the nexus page, and that's about as clear as it gets. Still surprised it's a full pull and not a 'I'm done with this, what is here is what you get' situation instead.

Edited by Shadriss
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Do we have any idea why those two mods are not available? Is there something to make us believe they aren't coming back for some reason? I know it isn't unheard of for mod authors to pull their work when they 'retire' I'd have thought that something as popular and extensive as those two would have been left alone, so I find myself very curious if something has been said somewhere about this.

 

EDIT: NM - just loaded up the nexus page, and that's about as clear as it gets. Still surprised it's a full pull and not a 'I'm done with this, what is here is what you get' situation instead.

from what I can gather The Mod Author got annoyed by a question from a user and has taken he ball and gone home. there maybe more to it then that but that the jist of what i know so far.

 

Just so you are all aware you still find the German, Italian and polish translation of ELE so maybe possible as a temporary solution to use on of them.

 

If it's just location names that are in non-English, a patch should be really simple to create.

 

I will look into options when i am back home on Monday.

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... got annoyed by a question from a user and has taken he ball and gone home.

 

*sigh*

Why do people have to be jerks? How many great pieces of work have to be lost because of people not being civil on forums? Ah well... 

 

I do, however, feel like a bit of a prophet now, after all those ELE discussions a month ago. BEHOLD MY POWER! :)

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I'm currently working through the guide and really appreciate it being constantly updated. I know it must take a lot of work, but it's nice to have everything laid out. So, thank you!

 

I'm wondering if anyone might be able to expand on a couple things.

 

How do you decide which mods to merge together? Some look to be just combining a bunch of patches for the same mod, but for the misc merged (for example) there are a bunch that don't seem related. Is there something specific you look for to decide when to throw a mod in there? I'll admit I haven't watched the YouTube video in the intro of the merge page, so if that covers it let me know and I'll go watch it.

 

Regarding textures and making things look pretty, how do you know when you need a separate mod for something specific and when it's part of an overhaul package? For example, original Skyrim has a mod called Sweet Mother to enhance the quality of the Night Mother. Is there some trick to searching through installed mods/files to know if that's already included somewhere?

 

Along those same lines, how do you decide what to use for any given thing (and can you do it without being in game)? In other words, is there a way to compare what different mods do, preferably outside the game? Some mods you can kind of do this by looking at the pictures they've posted on Nexus. For example, there are various mods that change the road signs. I can go to each one, look at the pics, and say which one seems to look best for me. But some mods change all kinds of stuff and don't necessarily have pictures of everything. So does it come down to trial and error playing the game, or can I go somewhere on my PC and say "These three mods all change buckets, and here's what each one makes it look like."

 

One suggestion, if it's possible, on the changelog it would be helpful to know why certain mods were removed. It would be nice to know if it's because there's a conflict that can't be resolved, or if it's now redundant because it's included in another mod, replaced with a better mod, etc. 

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How do you decide which mods to merge together? Some look to be just combining a bunch of patches for the same mod, but for the misc merged (for example) there are a bunch that don't seem related. Is there something specific you look for to decide when to throw a mod in there? I'll admit I haven't watched the YouTube video in the intro of the merge page, so if that covers it let me know and I'll go watch it.

well, Patches Obviously merge together easily the Miscellaneous merge is filled with Mods that shouldn't conflict with each other or other mods Generally I check xedit before I do a merge.

 

 

Regarding textures and making things look pretty, how do you know when you need a separate mod for something specific and when it's part of an overhaul package? For example, original Skyrim has a mod called Sweet Mother to enhance the quality of the Night Mother. Is there some trick to searching through installed mods/files to know if that's already included somewhere?

Generally, I just check the provided screenshots and then check conflicts in MO to work out placement and what mod I want to win. I usually do pop in game to see what it looks like. There some mods author textures I install no questions and some even no testing done Gamwich is one such author cos i trust his work.

 

One suggestion, if it's possible, on the changelog it would be helpful to know why certain mods were removed. It would be nice to know if it's because there's a conflict that can't be resolved, or if it's now redundant because it's included in another mod, replaced with a better mod, etc. 

I could do that but if a mod is pulled it either redundant found to be incompatible or even pulled off Nexus.

So ELE is back up, but JawZ says he's out.  Too bad, but good on him for leaving his mods up.

 

Also, a modified version of Crime Overhaul just dropped for SE.

great news Lexy Panic Over Everyone grab it quick. Lexy is a happy again (Until the next Mod Author has a hissy fit).

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Question, why not just merge the entire  Collectables, Treasure Hunts, and Puzzles section like the LE guide does ? And just use ReLinker afterwards. It would save another esp slot. I'll probably do it myself, just wondering why it isn't done in the guide. (Same with why aMidianBorn Book of Silence - Content Addon isn't included in the Weapons and Armor merge ?)

 
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Question, why not just merge the entire  Collectables, Treasure Hunts, and Puzzles section like the LE guide does ? And just use ReLinker afterwards. It would save another esp slot. I'll probably do it myself, just wondering why it isn't done in the guide. (Same with why aMidianBorn Book of Silence - Content Addon isn't included in the Weapons and Armor merge ?)

 

 

I didn't see the point in adding the Skyrims Unique Treasures but i guess we could. AMidianBorn Book of Silence - Content Addon isn't merged cos of conflicts further down.

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Why we use XP32 Maximum Skeleton Special Extended - XPMSSE - 4.20 - by Groovtama? Instead the Newest version (4.33)?

Compatibility issues - all versions after 4.2 had issues with this load order, including 4.33. A lot of other load orders for that matter - it isn't specific to the guide.

 

ATTN Guide Maintainers: The instructions for the Realistic Water Two Merged need to be updated to reflect the name change for the RWT - iNeed patch to the new name. Should be obvious to most, but may head off questions later.

 

EDIT: The newest version of the Black Sacrament armors esp throws errors in Merge Plugins. Fix or ignore? (Six "Could Not Resolve" errors pertaining to recipes, from the looks of it.)

Edited by Shadriss
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Q: I have noticed a few enchantments on weapons and armors showing up that would appear to be from VIGOR, and pertain to features that we are (by guide instructions) not using. Is there any chance of somehow removing these offending enchantments from the game via CR patch? I saw one yesterday affecting Poise for example.

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There's a zedit patcher on the Hunterborn page to make all animals recognizable by Hunterborn.  It works great, but I think it just classifies them as the proper type of animal and wouldn't help with problems related to quest specific items.

Can you think of any reason we aren't using this in our zPatch right now? I have to figure there is one... also, where is it? I can't seem to locate one anywhere on the main Hunterborn page, nor the SE MCM version.

Edited by Shadriss
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Can you think of any reason we aren't using this in our zPatch right now? I have to figure there is one... also, where is it? I can't seem to locate one anywhere on the main Hunterborn page, nor the SE MCM version.

What Smokingjoe said, misc section in Hunterborn MCM.  I'm still new to it so I don't know if it works 100% but everything I've tested it on so far seems to work.

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