ricricardo06 Posted August 22, 2018 Posted August 22, 2018 So I tried to do the heads up merge. When I started my game I got no MCM from any one of them. Installed individually no problem. Can anyone help me see as to why this happening? I'm using MO2 btw.
DarkladyLexy Posted August 22, 2018 Author Posted August 22, 2018 LadyLexy, I've seen that Followers, Hirelings, and Housecarls will be added to the guide on the trello... Can you tell me where it will be place in the guide (mod before of after) as I would like to integrate it with the last updated mods? That would be very kind! Have a great day! It will go after The Men of Winter, however, the ESP will be added to my merge and there is some CRing that will need to be done so if you are not comfortable with that you'll have to wait until I update and were are 2 weeks away from that now. So I tried to do the heads up merge. When I started my game I got no MCM from any one of them. Installed individually no problem. Can anyone help me see as to why this happening? I'm using MO2 btw.sound like the assets weren't copied across.
ricricardo06 Posted August 22, 2018 Posted August 22, 2018 (edited) It will go after The Men of Winter, however, the ESP will be added to my merge and there is some CRing that will need to be done so if you are not comfortable with that you'll have to wait until I update and were are 2 weeks away from that now. sound like the assets weren't copied across.Do you think you could explain what step this problem usually occurs at? I have the Copy General Assets checked off. Edit: As in I have Copy General Assets turned on. Sorry if I created confusion. Edited August 22, 2018 by ricricardo06
DarkladyLexy Posted August 22, 2018 Author Posted August 22, 2018 Do you think you could explain what step this problem usually occurs at? I have the Copy General Assets checked off. Edit: As in I have Copy General Assets turned on. Sorry if I created confusion.check my sexy screenshots https://imgur.com/a/nDpxe
AthlonAI Posted August 22, 2018 Posted August 22, 2018 Do you think you could explain what step this problem usually occurs at? I have the Copy General Assets checked off. Edit: As in I have Copy General Assets turned on. Sorry if I created confusion.As an advice : Are you under win 10 ? if so, no matter what your OS, you should have "Copy general assets" on the integration tab of the settings checked, and also with "batch copy assets" on the merging TAB. However this last setting cause me trouble since last week and my merge got incomplete and did not got my MCM menus of the merged files (That's how I found out the problem) ... so if you merge not working again, deactivate the last one "batch copy assets" on the merging tab... all the files assets will be copied anyway but not with the robocopy script... And you'll be fine... Better than to reinstall your win 10 !
ricricardo06 Posted August 22, 2018 Posted August 22, 2018 check my sexy screenshots https://imgur.com/a/nDpxeMuch sexy, so lush lol thx I'll follow this and report back findings. Thank you so much for taking the time to help lil ole me.As an advice : Are you under win 10 ? if so, no matter what your OS, you should have "Copy general assets" on the integration tab of the settings checked, and also with "batch copy assets" on the merging TAB. However this last setting cause me trouble since last week and my merge got incomplete and did not got my MCM menus of the merged files (That's how I found out the problem) ... so if you merge not working again, deactivate the last one "batch copy assets" on the merging tab... all the files assets will be copied anyway but not with the robocopy script... And you'll be fine... Better than to reinstall your win 10 !Thanks! Ill try this out as well and report back. 1
godescalcus Posted August 23, 2018 Posted August 23, 2018 Regarding the SOUND section, if we install AOS and leave it packed in its BSA, 631 of its sound files will be overridden by Lucidity, even though this mod is installed earlier. My question is whether this is inteded or not. Are Lucidity's sounds superior, in general, to AOS? If that's true, then shouldn't Lucidity be installed below (after) AOS so that every user, even those that choose to unpack AOS, get the same result? Otherwise, if AOS sounds are preferred, then a note should be added to unpack it so that it wins over Lucidity.
MetalVez Posted August 23, 2018 Posted August 23, 2018 Hi there, I'd like to try the Aequinoctium mod rather than Obsidian weathers in order to compare the results. If I remember correctly, when Vivid Weathers was used in this guide, there had been modifications in SSEEdit for the mod Obsidian fogs. Would there be a way to see what these changes were? Thanks guys!
adrianoz Posted August 23, 2018 Posted August 23, 2018 Hi Is there a reason that your CR Patch overrides ELE in alot of places? Was customizing it for my setup and noticed ELE is overriden alot in lighting templates etc. (CR uses default). Doesn’t ELE become superfluous? Also, is it fine if I manually edit the CR so ELE wins? What sort of issues might I encounter ingame?
DarkladyLexy Posted August 23, 2018 Author Posted August 23, 2018 Regarding the SOUND section, if we install AOS and leave it packed in its BSA, 631 of its sound files will be overridden by Lucidity, even though this mod is installed earlier. My question is whether this is inteded or not. Are Lucidity's sounds superior, in general, to AOS? If that's true, then shouldn't Lucidity be installed below (after) AOS so that every user, even those that choose to unpack AOS, get the same result? Otherwise, if AOS sounds are preferred, then a note should be added to unpack it so that it wins over Lucidity.We really should unpack the BSA I just forgot I'll add that so i don't forget. Hi there, I'd like to try the Aequinoctium mod rather than Obsidian weathers in order to compare the results.If I remember correctly, when Vivid Weathers was used in this guide, there had been modifications in SSEEdit for the mod Obsidian fogs. Would there be a way to see what these changes were?Thanks guys! the Particles are forwarded into the CR you and use the report masters script in xedit to find them. Hi Is there a reason that your CR Patch overrides ELE in alot of places? Was customizing it for my setup and noticed ELE is overriden alot in lighting templates etc. (CR uses default). Doesn’t ELE become superfluous? Also, is it fine if I manually edit the CR so ELE wins? What sort of issues might I encounter ingame?We don't overwrite ELE we forward the base worldspace record cos we have to if we need to edit and of the persistent or Temporary worldspaces records. Sometimes the Template from ELE and intentional records cos they are way too dark (Giants Grove is one example)
Shadriss Posted August 23, 2018 Posted August 23, 2018 Since ELE has come up again, what is the difference between ELE and ELE Lite? Slightly less dark perhaps?
Greg Posted August 23, 2018 Posted August 23, 2018 Since ELE has come up again, what is the difference between ELE and ELE Lite? Slightly less dark perhaps?I'm guessing you are already well familiar with ELE Lite so I'm linking the original post from Jawz discussing ELE, although it's from November 2014 when he first announced the alpha. It's quite the long thread if you need a good "book" to read on a rainy evening. https://enbseries.enbdev.com/forum/viewtopic.php?f=6&t=1930&sid=30e2d39c771a99bac9259083314168a6
Shadriss Posted August 24, 2018 Posted August 24, 2018 Thanks, Greg, but I've never really looked at either - I simply installed them when directed in guides. There's a whole sequence of posts from earlier in this thread where I showed my ignorance on this subject. Here's why I ask: In the STEP guide, we've always used ELE Lite, where this one uses Full ELE (as I understand it). In the STEP guide, lighting was never overly dark, in this one it's near full-dark in a lot of places. The only time I had ever had lighting like this in STEP was when I used ELFX Enhancer, which is why I always thought the deep shadows were caused by that. So, those things being true, I'm assuming ELE Lite does not drop the lighting values as far as the full version (hence 'lite'), but my assumptions WRT lighting mods have been very off base in the past. Hence, the question - if it is mostly just the higher lighting values, I'd want to look into maybe swapping the Lite version in for the full... especially with the several mentions (recently and not) of how dark some areas are in this guide and how it adversely affects gameplay in places. So, again... Since ELE has come up again, what is the difference between ELE and ELE Lite? Slightly less dark perhaps?
Greg Posted August 24, 2018 Posted August 24, 2018 Sorry about that... I thought you were asking about the difference between ELE and ELE Lite. STEP and Her Darkness are both using ELE Lite. Read the first paragraph of the mod page and you'll see that Jawz states this is the Lite version. This version of ELE is a Lite version of the full ELE Suite found at ENBDev. This only includes certain features from all ELE modules into one single .esp plugin I think the primary difference is that STEP is using ELE Lite + Relighting Skyrim to keep somewhat of the vanilla flavor whereas Her Darkness is using ELE Lite + Enhanced Lights and FX + Relighting Skyrim + Claralux. I think STEP is actually using a custom version of ELE Lite, although I don't know what's different between the STEP version and the regular version. Now I'm a bit curious to pull both into xEdit to find out. ELE Lite fixes interior vanilla lighting, Relighting Skyrim fixes (exterior?) vanilla lighting, Enhanced Lights and FX tries to make lighting more realistic (darker nights and interiors), and Claralux allows you to customize the lighting. I haven't installed LoTD yet (waiting for some of the dust to settle), but I imagine ELFX is overriding ELE and perhaps RS to make overall lighting darker.
Shadriss Posted August 24, 2018 Posted August 24, 2018 No issues - I wasn't exactly clear the first time around. See, I kind of suspected that ELE wasn't what was making things dark - and that's what I said at the time. I was (somewhat forcefully) told otherwise, that ELFX wasn't the culprit and that ELE was. And yet, if ELE Lite is what both setups used, as well as RS, then that has to leave ELFX as the major darkening agent... unless maybe Claralux is doing it somehow, which I'm not sure it is... not if I understand what it does, which I may not. I feel like I'm going back to an old argument, but simply messing with ENB settings doesn't cut it for how dark these spaces are - to make them playable, the gamma and brightness have to go up so high that the whole screen is essentially gray-screened... certainly not a desired position. I get that some people want it that dark - that's fine, it's to their taste. Heck, some want it even darker (how do you make black blacker?). I simply wonder how the reverse could be done - move back toward the vanilla settings without quite getting to that point - somewhat darker and more atmospheric without having undue influence on the gameplay. If both the NPCs and myself were operating under the same constraints (I can't see them because it's dark, and the reverse as well), then it could be workable. As it is now, I rarely see anything until it's already attacked me and I've turned on Quick Light. Not fun, not easily survivable, and very frustrating. *sigh* So since this is still ELE Lite, I have to look at ELFX removal as a possibility again, or possibly messing with / removing Claralux (which I don't want to really... the bug effects around the lanterns are pretty sweet.)
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