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Lexy's: Legacy of The Dragonborn Special Edition


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Is it alright to compress textures for SSE mods via Ordenator?

I'd like to optimise some textures, it helped me pretty good on Classic.

 

Also, are you going to implement WICO here? I'd like to instal only WICO without any other beautyfication mods for NPC's. Can I just install it in NPC Section? Also, it is recommended to clean up some scripts from WICO, wouldn't it cause problems with the rest of the guide if I do so? 

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I installed the Wrye Smash 307.201801021732 build available at the bottom of the 2nd post in the AFK Mods topic 4966-wrye-bash-all-games , as you suggested, godescalcus.

 

This version of Wrye Bash expects the use of the   -o   flag, and not the   -g   flag, so I pointed WB to my SSE install directory (-o "I:\SteamLibrary\steamapps\common\Skyrim Special Edition").  The execution of WB produced the expected WB window, with a 'Old Plugin Record Warning' popup window telling me that the installed Bashed Patch was using an older form.

well i a scratching my head cos i pretty sure that is the version i have installed. where did you get your version from and whee did you install it?

I got my copy of WB from the post at the bottom of the second post in this AFK Mods Forum Topic: 4966-wrye-bash-all-games

 

I've had it installed since 2 Feb.

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Is it alright to compress textures for SSE mods via Ordenator?

I'd like to optimise some textures, it helped me pretty good on Classic.

 

Also, are you going to implement WICO here? I'd like to instal only WICO without any other beautyfication mods for NPC's. Can I just install it in NPC Section? Also, it is recommended to clean up some scripts from WICO, wouldn't it cause problems with the rest of the guide if I do so? 

Haven't tried Ordenator, but DDSOpt pre-release with STEP INI works perfectly. I don't think either will work with  any mod using the BC7 DDS format.

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Hi,

 

Has anyone experienced problems loading the Creation Kit after install ENB 0.325 dll's, as every time I load the CK, i get the error "Creation Kit 2.0 has stopped working."

 

Found what appears to be a fix, seems that the d3d11.dll, causes the crash, upon removing it CK loads OK.

 

Have applied the modifications to the CreationKit.ini.

 

EDIT:

Just tried ENB 0.320, and the CK loads.

Edited by cybexgames
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TLDR: When trying to convert/save a mod in CK, if the mod has masters that don't have their Master bit set, CK will strip those masters from its list and reset any of its FormID's that pointed to those masters to point at itself. <presto!> Usless mod!

 

PROBLEM:

Some Mods for Skyrim SE have not been saved in Creation Kit.

INDICATORS:

  1. Upon opening the mod in Wrye Bash, a popup is generated listing the mod as having an Older Plugin Record Version ( Form 44 )
  2. When generating a Bashed Patch in Wrye Bash, the Mod is listed in the error log popup with the following entry: STAT.DNAM: Expected size == 12, but got: 8

POSSIBLE SOLUTION(S) & CAVEATS:

  1. If the mod does NOT have any files in its master list except the actual Master Files from Bethesda, then simple save in the Creation Kit will like solve the problem.  Follow this video: How to get Vanilla Skyrim mods on Special Edition!
    1. Mods I've done so far that currently require this procedure
      1. BGCollectables.esp
      2. SLO_StoneWalls.esp
      3. SRG Enhanced Trees Activator.esp
      4. IcePenguinWorldMap.esp
      5. Dual Sheath Redux.esp
      6. BSHeartlandWMFF.esp
      7. aMidianBorn_ContentAddon.esp
      8. Hott Argonians - Standalone.esp
      9. NMFWLM_falskaar.esp
      10. InigoMCM.esp
      11. WM Flora Fixes.esp
  2. CAVEAT - If the mod DOES have files in it's master list that were created outside of Bethesda and are not true Masters then, following the above procedure will silently break the mod you are trying to fix.  This is because, Creation Kit requires a plugin to actually be a Master File in order to have other plugins use or replace its data.  Therefore, when you attempt to save the Mod inside Creation Kit, it will strip any files from its master list that are NOT actual Masters.  This in turn, resets any Form ID's the Mod had that referenced those masters.  The Form ID's will now point towards itself effectively orphaning/nullifying the mods records. 

To fix this, we'll change the Mods' listed master files into actual Masters, then save the Mod in Creation Kit and change the Master files back to normal files.

  1. To check if the Mod has a .esp file(s) listed as its masters that are not actually Master Files, you can simply look in the Mod Organizer, on the right side, Plugins Column.  Hover over the .esp with the mouse and it's masters will be listed in a popup.  If the file(s) in the list are actual Master, they will be displayed towards the top of the mod list in bold (provided you have them installed).
    1. If the Mod DOES have non-master file(s) listed as Masters, Use Wrye Bash to change those listed master to actual Masters before trying to save the Mod in Creation Kit.
      1. This is done in Wrye Bash by right clicking on the mod file and selecting "Esmify Self".  This functions as a toggle and the Master bit can be turned back off this way as well when your done saving the original troubled Mod file in Creation Kit.

(In order for a .esp or .esm file to ACTUALLY be a Master, it must have its Master bit toggled to flag it as one.  This is what the "Esmify Self" Wrye Bash function does)

  1. Mods I've done so far that currently require this procedure;
    1. Better Dynamic Snow - NSUTR Patch.esp
    2. UniqueBorderGates-All-PointTheWay.esp
    3. WMFF Inigo Patch.esp

 

  1. Files so FUBAR, they crash CK even after cleaning and there is no help for;
    1. WheelsOfLull.esp (^%$#@!) 

Its so bad that even if it would have saved in CK I would have worried it was going to cause CTD's down the line.  I even ran the "Replace text in EDID and FULL.pas" after cleaning it and it still crashed CK.

 

Making one ESP dependant on Another

 

-Xaxilis

Edited by Xaxilis
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Darth did you make this change to CK?  It makes it easyer and faster to use.  You don't have to keep clicking the message popups.

Yes i added that line so no more popu messages add that to the prerequisite guide as well

 

Also, are you going to implement WICO here? I'd like to instal only WICO without any other beautyfication mods for NPC's. Can I just install it in NPC Section? Also, it is recommended to clean up some scripts from WICO, wouldn't it cause problems with the rest of the guide if I do so? 

The entire NPC Retexture section is optional so if you don't want to use all or even any of the mods you can don;t have to but you will have to do your own conflict resolution. I wasn't planning on adding Windsong so I haven't looked at it.

 

Looks like someone's remade the Barter Fix SKSE Plugin for SE.

 

-Xaxilis

cool I'll take a look. Just for your info I knew Wheels of Lull was so broken it wouldn't even open in the CK that's why I haven't added it to the guide. There was a update so you might want to give that a try. Also Picky updated the BadGemlins mods and they work without issue now cos i have tested

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cool I'll take a look. Just for your info I knew Wheels of Lull was so broken it wouldn't even open in the CK that's why I haven't added it to the guide. There was a update so you might want to give that a try.

What is happening with Wheel of Lull for you?

BTW, I think Picky re-posted a fixed BGCollectables.esp

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What is happening with Wheel of Lull for you?

BTW, I think Picky re-posted a fixed BGCollectables.esp

it was spewing out an error in Wrye Bash similar to what we were getting with BadGemlins mods but unlike Badgemlins it crashes the CK when trying to open it. There was an update a few days ago but I have not tried that version yet but I will.

 

yes i know Picky updated already there.

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