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Lexy's: Legacy of The Dragonborn Special Edition


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Guys, what do you think about Coins of Tamriel SSE? I used it on the LE version of this guide and it was a great bonus to immersion, finding Dumacs in ancient Dwemer cities or Alessia in Draugr crypts, or also see various copper, silver and gold septims, it was great! Problem is, it seems that it conflicts with both Immersive Creatures and mods who edit the amount of coin/loot you get from quests, or clearing dungeons, etc., and I don't know if it would be possible to make a sort of patch for these problems.

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Hey Guys SKSE has been updated I am going to hold fire on my planned update for a few more days to allows mods to catch up.

Hey, Lexy's release the next update next days will be a delicious modding adventure for me, see here in Brazil is an extended weekend! About mods update RaceMenu and Fisses spill this error's before launch. How long for these mods to be updated?

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Can you imagine GLaDOS as a boss fight in Skyrim? As it was I was half certain that I'd find Cave and Caroline in that inn... instead I found Gordon. This also disturbs me greatly.

Shadriss hi! GLaDOS (Genetic Lifeform and Disk Operating System) yeah i agree. Image every dwemer ruin/site you enter, it begins to study you, manipulates you, send autobots after you etc with each level rising in attacks and difficulty. Read a fantasy book awhile back(cannot recall the title off hand now), about elves sending out a search party to an island off the coast from where they lived. A year before an exploration force had ventured to this island that was called Morrowind but spelt different in the book, with the elves magic artifact and never returned. The rescue team were accompanied by a master wizard and found on the island a large abandoned facility controlled by an AI. The facility like the dwemer ruins still had mechanical lifeforms repairing, defending etc. But the AI was running out of energy and found the elves and wizards magic a means to an alternative source. After capturing the wizard and a few others, placed them in a coma state through drugs and manipulated there dreams as though they were under attack and draining off there magic as they reacted to the attacks in this dream state. As a BOSS fight..dovakiin or not, no thank you.

 

 

Thanks... but wouldn't time travelers from the future already know about this? :)

hehe...no more needs to be said!

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Take it one merge at a time. Once you've created it, go into each mod that provides an esp and double click it, go to the Optional ESP tab, and move any esps used in the merge up to optional. This does two things for you: 1) Gets all the un-needed esps out of the right pane, so they won't clutter up things like LOOT, Wrye Bash, and the like, and 2) keeps them in reserve so you can use them again to regenerate the merges if you have need later on. It's a good practice in general anyway, and I can't recommend this enough.

 

Thanks for this, it did clean things up quite a bit.  I am almost ready to launch, but I still have 2 errors reported by LOOT that I thought would have been covered.

 

Relationship Dialogue Overhaul.esp ------> This plugin is incompatible with AmazingFollowerTweaks.esp", but both are present.

 

Immersive Citizens - AI Overhaul.esp ------> This plugin is incompatible with "Dawnstar.esp", but both are present.

 

There are still a few warning messages also that really don't make sense.  Most have to do with patches that I know are installed via merged patches and fmod options that I picked during installation.  It is almost like only part of the merge is being read for some reason.

 

One last question, are there any esps that should not be cleaned that do not say so already? Like Convenient horses has 4 that should not be cleaned.

 

Thanks again to everyone for the help.  

Does anyone know if the Bethesda update did anything except making changes to fix creation club stuff?  I mean did they make any engine changes? Once I get stable I just want to play for a few weeks. Should I even worry about updating?

Maybe this will help you or maybe not because there is different ways of doing things, but this is how I do it :

 

From the merge page listing you go down after each successful merge. Start with Animal merge. Sort "alphabetically" your mods on the right instead of "on priority".  That will make the process easier to find esp and when you are all finished you should sort back on "priority".

 

Then click on the first mod included in the merge.  In that case, that will be : Skytest Immersive Creatures.esp.

When you click on it on the right pane, there will be a "blue or violet or purple" bar on the scroll bar of the left pane.  You position the cursor of the scrollbar over it and then the corresponding mod will be highlighted the same color. You deactivate it.  Be sure there is only this .esp inside, but that will be the case if you followed the guide. Then you continue to next merged mod.

 

How I managed my mods for updates :

 

When I started building my setup I append a number at the beginning of each zipped mod as I installed them, because I saw how many mods there is and how many there could be. Let's say : 01 Cleaned Vanilla ESMs.rar as an example.  I make sure the number will appear in the mod name on the left pane.  When there is a modification to the guide it's than easier to know where the change occur...

 

I keep a copy of all compressed mods on my backup drive in a mod folder "LOTD Lexys mods " and then in numbered section folder...  like "08 World Encounters".

Let's say there is an update on the Falskaar mod.    I do a search for "falsk" in the search filed of the main folder. "49 Falskaar V2_1-2057-2-1.7z" will appear. I right click "open file location", I just delete the old one and replace with the new one and then installed it in mod organizer and it is very easy to place it on the left pane.  When there is an in-between mod that comes in I just put a "a", "b", "c" after the number...

 

If there is a merge to be updated later it easier too to reactivate only those mods (esp) as I know that way which mod I should reactive by searching name in the main folder of my backup, that gives me the number I should reactivate...

 

When there is updates with many mods that you should add, delete, overwrite, etc, it make the whole process very straightforward and you don't loose time in guessing where the change might be.  But that only my own way of doing it ...

Thank you very much, those are some great tips.  I will probably end up reinstalling everything again in a month or so and I will definitely use some of your methods then.

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hi cinematic dragon soul absorption seems te be removed.

Can it me safely skipped without ruining the Conflict resolution patch?

 

regars

@Lexy - With regards to this mod, I'd be good with it's removal from the guide entirely... were it not for the loud (and highly annoying, as indicated by a 5-0 vote of household members) shout of 'DOVAHKIIIIIIIIIN!' at the end, it would be fine. With that at the end, though... Ugh. I've been meaning to remove it for a while now, so I am curious about this question as well.

 

That said, if memory serves, this mod is part of the Misc Merged, so CR shouldn't even be looking at it, should it?

Edited by Shadriss
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hi cinematic dragon soul absorption seems te be removed.

Can it me safely skipped without ruining the Conflict resolution patch?

 

regars

 

 

@Lexy - With regards to this mod, I'd be good with it's removal from the guide entirely... were it not for the loud (and highly annoying, as indicated by a 5-0 vote of household members) shout of 'DOVAHKIIIIIIIIIN!' at the end, it would be fine. With that at the end, though... Ugh. I've been meaning to remove it for a while now, so I am curious about this question as well.

 

That said, if memory serves, this mod is part of the Misc Merged, so CR shouldn't even be looking at it, should it?

oh well As Shadriss said it part of the miscellaneous merge a not required by the CR (Least I don't think it is off the top of me head). Insert usual rant about mod authors pulling mods when they don't have too here.

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Insert usual rant about mod authors pulling mods when they don't have too here.

Rant inserted, and promptly agreed with. I may not like a given mod (and this one has begun to be on that dislike list), but not keeping it out in the wild for those who do like it is simply wrong. *shrug*

 

On the other hand, in this case, it makes the misc merge slightly less tedious (cause wow, there are a lot of mods in that one) to rebuild.  :clap:

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Rant inserted, and promptly agreed with. I may not like a given mod (and this one has begun to be on that dislike list), but not keeping it out in the wild for those who do like it is simply wrong. *shrug*

 

On the other hand, in this case, it makes the misc merge slightly less tedious (cause wow, there are a lot of mods in that one) to rebuild.  :clap:

hence my idea of having a profile per merge makes this sort of thing easier to update

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