MongeHDS Posted September 7, 2018 Posted September 7, 2018 RaceMenu is already upgraded to version v1.5.50!
DarkladyLexy Posted September 7, 2018 Author Posted September 7, 2018 RaceMenu is already upgraded to version v1.5.50!I know but other important SKSE mods have not namely SSE Engine Fixes CPB Physics. The Creation Club is going to come more a more annoying I seriously wish we on PC had a proper opt-out option apart from not updating.
AthlonAI Posted September 7, 2018 Posted September 7, 2018 hence my idea of having a profile per merge makes this sort of thing easier to updateCan I be curious and ask what you mean by a profile per merge ? As I know, all of you just move merges esp in the optional tab, which I don't (I just deactivate mods because all the content is merged anyway)... And I found it not very convenient when updating merge: Actually, that to me means reactivating the mod is 1 step; compare to opening the properties, then clicking the Optional esp and then moving the esp down = 3 steps... I thought at first that all the optional esp would be listed in the tab, but that seems that it's not the case and they are only for the clicked one. (That would be awesome if they were all there!)...On another topic, when we update textures like windelm HD or other, do we have to run dyndolod again ?
DarkladyLexy Posted September 7, 2018 Author Posted September 7, 2018 Can I be curious and ask what you mean by a profile per merge ? As I know, all of you just move merges esp in the optional tab, which I don't (I just deactivate mods because all the content is merged anyway)... And I found it not very convenient when updating merge: Actually, that to me means reactivating the mod is 1 step; compare to opening the properties, then clicking the Optional esp and then moving the esp down = 3 steps... I thought at first that all the optional esp would be listed in the tab, but that seems that it's not the case and they are only for the clicked one. (That would be awesome if they were all there!)...On another topic, when we update textures like windelm HD or other, do we have to run dyndolod again ?Some users do that but I actually recommend creating a new profile for each merge with Mod Organizer and only activating what mods you need for said merge I do explain my reasoning for this in the merge page. If it has LODs the yes make get away with it not properly look at it yet been playing my new very addictive game (Two-Point Hospital an updated version of Theme Hospital)
AthlonAI Posted September 7, 2018 Posted September 7, 2018 Some users do that but I actually recommend creating a new profile for each merge with Mod Organizer and only activating what mods you need for said merge I do explain my reasoning for this in the merge page. If it has LODs the yes make get away with it not properly look at it yet been playing my new very addictive game (Two-Point Hospital an updated version of Theme Hospital)Thank you so much! I'll have a look at it then...
berndaroy Posted September 7, 2018 Posted September 7, 2018 (edited) On another topic, when we update textures like windelm HD or other, do we have to run dyndolod again ?AthlonAI Hi! the general rule from Neovalen's guide through Darth's has been this:- LOOT: Perform the following(and again every time mods change with an esp):FNIS: Perform the following(and again every time animation mods are changed):Wyre Bash: Perform the following (and again every time mods change with an esp)DynDOLOD: This will only need to be executed again if object textures are changed.Perform the following to execute TexGen.exe:Skyproc Patches:Each time load order is changed,SUM should be run again to remake all existing patches.Failure to do so may lead to a CTD on startup. Hope this helps a little Edited September 7, 2018 by berndaroy
AthlonAI Posted September 7, 2018 Posted September 7, 2018 AthlonAI Hi! the general rule from Neovalen's guide through Darth's has been this:- LOOT: Perform the following(and again every time mods change with an esp):FNIS: Perform the following(and again every time animation mods are changed):Wyre Bash: Perform the following (and again every time mods change with an esp)DynDOLOD: This will only need to be executed again if object textures are changed.Perform the following to execute TexGen.exe:Skyproc Patches:Each time load order is changed,SUM should be run again to remake all existing patches.Failure to do so may lead to a CTD on startup. Hope this helps a little Hi Jarl !! Thanks you! Just this other one: XLodGen? When new land / terrain are added like bruma or falskaar ?
Shadriss Posted September 8, 2018 Posted September 8, 2018 (edited) Can I be curious and ask what you mean by a profile per merge ? As I know, all of you just move merges esp in the optional tab, which I don't (I just deactivate mods because all the content is merged anyway)... And I found it not very convenient when updating merge: Actually, that to me means reactivating the mod is 1 step; compare to opening the properties, then clicking the Optional esp and then moving the esp down = 3 steps... I thought at first that all the optional esp would be listed in the tab, but that seems that it's not the case and they are only for the clicked one. (That would be awesome if they were all there!)...On another topic, when we update textures like windelm HD or other, do we have to run dyndolod again ?To be clear - I use the profile method outlined by Lexy in her guide, but also move the esps into Optional afterwards for a couple of reasons. First, not all of the material in some mods gets into the merge, so need to remain active. By moving just the esp to Optional, the other materials are still in the game for use while the thing using them (the merged plugin) takes care of the esp's role. Second, it reduces the number of esps in the right pane, which helps with some of the programs like WB that don't care if a file is active or not, it lists them anyways - this means I don't have to scroll through additional files trying to find the ones I want (Hunterborn and it's slaves during bash patch creation, for example). Third and finally, it also allows me to bring them back again if I need them for remerging due to updates as well. Yes, it's more clicks, but it's a LOT more organized. If it has LODs the yes make get away with it not properly look at it yet been playing my new very addictive game (Two-Point Hospital an updated version of Theme Hospital)Been looking at this myself as a distraction, but haven't bought it yet. For some reason, I had problems running Theme back in the day, and that may be coloring my reactions to Two-Point. I take it you are enjoying it? Also, WRT Windhelm HD, are you planning to use both files, or just the main one? That it's going in isn't in question, just in what form. Hi Jarl !! Thanks you! Just this other one: XLodGen? When new land / terrain are added like bruma or falskaar ?First, Jarl is his title, not his name... it's Berndaroy. Happens a lot around here, but figured I should mention it. As to your xLOD question, I group it with the DynDOLOD functions - if I do one, I do all three to make sure they all talk to each other correctly. It takes more time (xLOD being the huge one of the three), but I prefer to be certain myself. Edited September 8, 2018 by Shadriss
cstarkey42 Posted September 8, 2018 Posted September 8, 2018 Does this guy ever sleep? That's... what? Three major texture overhauls in the last week? I mean, sure he likely is working on several all at once, but even so. Four, actually, with three in the hot files right now. I just realized Red Rocks 4k is his as well. I love majestic mountains but Red Rocks looks really good from the pics.
Shadriss Posted September 8, 2018 Posted September 8, 2018 Four, actually, with three in the hot files right now. I just realized Red Rocks 4k is his as well. I love majestic mountains but Red Rocks looks really good from the pics.Oh fun... Lexy's gonna have SO much fun getting this in... although as one post mentioned, it might be possible to use the textures of Red Rocks with the other portions of Majestic and get a good blend. Dev team! POST! (Navy training showing there... means "Report for instructions".... sorta.)
AthlonAI Posted September 8, 2018 Posted September 8, 2018 To be clear - I use the profile method outlined by Lexy in her guide, but also move the esps into Optional afterwards for a couple of reasons. First, not all of the material in some mods gets into the merge, so need to remain active. By moving just the esp to Optional, the other materials are still in the game for use while the thing using them (the merged plugin) takes care of the esp's role. Second, it reduces the number of esps in the right pane, which helps with some of the programs like WB that don't care if a file is active or not, it lists them anyways - this means I don't have to scroll through additional files trying to find the ones I want (Hunterborn and it's slaves during bash patch creation, for example). Third and finally, it also allows me to bring them back again if I need them for remerging due to updates as well. Yes, it's more clicks, but it's a LOT more organized. First, Jarl is his title, not his name... it's Berndaroy. Happens a lot around here, but figured I should mention it. As to your xLOD question, I group it with the DynDOLOD functions - if I do one, I do all three to make sure they all talk to each other correctly. It takes more time (xLOD being the huge one of the three), but I prefer to be certain myselfI was sure it merged everything -- I mean that's what merging means. That's why I was doing this way... I'll change for optional then with the next big update. Yes I do xlod and dyndolod at same time as I wasn't sure ... Thanks for the clarification! and also for the title thing! loll.
madskyrim007 Posted September 8, 2018 Posted September 8, 2018 If a mod has been updated to the newer skyrim version, can the same mod be used for the previous version of skyrim?
Thamantis Posted September 8, 2018 Posted September 8, 2018 (edited) Hey guys, just finished installing all the mods in the guide wohooo - now I'm doing the merging stuff. I just realized that some of the mod config menus seem to have issues due to the merging, namely: - A Matter of Time from the Heads Up Display Merge has strange dollar signs $ in the menu and also in the widget- Inn Room Costs from the Miscellaneous Merge also has dollar signs, and the two menus "InnRoomCosts_Vanilla" and "InnRoomCosts_Mods" are empty Has anybody encountered this problem as well or is it just me? On a sidenote moreHUD seems to merge just well, despite the SKSE thingy. Edit: Wet & Cold Menu has the $ signs too, didn't merge that of course. Edited September 8, 2018 by Thamantis
DarkladyLexy Posted September 8, 2018 Author Posted September 8, 2018 Hey guys, just finished installing all the mods in the guide wohooo - now I'm doing the merging stuff. I just realized that some of the mod config menus seem to have issues due to the merging, namely: - A Matter of Time from the Heads Up Display Merge has strange dollar signs $ in the menu and also in the widget- Inn Room Costs from the Miscellaneous Merge also has dollar signs, and the two menus "InnRoomCosts_Vanilla" and "InnRoomCosts_Mods" are empty Has anybody encountered this problem as well or is it just me? On a sidenote moreHUD seems to merge just well, despite the SKSE thingy. Edit: Wet & Cold Menu has the $ signs too, didn't merge that of course. Sounds like the Assets didn't copy into the new merge properly.
madskyrim007 Posted September 8, 2018 Posted September 8, 2018 (edited) When I run ReLinker (both 40 and 44 versions) ... I am getting no output file. The Relinker end with: NO Changes required. Press enter to continue. For info I did a smash.all to each merge pack before merging. Edited September 8, 2018 by madskyrim007
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