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Lexy's: Legacy of The Dragonborn Special Edition


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My game seems to keep crashing whenever I try to activate Frostfall through the MCM. I've tried reinstalling it and extracting the BSA file but to no avail. If anybody who has also experienced this issue can provide some assistance, that'd be great.

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Just finished installing everything again and about to start merging. LOOT says the following are dirty but guide doesn't mention it (should I clean?):

MoonAndStar_MAS.esp (1 ITM)

MajesticMountains_Moss.esp (2 ITM)

Convenient Horses.esp (4 ITM)

imp_helm_legend.esp (5 ITM)

ArtifactsOfBoethiah (3 ITM)

Edited by tyrindor
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Just finished installing everything again and about to start merging. LOOT says the following are dirty but guide doesn't mention it (should I clean?):

MoonAndStar_MAS.esp (1 ITM)

MajesticMountains_Moss.esp (2 ITM)

Convenient Horses.esp (4 ITM)

imp_helm_legend.esp (5 ITM)

ArtifactsOfBoethiah (3 ITM)

Unless the guide says otherwise, leave them. Some of those are required for the mods to even work.

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Unless the guide says otherwise, leave them. Some of those are required for the mods to even work.

Alright thanks, and what about oldrim meshes that aren't labelled as NIF Opt?

 

Realistic HD Baskets/Food/Mushrooms

Ultimate HD Fire Effects

Alternate Summoning Visuals

aMidianBorn Blade of Woe

Ebony Weapons 2017 Retexture

Enhanced Landscapes - Oak Standalone

Enhance Vanilla Trees + Billboards

Beyond Skyrim Bruma Billboards

 

I don't think im suppose to run tree meshes through but the others I thought would be needed.

Edited by tyrindor
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Getting YOT - Andromeda.esp errors when trying to merge YOT? Ignore, attempt to fix? Also how do you set the "Stat" bash for OMEGA CACO Merge? I don't see it in Wyre Bash using the version used in the guide.

 

-----------------------

 

Checking for errors in YOT - Andromeda.esp
  Aur_ThiefStone_Message_ThiefsPath "Thief's Path" [MESG:10000A41]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100092C] < Error: Could not be resolved >
  Aur_ThiefStone_Message_ThiefsPath "Thief's Path" [MESG:10000A41]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100092E] < Error: Could not be resolved >
  Aur_ThiefStone_Message_ThiefsPath "Thief's Path" [MESG:10000A41]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100092F] < Error: Could not be resolved >
  Aur_ThiefStone_Message_ThiefsPath "Thief's Path" [MESG:10000A41]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000930] < Error: Could not be resolved >
  Aur_ThiefStone_Message_ThiefsPath "Thief's Path" [MESG:10000A41]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000931] < Error: Could not be resolved >
  Aur_ThiefStone_Message_ThiefsPath "Thief's Path" [MESG:10000A41]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000932] < Error: Could not be resolved >
  Aur_MageStone_Message_MagesPath "Mage's Path" [MESG:10000A3C]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100093B] < Error: Could not be resolved >
  Aur_MageStone_Message_MagesPath "Mage's Path" [MESG:10000A3C]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100093C] < Error: Could not be resolved >
  Aur_MageStone_Message_MagesPath "Mage's Path" [MESG:10000A3C]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100093A] < Error: Could not be resolved >
  Aur_MageStone_Message_MagesPath "Mage's Path" [MESG:10000A3C]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100093D] < Error: Could not be resolved >
  Aur_MageStone_Message_MagesPath "Mage's Path" [MESG:10000A3C]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100093E] < Error: Could not be resolved >
  Aur_MageStone_Message_MagesPath "Mage's Path" [MESG:10000A3C]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000940] < Error: Could not be resolved >
  Aur_WarriorStone_Message_WarriorsPath "Warrior's Path" [MESG:10000A3B]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [0100091C] < Error: Could not be resolved >
  Aur_WarriorStone_Message_WarriorsPath "Warrior's Path" [MESG:10000A3B]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000920] < Error: Could not be resolved >
  Aur_WarriorStone_Message_WarriorsPath "Warrior's Path" [MESG:10000A3B]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000922] < Error: Could not be resolved >
  Aur_WarriorStone_Message_WarriorsPath "Warrior's Path" [MESG:10000A3B]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000924] < Error: Could not be resolved >
  Aur_WarriorStone_Message_WarriorsPath "Warrior's Path" [MESG:10000A3B]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000921] < Error: Could not be resolved >
  Aur_WarriorStone_Message_WarriorsPath "Warrior's Path" [MESG:10000A3B]
    MESG \ Menu Buttons \ Menu Button \ Conditions \ Condition \ CTDA -  \ Parameter #1 -> [01000925] < Error: Could not be resolved >
  Aur_WarriorStone_Effect_2_Ab "Warrior's Path" [MGEF:10000879]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [0100091C] < Error: Could not be resolved >
  Aur_WarriorStone_Effect_2_Ab "Warrior's Path" [MGEF:10000879]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [01000920] < Error: Could not be resolved >
  Aur_WarriorStone_Effect_2_Ab "Warrior's Path" [MGEF:10000879]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [01000922] < Error: Could not be resolved >
  Aur_WarriorStone_Effect_2_Ab "Warrior's Path" [MGEF:10000879]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [01000924] < Error: Could not be resolved >
  Aur_WarriorStone_Effect_2_Ab "Warrior's Path" [MGEF:10000879]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [01000921] < Error: Could not be resolved >
  Aur_WarriorStone_Effect_2_Ab "Warrior's Path" [MGEF:10000879]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [01000925] < Error: Could not be resolved >
  Aur_MageStone_Effect_2_Ab "Mage's Path" [MGEF:10000866]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [0100093B] < Error: Could not be resolved >
  Aur_MageStone_Effect_2_Ab "Mage's Path" [MGEF:10000866]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [0100093C] < Error: Could not be resolved >
  Aur_MageStone_Effect_2_Ab "Mage's Path" [MGEF:10000866]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [0100093A] < Error: Could not be resolved >
  Aur_MageStone_Effect_2_Ab "Mage's Path" [MGEF:10000866]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [0100093D] < Error: Could not be resolved >
  Aur_MageStone_Effect_2_Ab "Mage's Path" [MGEF:10000866]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [0100093E] < Error: Could not be resolved >
  Aur_MageStone_Effect_2_Ab "Mage's Path" [MGEF:10000866]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [01000940] < Error: Could not be resolved >
  Aur_ThiefStone_Effect_2_Ab "Thief's Path" [MGEF:10000864]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [0100092C] < Error: Could not be resolved >
  Aur_ThiefStone_Effect_2_Ab "Thief's Path" [MGEF:10000864]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [0100092E] < Error: Could not be resolved >
  Aur_ThiefStone_Effect_2_Ab "Thief's Path" [MGEF:10000864]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [0100092F] < Error: Could not be resolved >
  Aur_ThiefStone_Effect_2_Ab "Thief's Path" [MGEF:10000864]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [01000930] < Error: Could not be resolved >
  Aur_ThiefStone_Effect_2_Ab "Thief's Path" [MGEF:10000864]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [01000931] < Error: Could not be resolved >
  Aur_ThiefStone_Effect_2_Ab "Thief's Path" [MGEF:10000864]
    MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [01000932] < Error: Could not be resolved >
All done!
Edited by tyrindor
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Just started playing on the new updated guide and coming across a bit of an oddity.

 

When I use the cooking station in the Dragonborn Museum safehouse, as soon as I exit the menu it tells me Waterskin 1/3 (4) has been added to my inventory. I can do this multiple times, getting 4 waterskins every time. Not sure if it does it on any other cooking stations, will report back.

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My game seems to keep crashing whenever I try to activate Frostfall through the MCM. I've tried reinstalling it and extracting the BSA file but to no avail. If anybody who has also experienced this issue can provide some assistance, that'd be great.

That may be an issue with the Papyrus Utilities not being updated to the current SKSE version, it looked like people on the mod's forum were reporting something similar. 

Edited by sspalex77
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This is my opinions coming back with this setup after at a month-ish and two char types (first heavy armor, sword/board, second pure mage with zero physical weapons and only clothing). The whole thing is amazing, I love the setup and how much I've both re-learned and learned new from this. Here are a few gripes, personal issues I have that I'm curious on why some decisions were made, not being demeaning just curious and open to being adaptive:

 

Biggest issue is night eye, I swapped out to another ENB that I won't mention unless that's okay to do but the Nighteye potions and ability from Illusion tree now work fine. With the default setup, both are 100% worthless.

 

I saw a post about Hunterborn being removed after I had my setup going, and it's one of my core mods (have a pure mage toon you simply ignore it, most others you adapt to it to attune your alchemy and the quest possibly). It's easy enough to insert it unless really starved for loaded modules. And users can simply ignore the first post when looting an animal corpse, why pull out variety? Personally I'd rip out a quest mod before pulling Hunterborn, but again that's a personal choice. Just curious as to why you've see it as slowing down gameplay when you can very easily decide to use or not use it depending on playstyle.

 

Next gripe, Inigo doesn't back off when too close. I'm guessing this is due to AFT, any way to bring that back? Everything else seems to be fine in his dialogue tree and actions, but he just stands still if too close and never backs off with the usual, "Excuse me my friend," or, "I am in your way, I am sorry," etc which was just so damned immersive for me with a companion. If not his back off option at least something to 'push' followers (not like FusRoDah just something to make them move backward like 2-3 steps when they are in a doorway while you're looting, and sometimes refuse to move even w/ sprint into them?). Inigo always did this by default and I'm guessing AFT has broken his brain on it, your thoughts? (this is also coming from a player that takes followers for their flavor, not their combat, I really don't care what they do in combat and Inigo is probably the best companion for flavor in any game that I've ever played, even outside Beth but I digress there. So if it's safe to just rip AFT out I'd do it and adjust a few settings w/o affecting custom patches, just don't have the time right now to tweak around with it, maybe in a few weeks).

 

Another gripe I have is iNeed over Realistic Needs and Diseases. Any reason using one over the other (I recall trying iNeed back in Oldrim, and switching back to RnD after a very short time)? My experience from two characters so far, one being sword/board/heavy armor and one full on magic w/ just clothes, I'd say at least 90% of diseases on BOTH are melee damage reduction (the Droops and something else I don't remember because the vast majority of disease are the Droops, and can be easily ignored unless doing some hardcore RPing), no other consequences, and they can both just be ignored until finding a shrine, carry maybe one cure disease potion and you're fine. I remember two times I got Rockjoint, none of the other diseases beyond that.

 

Lastly for now, Keep It Clean is weird with its calculation of disease rate (and this may just be the mod itself, but bringing it up on the level of annoyances and grievances with the prescribed mods to see if there's another resolution for this specific issue). Leave it at default disease chance 2% or drop it to 0%, if you sleep clean and wake up dirty according to the mod there is a very high chance of catching a disease and not just sleeping but generic day-to-day stuff. If I get bit by a wild animal I expect I high chance of disease, but I tested this with a Redguard (50% innate disease resist) and two armor pieces with 36% disease resist. Within two days of just resting, alchemy (no eating ingredients, only crafting pots), enchanting, etc. I had the "droops" (again, worthless disease against a mage and can be fully ignored).

 

EDIT: I should specify that was the beginning of the test, later in the same day I had Droops again, next day the reduction to 1 and 2 hand weapon dmg disease, and the list goes on with those two usually <my main gripe with diseases in this setup> being the only diseases I see).

Edited by pharcry
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Just started playing on the new updated guide and coming across a bit of an oddity.

 

When I use the cooking station in the Dragonborn Museum safehouse, as soon as I exit the menu it tells me Waterskin 1/3 (4) has been added to my inventory. I can do this multiple times, getting 4 waterskins every time. Not sure if it does it on any other cooking stations, will report back.

Yes, I can confirm that I'm getting this at other cooking stations too. Different numbers of waterskins at different stations, but still free waterskins. Weird!

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Since STEP deems it appropriate to not allow the owner of a post to edit it most then a few times, a slight adjustment to the last two lines in my above post (yes I'm a damn perfectionist and keep changing a few words right after posting or adding items I think I missed, the few spoil it for the many as always I assume)..............................

 

Lastly for now, Keep It Clean is weird with its calculation of disease rate (and this may just be the mod itself, but bringing it up on the level of annoyances and grievances with the prescribed mods to see if there's another resolution for this specific issue). Leave it at default disease chance 2% or drop it to 0%, if you sleep clean and wake up dirty according to the mod there is a very high chance of catching a disease and not just sleeping but generic day-to-day stuff. If I get bit by a wild animal I expect I high chance of disease, but I tested this with a Redguard (50% innate disease resist) and two armor pieces with 36% disease resist. Within two days of just resting, alchemy (no eating ingredients, only crafting pots), enchanting, etc. I had the "droops" (again, worthless disease against a mage and can be fully ignored).


EDIT: I should specify that was the beginning of the testing above for Keep It Clean. Later in the same game day I had Droops again, next day the reduction to 1 and 2 hand weapon dmg disease, and the list goes on with those two usually <my main gripe with diseases in this setup> being the only diseases I see. Also sorry this has been so lengthy I'm just trying to provide a full look into what is displeasing about the mod for me, and maybe some insight as to why some of those things could be better or maybe give thought for a change in options or mods. I really, really appreciate and empathize with the amount of effort this full list must have taken to put together to the point it is at. Just hoping some of my feedback helps a bit. I can make many of these changes on my end in the custom patches and via my own if needed, just seeing if anyone else, even the creator might feel the same way with another pair of eyes on the topic. Much love, and thank you for all you've put together, truly.

Edited by pharcry
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This is my opinions coming back with this setup after at a month-ish and two char types (first heavy armor, sword/board, second pure mage with zero physical weapons and only clothing). The whole thing is amazing, I love the setup and how much I've both re-learned and learned new from this. Here are a few gripes, personal issues I have that I'm curious on why some decisions were made, not being demeaning just curious and open to being adaptive:

 

Biggest issue is night eye, I swapped out to another ENB that I won't mention unless that's okay to do but the Nighteye potions and ability from Illusion tree now work fine. With the default setup, both are 100% worthless.

yes, I am fully aware Eye night is useless the only way around this is to use an ENB that is compatible with night eye. The other is use predator vision and assign the hotkey and the toggle ENB to be the same.

 

 

 

I saw a post about Hunterborn being removed after I had my setup going, and it's one of my core mods (have a pure mage toon you simply ignore it, most others you adapt to it to attune your alchemy and the quest possibly). It's easy enough to insert it unless really starved for loaded modules. And users can simply ignore the first post when looting an animal corpse, why pull out variety? Personally I'd rip out a quest mod before pulling Hunterborn, but again that's a personal choice. Just curious as to why you've see it as slowing down gameplay when you can very easily decide to use or not use it depending on playstyle.

Hunterborn pulled cos I felt it slow down gameplay a little too much playthrough I end up just disabling it so I thought let's get rid of it and make room for other things and reduce script load.

 

 

Next gripe, Inigo doesn't back off when too close. I'm guessing this is due to AFT, any way to bring that back? Everything else seems to be fine in his dialogue tree and actions, but he just stands still if too close and never backs off with the usual, "Excuse me my friend," or, "I am in your way, I am sorry," etc which was just so damned immersive for me with a companion. If not his back off option at least something to 'push' followers (not like FusRoDah just something to make them move backward like 2-3 steps when they are in a doorway while you're looting, and sometimes refuse to move even w/ sprint into them?). Inigo always did this by default and I'm guessing AFT has broken his brain on it, your thoughts? (this is also coming from a player that takes followers for their flavor, not their combat, I really don't care what they do in combat and Inigo is probably the best companion for flavor in any game that I've ever played, even outside Beth but I digress there. So if it's safe to just rip AFT out I'd do it and adjust a few settings w/o affecting custom patches, just don't have the time right now to tweak around with it, maybe in a few weeks).

Ingio shouldn't be affected by iAFT and he is on his own custom follower system forcing him to use iAFT will break his brain. It possible that and edit in the CR that is to followers not stand so close and step back is doing the opposite. record is 00042268 fBumpReactionSmallDelayTime

 

 

Another gripe I have is iNeed over Realistic Needs and Diseases. Any reason using one over the other (I recall trying iNeed back in Oldrim, and switching back to RnD after a very short time)? My experience from two characters so far, one being sword/board/heavy armor and one full on magic w/ just clothes, I'd say at least 90% of diseases on BOTH are melee damage reduction (the Droops and something else I don't remember because the vast majority of disease are the Droops, and can be easily ignored unless doing some hardcore RPing), no other consequences, and they can both just be ignored until finding a shrine, carry maybe one cure disease potion and you're fine. I remember two times I got Rockjoint, none of the other diseases beyond that.

I must be honest I have not used Realistic Needs and Diseases in a very long time. Last time I used it was back on LE using Neo's SRLE and that needed so much work and some patch to get working I gave up.

 

 

Lastly for now, Keep It Clean is weird with its calculation of disease rate (and this may just be the mod itself, but bringing it up on the level of annoyances and grievances with the prescribed mods to see if there's another resolution for this specific issue). Leave it at default disease chance 2% or drop it to 0%, if you sleep clean and wake up dirty according to the mod there is a very high chance of catching a disease and not just sleeping but generic day-to-day stuff. If I get bit by a wild animal I expect I high chance of disease, but I tested this with a Redguard (50% innate disease resist) and two armor pieces with 36% disease resist. Within two days of just resting, alchemy (no eating ingredients, only crafting pots), enchanting, etc. I had the "droops" (again, worthless disease against a mage and can be fully ignored).

Issues and questions regarding Keep it Clean are put to Sthaagg.

 

Getting YOT - Andromeda.esp errors when trying to merge YOT? Ignore, attempt to fix? Also how do you set the "Stat" bash for OMEGA CACO Merge? I don't see it in Wyre Bash using the version used in the guide.

There is an update to YOT - Andromeda that I missed so use that. The STATS tag can actually be found on the latest version of Wrye Bash which you can get off there Discord Server. If a Tag not there don't overstress about it.

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Just started playing on the new updated guide and coming across a bit of an oddity.

 

When I use the cooking station in the Dragonborn Museum safehouse, as soon as I exit the menu it tells me Waterskin 1/3 (4) has been added to my inventory. I can do this multiple times, getting 4 waterskins every time. Not sure if it does it on any other cooking stations, will report back.

 

 

Yes, I can confirm that I'm getting this at other cooking stations too. Different numbers of waterskins at different stations, but still free waterskins. Weird!

And the weirdness continues. I now can't lose stamina - neither from running or holding a bow drawn. I'm going to look back through my installation and make sure it's correct, but any suggestions would be helpful.

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And the weirdness continues. I now can't lose stamina - neither from running or holding a bow drawn. I'm going to look back through my installation and make sure it's correct, but any suggestions would be helpful.

Is this a bug? I lose stamina while running and having a bow drawn, but ONLY while in combat. I thought this was normal behavior for this setup.

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