DodgyBob Posted December 30, 2018 Share Posted December 30, 2018 (edited) I don't believe anything is specifically said to activate or to not activate as you go. I actually think it is inferred that MODs will be activated, MOD by MOD, as you progress through the guide and you install them inside MO2. For example, at section 14 'Perks and Leveling', 14.1 [Ordinator - Perks of Skyrim] gives us this note: ...Once this mod is installed and activated LOOT will show a warning about a missing Bruma Patch. Please ignore as it covered in the Conflict Resoultion at the end of this guide.... If we weren't activating MODs until the end, there shouldn't be a need for this notice, should there? Or am I misunderstanding how to go about things too? Or even, have I not completely read the guide correctly? As I understand it, the way that MO works usually/normally, once a MOD is activated, if it has a corresponding ESP and it is not set as "Optional" within the MOD's 'Information' window within MO, then the ESP gets activated automatically. In my case I think something weird happened and un-activated some of my MODs. This is what I was just wanting to clarify and confirm is what likely happened! Sorry, I didn't mean to be bringing extra confusion to what can be, at times, an already complicated process With regards to disabling/hiding ESPs, once merged, I'm pretty sure you just set them to 'Optional' within MO and once you've done that, thats it! The ESP is hidden from the Virtual File System and thus, not read/loaded by Skyrim when you fire it up To do this, just r-click the MOD, select 'Information...', click on the 'Optional ESPs' tab, select the ESP in the 'Available ESPs' section and hit the 'Up Arrow' button - Click the 'Close' button and you're done! Edited December 30, 2018 by DodgyBob Link to comment
ceilingrat Posted December 30, 2018 Share Posted December 30, 2018 Got the guide working, first time (for once! YAY!). The amount of work that has gone into this guide, I take my helmet off to all involved. All good, except is there anyway to revert back to the vanilla body or CBBE on my install? Because I'd like to use Practical Female Armors and its associated mods, which includes an Immersive Armors version. As someone who actually wears steel armour on a regular basis, the way women's armor is in this game I find very hard to put up with. I've done some poking around, spent several hours trying to figure out how to use Bodyslide to adjust the CBBE version of PFA to UNP. Because CBBE is a bridge. Apparently, my brain doesn't want to understand how to finangle Bodyslide, so I gave up. Tried slidersets, tutorials, the works. No dice. Changing the body used will be:Tedious, possibly. Messing up, most likely. Not looking for someone to do it for me, because I wouldn't learn that way.However, it would make myself quite pleased, and possibly help someone else trying to do similar things. (For my own notetaking) List of mods: Practical Female Armours has a CBBE version and vanilla, plus all the CBBE Bodyslide files for the armours. Frankly HD Dawnguard - has CBBE meshes as an optional fileFrankly HD Nightingale - has CBBE meshes as an optional fileNoldorian's Ancient Falmer Armour - has a vanilla versionImmersive Armours - Has a vanilla and UNP support for the armours that need it. CBBE is available in a separate mod but they're bodyslide files, not actual armour meshes.Black Sacrament, Lustmord, Northgirl, Rogue and Female Blades Light Armour - redid the weapons and armour merge without these and their consistency patches. Kudos to the mod authors for effort and skill involved in making these, just not to my taste. Will find out if I have to finangle any other patches. Feminine Khajiit Textures - has UNP, CBBE and vanillaFeminine Argonian Textures - has UNP, CBBE and vanillaBijin Skin - has UNP and CBBEBijin Warmaidens - has UNP and CBBEBijin Wives - has UNP and CBBEBijin NPCs - has UNP and CBBESeranaholic - has UNP and CBBEValerica - has UNP and CBBE Toccata follower - has UNP and CBBESofia follower - modpage says resources used UNPM'rissi - has UNP and CBBE - CBBE doesn't have the extra texture options CBP Physics - has option for a variety of body replacers including UNPB and CBBE Some proof of the wearing steel armour thing - https://imgur.com/gallery/hK5xoJ2 Link to comment
adirks Posted December 30, 2018 Share Posted December 30, 2018 (edited) I've been following the guide exactly so far. I'm currently in the middle of merging plugins. I started to look forward and the finishing line section. The first step is run Loot. I have been leaving all the mods deactivated and only activating them as needed to either xedit them, or for merging purposes. I'm now wondering if I was supposed to have everything enabled as I was following the guide? Also, I've been creating separate profiles for each merge patch as suggested at the beginning of the merge section. I what to activate and what to not activate addressed at any point? Is there a way to disable the esp's easily that have been added to a merge? I see the idiot checks to make sure certain mods stay enabled. How exactly should I have been handling activations etc? I don't believe anything is specifically said to activate or to not activate as you go. I actually think it is inferred that MODs will be activated, MOD by MOD, as you progress through the guide and you install them inside MO2. For example, at section 14 'Perks and Leveling', 14.1 [Ordinator - Perks of Skyrim] gives us this note: ...Once this mod is installed and activated LOOT will show a warning about a missing Bruma Patch. Please ignore as it covered in the Conflict Resoultion at the end of this guide.... If we weren't activating MODs until the end, there shouldn't be a need for this notice, should there? Or am I misunderstanding how to go about things too? Or even, have I not completely read the guide correctly? As I understand it, the way that MO works usually/normally, once a MOD is activated, if it has a corresponding ESP and it is not set as "Optional" within the MOD's 'Information' window within MO, then the ESP gets activated automatically. In my case I think something weird happened and un-activated some of my MODs. This is what I was just wanting to clarify and confirm is what likely happened! Sorry, I didn't mean to be bringing extra confusion to what can be, at times, an already complicated process With regards to disabling/hiding ESPs, once merged, I'm pretty sure you just set them to 'Optional' within MO and once you've done that, thats it! The ESP is hidden from the Virtual File System and thus, not read/loaded by Skyrim when you fire it up To do this, just r-click the MOD, select 'Information...', click on the 'Optional ESPs' tab, select the ESP in the 'Available ESPs' section and hit the 'Up Arrow' button - Click the 'Close' button and you're done! Guys, activate the mods as you install them. When you do so the mod's plugins will then be activated in the right pane. Don't worry about the order of the plugins; they will be sorted in LOOT before you make the Bashed Patch. As you progress through the guide, you will be instructed to remove some .esps (or not install them) - this is so that they don't appear in the right pane when the mod is activated. And yes - Dodgybob - if you put an .esp in the optional .esps section in MO, it is hidden and won't appear on the left. This is one way to handle .esps that are merged in the merge section (that's what I did). Some people might delete them, but if you need to rebuild the patches you will need them back and it's fairly easy to reactivate from the Optional section. So, right before you do your bashed patch, you can right click and activate all your plugins on the right and then sort with LOOT. However, just prior to creating the bashed patch and the other patches, you need to deactivate the SSE-Terrain-Tamriel mod and/or .esm if it is active (As the guide instructs). This .esm is only used for the Lodgen step so it can be deactivated until that point. Otherwise all plugins are considered by Wrye Bash. Note that after you run Wrye Bash, it will merge some of your plugins and deactivate them. Leave them deactivated as they are now merged into the bashed patch. Edited December 30, 2018 by adirks Link to comment
Cyangor Posted December 30, 2018 Share Posted December 30, 2018 After a more or less instable rushed build, I'm going to give it some time and start from scratch.Uninstalled everything (including deleting everything in appdata).My first problem is, the loot groups are nothing like the ones in the provided picture.Loot is still at 0.13.6, but it seems the groups have been altered and the ones named in the guide do not exist anymore. Link to comment
DarkladyLexy Posted December 30, 2018 Author Share Posted December 30, 2018 After a more or less instable rushed build, I'm going to give it some time and start from scratch.Uninstalled everything (including deleting everything in appdata). My first problem is, the loot groups are nothing like the ones in the provided picture.Loot is still at 0.13.6, but it seems the groups have been altered and the ones named in the guide do not exist anymore. i have never seen that before look like a big mess it possible the LOOT Groups updated yet again basically Arthmoor mods needs to go after ICAIO and my CR Patch at the end before the bash Patch. Also you absoulty sure you are on the SSE version and not the LE Version cos thing like CCOR, WARF, and PreMA aren't even on SSE.. Edit: I have been inform that is the LE version of the Masterlist you need to select SSE from the dropdown menu at the top of LOOT. Link to comment
Cyangor Posted December 30, 2018 Share Posted December 30, 2018 i have never seen that before look like a big mess it possible the LOOT Groups updated yet again basically Arthmoor mods needs to go after ICAIO and my CR Patch at the end before the bash Patch. Also you absoulty sure you are on the SSE version and not the LE Version cos thing like CCOR, WARF, and PreMA aren't even on SSE.. Edit: I have been inform that is the LE version of the Masterlist you need to select SSE from the dropdown menu at the top of LOOT.Thank you, that did the trick! Link to comment
Razorsedge877 Posted December 30, 2018 Share Posted December 30, 2018 Hello. Everyone. Happy early New Year. Before I put my 2 cents in I would like to say the guide is very well put together and I know the effort put into the guide. The question I have is, why are just the LOOT rules listed in the finishing page but not the LOOT groups. It would streamline the install process to not comb over the install guide looking for these rules. I also thought it would be a good Idea to list all mods that are converted, optimized, ect on the finishing page to further streamline and idiot proof the guide. In my opinion this is a huge guide and part of the installation challenge consists of beating Lexi before she posts more updates. If interested I also have an alternate way to write up the merge page. it goes a little deeper than this but instead of making a profile for each merge I copied my install profile and named it Lexy's Legacy of The Dragonborn Special Edition = Merging Profile. I put all of the mods in their own categories ex. Merges = Animals Merged. Than as I update merges all I have to do is choose the category then choose check or uncheck all mods. Very brief explanation but if interested I will post more maybe even my categories.dat file to make things easier. Anyways enjoy the rest of your break and try to stay out of trouble New Years night Link to comment
Razorsedge877 Posted December 30, 2018 Share Posted December 30, 2018 I think I just realized the Loot groups are for alot of mods that are in merges. Do I even need to worry about these rules. I believe you do not suggest running LOOT before doing the merges so these esps will be inactive after the merges (of course with the exception of the Trees & Flora merge) I do not have a ton of time to do a write up but I basically installed the guide, activated all mods in order, moved all esp's that are merged to the bottom of my load order (in the order the merge page suggests), Than did my merges. Link to comment
Razorsedge877 Posted December 30, 2018 Share Posted December 30, 2018 I had a brain fart I see that your Loot section on the finishing pages such as (NPC Retexture group). Maybe I have spent too many hours in front of my screen.. Link to comment
PataRoja Posted December 30, 2018 Share Posted December 30, 2018 @DodgyBob This guide contains well over 255 esp - do not run loot untill told to so in the finishing line, Loot will uncheck esps in the right pane to reach the 255 limit also some masters for esps will not be available untill later in the guide. Link to comment
DodgyBob Posted December 30, 2018 Share Posted December 30, 2018 (edited) Yeah, noob mistake on my part!My bad Sorry folks. I went back and re-read sections 1 to 10 and right there in section 6 "Mod Installation Advice" it says to NOT run LOOT until the end - doh. Also thinking back over things, I think I know what probably caused the ESPs in the right pane of MO to uncheck now: Wrye Bash.When at section 16 and working on "16.2 [Extended UI]" to convert it from it's old LE format, I ran Wrye Bash as part of section 9 "A Note about Converting Old Plugins".I had some other issues around that time and looking back over my notes, I see that's a MOD I need to go back and double check on once I get to the end.So yeah, Wrye Bash! Thanks to @adirks for that reminder! @PataRoja, in my case, I don't think it was LOOT disabling ESPs as my LO is still quite young and relatively small; I'm only just now coming up to about the half-way mark! Plus, with all the other times I've run LOOT so far, I haven't seen LOOT do that yet ... but I'm not going to do that any more now, am I ??? Edited December 30, 2018 by DodgyBob Link to comment
DarKnight Posted December 30, 2018 Share Posted December 30, 2018 Berndaroy, I've left you a pm on the Discord server. I'd really appreciate it if you would respond to it. Knight_Flier Link to comment
BMaytrix Posted December 30, 2018 Share Posted December 30, 2018 Dynamic Things and Dynamic Things Enhanced have been ported by runew0lf https://www.nexusmods.com/skyrimspecialedition/mods/19520https://www.nexusmods.com/skyrimspecialedition/mods/19521 Is there any plan to add this to the load order? Thank you! Link to comment
BayComet2127 Posted December 31, 2018 Share Posted December 31, 2018 Might be a stupid question but I got to the merge part of the guide and Merge Plugins will not connect to the server. Is that ok or a problem. I check on the mod page and post say it is is now obsolete. Link to comment
DarKnight Posted December 31, 2018 Share Posted December 31, 2018 Might be a stupid question but I got to the merge part of the guide and Merge Plugins will not connect to the server. Is that ok or a problem. I check on the mod page and post say it is is now obsolete.It's ok. Link to comment
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