Jverv Posted January 12, 2019 Share Posted January 12, 2019 no the only ones that are currently merged are one the included in the Weapons and Armours merge the other are not merged but they are all flagged as ESL so they don't count towards the overall esp count in game. If you are short of plugin space you can merge all the remaining consistency patches you will, however, need to unflag them as ESL first (unless you are already using zMerge). I do plan during my next update to a provide a pre-made merge (in fact you can already get this pre-made merge off Discord).Thanks guys, and thanks for the heads up about mon. I'll prob wait for that as I've not started a playthrough yet, just testing. That way I can test the new patch build as I play. I'll see about the space either way tho. I have an Oldrim folder that takes up a lot of space. Saving things incase things get removed from nexus. Can prob drop it tho. Link to comment
Mummelpuffin Posted January 12, 2019 Share Posted January 12, 2019 ...Alright, I lied.After creating Animals Merged, Mod Organizer only shows it modifying one mod. I assume this is because MO only recognizes when a mod is overwriting *assets* and not if it's overwriting something within an ESP? Link to comment
Memoso Posted January 13, 2019 Share Posted January 13, 2019 HI Lexy some plugins in the guide you dont mention are dirty for example WGT (Whitegoldtowerfix) and i think immersive follower tweaks. i dont clean them because i think if you dont mention that it shouldnt be cleaned. what do you say? thx Link to comment
16MnCr5 Posted January 13, 2019 Share Posted January 13, 2019 Hello, I need help on this issue.All my arcane enchanters look like this https://imgur.com/Y6A15Fv Thanks Link to comment
DarkladyLexy Posted January 13, 2019 Author Share Posted January 13, 2019 Hello, I need help on this issue.All my arcane enchanters look like this https://imgur.com/Y6A15Fv Thanksdouble check Revamped Assets Skyrim and RUSTIC ALCHEMY and ENCHANTING TABLES Link to comment
Piranhaha Posted January 14, 2019 Share Posted January 14, 2019 I really need to stop posting here. I swear after I spend an hour trying to fix something, I wind up fixing it as soon as I post. It was an issue with the unofficial update to Frostfall/Campfire. I'm an idiot and I swapped the SE and VR versions by mistake. I'm running this profile twice, one for SSE and one for SVR. Surprisingly enough, this guide works 99% perfect out of the box with SkyrimVR. There are only 4 or 5 mods that need to be replaced with VR versions, the rest just work. I'm still ironing out some bugs, but it's really pretty amazing how far VR modding has come since I last tried a few months ago.I'm planning to run parallel SE/VR playthroughs as well. I know of the following mods that have separate VR versions/requirements: SkyUI (unofficial patch from Reddit)Frostfall (unofficial patch from Reddit)Campfire (same installer)Skyrim VR - USSEP fixesJContainers VRVR Perk Extender (for Ordinator)Ordinator VR PatchCACOCBPCFISSESPrivateProfileRedirector(Technically) Fuz Ro D'oh, but in the comments section it says it causes crashing when called upon in VR so not really workingPapyrusUtilSkyrim Skill Uncapper (https://www.reddit.com/r/skyrimvr/comments/8pp0m2/skyrim_community_uncapper_working/) And the following have no VR equivalents:SSE Engine Fixes (but there is SSE Fixes)MoreHUDBetter JumpingExperience(SKSE64) Havok FixUltimate Combat (although people in the Skyrim VR subreddit claim it works fine, minus some features, even without the functional DLL)Skyrim Save System OverhaulRacemenu (although apparently it works without the DLL but won't let you load/save presets, which unfortunately is what I want from it)Stay at the System PageTo Your Face Also I noticed Audio Overhaul has a .dll which presumably doesn't work in VR - haven't tested yet to see what that breaks. Hope this helps. Let me know if I missed anything. Link to comment
Jragghen Posted January 14, 2019 Share Posted January 14, 2019 While I'm sure it's a known quantity in Discord, for folks who don't go there (since this guide seems to really like luxor's stuff), he's been a madman of late - TONS of small ones (not sure if you're planning on subbing any in), but the two most recent ones are pretty big: Nordic Ruins 4K and Caves and Mines UHD. Ruins has LOD files. Link to comment
DarkladyLexy Posted January 14, 2019 Author Share Posted January 14, 2019 Hey Guys the STEP Version of the guide has been updated so please check the Changelog. Please note zMerge has not been rolled out yet due to waiting for Mator to issue an update. Link to comment
jimbosi Posted January 14, 2019 Share Posted January 14, 2019 I'm working on the merges at the moment. So. Many. Merges. When/how is the most efficient way of disabling the .esps in which the merges are included, so as not to clutter up my list? There will otherwise be a bunch of unchecked .esps in the right pane (or are they supposed to stay there? TIA for the help for such a basic question. Good times! Link to comment
ginoc1 Posted January 14, 2019 Share Posted January 14, 2019 New Consistency Patches 1.02 - in MO2 it looks like your consistency patches for the Weapons and Armours merge are flagged as ESL. Do we need to unflag those before creating the new W&A Merge? Based on other merges in this guide any ESL's used in a merge were converted back to ESP with no ESL flag. Please advise and thanks so much for an incredible guide/game! Gino Link to comment
link213109 Posted January 14, 2019 Share Posted January 14, 2019 Hey Guys the STEP Version of the guide has been updated so please check the Changelog. Please note zMerge has not been rolled out yet due to waiting for Mator to issue an update.In the changelog it says to regenerate the DynDOLOD, but only XLOD Gen was updated. Is this a typo? Link to comment
DarkladyLexy Posted January 14, 2019 Author Share Posted January 14, 2019 In the changelog it says to regenerate the DynDOLOD, but only XLOD Gen was updated. Is this a typo?no it cos i added Realistic Aspen Trees SSE so you need to rebuild DynDOLOD for that. Link to comment
ginoc1 Posted January 14, 2019 Share Posted January 14, 2019 @link213109 - I presume the DynDOLOD (only used for trees) regeneration is due to the new REALISTC ASPEN TREES to generate LOD's for those as well so they show up correctly in the distance. XLODGEN files were updated but I think the changelog said only fixes for Fallout 4 or similar so don't think we need to actually regenerate the XLOD output (which is everything BUT the trees). Hope that makes sense... Link to comment
DarkladyLexy Posted January 14, 2019 Author Share Posted January 14, 2019 New Consistency Patches 1.02 - in MO2 it looks like your consistency patches for the Weapons and Armours merge are flagged as ESL. Do we need to unflag those before creating the new W&A Merge? Based on other merges in this guide any ESL's used in a merge were converted back to ESP with no ESL flag. Please advise and thanks so much for an incredible guide/game! Ginoif you are using Merge Plugins the yes you need to unesl them. If you have already moved on to zMerge you don't. zMerge is far less fussy with esp flagged as ESL. I am laying the groundwork for zMerge now. Link to comment
ginoc1 Posted January 14, 2019 Share Posted January 14, 2019 if you are using Merge Plugins the yes you need to unesl them. If you have already moved on to zMerge you don't. zMerge is far less fussy with esp flagged as ESL. I am laying the groundwork for zMerge now.Ahhhh that makes sense...thank you! Haven't made the switch yet I'm just getting to where I feel proficient with all this stuff LOL. That Merge Plugin Hide addition was a HUGE help rebuilding the new merges today...wish we had that all along ha. Link to comment
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