Jump to content

Lexy's: Legacy of The Dragonborn Special Edition


Recommended Posts

Well, barring all of those, the next thing I would do (since this sounds like a mesh/.nif issue to me at the moment) is go through the guide and identify every mod that should have been run through NIF Optimizer, then run them through again to be absolutely certain that you didn't miss one somehow. It happened to me once, and as dense as the guide is, it's not beyond possibility.

Have run all guide required mesh/.nif files thought the optimizer. Did not work.

Link to comment

Have run all guide required mesh/.nif files thought the optimizer. Did not work.

well then sound like you have a corrupted NIF since you say the CTD is in the wild it could be anything a tree and animal. Corrupted NIF are actually very hard to find.

 

the last report is the binary method disable half your mods then half again then half again until the crash stop then readd until it starts again.

Link to comment

Finished the guide Whoop but have a question or two.

 

Done everything followed it implicitly and rechecked everything and making a brand new character it works Yay me, if I load the test bot created at the 'Time for a Quick Test point in finishing line' I immediately get a CTD as soon as the mods start loading.

 

My question though is looking at my Plugins I have a large list of ESP and ESL that are not enabled and when I run LOOT just to check for issues in case (yes I'm paranoid) LOOT reports back 49 warnings, 2 errors (lexy said previously ignore them) 80 total messages and 221 Active Plugins from a Total Plugin count of 251. 

 

So should these inactive plugins be enabled, OMEGA CE.esp is one TMBVanillaArmorandClothes.esp is another ??

 

TIA

 

****

 

Ignoring these issues, I must whole heartedly congratulate you on a really well done Mod package, game looks amazing

Link to comment

Finished the guide Whoop but have a question or two.

 

Done everything followed it implicitly and rechecked everything and making a brand new character it works Yay me, if I load the test bot created at the 'Time for a Quick Test point in finishing line' I immediately get a CTD as soon as the mods start loading.

 

My question though is looking at my Plugins I have a large list of ESP and ESL that are not enabled and when I run LOOT just to check for issues in case (yes I'm paranoid) LOOT reports back 49 warnings, 2 errors (lexy said previously ignore them) 80 total messages and 221 Active Plugins from a Total Plugin count of 251. 

 

So should these inactive plugins be enabled, OMEGA CE.esp is one TMBVanillaArmorandClothes.esp is another ??

 

TIA

 

****

 

Ignoring these issues, I must whole heartedly congratulate you on a really well done Mod package, game looks amazing

if you haven't run Wrye Bash yet and created a Bash Patch all your ESP should be active. Once you create a Bash Patch your plugin count should reduce to around the 220ish mark

Link to comment

if you haven't run Wrye Bash yet and created a Bash Patch all your ESP should be active. Once you create a Bash Patch your plugin count should reduce to around the 220ish mark

 

Thanks, everything marked inactive is part of the Bash Patch, guess I'm still getting used to MO after many years of NMM and Vortex.

 

 

Would you suggest any mods I now add for personal choice I just let LOOT position them and avoid adding them to any of your Merges?

Link to comment

Thanks, everything marked inactive is part of the Bash Patch, guess I'm still getting used to MO after many years of NMM and Vortex.

 

 

Would you suggest any mods I now add for personal choice I just let LOOT position them and avoid adding them to any of your Merges?

That depends on the mod and what conflicts they have. You can't just chuck any old mod and pray for the best. You need to crack open xEdit look at what they are doing and work out how they are interacting with the current setup.

 

Also rememeber the golden Rule the Last record/file wins the conflict

Link to comment

Thanks, everything marked inactive is part of the Bash Patch, guess I'm still getting used to MO after many years of NMM and Vortex.

 

 

Would you suggest any mods I now add for personal choice I just let LOOT position them and avoid adding them to any of your Merges?

That depends on the mod and what conflicts they have. You can't just chuck any old mod and pray for the best. You need to crack open xEdit look at what they are doing and work out how they are interacting with the current setup.

 

Also rememeber the golden Rule the Last record/file wins the conflict

Adding in my two cents here, as one possible way to work in anything you want to add.

 

Normally, I have another two sections after all the ones that Lexy's Guide has - "Non Guide Mods" and "Non Guide Merges". Anything I add goes here first, and then I LOOT, Bash, and Smash with them in those positions. Test in game... if it works as you expect, let it ride. If something is off, go down the CR Route that Lexy is talking about.

 

In general, unless you are adding in something hugely impactful, doing this should be relatively safe. It's worked for me not only on this setup, but also the base STEP install. It also gives you a fairly easy jump off point for troubleshooting those same added mods if problems do arise, and even more important, keeps it easy to tell which mods are guide and which are personal add ins, which becomes important on updates.

 

Best of luck, and I hope this helps.

Link to comment

well then sound like you have a corrupted NIF since you say the CTD is in the wild it could be anything a tree and animal. Corrupted NIF are actually very hard to find.

 

the last report is the binary method disable half your mods then half again then half again until the crash stop then readd until it starts again.

Found the culprit and it is neither mash or .nif. It is a texture from Invisible Tripwire. I have tested to be completely sure. Thanks for all the help.

Link to comment

Sorry to double post everybody but I noticed a big problem regarding the guide's advice on merging plugins; please let me know if I'm just being foolish. Setting the .esp files to "Optional," which is presented as an alternative to Merge Plugins Hide in the guide, isn't actually a feasible option even if you're using the multi-profile setup suggested at the top of the Merge page. Those .esp files will become optional across all MO2 profiles. This means that if you want to rebuild, say, the Weapons & Armor merge after Lexy adds a new mod, you must first make all of those optional .esp's "Available" again in your Weapons & Armor Merged MO2 profile as they will disappear once you've set them to optional even if it was in the main LOtD profile. 

 

In other words, if you go to the Weapons & Armor merge profile in MO2, you'll still have all of the active mods checked in the left pane, but none of the two dozen .esp files needed to update the merge, as they're all set to "Optional." The only .esp's that show up are the ones that come from non-merged mods needed due to being master files to one of the merged mods. You'd have to go back and set every single merged .esp to "Available," rebuild the merge, and then set them all to "Optional" again. That's nearly as much work as just using one MO2 profile! You're better off with Merge Plugins Hide I'd say.

 

I know this because it just happened to me, and now I have a few hundred merged .esp's that have to be set back to "Available." before being able to edit any merges in zEdit.   :wallbash:

Edited by BurdenCarrier444
Link to comment

Hey Lexy, having a problem with the final step (typical, right?) of running DynDOLOD.

 

I posted over here at the DynDOLOD forums. If you have any insights in to it, please let me know, as its killing me to not have this thing done. Been a long haul :)

 

https://forum.step-project.com/topic/13890-dyndolod-error/

 

Please note I'm not the OP of this thread, but rather the guy who commented below. Still, curious that we had an identical problem.

 

One thing I didn't note in that thread is a separate problem, which I don't particularly care about, but I thought I should mention in case it's relevant: my Better Quest Objectives - Patches.esp refuses to fully merge in to the Bashed Patch. It's included in the "deactivate" list, and the merge patches list, and I've checked it. Then it builds, and the icon shows its merged, but the Bashed Patch itself requires it as a master, so I can't disable it. It seems all fine, as the bashed patch just overwrites it if I keep it active... but just in case there's something I'm not aware of, there ya go.

 

Thanks for your help, and great guide!

Edited by Novu
Link to comment

Found the culprit and it is neither mash or .nif. It is a texture from Invisible Tripwire. I have tested to be completely sure. Thanks for all the help.

Glad you got it fixed.

 

Hey Lexy I'm sorry but your words are confusing to me on the Changelog page. Do you mean that the new update for February 4th also will require us to start a new game, or are you just repeating the note about the previous zMerge update from January? Thanks.

no, the update on the 4th also requires a new start cos of the removal of iAFT.

 

Sorry to double post everybody but I noticed a big problem regarding the guide's advice on merging plugins; please let me know if I'm just being foolish. Setting the .esp files to "Optional," which is presented as an alternative to Merge Plugins Hide in the guide, isn't actually a feasible option even if you're using the multi-profile setup suggested at the top of the Merge page. Those .esp files will become optional across all MO2 profiles. This means that if you want to rebuild, say, the Weapons & Armor merge after Lexy adds a new mod, you must first make all of those optional .esp's "Available" again in your Weapons & Armor Merged MO2 profile as they will disappear once you've set them to optional even if it was in the main LOtD profile. 

 

In other words, if you go to the Weapons & Armor merge profile in MO2, you'll still have all of the active mods checked in the left pane, but none of the two dozen .esp files needed to update the merge, as they're all set to "Optional." The only .esp's that show up are the ones that come from non-merged mods needed due to being master files to one of the merged mods. You'd have to go back and set every single merged .esp to "Available," rebuild the merge, and then set them all to "Optional" again. That's nearly as much work as just using one MO2 profile! You're better off with Merge Plugins Hide I'd say.

 

I know this because it just happened to me, and now I have a few hundred merged .esp's that have to be set back to "Available." before being able to edit any merges in zEdit.   :wallbash:

It is totally feasible what you need to do is very simple you use Merge hide not on the Profile you use to create the merge but on the Main Lexy's LOTD profile this perverse the Merge Profile for next time. You can also lock your load order of the Merge Profile in MO2 

Link to comment
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.