madskyrim Posted February 16, 2019 Share Posted February 16, 2019 Is it ok to disable the save function of engine fixes (doing the vanilla start) and re-enable once outside in the world and chosen the class ? My saving is taking way too long, and to make it worse, 80% it fails and the game crashes to desktop. Link to comment
DarkladyLexy Posted February 16, 2019 Author Share Posted February 16, 2019 Is it ok to disable the save function of engine fixes (doing the vanilla start) and re-enable once outside in the world and chosen the class ? My saving is taking way too long, and to make it worse, 80% it fails and the game crashes to desktop.yes you can it just an ini tweak Link to comment
UrbanLegend619 Posted February 16, 2019 Share Posted February 16, 2019 I'm getting a weird glitch with what appears to be lighting and hair meshes. No matter what hair I put on my character, including vanilla, there's a weird "shadow" that shoots upward from my character's head in 3rd person, as if the mesh is blocking the light. It's most noticeable outside, especially during foggy or misty weather. Moving around makes the "shadow" randomly expand and contort. Does anyone know what's going on here and how I might fix it, short of playing exclusively in 1st person?Check and see if you are using RaceMenu 3.2. It was causing this same problem for me (as well as sunken eyes). If that is the case you can revert back to RaceMenu 3.1 or there is a fix posted on the RaceMenu Nexus page in the "posts" section that has you update the skee64.ini file. I'ts an easy fix, or just revert back to 3.1. Hoping this helps you, it was driving me nuts. Link to comment
madskyrim Posted February 16, 2019 Share Posted February 16, 2019 I am in riverwood and GERDUR has no face just teeth! Link to comment
RyuujinV Posted February 16, 2019 Share Posted February 16, 2019 Check and see if you are using RaceMenu 3.2. It was causing this same problem for me (as well as sunken eyes). If that is the case you can revert back to RaceMenu 3.1 or there is a fix posted on the RaceMenu Nexus page in the "posts" section that has you update the skee64.ini file. I'ts an easy fix, or just revert back to 3.1. Hoping this helps you, it was driving me nuts.That's exactly what it was, and possibly a combination of my own hasty mistakes. I thought I had already made that fix before when I installed 3.2, but set EnableOverlays to 0 - not EnableFaceOverlays. Thanks for helping me sort this out Link to comment
GuardianJace Posted February 16, 2019 Share Posted February 16, 2019 I'm hoping someone will have mercy on me and tell me what I've done wrong. A small handful of mods won't merge for what looks like inability to find the mod because its looking in the main game directory, but I'm probably wrong. I'm going to use Imperial Mail error report as one example. Others I've had the same issue with are 2/3 mods for the Song of Green merge, 3 DBG patches, the standalone oaks, and show to room. All the other merges and merges excluding those mods in their list work in zmerge.================================================================================Session started at Sat Feb 16 2019 13:55:30 GMT-0700 (Mountain Standard Time)Building merge Imperial Mail MergedMerge Folder: C:\Games\Modding\SkyrimSSE_Modding\Mod Organizer 2 - Lexys LOTD SE\mods\Imperial Mail MergedMerge Method: ClampLoad order:[00] Skyrim.esm[01] Update.esm[02] Dawnguard.esm[03] HearthFires.esm[04] Dragonborn.esm[05] LegacyoftheDragonborn.esm[06] BSAssets.esm[07] BSHeartland.esm[08] ImperialMail.esp[09] ImperialMail - Bruma.esp[0A] ImperialMail - DBM.espUnloading pluginsLoading 11 plugins...============================================================Loading resources from Skyrim - Misc.bsaLoading resources from Skyrim - Shaders.bsaLoading resources from Skyrim - Interface.bsaLoading resources from Skyrim - Animations.bsaLoading resources from Skyrim - Meshes0.bsaLoading resources from Skyrim - Meshes1.bsaLoading resources from Skyrim - Sounds.bsaLoading resources from Skyrim - Voices_en0.bsaLoading resources from Skyrim - Textures0.bsaLoading resources from Skyrim - Textures1.bsaLoading resources from Skyrim - Textures2.bsaLoading resources from Skyrim - Textures3.bsaLoading resources from Skyrim - Textures4.bsaLoading resources from Skyrim - Textures5.bsaLoading resources from Skyrim - Textures6.bsaLoading resources from Skyrim - Textures7.bsaLoading resources from Skyrim - Textures8.bsaLoading resources from Skyrim - Patch.bsaLoading resources from LegacyoftheDragonborn.bsaLoading resources from LegacyoftheDragonborn - Textures.bsaLoading resources from BSAssets.bsaLoading resources from BSAssets - Textures.bsaLoading resources from BSHeartland.bsaLoading resources from BSHeartland - Textures.bsaLoading Skyrim.esm (1/11)Loading Update.esm (2/11)Loading Dawnguard.esm (3/11)Loading HearthFires.esm (4/11)Loading Dragonborn.esm (5/11)Loading LegacyoftheDragonborn.esm (6/11)Loading BSAssets.esm (7/11)Loading BSHeartland.esm (8/11)Loading ImperialMail.esp (9/11)Loading ImperialMail - Bruma.esp (10/11)Loading ImperialMail - DBM.esp (11/11)Done loading files.Building references...============================================================Building references for ImperialMail.espBuilding references for ImperialMail - Bruma.espBuilding references for ImperialMail - DBM.espDone building referencesPreparing merge...============================================================Merging into Imperial Mail Merged.espAdded masters to merged pluginGetting used FormIDs...============================================================Getting used FormIDs in ImperialMail.espGetting used FormIDs in ImperialMail - Bruma.espGetting used FormIDs in ImperialMail - DBM.espRenumbering FormIDs...============================================================Renumbering FormIDs in ImperialMail.espRenumbering FormIDs in ImperialMail - Bruma.espRenumbering FormIDs in ImperialMail - DBM.espCopying records...============================================================Copying records from ImperialMail - DBM.espCopying records from ImperialMail - Bruma.espCopying records from ImperialMail.espHandling asset files...============================================================Handling Face Data FilesUnloading plugins[ERROR] Imperial Mail Merged failed to build:Error: Path to copy doesn't exist C:\Games\SteamLibrary2\steamapps\common\Skyrim Special Edition\data\xtures\actors\character\facegendata\facetint\ImperialMail.esp\00020002.dds at generateNoSourceError (C:\Games\Modding\SkyrimSSE_Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\fs-jetpack\lib\copy.js:52:15) at checksBeforeCopyingSync (C:\Games\Modding\SkyrimSSE_Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\fs-jetpack\lib\copy.js:83:11) at Object.copySync [as sync] (C:\Games\Modding\SkyrimSSE_Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\fs-jetpack\lib\copy.js:150:3) at Object.copy (C:\Games\Modding\SkyrimSSE_Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\fs-jetpack\lib\jetpack.js:76:12) at copyAsset (file:///C:/Games/Modding/SkyrimSSE_Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:8370:20) at entry.assets.forEach.asset (file:///C:/Games/Modding/SkyrimSSE_Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:5234:21) at Array.forEach (<anonymous>) at merge.faceData.forEach.entry (file:///C:/Games/Modding/SkyrimSSE_Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:5233:30) at Array.forEach (<anonymous>) at Object.handle (file:///C:/Games/Modding/SkyrimSSE_Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:5232:28) Link to comment
Butch93h Posted February 17, 2019 Share Posted February 17, 2019 So, a new mod called Skyrim Together is coming out for Skyrim and Skyrim SE somewhat soon (they are still in closed beta but it is getting closer) will you be at some point planning to work that in to the guide? I personally think that being able to play with friends in this game (while being modded a lot) would be awesome! Link to comment
xxPYROxxJONESxx Posted February 17, 2019 Share Posted February 17, 2019 when it says "Active the mods you wish to merge plus all their required masters." does that mean every master in the right pane of MO2 or just ones described on the merge page in sections like the notices. if its the former then I suggest removing the word "required" as it implies specific masters. thx Link to comment
xxPYROxxJONESxx Posted February 17, 2019 Share Posted February 17, 2019 (edited) redacted Edited February 17, 2019 by xxPYROxxJONESxx Link to comment
xxPYROxxJONESxx Posted February 17, 2019 Share Posted February 17, 2019 (edited) when activating masters for merges, do we also activate the master's masters? *** wait this is moot I believe, I can just deactivate a brother esp to the master esp. the brother is not a 'merge master' & therefore it doesn't need to be active or have a master activated Edited February 17, 2019 by xxPYROxxJONESxx Link to comment
DarkladyLexy Posted February 17, 2019 Author Share Posted February 17, 2019 when activating masters for merges, do we also activate the master's masters?are talking about in zMerge or in MO2 Profile for the merge Link to comment
xxPYROxxJONESxx Posted February 17, 2019 Share Posted February 17, 2019 (edited) are talking about in zMerge or in MO2 Profile for the mergeMO2 but so far i havent encountered one. i just thought i did because i activated a mod to get a master and it brought uneeded esp's with it i saw from the screenshots that u only activate the merging esp's in zmerge Edited February 17, 2019 by xxPYROxxJONESxx Link to comment
DarkladyLexy Posted February 17, 2019 Author Share Posted February 17, 2019 MO2 but so far i havent encountered one. i just thought i did because i activated a mod to get a master and it brought uneeded esp's with it i saw from the screenshots that u only activate the merging esp's in zmergewhen creating the merge profile in MO2 you activate all that is needed until the Red Triangles disappear. Link to comment
BMaytrix Posted February 17, 2019 Share Posted February 17, 2019 (edited) I just finished a rebuild from scratch off the latest guide. 1) I had a problem with missing eyes due to the 3.2 version of RaceMenu. I made the ini tweak listed, but it actually did not fix anything. Still had the problem.There's a lot of chat on the mod author's page.- The only sure fix is to reinstall v3.1 of the mod. Immediately, my new character worked, eyes and all.- Recommend we use v3.1 in the guide until the newer version gets fixed correctly. 2) As I rebuilt the guide, I noticed the LOTD SSE Patches has an option for Immersive Horses.- I installed it, and rolled it into my LOTD Patches Merge - and had zero problems.- Not sure if this patch is required or even beneficial, since we switched, but figured I would try it.- Thoughts? 3) Really minor spelling error. Under [Landscape Fixes For Grass Mods], "Mod Merged: The OPTIONAL FILES from this mod is included in Landscape Fixes For Grass Patches Merged and the Trees and Flora Merge." - "Merge." on the end should be "Merged." for consistency with the guide. Thank you again for an Amazing Guide! Edited February 17, 2019 by BMaytrix Link to comment
mavanaic Posted February 17, 2019 Share Posted February 17, 2019 Made the switch from merge plugins to zmerge and I'm wondering if those 3 json files (fidCache, map, merge) generated by zmerge are in use or it's safe to delete them? Link to comment
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