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Lexy's: Legacy of The Dragonborn Special Edition


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You say crashing before it even starts... can you be clearer on when it's crashing? Do you see the menu start to appear, and then CTD, or does it not even get that far? Did you verify it loaded with SKSE loaded and no other mods at the beginning of your build, as recommended? 

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Hi, 

 

I have continued with the guide after solving the issues with the merges with your advice. I now have an error when applying the zEdit patchers (lines 16-21 in the zEdit section of the Finishing Line page) to the Lucien Merge.ESP. See log: 

 

Patching 0 Cell records from Better Skill and Quest Books Names SE.esp
Purgatory (1+)
Dumzbthar (0)
Dumzbthar Animoculotory (0)
Dumzbthar Core (0)
Patching 6 Cell records from Lucien Merged.esp
Error
[ERROR] Error: Failed to get winning override record for: 0 ERROR: Cannot resolve NULL reference. (00000000002447DC){XEditLib.dll} [00000000006457DC] JclDebug.TJclStackInfoList.Create + $10C (00000000002443C8){XEditLib.dll} [00000000006453C8] JclDebug.JclCreateStackList + $48 (00000000002442D7){XEditLib.dll} [00000000006452D7] JclDebug.DoExceptionStackTrace + $77 (0000000000245C42){XEditLib.dll} [0000000000646C42] JclDebug.DoExceptNotify + $92 (0000000000237285){XEditLib.dll} [0000000000638285] JclHookExcept.TNotifierItem.DoNotify + $35 (00000000002374CB){XEditLib.dll} [00000000006384CB] JclHookExcept.DoExceptNotify + $BB (000000000023761D){XEditLib.dll} [000000000063861D] JclHookExcept.HookedRaiseException + $6D (000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106 (000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11 (000000000066DB5A){XEditLib.dll} [0000000000A6EB5A] xeElements.RemoveElement (Line 1312, "xeElements.pas" + 8) + $0 (0000000000006B1C){xelib.node } [00007FFA9D647B1C] (00000000000003A6){xelib.node } [00007FFA9D6413A6] (0000000000433040){node.dll } [00007FFA3AC34040] Unknown function at ?CreateFrameStateFunctionInfo@CommonOperatorBuilder@compiler@internal@v8@@QEAAPEBVFrameStateFunctionInfo@234@W4FrameStateType@234@HHV?$Handle@VSharedFunctionInfo@internal@v8@@@34@@Z + $3650 (0000000000381223){node.dll } [00007FFA3AB82223] Unknown function at ucal_equivalentTo_59 + $1763 (0000000000380053){node.dll } [00007FFA3AB81053] Unknown function at ucal_equivalentTo_59 + $593 (000000000037FF3B){node.dll } [00007FFA3AB80F3B] Unknown function at ucal_equivalentTo_59 + $47B (00000000002037A1){ } [0000005C75E047A1] at helpers.Fail (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:58:15) at C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:75:21 at helpers.GetHandle (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:75:9) at Object.GetWinningOverride (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:73:20) at patch (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:32:34) at eval (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:570:17) at Array.forEach (<anonymous>) at patchRecords (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:568:28) at filesToPatch.forEach.filename (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:594:28) at Array.forEach (<anonymous>)

 

If deactivate the 4 Lucien related mods, I can build run the process successfully. For the moment I am continuing without Lucien. 

 

However, I would like to see him in the build. Hope you can help me with this one as well. 

Link to comment

Hi, 

 

I have continued with the guide after solving the issues with the merges with your advice. I now have an error when applying the zEdit patchers (lines 16-21 in the zEdit section of the Finishing Line page) to the Lucien Merge.ESP. See log: 

 

Patching 0 Cell records from Better Skill and Quest Books Names SE.esp
Purgatory (1+)
Dumzbthar (0)
Dumzbthar Animoculotory (0)
Dumzbthar Core (0)
Patching 6 Cell records from Lucien Merged.esp
Error
[ERROR] Error: Failed to get winning override record for: 0 ERROR: Cannot resolve NULL reference. (00000000002447DC){XEditLib.dll} [00000000006457DC] JclDebug.TJclStackInfoList.Create + $10C (00000000002443C8){XEditLib.dll} [00000000006453C8] JclDebug.JclCreateStackList + $48 (00000000002442D7){XEditLib.dll} [00000000006452D7] JclDebug.DoExceptionStackTrace + $77 (0000000000245C42){XEditLib.dll} [0000000000646C42] JclDebug.DoExceptNotify + $92 (0000000000237285){XEditLib.dll} [0000000000638285] JclHookExcept.TNotifierItem.DoNotify + $35 (00000000002374CB){XEditLib.dll} [00000000006384CB] JclHookExcept.DoExceptNotify + $BB (000000000023761D){XEditLib.dll} [000000000063861D] JclHookExcept.HookedRaiseException + $6D (000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106 (000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11 (000000000066DB5A){XEditLib.dll} [0000000000A6EB5A] xeElements.RemoveElement (Line 1312, "xeElements.pas" + 8) + $0 (0000000000006B1C){xelib.node } [00007FFA9D647B1C] (00000000000003A6){xelib.node } [00007FFA9D6413A6] (0000000000433040){node.dll } [00007FFA3AC34040] Unknown function at ?CreateFrameStateFunctionInfo@CommonOperatorBuilder@compiler@internal@v8@@QEAAPEBVFrameStateFunctionInfo@234@W4FrameStateType@234@HHV?$Handle@VSharedFunctionInfo@internal@v8@@@34@@Z + $3650 (0000000000381223){node.dll } [00007FFA3AB82223] Unknown function at ucal_equivalentTo_59 + $1763 (0000000000380053){node.dll } [00007FFA3AB81053] Unknown function at ucal_equivalentTo_59 + $593 (000000000037FF3B){node.dll } [00007FFA3AB80F3B] Unknown function at ucal_equivalentTo_59 + $47B (00000000002037A1){ } [0000005C75E047A1] at helpers.Fail (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:58:15) at C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:75:21 at helpers.GetHandle (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:75:9) at Object.GetWinningOverride (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:73:20) at patch (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :32:34) at eval (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :570:17) at Array.forEach () at patchRecords (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :568:28) at filesToPatch.forEach.filename (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :594:28) at Array.forEach ()

 

If deactivate the 4 Lucien related mods, I can build run the process successfully. For the moment I am continuing without Lucien. 

 

However, I would like to see him in the build. Hope you can help me with this one as well. 

delete the merge i zMegre and do it again. 9 times out of 10 that solves issues

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You say crashing before it even starts... can you be clearer on when it's crashing? Do you see the menu start to appear, and then CTD, or does it not even get that far? Did you verify it loaded with SKSE loaded and no other mods at the beginning of your build, as recommended? 

 

I'll run SKSE through MO2, but when it tries to load SkyrimSE.exe, it just quits like the program closes and unlocks MO2.  I did verify SKSE at the beginning of the guide.

Edited by mizaru81
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Hi Lexy, installed your guide about 1 month ago, and having a strange problem. Didn't realize it till now because I've been playing a 2Handed character.

 

When I equip bows, I think any kind of bow, I CTD. Any idea on where to start debugging this? Thanks.

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I'll run SKSE through MO2, but when it tries to load SkyrimSE.exe, it just quits like the program closes and unlocks MO2. I did verify SKSE at the beginning of the guide.

Try setting everything run as admin in skyrim main folder. Skse and skyrim.exe and launcher. Maybe it could be solved.

 

Also set mo2. Exe as admin

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I'll run SKSE through MO2, but when it tries to load SkyrimSE.exe, it just quits like the program closes and unlocks MO2.  I did verify SKSE at the beginning of the guide.

first thing I would check is make sure every mod from LE is loose and not inside a BSA as LE BSA are not compatible with SE.

Hi Lexy, installed your guide about 1 month ago, and having a strange problem. Didn't realize it till now because I've been playing a 2Handed character.

 

When I equip bows, I think any kind of bow, I CTD. Any idea on where to start debugging this? Thanks.

A CTD using a weapon is usually one of 2 things you to redo FNIS or you have a corrupted mesh.

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first thing I would check is make sure every mod from LE is loose and not inside a BSA as LE BSA are not compatible with SE.

You hit it on the head Lexy.  There were two LE BSAs I had forgotten to extract.  Now I've ran into a new problem, an infinite loading symbol at the main menu.  The spinning Skyrim emblem pops up, but the main menu will not show.

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Hey can someone tell me what I have to do to get dragons to start spawning. Lvl 17 and I've only seen one, it flew over helgen when I first arrived. Isn't there some quest with white run where you absorb your first soul? Take it that triggers the spawning?

youneed to get the dragon stone from bleak falls barrow and deliver it dragonsreach which is part of the actual main quest when you found out you are Dragonborn.

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what LOOT Compatibily patch?

https://www.nexusmods.com/skyrimspecialedition/mods/6194?tab=files

 

Update Files

 

Compatibiity Patch for LOOT v0.14 Masterlists

  • Date uploaded
    04 Feb 2019, 5:41AM
  • File size
    2.3MB
  • Unique DLs
    4.7k
  • Total DLs
    5.4k
  • Version
    0.14

The latest LOOT versions (v0.14.x) have incompatible masterlists when run alongside the packaged 'lootcli' within MO2. This patch provides compatibility with those masterlists. Replace the files inside the 'loot' directory in your MO2 installation.

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https://www.nexusmods.com/skyrimspecialedition/mods/6194?tab=files

 

Update Files

 

 

Compatibiity Patch for LOOT v0.14 Masterlists

  • Date uploaded
    04 Feb 2019, 5:41AM
  • File size
    2.3MB
  • Unique DLs
    4.7k
  • Total DLs
    5.4k
  • Version
    0.14

The latest LOOT versions (v0.14.x) have incompatible masterlists when run alongside the packaged 'lootcli' within MO2. This patch provides compatibility with those masterlists. Replace the files inside the 'loot' directory in your MO2 installation.

 

ah no, that for internal MO2 LOOT which we don't use besides our Masterlist updates when we sort.

  • +1 1
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I'm not sure what I've done wrong - when I go to test the game as per the "finishing line" instructions I cannot load in. I have a long load time and then a CTD if I try and COC into Riverwood, the Azura statue, anywhere.

I was using the wrong version of zEdit but I rebuilt all my merges with the correct version and that has not fixed it. I reinstalled Stunning Statues and followed the directions to the letter so that's not it either.

EDIT: Forgot to add on - when I try and start a New Game at this testing stage it just immediately CTDs without a loading screen.

Edited by jaymo
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