Thundro69 Posted March 27, 2019 Share Posted March 27, 2019 Lexy I'm sorry to bother you again and it is probably some stupid error on my side but I am kinda at a loss after reinstalling CK and trying to exactly follow the steps and guide trying to convert Extended UI. I made sure CK is 1.53 and has all the fixes and custom ini installed in the right place. Then I installed Extended UI via MO2, using BSA Extractor, loading Wrye Bash, esmify self on the esp and close Wrye Bash. Reopen MO2 to update, make sure Overwrite is empty, start CK via MO2. Then I loaded Extended UI as active file with parents loaded as well: Weirdly the Extended UI.esp is not shown in the header in the brackets after I loaded it but my log shows it. (after everything loaded) Log: MASTERFILE: ===========================================================Data File Loaded 'Skyrim.esm'...Data File Loaded 'Update.esm'...Data File Loaded 'Extended UI.esp'...MASTERFILE: Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.MASTERFILE: Cell contains more than one water current marker:'Wilderness' (0000954C) (-12, 3) in WorldSpace 'Tamriel' (0000003C)MASTERFILE: Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door. When I click "save" it promps me to select target plugin instead of just saving it, like this: I assume that is because Extended UI is not loaded as active file but I tried several times making very sure I selected it as active file but always the same thing happens. Either I somehow cannot select it or something is broken... Do you have any idea? (Sorry for being stupid but I really wanna understand this and get it to work). Link to comment
DarkladyLexy Posted March 27, 2019 Author Share Posted March 27, 2019 Lexy I'm sorry to bother you again and it is probably some stupid error on my side but I am kinda at a loss after reinstalling CK and trying to exactly follow the steps and guide trying to convert Extended UI. I made sure CK is 1.53 and has all the fixes and custom ini installed in the right place. Then I installed Extended UI via MO2, using BSA Extractor, loading Wrye Bash, esmify self on the esp and close Wrye Bash. Reopen MO2 to update, make sure Overwrite is empty, start CK via MO2. Then I loaded Extended UI as active file with parents loaded as well: Weirdly the Extended UI.esp is not shown in the header in the brackets after I loaded it but my log shows it. (after everything loaded) Log: MASTERFILE: ===========================================================Data File Loaded 'Skyrim.esm'...Data File Loaded 'Update.esm'...Data File Loaded 'Extended UI.esp'...MASTERFILE: Automatic door 'AutoLoadDoor01' (00015E1D) [324 units] in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.MASTERFILE: Cell contains more than one water current marker:'Wilderness' (0000954C) (-12, 3) in WorldSpace 'Tamriel' (0000003C)MASTERFILE: Automatic door 'WRShackDoorMinUse01' (0006767F) [48 units] in cell 'WhiterunExterior10' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'AutoLoadDoor01' (0001779F) [125 units] in cell 'KarthwastenExterior03' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) [0 units] in cell 'Wilderness' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'dunda14PortalDoor01' (0003DC3F) [287 units] in cell 'DA14Interior' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'AutoLoadDoor01' (00015D12) [307 units] in cell 'WolfskullCave01' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'HelgenKeeptoExterior01REF' (0005DF95) [304 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door.MASTERFILE: Automatic door 'HelgenKeep01btoExteriorREF' (000909D2) [275 units] in cell 'HelgenKeep01' has its teleport marker too close to the linked door. When I click "save" it promps me to select target plugin instead of just saving it, like this: I assume that is because Extended UI is not loaded as active file but I tried several times making very sure I selected it as active file but always the same thing happens. Either I somehow cannot select it or something is broken... Do you have any idea? (Sorry for being stupid but I really wanna understand this and get it to work).you don't need to esmifiy anything with that one just open it in the CK setting Extended UI as active file and it let Load and save that is it Link to comment
BleNoir Posted March 28, 2019 Share Posted March 28, 2019 Hello, do you ever try this mod ? Love and use it since a long timeshttps://www.nexusmods.com/skyrimspecialedition/mods/6092 Link to comment
Shadriss Posted March 29, 2019 Share Posted March 29, 2019 (edited) Hello, do you ever try this mod ? Love and use it since a long timeshttps://www.nexusmods.com/skyrimspecialedition/mods/6092Interesting. Pretty-ish. Will never be accepted (only half joking here) because: "Update: Replaced old textures with better textures from LupusHegemonia" LH is... not well thought of by a number of people involved in the guide. I have no real opinion either way (having only hearsay to go on), but it is what it is. *shrug* Edited March 29, 2019 by Shadriss Link to comment
Stealth103 Posted March 29, 2019 Share Posted March 29, 2019 (edited) I had a question about the [VIGILANT SE] step. The main file unpacks as a BSA and if you install (merge) the patch it adds some loose files. Will the loose files take priority over the files in the BSA in Mod Organizer 2's eyes or should I be unpacking that original BSA file? I know loose files win out when they're directly in skyrim's data folder, I'm just not sure how MO2 handles it when you merge a mod. I'd assume the loose file(s) (in a merged mod with a BSA) would win out in that case but I just wanted to check. Edited March 29, 2019 by Stealth103 Link to comment
Shadriss Posted March 29, 2019 Share Posted March 29, 2019 No difference in MO2 file handling and Skyrim - Loose files win. You don't need to unpack the BSA (unless specifically directed to do so) for any mod in the Guide. 1 Link to comment
jimbosi Posted March 29, 2019 Share Posted March 29, 2019 This instruction (in Mator Smash): Then go back and set these to Smash.ForceAll following the same method:(Located at the bottom of the list)LOTD Patches Merged.espMLU Patches Merged.espAnimals Merged.espNPC Retexture Merge SSE.espELE Merged.espLexy's LoTD SE OMEGA - Conflict Resolution.espOMEGA Followers and NPC - Conflict Resolution.espOMEGA NPC Retexture - Conflict Resolution.espBashed Patch, 0.esp(Located about half-way to 3/4 down in the list, usually near or after each other)MLU.espPrvtI_HeavyArmory.espClick the Hammer to build the Smash Patch. Once built exit Smash and activate it in Mod Organizer 2. The file will be in your Mod Organizer 2 Overwrite folder. Make a mod called Smash Patch and activate it. I'm highlighting ONLY those, selecting SmashForceAll, then hitting the hammer, right? Mator Smash then crashes with an access violation. My game and Smash are installed in c:/Games Oh, and for the first part (SmashAll), Smash runs fine, and shows a Smash Patch in the Patches tab. But when it crashes, so too does the Smash Patch disappear. Not sure where it went. At any rate, can't ForceSmashAll. Link to comment
jimbosi Posted March 29, 2019 Share Posted March 29, 2019 Almost finished the install. Did a check after OMEGA Conflict Resolution (just after Mator Smash). Uthgerd has brown face/purple hair. Also, Missing bush textures in grass near Whiterun. Ugh. What did I do wrong here? What should I be checking? Link to comment
jimbosi Posted March 30, 2019 Share Posted March 30, 2019 This instruction (in Mator Smash): Then go back and set these to Smash.ForceAll following the same method:(Located at the bottom of the list)LOTD Patches Merged.espMLU Patches Merged.espAnimals Merged.espNPC Retexture Merge SSE.espELE Merged.espLexy's LoTD SE OMEGA - Conflict Resolution.espOMEGA Followers and NPC - Conflict Resolution.espOMEGA NPC Retexture - Conflict Resolution.espBashed Patch, 0.esp(Located about half-way to 3/4 down in the list, usually near or after each other)MLU.espPrvtI_HeavyArmory.espClick the Hammer to build the Smash Patch. Once built exit Smash and activate it in Mod Organizer 2. The file will be in your Mod Organizer 2 Overwrite folder. Make a mod called Smash Patch and activate it. I'm highlighting ONLY those, selecting SmashForceAll, then hitting the hammer, right? Mator Smash then crashes with an access violation. My game and Smash are installed in c:/Games Oh, and for the first part (SmashAll), Smash runs fine, and shows a Smash Patch in the Patches tab. But when it crashes, so too does the Smash Patch disappear. Not sure where it went. At any rate, can't ForceSmashAll.Responding to my own post, rebooting the computer fixed it. Weird. Link to comment
jimbosi Posted March 30, 2019 Share Posted March 30, 2019 Almost finished the install. Did a check after OMEGA Conflict Resolution (just after Mator Smash). Uthgerd has brown face/purple hair. Also, Missing bush textures in grass near Whiterun. Ugh. What did I do wrong here? What should I be checking?Added screenshots: https://imgur.com/a/qEQEjm7 Not sure what I did wrong. I thought I followed the directions pretty well. Did everything but DynDOLOD, TexGen, and SSELODGEN. Screenshots are from test. Link to comment
DarkladyLexy Posted March 30, 2019 Author Share Posted March 30, 2019 Added screenshots: https://imgur.com/a/qEQEjm7 Not sure what I did wrong. I thought I followed the directions pretty well. Did everything but DynDOLOD, TexGen, and SSELODGEN. Screenshots are from test.relook over the Trees and Flora section and the NPC Retextures Section Link to comment
berndaroy Posted March 30, 2019 Share Posted March 30, 2019 Hello, do you ever try this mod ? Love and use it since a long timeshttps://www.nexusmods.com/skyrimspecialedition/mods/6092BleNoir hi! I use this in my setup with no issues(that I'm aware of)....i do like eye candy.....JUST ensure you use the relevant grass patch. Link to comment
kouji71 Posted March 30, 2019 Share Posted March 30, 2019 Can the optional NPC retexture section be used piecemeal, or is it all or nothing? I like a lot of the stuff in there, but I'm not a huge fan of the Bijin mods. Link to comment
Memoso Posted March 30, 2019 Share Posted March 30, 2019 Lexy you say when updating stop modding.I still Play with one savegame and Update each week and i have currently no problems. In which situation so you think we May have problems? Link to comment
jimbosi Posted March 30, 2019 Share Posted March 30, 2019 relook over the Trees and Flora section and the NPC Retextures SectionOK, I found an error or two. My bad. Do I also have to the Bash/Smash patches again? As an aside, it sucks to make a mistake, but having to go back and retrace steps is no fun. Anyway, thanks for the quick response! The effort you put into this endeavor is inspiring (and maybe a little disturbing). Even though I got it wrong, Lexy's build is easily the best in existence. Cheers! Link to comment
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