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Lexy's: Legacy of The Dragonborn Special Edition


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Memoso and Vorians:

 

This can be fixed more easily by activating "Landscape Fixes for Grass Mods.esp" during the merge and placing that plugin after the plugins that are being merged.  That is, put it after "Verdant - A Skyrim Grass Plugin SSE Version.esp" in the MO2 Plugins window, but don't include it in the zMerge load order.  I don't understand how this renumbers the records of the other plugins, but it does for me.

Edited by Tornleaf
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Memoso and Vorians:

 

This can be fixed more easily by activating "Landscape Fixes for Grass Mods.esp" during the merge and placing that plugin after the plugins that are being merged.  That is, put it after "Verdant - A Skyrim Grass Plugin SSE Version.esp" in the MO2 Plugins window, but don't include it in the zMerge load order.  I don't understand how this renumbers the records of the other plugins, but it does for me.

Oh, more importantly, did you see the new item from Lexy:

 

Cut and paste the DynDOLOD Folder from Bent Pine II to ---- Trees and Flora Merged then Rename DynDOLOD_SSE_BentPinesesp.ini to DynDOLOD_SSE_Trees and Flora Mergedesp.ini

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Oh, more importantly, did you see the new item from Lexy:

 

Cut and paste the DynDOLOD Folder from Bent Pine II to ---- Trees and Flora Merged then Rename DynDOLOD_SSE_BentPinesesp.ini to DynDOLOD_SSE_Trees and Flora Mergedesp.ini

Yes i saw that and did it

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Hi Lexy,

At the end of Dyndold I get this kind of error for all the worlds. This one concerns "mannygfdesert"

 

Error reading meshes\lod\mountains\mountaintrim01green_lod_0.nif from BSA/BA2 The lz4 assembly requires the Microsoft Visual C++ 2015 runtime installedlz4.AnyCPU.loader

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So, I did mention this sometime ago but I still think this mod would be really great inclusion.

 

https://www.nexusmods.com/skyrimspecialedition/mods/11276/?

 

For both the immersion as well as a better way of getting some rare items and complete your museum, instead of resorting to cold blooded murder.

How script heavy is that? Given how heavy the guide is at the moment, I'm not sure adding another one that is laden with scripts would be the best of ideas. I see where you're coming from, just unsure how well it would play with others, so to speak. And, for my part anyhow, I play assassins... so killing is not so big a deal.

 

I did my first merge, Animals merged. I have the Merge Plugins Hide set to mohidden but MO is not hiding the plugins I merged. What am I doing wrong?

After creating the merge, did you activate it? Until that merges files are active, the plugin doesn't know what to hide. Not just the merge ESP, but the merge map as well (as I understand it).

 

Hi Lexy,

At the end of Dyndold I get this kind of error for all the worlds. This one concerns "mannygfdesert"

 

Error reading meshes\lod\mountains\mountaintrim01green_lod_0.nif from BSA/BA2 The lz4 assembly requires the Microsoft Visual C++ 2015 runtime installedlz4.AnyCPU.loader

Verify you have the proper re-distributables installed, and reinstall if they are. This is a file you are missing from your computer system, not a problem with DynDOLOD. If you reinstall the appropriate files and this still occurs, you may want to consult with Sheson.

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Also make sure to activate the main Verdant mod along with the Landscape Fixes version. This way you should get an ini made during the merge

 

 

what ecatly do you mean with "landscape fixes version" ??

on the Landscape Fixes for Grass Mods nexus page there is a replacer esp for Verdant

 

  • OPTIONAL FILES - Tweaks for Verdant - (This is a replacer esp for Verdant)

that is what you should be using in your merge. you need to active the orginal mod so the ini for verdant copies across.

 

That is also why I tell you to remove the original verdant esp

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on the Landscape Fixes for Grass Mods nexus page there is a replacer esp for Verdant that is what you should be using in your merge. you need to active the orgila mod so the ini for verdant copies across.

 

That is also why I tell you to remove the original verdant esp

ahhh.. yes i did this.

 

just try it again with tornleafs post above..

 

but maybe you missed an information on the changelog page?? because im not the only one with dyndolod probs

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thats basically right.

 

but when i update i always have the main guide on view and scroll to that mod which is updated because if there are additional instruction Lexy mention you will see that also if you have to unpack BSA files for example...

If you just replace and do the next one u will maybe miss any special instructions and you will brake your game.

 

another important thing is the name you replace a mod.

for exampole in this update "majestic mountains (MM)". there are two files of it majestic mountains and MM Lod pack.

If we update the MM file to 2.3 my Mod Organizer shows in FO mod the name of the LOD pack... if we install, the lod pack is overwrited and gone... be careful of each mod and keep an eye on the mod name that you will replace the mod you actually want to update

Gotcha! :) Thanks for the advice! Everyone one here is so pleasant to talk to. 

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This is because zEdit's Merge of "Trees and Flora Merged.esp" is not completing correctly, I had the same problem. More than 100 cell records from the Verdant replacer ESP are being merged with the wrong Form ID in the XCWT - Water field. In the Verdant replacer ESP, this correctly lists 01001232, however after merging with zEdit to create "Trees and Flora Merged.esp" the data is now 03001232 which is not a recognised Form ID. Then after smashing, the Smash Patch data becomes 02001232 which again is not a recognised Form ID.

 

DynDOLOD trips up when it reads the bad data in the Smash Patch, and aborts.

 

This only started with the latest update to the guide, so somehow Bent Pines II appears to be the cause, yet that ESP doesn't contain these cells. Hopefully Lexy will investigate and find the cause.

 

 

 

 

It can be manually fixed using xEdit, but it's a little fiddly. In "Trees and Flora Merged.esp" create a new WATR (Water) record with Form ID 03001232, then save and exit. Reopen xEdit, right-click record 03001232 and select "Change Referencing Records" - type 01001232 into the box, select all, then once done, remove the Water header which contains 03001232, save and exit.

 

Repeat with the Smash Patch however use 02001232 when creating the WATR record.

 

Now DynDOLOD will generate without issues.

 

 

checked everything double on new changelog as i made a mistake but i found nothing.

 

then as i had no idea why i folloed your instructions and did it. now as u said everything works fine.

dyndolod has no issue...

 

but how to hell you come to that solution????

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Hello Dark :)

Just one question: Since "Interesting NPC" and "M'rissi's Tails of Troubles"  is optional,  i didn´t chose these mods. But, it will cause any problem with Conflict Resolution Patches [OMEGA NPC Retexture - Conflict Resolution / OMEGA Followers and NPCs - Conflict Resolution]?

I saw that they have "3DNPC.esp" and "MrissiTailOfTroubles.esp" as Master.

 

Thank you so much

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