DarkladyLexy Posted May 20, 2019 Author Share Posted May 20, 2019 Point the way was updated on 16. May.This was last week thursdayyeah but i looked and the guide is on v2.0.4 which is the same version as Point the Way Link to comment
Vorians Posted May 20, 2019 Share Posted May 20, 2019 Actually, no. The reason you're not seeing any Sound Descriptors is because Wrye Bash removed the "Merge Patches" option a few versions ago in favor of using ESPLE patches instead. So that step is being skipped, and that step is likely what causes the overridden Sound Descriptors to show up in the Bashed Patch.You're not meant to be using the latest version of Wrye Bash, this guide depends on the merging function so you need to downgrade to the version on Nexus. If you do not, then you won't be able to create a complete Smash Patch. Link to comment
DarkladyLexy Posted May 20, 2019 Author Share Posted May 20, 2019 I have updated all references of SSE Nif Opt to CAO Link to comment
Memoso Posted May 20, 2019 Share Posted May 20, 2019 point the way is already on the latest versions and we actaully don't use faster mining plus SE? we use our own modified version on the script but lexy look... on the main guide is this written: [Faster Mining Plus SE] COREBSA ExtractedFaster Mining Plus SE - v1.0 - by Arndas and HazadoFiles to download :OPTIONAL FILES - Faster Mining 6-3but actually on the page under optional files theres only Faster Mining Plus SE 6-3 v2.0... the mod you mention is under old files, because you also say delete the dummy esp.. but only the old file has an esp. the file under optional files only has a script data Link to comment
DarkladyLexy Posted May 20, 2019 Author Share Posted May 20, 2019 but lexy look... on the main guide is this written: [Faster Mining Plus SE] COREBSA ExtractedFaster Mining Plus SE - v1.0 - by Arndas and HazadoFiles to download :OPTIONAL FILES - Faster Mining 6-3but actually on the page under optional files theres only Faster Mining Plus SE 6-3 v2.0... the mod you mention is under old files, because you also say delete the dummy esp.. but only the old file has an esp. the file under optional files only has a script datawe actually don't use that mod the script from it is full overwritten by my modified one. The mod is only there so user can endorse the original mod author Link to comment
Shadriss Posted May 20, 2019 Share Posted May 20, 2019 Hey, could anyone provide the final plugin list? I would like to compare against what I have and make sure I have unchecked any wrong ones? This has been requested numerous times, and the answer is going to be, generally, no. The reasons are these: A) LOOT is not always going to provide the exact same list from the same setup. It's odd, I know, but true - that said, the differences are minimal enough that there is no reason to compare load orders assuming you follow the pure guide. B) Most people (including Lexy) have a large number of additional mods in play as well, an so those will affect mod placement as well. No need to muddy the waters. C) The list produced by MO2 will not, to my knowledge, reflect what is and isn't activated, so that aspect of comparison isn't available anyhow. If you have questions about specific plugins, ask. We'll answer. But as much as the list changes and with how often it changes, Lexy has enough work just maintaining the guide itself without adding in extra work. Hi Lexy, Wanted to let you know of an odd issue during the finishing line. (I've completed the guide several times, and just finished going back through it since the last update.) After completing Bashed Patch, I went to do the Smash. However, Lexy's LOTD Consistency Patches Merged.esp, Lexy's LoTD SE OMEGA - Conflict Resolution.esp, & LOTD Patches Merged.esp were not showing up within smash - so I couldn't do the "force all". It turns out, they were being deactivated by WryeBash - but were not part of the merge. They all had dependencies on Better Skill and Quest Books Names and WryeBash was merging that - which I guess made WryeBash disable those three mods.I've never seen that happen during my previous runs through the finishing line.The way I fixed it - marked Better Skill and Quest Books as "no merge" and deselected during the Bash Patch. No more issues. Don't know if anyone else has this problem, but I sure did.Thanks again! As mentioned by Lexy, this was talked about on Discord a great deal - thought it had made it's way here, but obviously not. Thanks for posting the correct solution for those who bother to do forum searches. :) What do you mean by LE BSA? I'm pretty sure I extracted every single BSA where applicable as per the guide's instructions.I managed to start the game by disabling the Interesting NPCs mod. The one with 3DNPCs.esp. It can't seem to work with that enabled... However inside the game, random npcs male female children appear with black or really dark faces. Which mod could be responsible for that?Did you download the LE or the SE version of 3DNPC? Make sure it is the right one... As to the Black Face Bug - that's a result of the NPC section not being fully and correctly set up. The patches expect everything to be in place, and so that facegen bug crops up as a result in this case. Manual SSEEdit Cleaning Required:Problem: Song of The Green has a wild edit in theDdefault Follower package.Solution: Delete the Packages 000D530D <FollowerPackageTemplate> Record from 018Auri.esp is this still neccessary? because 018Auri.eps starts with "05" in my caseThe '00' in this case is just a placeholder. The 05 you get is the one you should be getting. The edit remains needed, as Lexy mentioned. Link to comment
link213109 Posted May 21, 2019 Share Posted May 21, 2019 In the instructions for Interesting NPCs, it says that we can create a BSA with the CAO tool. Do we do that by activating the "Create BSA" and "Pack Loose Files" options in CAO? Link to comment
kokhin Posted May 21, 2019 Share Posted May 21, 2019 (edited) Hi, Something for the non english users : About the CreationKitCustom.ini : (example for the French user I am) [Audio]bEnableAudio=1 [Grass]bAllowCreateGrass=1bAllowLoadGrass=0 [General]bAllowMultipleMasterFiles=1bAllowMultipleMasterLoads=1sLanguage=FRENCH [MESSAGES]bBlockMessageBoxes=1 [Archive]SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Voices_fr0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa I imagine there aresLanguage=DEUTSCHandSkyrim - Voices_de0.bsafor German users, etc. Cheers, K Edited May 21, 2019 by kokhin Link to comment
DarkladyLexy Posted May 21, 2019 Author Share Posted May 21, 2019 In the instructions for Interesting NPCs, it says that we can create a BSA with the CAO tool. Do we do that by activating the "Create BSA" and "Pack Loose Files" options in CAO?just Tick BSA in CAO when you want too create a BSA. Link to comment
Memoso Posted May 21, 2019 Share Posted May 21, 2019 just Tick BSA in CAO when you want too create a BSA.We create the bsa before running cao optimizer or after ? Link to comment
DarkladyLexy Posted May 21, 2019 Author Share Posted May 21, 2019 We create the bsa before running cao optimizer or after ?you can optimize meshes texture and create the BSA ALL in one go Link to comment
link213109 Posted May 21, 2019 Share Posted May 21, 2019 (edited) you can optimize meshes texture and create the BSA ALL in one goSo just tick BSA, the other options are unessisary? Because when I just tick the BSA box, it doesn't create a BSA. Edited May 21, 2019 by link213109 Link to comment
DarkladyLexy Posted May 21, 2019 Author Share Posted May 21, 2019 So just tick BSA, the other options are unnecessary? Because when I just tick the BSA box, it doesn't create a BSA.https://lensdump.com/i/WHF1yC this are the option i pick for creating a BSA. Personally i thought it was obvious that you want to select those options. Link to comment
link213109 Posted May 21, 2019 Share Posted May 21, 2019 (edited) https://lensdump.com/i/WHF1yC this are the option i pick for creating a BSA. Personally i thought it was obvious that you want to select those options.I thought so, I just wasn't sure. Thanks! Should we pack the Dawnguard meshes by merging them into the Interesting NPCs mod, or should we leave them out of it? Edited May 21, 2019 by link213109 Link to comment
DarkladyLexy Posted May 21, 2019 Author Share Posted May 21, 2019 I thought so, I just wasn't sure. Thanks! Should we pack the Dawnguard meshes by merging them into the Interesting NPCs mod, or should we leave them out of it?you could i haven't you would need to copy them the main Interesting NPC mod first thou Link to comment
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