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Lexy's: Legacy of The Dragonborn Special Edition


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Welp, i found the song, it was vigilant:

 

 

Ok, I used removemusic zzzMusMaram, and it stopped that from playing. Still no other music though, and alt tab is now playing a new song....

Edited by Gondus
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I have upload the latest patches for NPC Retexture Merge and NPC Retexture CR to Discord it then just a simple matter of swapping Interesting NPCs Overhaul for Cuyima Interesting NPCs. Dated Patches can be found in the lexys-lotd-test-patches channel on the Discord.

Cool adding and testing. I also see from yesterday that the test version of the LOTD Consistency patches has the new stuff for the Daedric armors and whatnot, which esp's were eddited? Also also with the CR update to 1.16 that was listed with the RC2 update on Discord, do we just rename it to Lexy's LoTD SE OMEGA - Conflict Resolution?

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Hello again I finished running loot and tested the game no crashes.

Getting ready to do the wrye bash.

My main thing is I remember disabling SSE-Terrain-Tamriel.esm in the past.

This time around though for some reason i can't seem to find SSE-Terrain-Tamriel.esm.

What mod is it part of?

Searched in the mods folder and nothing.

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Stuck Wrye Bash says:

Error! Unable to start Wrye Bash.


Please ensure Wrye Bash is correctly installed.


Traceback (most recent call last):
  File "bash\bash.pyo", line 322, in _main
  File "bash\env.pyo", line 652, in testUAC
  File "bash\env.pyo", line 570, in shellDeletePass
  File "bash\env.pyo", line 561, in shellDelete
  File "bash\env.pyo", line 527, in _fileOperation
CancelError: Action aborted by user.
 

 

So I can't start it from Mod Organizer 2. Can started directly from outside but of course that's kind of useless.

 

Yes I am using windows 10 and have skyrim installed in the default steam location.

Edited by Ostegun
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Stuck Wrye Bash says:

Error! Unable to start Wrye Bash.

 

 

Please ensure Wrye Bash is correctly installed.

 

 

Traceback (most recent call last):

  File "bash\bash.pyo", line 322, in _main

  File "bash\env.pyo", line 652, in testUAC

  File "bash\env.pyo", line 570, in shellDeletePass

  File "bash\env.pyo", line 561, in shellDelete

  File "bash\env.pyo", line 527, in _fileOperation

CancelError: Action aborted by user.

 

 

So I can't start it from Mod Organizer 2. Can started directly from outside but of course that's kind of useless.

 

Yes I am using windows 10 and have skyrim installed in the default steam location.

https://www.nexusmods.com/skyrimspecialedition/mods/6837?tab=files

Download from nexus, choose the standalone per the Prerequisites

     MAIN FILES - Wrye Bash 307 beta3 - Standalone Executable

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Since the last update to the guide, any followers I have from Interesting NPCs have their dialogue reset frequently (possibly every time I load a save, haven't investigated deeply). Over the past few days of play, each day when I have spoken with Rumarin, Zora, or Anum-La they greet me as if for the first time (Rumarin thanks me for helping him fight, Zora asks me to close the cage etc.) even though all three of them have been my followers for around 200 hours of game time.

 

I'm wondering if perhaps putting the resources into those BSAs was a mistake, perhaps some scripts are no longer being handled correctly due to being in the BSA for 3DNPC1.esp instead of 3DNPC.esp.

 

I have extracted the scripts and seq folders again and will see if that makes any difference.

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Followed the issues with Wrye bash

 

Comes down to the Temp folder in appdata

 

path: C:\Users\16469\AppData\Local\Temp

 

Wrye bash creates a folder there when launched and before being fully launched I get the message saying that that folder being open creates an issue.

 

Trying to figure it out but stomped

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So it seems like a common problem when launching Wrye bash from MO2 in Windows 10.

 

Checked online on some forums

This is what I found out:

 

The issue seems to be WB trying to access itself twice through MO2.  The problem also is not a WB problem but an MO2 issue.

 

To use the workaround you will need a file unlocker.  I use LockHunter (https://lockhunter.com/).  Install this program or use what you like.

 

1. Launch WB out of MO2 to make sure it works.  If you are sure it does skip this.

2. Launch WB from MO2

3. When the 'Folder in Use' message pops up (pay attention to its name which should be WryeBash_XXXXX) go to C:\Users\USER\AppData\Local\Temp\WryeBash_XXXXX

4. Right click on the folder and you will get a context menu.  Look for 'Whats locking this folder'  You will see a window and in that window it will say 'What processes are locking this folder' You will see WB listed.

5. Click on Wrye Bash.exe and press the 'Unlock It!' button.  It will ask for confirmation, hit yes.  Once its unlock you can close this window.

6. Go back to the 'Folder in Use' window and press Try Again.

7. WB will launch.

 

Note if you make a bashed patch, you will get a folder in use when it copies the document out of the temp file.. you can just hit cancel at the end of the bashed patch, it seems to copy the document and bashed patch file to overwrite fine.

 

This worked for me !

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Not sure why but once I was done with the wrye bash. I had created the Bashed Patch. The the guide says:

Manual SSEEdit Cleaning Required:

  • Problem: Most of of Audio Overhaul Skyrim is Being reverted to Vanilla
  • Solution: Delete Sound Descriptor from Bashed Patch, 0.esp

To do the SSEEdit cleaning I had to move blacksacramentarmour from optional to available esps and activate it before I could do the manual cleaning. I believe because it is part weapons and armour merge it had been put as an optional esps.

 

What I don't understand is why my Bashed Patch has the blacksacrament armour as a master.

 

Any idea? Should I go back and do something different so blacksacrament armour is not one of the masters for my bashed patch?

 

Should I leave it as is with blacksacramentarmour.esp as active before moing on or make it an optional esp again even if it shows as a missing master for bashed patch in MO2 in the right side pane under plugins tab?

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Hello I have an issue in the CLARALUX merge step.

 

Immersive Citizens - AI Overhaul is a required master for CLARALUX SSE - Immersive Cititzens.esp.

However this also requires Immersive Citizens - ELE patch.esp then to be activated, and thus leads to ELE_SSE.esp being required. This is merged in the ENB merge step so it cannot be used here.

 

zMerge will not merge the group without these activated.

 

EDIT: It will merge by unselecting Immersive Citizens - ELE patch.esp which remains with a red warning in MO2 & zMerge, I assume this is fine?

Edited by shipsd3
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Not sure why but once I was done with the wrye bash. I had created the Bashed Patch. The the guide says:

Manual SSEEdit Cleaning Required:

  • Problem: Most of of Audio Overhaul Skyrim is Being reverted to Vanilla
  • Solution: Delete Sound Descriptor from Bashed Patch, 0.esp

To do the SSEEdit cleaning I had to move blacksacramentarmour from optional to available esps and activate it before I could do the manual cleaning. I believe because it is part weapons and armour merge it had been put as an optional esp.

 

What I don't understand is why my Bashed Patch has the blacksacrament armour as a master.

 

Any idea? Should I go back and do something different so blacksacrament armour is not one of the masters for my bashed patch?

 

Should I leave it as is with blacksacramentarmour.esp as active before moving on or make it an optional esp again even if it shows as a missing master for bashed patch in MO2 in the right side pane under plugins tab?

So I had to leave blacksacramentarmour.esp active or MatorSmash would not let me select Bashed Patch.

I then did all the steps to create Smash Patch without any issues.

Then I try Zedit but when I press start session I get a grey screen. I researched online and came up with this:

This happens if a plugin file is corrupted and causes a low-level exception.

 

So now I wonder could this be because I put blacksacramentarmour.esp as active when it is part of the Weapons Armours Merge? But if I didn't Bashed Patch said that it was missing one of it's masters and so I would not be able to use Mator Smash to create the Smash Patch.

 

Should I go back in the process and when doing the Smash Patch deselect blacksacramentarmour.esp even though it isn't marked as a "no merge"?

 

Any help appreciated. I tried to be concise and detailed but let me know if there's anything else I need to do. Gone over the guide four times and it seems I followed it to a T.

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Hello I have an issue in the CLARALUX merge step.

 

Immersive Citizens - AI Overhaul is a required master for CLARALUX SSE - Immersive Cititzens.esp.

However this also requires Immersive Citizens - ELE patch.esp then to be activated, and thus leads to ELE_SSE.esp being required. This is merged in the ENB merge step so it cannot be used here.

 

zMerge will not merge the group without these activated.

 

EDIT: It will merge by unselecting Immersive Citizens - ELE patch.esp which remains with a red warning in MO2 & zMerge, I assume this is fine?

you can simply just deactivate Immersive Citizens - ELE patch.esp in the Right pane of the Merge profile that is what i do.

 

Not sure why but once I was done with the wrye bash. I had created the Bashed Patch. The the guide says:

Manual SSEEdit Cleaning Required:

  • Problem: Most of of Audio Overhaul Skyrim is Being reverted to Vanilla
  • Solution: Delete Sound Descriptor from Bashed Patch, 0.esp

To do the SSEEdit cleaning I had to move blacksacramentarmour from optional to available esps and activate it before I could do the manual cleaning. I believe because it is part weapons and armour merge it had been put as an optional esps.

 

What I don't understand is why my Bashed Patch has the blacksacrament armour as a master.

 

Any idea? Should I go back and do something different so blacksacrament armour is not one of the masters for my bashed patch?

 

Should I leave it as is with blacksacramentarmour.esp as active before moing on or make it an optional esp again even if it shows as a missing master for bashed patch in MO2 in the right side pane under plugins tab?

mmmm it sound like either a plugin is still active that requires blacksacramentarmour.esp as a master I would triple check the Weapons and Armours merge. Then rebuild the Bash Patch and SMASH.

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