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Lexy's: Legacy of The Dragonborn Special Edition


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Hi,

 

I followed this guide till about Dec of last year (2018). I started a character and been playing the game since Dec 2018. I basically froze all updates including the game, skse and mods and just kept playing.

 

Completed quite a bit of content, everything was going well for the past few months.

 

Here are some problems I noticed. Just leaving it as a feedback in case anyone else is getting issues.

 

1) Completed most Interesting NPC quests except the three quests with Daenlyn. He is nowhere in my game. player.moveto command with Daenlyn's refid teleports me to Falkreath, but there is no one there.

 Apart from this hiccup I finished all of this mod's quests.

 

Almost tempted to re-install this guide from scratch and try again. But will wait a few months before I undertake this big an undertaking.

 

But man this was a huge undertaking installing this guide and playing sooo much content. The happiest I have been in years. :-)

 

Thank you Lexy and all the people that worked for this.

 

For your problem 1) this was caused by a 3DNPC banter patch which came with the mod Song of the Green (Auri Follower). The patch had some accidental edits, one of which prevented Daenlyn from spawning in-game. The author of Song of the Green has removed this patch for now due to lack of available time to fix.

 

I suggest that if you are planning to take a break anyway, that you wait until Legacy of the Dragonborn v5 has been released and this guide updated to use v5, then reinstall the guide from scratch and start afresh.

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For your problem 1) this was caused by a 3DNPC banter patch which came with the mod Song of the Green (Auri Follower). The patch had some accidental edits, one of which prevented Daenlyn from spawning in-game. The author of Song of the Green has removed this patch for now due to lack of available time to fix.

 

I suggest that if you are planning to take a break anyway, that you wait until Legacy of the Dragonborn v5 has been released and this guide updated to use v5, then reinstall the guide from scratch and start afresh.

 

Thanks for the response. This helps a lot and I look forward to v5 of LotD. The current version had so much content can not wait to see what they do with v5.

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I can load the game, create a character, load into the Alternate Start "Cell" and modify MCM menus.  As soon as I choose a start, then wake up, my game freezes, then CTD.  I've chosen to start in the wild, and I can see the fire and surroundings, but then it immediately freezes, then 20 seconds later, crashes.  I've chosen the vanilla start, and I go through it with no problem until I get off the wagon, then it freezes, the about 20 seconds later, CTD.  Anyone have any advice where to start debugging?  I've not added or removed any mods, or changed the load order.  

 

Thanks

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Well, I think we can rule out Mesh or Statues... those issues result in instant CTD, not a delayed one. The first thing that comes to mind is scripting lag, but let's check a few other things first.

 

You mention you've done both the Vanilla and Start in the Wild. Both of those are in the Helgen area... try a few other areas (Solitude Docks, for example) and see if the same thing results. If it doesn't, we will at least know it is something in that general area that is causing the issue.

 

For our future reference, if you could provide system specs as well, that may give some insight as well.

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Well, I think we can rule out Mesh or Statues... those issues result in instant CTD, not a delayed one. The first thing that comes to mind is scripting lag, but let's check a few other things first.

 

You mention you've done both the Vanilla and Start in the Wild. Both of those are in the Helgen area... try a few other areas (Solitude Docks, for example) and see if the same thing results. If it doesn't, we will at least know it is something in that general area that is causing the issue.

 

For our future reference, if you could provide system specs as well, that may give some insight as well.

It also crashed trying to go to the Solitude Docks.  I've reinstalled XPMSSE, as someone had mentioned in an earlier post that it might fix that type of problem.  But no luck with doing that.

 

 

Redownloading Landscape Overhaul.  Will update when that is done.

 

Thank you!

 

i5-4590

24 GB Ram

1TB Samsung SSD

GTX 980ti (6GB)

Edited by bfree380
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It also crashed trying to go to the Solitude Docks.  I've reinstalled XPMSSE, as someone had mentioned in an earlier post that it might fix that type of problem.  But no luck with doing that.

 

 

Redownloading Landscape Overhaul.  Will update when that is done.

 

Thank you!

 

i5-4590

24 GB Ram

1TB Samsung SSD

GTX 980ti (6GB)

Okay, reinstalled the Landscape Overhaul HD then tried to start in the inn in Riften.  It actually let me in.  I'm remoted into my computer right now, and am working on getting out of the inn :D  Will update when I do that.

 

UPDATE:  I am outside in Riften right now.  It seems to be working.  When I get home, I'll try and load into the wilds option.  Thanks for the help!

Edited by bfree380
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Okay, reinstalled the Landscape Overhaul HD then tried to start in the inn in Riften.  It actually let me in.  I'm remoted into my computer right now, and am working on getting out of the inn :D  Will update when I do that.

 

UPDATE:  I am outside in Riften right now.  It seems to be working.  When I get home, I'll try and load into the wilds option.  Thanks for the help!

Update 2:  So it still won't load the wilds alternate start.  So there may be something about the area, maybe?

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Update 2:  So it still won't load the wilds alternate start.  So there may be something about the area, maybe?

To add to this oddness, I was able to start in the Inn in Riverwood.  I made my way to helgen, and had no problem getting there and seeing the dragon fly off.  Not sure what has happened, but I am able to play now.  Thanks for all the work you've done, and for the support you give folks following your guide!

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Wondering if anyone could explain best practice around adding bash tags?

 

I think I understand how bash tags are added and used for Wrye Bash (I'm assuming they help to bring forward or disregard relevant changes for the bash patch).

 

1.  What I'm not clear on is why LOOT also shows (and allows adding new) bash tags?  If the tags are added in LOOT, they don't seem to apply when the mod is viewed in Bash - so not understanding why that's even an available LOOT option?  (since it seems the tags should simply be added via Bash)

 

2.  Then, for purposes of the guide, should we be adding tags via Wrye Bash, LOOT, both?

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A bit confused by some of the language in the guide. I am not terribly experienced with modding but have done step a few times and some of my own setups. anyway, while installing mods in the guide i came across this language:

"Special After Installation: Do not install the following file(s) and/or folder(s):"

This was under A Matter of Time. The problem is that it says "do not install" but "after installation". My approach has been to install but then delete the files using the file explorer via MO before activating the mod (check box).

 

Am I doing this right?

 

The only other option I could think of was to open the archive then rezip it after deleting the files and then installing.

  • +1 1
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Wondering if anyone could explain best practice around adding bash tags?

 

I think I understand how bash tags are added and used for Wrye Bash (I'm assuming they help to bring forward or disregard relevant changes for the bash patch).

 

1.  What I'm not clear on is why LOOT also shows (and allows adding new) bash tags?  If the tags are added in LOOT, they don't seem to apply when the mod is viewed in Bash - so not understanding why that's even an available LOOT option?  (since it seems the tags should simply be added via Bash)

 

2.  Then, for purposes of the guide, should we be adding tags via Wrye Bash, LOOT, both?

It actually doesn't matter if you use Wrye bash or LOOT to add Bash Tags personally I have always used Wrye Bash.

 

A bit confused by some of the language in the guide. I am not terribly experienced with modding but have done step a few times and some of my own setups. anyway, while installing mods in the guide i came across this language:

"Special After Installation: Do not install the following file(s) and/or folder(s):"

This was under A Matter of Time. The problem is that it says "do not install" but "after installation". My approach has been to install but then delete the files using the file explorer via MO before activating the mod (check box).

 

Am I doing this right?

 

The only other option I could think of was to open the archive then rezip it after deleting the files and then installing.

they you are doing it is fine along and the file is removed some it say Special Installation Instructions: Delete the following file(s) and/or folder(s): others Special After Installation: Do not install the following file(s) and/or folder(s): usually it depend if the file in either inside a FOMOD or a BSA or it might just be how i copied and pasted it. The main thing is that files that need to be removed are removed.

  • +1 1
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Despite Lexy having answered these both already, I'll add my two cents as well.

Wondering if anyone could explain best practice around adding bash tags?

 

I think I understand how bash tags are added and used for Wrye Bash (I'm assuming they help to bring forward or disregard relevant changes for the bash patch).

 

1.  What I'm not clear on is why LOOT also shows (and allows adding new) bash tags?  If the tags are added in LOOT, they don't seem to apply when the mod is viewed in Bash - so not understanding why that's even an available LOOT option?  (since it seems the tags should simply be added via Bash)

 

2.  Then, for purposes of the guide, should we be adding tags via Wrye Bash, LOOT, both?

I've never added tags through LOOT. Until a few months ago, I didn't even know it was a thing. If your experience shows that tags added in LOOT don't carry over, than I'd say that doing all the tags in WB just makes sense, so as not to do double the work.

 

A bit confused by some of the language in the guide. I am not terribly experienced with modding but have done step a few times and some of my own setups. anyway, while installing mods in the guide i came across this language:

"Special After Installation: Do not install the following file(s) and/or folder(s):"

This was under A Matter of Time. The problem is that it says "do not install" but "after installation". My approach has been to install but then delete the files using the file explorer via MO before activating the mod (check box).

 

Am I doing this right?

 

The only other option I could think of was to open the archive then rezip it after deleting the files and then installing.

The guide hasn't had a big overhaul for clarity in quite some time - this is being worked on (slowly and in the background). The two instruction sets you are referring to can be used interchangeably, and will be "After installation, delete..." when the rewrite is done. There is no real difference between deleting a thing after it is installed and never having installed the file in the first place... but since many mods don't allow you to cherry pick which specific files get installed (there actually is a way, but it's never really talked about in the guide), it's simpler to just delete them after installation to keep this kind of confusion from happening.

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