richardo11 Posted June 24, 2019 Share Posted June 24, 2019 Hei to everyone and thanks for the work your are doing.. a big one Aside of showing my appreciation also i would like to post some feedback.. I know is utterly impossible to build a mod list that suits everybody, but I think that (AFIK) totally unimportant mods like -don't talk with your mouth full- or - spinning logo- that for me only bloats the long list .... Cannot those mods be optional instead of core?? How a spinning logo that you see only for a few seconds in the whole gaming experience can be "Core"? Still, grateful for your work and generosity, dunno want to push anyone, just i don't get it :) Link to comment
JudeJude Posted June 24, 2019 Share Posted June 24, 2019 Hi. I've just started the Lexy's LOTD mod today. I hope this is the right place for suggestions and questions. Regarding the "Faster Mining Plus SE", the guide states to Install "FMPSE 6-3 Script (v2.0)". Delete the following file(s) and/or folder(s) .... (but no files or folders are listed) Use the downloaded "Faster Mining Plus SE, Ars Metallica and Fossil Mining " fixed script instead.Well, since FMPSE 6-3 has only one file: mineorescript.pex, and that file is overwritten by contents of second downloaded folder, why are we installing the first archive at all? No big deal. but I think that little section is a bit confusing. Thanks for the guide! Link to comment
DarkladyLexy Posted June 25, 2019 Author Share Posted June 25, 2019 Hey Guys the STEP Version of the guide have been updated so please check the Changelog. This Update bring us up to date with v1.5.80 of SSE Link to comment
Shadriss Posted June 25, 2019 Share Posted June 25, 2019 Hei to everyone and thanks for the work your are doing.. a big one Aside of showing my appreciation also i would like to post some feedback.. I know is utterly impossible to build a mod list that suits everybody, but I think that (AFIK) totally unimportant mods like -don't talk with your mouth full- or - spinning logo- that for me only bloats the long list .... Cannot those mods be optional instead of core?? How a spinning logo that you see only for a few seconds in the whole gaming experience can be "Core"? Still, grateful for your work and generosity, dunno want to push anyone, just i don't get it :)I don't disagree... and it is something to be looked at. As I mentiond a few posts ago, there is a guide overhaul in progress (not the updates that Lexy does every week - a serious overhaul of its setup and wording), and things like this are brought up with Lexy. Some things will change, others not... and I can't really say which will happen to what. Remember that, in the end, this is HER list, and if she considers a thing CORE (even if you do only see it for a minute), then that's what it will be. I will say, in this case, that if that Logo DIDN'T spin, I'd be very worried I'd messed something up... I've had it for so long, I sometimes forget it isn't vanilla behavior... Hi. I've just started the Lexy's LOTD mod today. I hope this is the right place for suggestions and questions. Regarding the "Faster Mining Plus SE", the guide states to Install "FMPSE 6-3 Script (v2.0)". Delete the following file(s) and/or folder(s) .... (but no files or folders are listed) Use the downloaded "Faster Mining Plus SE, Ars Metallica and Fossil Mining " fixed script instead.Well, since FMPSE 6-3 has only one file: mineorescript.pex, and that file is overwritten by contents of second downloaded folder, why are we installing the first archive at all? No big deal. but I think that little section is a bit confusing. Thanks for the guide!We install the first one to deliberately force you onto the original mod page - hopefully to read what the mod does, maybe even give the file an endorsement. The replacement ESPs and scripts are for compatibility reasons, and in no way takes away credit from those who did the work - it should be acknowledged and appreciated. Link to comment
Arrok Posted June 25, 2019 Share Posted June 25, 2019 I've been having a problem where I'm crashing whenever I get near morthal. Can anyone give me suggestions on how to narrow down the problem? Link to comment
Shadriss Posted June 25, 2019 Share Posted June 25, 2019 SO there's a few things that we always recommend checking - I realize you may have done some of these already, but since you didn't say, I won't assume. :) A) Just after the LOOT process in Finishing Line, thee is a list of places to try COC'ing into. Try this process again... the intent in this test is to make sure all the statues were renamed properly, and Lexy listed the easiest ones to check. I can't recall is Morthal has on in it's area or not, but that's the first thing to check. If this test results in CTD, then you need to go into the guide instructions for Stunning Statues and the Talos staute mod (whose name escapes me at the moment) and make sure you've followed them and that all spellings are correct. B) In Skyrim - Immersive Creatures, make sure that the Goblin spawns are turned off - they have been known to cause CTD because of the rocks they throw having bad meshes. Also verify all the other spawns in that mod are set properly while you are at it. C) If neither of those turn out to be the issue, it'll be time for more intensive searching. The next thing I'd do at that point is COC into Morthal itself and see if it CTDs or not. This may give an indication if it's the city itself, or something surrounding it. Let's go with those for now, and see what happens. Link to comment
Memoso Posted June 25, 2019 Share Posted June 25, 2019 Hi Lexy,Loot Metadata Update Required:NoGrassINCaves.esp - Add to NPC Retextures GroupNoGrassINCaves.esp - Load After NPC Retexture Merge SSE.espis mentioned in the main guide but not mentioned on the changelog and on the finishing line. Think you forgot it :) Link to comment
Ostegun Posted June 25, 2019 Share Posted June 25, 2019 WOW!!! This has been amazing. Been playing non stop then added a few magic mods and player homes.No issues whatsoever. Question if I was to add beyond skyrim Bruma would there be any known conflicts? Asking because I think I remember it in the guide a while ago but then it isn't anymore. Am I remembering wrong? Link to comment
madskyrim Posted June 26, 2019 Share Posted June 26, 2019 (edited) SSEEdit has an autodetect bash tag script ... which when run sometimes lists tags for some esps not mentioned in the guide. Should we add these tags or just add the ones adviced by the guide ? Edited June 26, 2019 by madskyrim Link to comment
DarkladyLexy Posted June 26, 2019 Author Share Posted June 26, 2019 Hi Lexy,Loot Metadata Update Required:NoGrassINCaves.esp - Add to NPC Retextures GroupNoGrassINCaves.esp - Load After NPC Retexture Merge SSE.espis mentioned in the main guide but not mentioned on the changelog and on the finishing line. Think you forgot it :)no that has been there for a while the rule is so NoGrassINCaves.esp loads in the correct place for merging. Link to comment
DarkladyLexy Posted June 26, 2019 Author Share Posted June 26, 2019 Hey, guys, I have pushed my latest changes through to Nexus Version of the guide so check the changelog. This Update bring us fully up to date with v1.5.80 of SSE. Link to comment
link213109 Posted June 26, 2019 Share Posted June 26, 2019 Hi Lexy,Loot Metadata Update Required:NoGrassINCaves.esp - Add to NPC Retextures GroupNoGrassINCaves.esp - Load After NPC Retexture Merge SSE.espis mentioned in the main guide but not mentioned on the changelog and on the finishing line. Think you forgot it :)That mod is eventually merged into the ELE Merge. The rule isn't at the end because its handled by the LOOT rules for ELE Merged. Link to comment
Shadriss Posted June 26, 2019 Share Posted June 26, 2019 Hi Lexy,Loot Metadata Update Required:NoGrassINCaves.esp - Add to NPC Retextures GroupNoGrassINCaves.esp - Load After NPC Retexture Merge SSE.espis mentioned in the main guide but not mentioned on the changelog and on the finishing line. Think you forgot it :)TO further answer this: There are a number of rules mentioned during install that never appear in the Finishing Line... these were added so that those few who just have to turn on the game every so often to make sure they aren't messing something up (which is pointless until it's all installed anyway, but whatevs...) can properly sort everything. As Link mentioned, those get merged later on, so won't appear in the Finishing Line because you wouldn't be able to alter them at that point anyhow. Question if I was to add beyond skyrim Bruma would there be any known conflicts? Asking because I think I remember it in the guide a while ago but then it isn't anymore. Am I remembering wrong?Bruma was a part of the guide until about a month or two ago. If you got back through the guide's changelog, you'll see where it was removed. The guide lists for that period should give you an idea of what mod patches you need to go looking for. That said... it was dropped for a reason... that reason being that it's an unfinished bloody mess of a mod. It's playable, but it is only a 'proof-of-concept' mod that is part of a much larger project. Your call, of course, but I, personally, wouldn't recommend it. SSEEdit has an autodetect bash tag script ... which when run sometimes lists tags for some esps not mentioned in the guide. Should we add these tags or just add the ones adviced by the guide ?Stick with the guide.The Guide is Life.Lexy is your god now.Trust in Lexy.Repeat until you believe it. :) Link to comment
Memoso Posted June 26, 2019 Share Posted June 26, 2019 (edited) TO further answer this: There are a number of rules mentioned during install that never appear in the Finishing Line... these were added so that those few who just have to turn on the game every so often to make sure they aren't messing something up (which is pointless until it's all installed anyway, but whatevs...) can properly sort everything. As Link mentioned, those get merged later on, so won't appear in the Finishing Line because you wouldn't be able to alter them at that point anyhow. okay. but i dont understand. Because in the ELE merge i place no grassincaves.esp manually by hand on the third place from above. So why is this rules needed? ( i just want to know) because "npcretexture merge.esp" has nothing to to with the ele merged its unavailable in the merge itself as a master for example Edited June 26, 2019 by Memoso Link to comment
exus Posted June 26, 2019 Share Posted June 26, 2019 Ok, here's a wall of text with some troubleshooting I did so hopefully it can get some attention as I didn't get any help in the Discord. BTW, that's not a criticism, I understand that not everyone on Discord can be a troubleshooting maverick online 24/7.While building the Bash Patch I get the following error: Traceback (most recent call last): File "bash\balt.pyo", line 436, in <lambda> File "bash\balt.pyo", line 1605, in _conversation_wrapper File "bash\basher\patcher_dialog.pyo", line 205, in PatchExecute File "bash\patcher\patch_files.pyo", line 340, in buildPatch File "bash\patcher\patchers\importers.pyo", line 2824, in buildPatch AttributeError: 'MreBook' object has no attribute 'damage' While I don't understand the error a user had the exact same thing and posted on 6/16 in the Discord. I followed the trail over to the Wrye Bash and MO2 Discords and saw they posted the same thing in both those Discords and got a reply, but no solution either.With that as a dead end for me, I narrowed it down to having Weapons Armours Merged.esp checked under Import Stats. If I check everything else the guide states and leave out weapons armours merged specifically under Import Stats the Bash Patch builds fine. When I load Weapons Armours Merged.esp in SSEEdit and go to 'Check errors' it says it finds 36 errors. I double checked in the merge patch in zEdit that everything was loaded in the proper order and rebuilt and still have the same 36 errors. From there I checked each plugin in the merge and narrowed it down to Lustmord Vampire Armor - Consistency Patch.esp (part of Lexy's LOTD Consistency Patches) and are just getting combined into the merge. Since I don't have any skills in actually troubleshooting SSEEdit errors, I decided to rebuild the patch leaving out Lustmord Vampire Armor and it's consistency patch. The Bash Patch built fine, and I'm moving on from here. Hopefully not including that one mod and it's consistency patch doesn't break anything, as I'm not too worried about it actually being included.Here is a Pastebin of the errors that SSEEdit spit out when checking the consistency patch for reference.https://pastebin.com/3XG1AHpd Link to comment
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