DarkladyLexy Posted July 7, 2019 Author Share Posted July 7, 2019 Problem with the new changelog/update: 1. I need to rebuild Lexy's LOTD Special Edition Consistency Patches Merged (not mentioned in the changelog) because Vigilant.esp is an old master.2. Version 1.09 of Lexy's LOTD Special Edition Consistency Patches does not have the files needed to create the merge. I believe it has the Weapons & Armours and ELE files, but not the ones for the Consistency Patches merge. edit: it appears that they exist in the installer, but the All in One Install does not install them. -philversion 1.09 now provides the files needed for the Weapons & Armours and ELE merge but i am basically now providing the Lexy's LOTD Special Edition Consistency Patches Merged so user don't need to do the Lexy's LOTD Special Edition Consistency Patches Merged unless they deviate form the guide in which case you can choose the custom version in the fomod and pick what patches you need. Link to comment
rayhne Posted July 7, 2019 Share Posted July 7, 2019 How do you remap the quicksave button from F5 to F10? Link to comment
simballine Posted July 7, 2019 Share Posted July 7, 2019 version 1.09 now provides the files needed for the Weapons & Armours and ELE merge but i am basically now providing the Lexy's LOTD Special Edition Consistency Patches Merged so user don't need to do the Lexy's LOTD Special Edition Consistency Patches Merged unless they deviate form the guide in which case you can choose the custom version in the fomod and pick what patches you need. I see. Thank you, that is convenient. I missed the note on the merges page. -phil Link to comment
link213109 Posted July 8, 2019 Share Posted July 8, 2019 How do you remap the quicksave button from F5 to F10?You go to Controls in the Settings menue in Skyrim. Its using the default system. Link to comment
DarkPhoenixFF4 Posted July 8, 2019 Share Posted July 8, 2019 Would anything get massively broken if I used Veydosebrom instead of Verdant? Link to comment
RinWes Posted July 8, 2019 Share Posted July 8, 2019 Hello. I'm new here and new to modding in general. Perhaps this guide is a bit too advanced for a newbie like myself, but I really wanted to take a crack at it. I'm learning a lot from the experience so far, so thank you for all the hard work and effort that went into this guide. I do have a couple of questions:1. Required bash tags for some mods don't show up in Wrye Bash. Do I understand correctly that adding them via LOOT alone is sufficient? 2. Is there a best practices for adding/replacing/removing mods to or from the build? Thanks again for you help. Link to comment
Tornleaf Posted July 8, 2019 Share Posted July 8, 2019 (edited) Lexy's Better Bows and Arrows requires BlackSacramentArmor as a master but that mod is merged in Weapons Armour Merge. How do we resolve that issue? Nevermind, I clean the master. Oh... Both mods are in the merge... Ok carry on... Edited July 8, 2019 by Tornleaf Link to comment
link213109 Posted July 8, 2019 Share Posted July 8, 2019 Hello. I'm new here and new to modding in general. Perhaps this guide is a bit too advanced for a newbie like myself, but I really wanted to take a crack at it. I'm learning a lot from the experience so far, so thank you for all the hard work and effort that went into this guide. I do have a couple of questions:1. Required bash tags for some mods don't show up in Wrye Bash. Do I understand correctly that adding them via LOOT alone is sufficient? 2. Is there a best practices for adding/replacing/removing mods to or from the build? Thanks again for you help. 1. Adding then through LOOT should be fine, but you can also add them via Wyre Bash which I think is the "Reccomended" way to do it. 2. Not particularly, the general rule of thumb is that if theres no ESPs its easier to replace it then if there is. If you want to replace an ESP you need to fiddle with the Merges and Conflict Resolution mods which are unique to this loadout. If you're swapping out textures/meshes, then just make sure the thing you're swapping out for covers the thing you're swapping out. Even so, be aware that replacing textures/meshes or adding scripts that arn't in the main guide might cause some odd results (visuals and what not being wonky.) Also, welcome to the wonderful world of modding! This guide is certainly on the harder side of modding guides but you seem to have a handle on things so far. Link to comment
flow Posted July 8, 2019 Share Posted July 8, 2019 (edited) Just to check, you don't have any of the ESP file from WICO in the mod right?Correct, my WICO mod folder just contains Meshes and Textures, no esp... Edited July 8, 2019 by flow Link to comment
flow Posted July 8, 2019 Share Posted July 8, 2019 Yay,thanks for the guide update Lexy!! I ran into a problem while rebuilding the Pre Bash Merge:Missives - Experience Patch.esp lists Missives - Solstheim.esp as a master!I activated Missives - Patches to resolve the missing master, but how should I merge now? Include Missives - Solstheim.esp in the merge, or move it above the merge files, or is that master listing an error in Missives - Experience Patch.esp?Best regards Link to comment
RinWes Posted July 8, 2019 Share Posted July 8, 2019 1. Adding then through LOOT should be fine, but you can also add them via Wyre Bash which I think is the "Reccomended" way to do it. 2. Not particularly, the general rule of thumb is that if theres no ESPs its easier to replace it then if there is. If you want to replace an ESP you need to fiddle with the Merges and Conflict Resolution mods which are unique to this loadout. If you're swapping out textures/meshes, then just make sure the thing you're swapping out for covers the thing you're swapping out. Even so, be aware that replacing textures/meshes or adding scripts that arn't in the main guide might cause some odd results (visuals and what not being wonky.) 1. I've tried adding the tags through Wrye Bash by right clicking the tags area but not all of the options, like "Name" and "Stats", appear. If there is some other way to add these tags, I don't know what it is. As for why they don't show up for the mods that require them, I read a few pages back of this thread that Wrye Bash doesn't support all of the tags. I don't know how much has changed of the program since then. I've looked everywhere on the Internet, including the Wrye Bash documentation, but have come up empty handed. 2. Makes sense. I'll keep this in mind for the future. I'll stick with trying to master the guide as is for now. Thanks a lot. Link to comment
DarkladyLexy Posted July 8, 2019 Author Share Posted July 8, 2019 1. I've tried adding the tags through Wrye Bash by right clicking the tags area but not all of the options, like "Name" and "Stats", appear. If there is some other way to add these tags, I don't know what it is. As for why they don't show up for the mods that require them, I read a few pages back of this thread that Wrye Bash doesn't support all of the tags. I don't know how much has changed of the program since then. I've looked everywhere on the Internet, including the Wrye Bash documentation, but have come up empty handed. 2. Makes sense. I'll keep this in mind for the future. I'll stick with trying to master the guide as is for now. Thanks a lot. if the STATS and Names tag aren't showing you have the old version on Wrye Bash make sure you are using the version linked to on the Prerequisites Page.Yay,thanks for the guide update Lexy!! I ran into a problem while rebuilding the Pre Bash Merge:Missives - Experience Patch.esp lists Missives - Solstheim.esp as a master!I activated Missives - Patches to resolve the missing master, but how should I merge now? Include Missives - Solstheim.esp in the merge, or move it above the merge files, or is that master listing an error in Missives - Experience Patch.esp?Best regardsMissives - Solstheim.esp doesn't get merged move it above the merge files Link to comment
Shadriss Posted July 8, 2019 Share Posted July 8, 2019 Would anything get massively broken if I used Veydosebrom instead of Verdant?No, although you would have to get appropriate versions of some of the mod patches to replace them... thinking mostly about No Grass In Caves and the Landscape fixes. We used to use a version of Vey before it vanished for a while, and I think I've heard rumblings of maybe going back, but for the moment, keep in mind that the change would not be supported in the Help Desks on Discord... though the non-guide-mods channel would likely be more than willing to assist. Hello. I'm new here and new to modding in general. Perhaps this guide is a bit too advanced for a newbie like myself, but I really wanted to take a crack at it. I'm learning a lot from the experience so far, so thank you for all the hard work and effort that went into this guide. I do have a couple of questions:1. Required bash tags for some mods don't show up in Wrye Bash. Do I understand correctly that adding them via LOOT alone is sufficient? 2. Is there a best practices for adding/replacing/removing mods to or from the build? Thanks again for you help. 1) As Lexy indicated, your version of WB is out of date - if the tags don't show in WB, it won't matter WHERE you set them, it won't use them. Update to the one linked on PreRequisites, and all should be well in that regard. So far as setting them in LOOT is concerned, I am aware that's a thing, but I wouldn't for the very reason this post was made - if it doesn't show in WB, it won't matter anyhow, so you might well miss an install problem by doing so. 2) There is enough to that question I could likely go on for quite some time. I can tell you what my personal practices are, but with a guide this large and expansive, adding things in can be dicey at times. As already mentioned, if it's just an SKSE plugin or script files or anything that does not use an ESP/EDM/ESL file, it should be safe to drop in where ever. For those that do use plugins, I place all my non-guide mods AFTER the main guide mod installs, but BEFORE the Finishing Line mods. I prefer not to mix guide- and non-guide mods unless it's required for the non-guide one to work, and then I ensure I've marked it as Non-Guide for easy identification later on. Once they're installed, I run the entire Finishing Line section again (as required)... usually that means Bash/Smash/zEdit, with the occassional DynDOLOD. You should only have to run the sections that pertain to the mods you install. Other than that, CR and placement is entirely on you. No real best practices - the only real practice is to drop it in, look at it, fix it if you want it to play well with others. Link to comment
RinWes Posted July 8, 2019 Share Posted July 8, 2019 if the STATS and Names tag aren't showing you have the old version on Wrye Bash make sure you are using the version linked to on the Prerequisites Page.Well do I feel stupid...it was the wrong version. I was certain I had downloaded the right one. Thanks a bunch. I can go forward with this beast now. Link to comment
RinWes Posted July 8, 2019 Share Posted July 8, 2019 2) There is enough to that question I could likely go on for quite some time. I can tell you what my personal practices are, but with a guide this large and expansive, adding things in can be dicey at times. As already mentioned, if it's just an SKSE plugin or script files or anything that does not use an ESP/EDM/ESL file, it should be safe to drop in where ever. For those that do use plugins, I place all my non-guide mods AFTER the main guide mod installs, but BEFORE the Finishing Line mods. I prefer not to mix guide- and non-guide mods unless it's required for the non-guide one to work, and then I ensure I've marked it as Non-Guide for easy identification later on. Once they're installed, I run the entire Finishing Line section again (as required)... usually that means Bash/Smash/zEdit, with the occassional DynDOLOD. You should only have to run the sections that pertain to the mods you install. Other than that, CR and placement is entirely on you. No real best practices - the only real practice is to drop it in, look at it, fix it if you want it to play well with others.Yeah, fiddling with the guide sounds like a pro move I'm not yet ready for. Gotta practice my modding kung fu. Link to comment
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