DarkladyLexy Posted February 11, 2020 Author Posted February 11, 2020 Not so fast - Main Quest and Mage Guild are available as SE mods. Is there a special reason the LE mods are on the guide?the SE Version doesn't come with an MCM and is pain to setup ingame hence why we use the LE Version. There is always a reason for my madness.
aragonit Posted February 12, 2020 Posted February 12, 2020 Is there a difference between the LE A Quality World Map and this https://www.nexusmods.com/skyrimspecialedition/mods/5804 the SE Version doesn't come with an MCM and is pain to setup ingame hence why we use the LE Version. There is always a reason for my madness.Ah, good to know!I just checked it out and I didn't find it so bad, but it IS a pain in the neck to have to go to Whiterun / Winterhold to open the menu. The mod was ported before SkyUI / SKSE were available for SE, and now the author isn't interested in making a new MCM.But here's another question. [Lexys LOTD Static Hybrid Models and Billboards]CORELexys LOTD Static Hybrid Models and Billboards - v1.01 - by godescalcusFiles to download :MISCELLANEOUS FILES - Lexys LOTD Static Hybrid Models and BillboardsSpecial Installation: After installation, copy and Paste the following folder as indicated:Navigate to Lexys LOTD Static Hybrid Models and Billboards\textures\Terrain\LODGenCopy the Enhanced Landscapes Oaks Standalone.esp folder. Naviagte to Enhanced Landscapes Oaks Standalone\textures\terrain\lodgenPaste the Enhanced Landscapes Oaks Standalone.esp folder.All those files which I obediently ;) copied, are overwritten by your mod which is lower in the list in MO2. So... What's the point of copying?
DarkladyLexy Posted February 12, 2020 Author Posted February 12, 2020 Is there a difference between the LEA Quality World Map and this https://www.nexusmods.com/skyrimspecialedition/mods/5804 Ah, good to know! I just checked it out and I didn't find it so bad, but it IS a pain in the neck to have to go to Whiterun / Winterhold to open the menu. The mod was ported before SkyUI / SKSE were available for SE, and now the author isn't interested in making a new MCM. But here's another question. All those files which I obediently ;) copied, are overwritten by your mod which is lower in the list in MO2. So... What's the point of copying?they will be used when you come to the merge page
aragonit Posted February 12, 2020 Posted February 12, 2020 I was so totally frustrated with deleting all the different nif files and directories from the npc replacers in the guide, that I made a couple of *.bat files for that. Do you want them?
DeadNight Posted February 12, 2020 Posted February 12, 2020 (edited) Hi, Ran into a water Problem: If I moving RealisticWaterTwo.ESP below Lexy's LoTD SE OMEGA - Conflict Resolution.esp fixes the issue but then that means the bashed patch refuses to build and throws up the following error: I obviously screwed up somewhere but not sure where to start looking. Any Ideas? Edit: not sure if the screenshots are loading properly so here are the links:https://imgur.com/w4zfApthttps://imgur.com/EDUkeMc Edited February 12, 2020 by DeadNight
aragonit Posted February 12, 2020 Posted February 12, 2020 Well, now I'm installing the warpaint, but I'm not so convinced :)Did you notice this mod: Vanilla Warpaints Absolution - HD 2K and 4K Vanilla Warpaints - Every Warpaint Adjusted For Every Race and Gender - Special Editionhttps://www.nexusmods.com/skyrimspecialedition/mods/20751 If I moving RealisticWaterTwo.ESP below Lexy's LoTD SE OMEGA - Conflict Resolution.esp fixes the issue but then that means the bashed patch refuses to build and throws up the following error: Masters have to be higher in the load list. That's why the bashed patch can't be built. RealisticWaterTwo.ESP is needed by Lexy's...esp and has to be above it. Did you sort the mods with LOOT? Do you have any errors shown by LOOT?
DeadNight Posted February 12, 2020 Posted February 12, 2020 Well, now I'm installing the warpaint, but I'm not so convinced :)Did you notice this mod: Vanilla Warpaints Absolution - HD 2K and 4K Vanilla Warpaints - Every Warpaint Adjusted For Every Race and Gender - Special Editionhttps://www.nexusmods.com/skyrimspecialedition/mods/20751 Masters have to be higher in the load list. That's why the bashed patch can't be built.it only shows an error about Immersive horses and Guard dialogue overhaul being incompatible but that's a different issue. and I did sort with LOOT following the guide's instructions carefully(at least as far as i thought but considering my problem maybe not lol) so I i'm not sure what could have gone wrong.
aragonit Posted February 12, 2020 Posted February 12, 2020 (edited) Is the ESP included in the patches?You recommend to remove the esp forHellish Hounds The author writes: For those of you wondering why there is an ".esp plugin" for this mod, please read below.In the vanilla game, the Death Hound uses the wolf skeleton, the ".esp plugin" of Hellish Hounds gives Death Hounds their own skeleton, allowing me to customize the skeleton of one without affecting the other. Otherwise this mod wouldn't be possible. Enjoy the mod! Edited February 12, 2020 by aragonit
aragonit Posted February 12, 2020 Posted February 12, 2020 it only shows an error about Immersive horses and Guard dialogue overhaul being incompatible but that's a different issue. and I did sort with LOOT following the guide's instructions carefully(at least as far as i thought but considering my problem maybe not lol) so I i'm not sure what could have gone wrong.Click on the little + sign in Wrye Bash. It will tell you which mods have the delinquent masters problem. Post another screenshot then. Those files in the delinquent masters list NEED to be above the files needing them.
DeadNight Posted February 12, 2020 Posted February 12, 2020 Click on the little + sign in Wrye Bash. It will tell you which mods have the delinquent masters problem. Post another screenshot then. Those files in the delinquent masters list NEED to be above the files needing them.The Mod in question is realistic water. I know it should be loaded above the conflict resolution patch. I loaded it below it to check if the problem in the first screenshot goes away and it does. Something is making these 2 EPS not play nice with each other.
aragonit Posted February 12, 2020 Posted February 12, 2020 The Mod in question is realistic water. I know it should be loaded above the conflict resolution patch. I loaded it below it to check if the problem in the first screenshot goes away and it does. Something is making these 2 EPS not play nice with each other.RealisticWaterTwo is a part of the Guide, they SHOULD work together. You'll need to wait for Lady Lexy to help you with this.
aragonit Posted February 12, 2020 Posted February 12, 2020 Hi Lady Lexy, What happens to the BSA of SkyTEST - Realistic Animals and Predators if we delete the esp without unpacking it?
aragonit Posted February 13, 2020 Posted February 13, 2020 The Textures\ax for 3DNPC are needed for the quest starting in Solitude. If they are removed, there will be only purple spaces.
DeadNight Posted February 13, 2020 Posted February 13, 2020 (edited) Hi, Ran into a water Problem: If I moving RealisticWaterTwo.ESP below Lexy's LoTD SE OMEGA - Conflict Resolution.esp fixes the issue but then that means the bashed patch refuses to build and throws up the following error: I obviously screwed up somewhere but not sure where to start looking. Any Ideas? Edit: not sure if the screenshots are loading properly so here are the links: https://imgur.com/w4zfApthttps://imgur.com/EDUkeMcPlease disregard this post. the problem disappeared after i was done with all the steps in the finishing line portion of the mod. That's what I get for checking things out before fully finishing the guide lol. Edited February 13, 2020 by DeadNight
aragonit Posted February 14, 2020 Posted February 14, 2020 AMatterOfTime.esp is merged in the Heads Up Display Merged but is needed as master by Lexy's LOTD Consistency Patches Merged.esp
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