Jump to content

Lexy's: Legacy of The Dragonborn Special Edition


Recommended Posts

Posted

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.

Posted

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]
CORE
Lexys LOTD Static Hybrid Models and Billboards - v1.01 - by godescalcus

Files to download :

  • MISCELLANEOUS FILES - Lexys LOTD Static Hybrid Models and Billboards

Special 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?

Posted

Is there a difference between the LE

A 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

Posted

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?

Posted (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/w4zfApt

https://imgur.com/EDUkeMc

Edited by DeadNight
Posted

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 Edition

https://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?
 

Posted

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 Edition

https://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.

Posted (edited)

Is the ESP included in the patches?
You recommend to remove the esp for

Hellish 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 by aragonit
Posted

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.

Posted

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.

Posted

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.

 

Posted (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/w4zfApt

https://imgur.com/EDUkeMc

Please 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 by DeadNight
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.