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Posted (edited)
  On 2/28/2016 at 5:11 PM, Razorsedge877 said:

 

Here is the Merge Plugins report for interesting npc RS children patch. Do you have any advise?

 

Filename: Patch - Interesting NPCs - RS kids.esp

Hash: FE47285F

File size: 5.49 KB

Date modified: 7/6/2014 12:33:36 AM

Merge rating: 3.0

Flags[0]: [E] Has errors

Number of records: 16

Number of overrides: 15

Author: DEFAULT

Description: 

Masters[0]: Skyrim.esm

Masters[1]: Update.esm

Masters[2]: HearthFires.esm

Masters[3]: RSkyrimChildren.esm

Masters[4]: 3DNPC.esp

Errors[0]: Olette3DNPC "Olette" [NPC_:0E127966]

Errors[1]:   NPC_ \ Packages \ PKID - Package -> [0423C0D9] < Error: Could not be resolved >

Errors[2]:   NPC_ \ Packages \ PKID - Package -> [0423C0D8] < Error: Could not be resolved >

Errors[3]:   NPC_ \ Packages \ PKID - Package -> [0423C0D7] < Error: Could not be resolved >

Reports[0]: [user: afonik] [Records: 15] [Version: 1.7]

Reports[1]: m24-Merged Children RS P&P - credits RedIrishLord/EProctor

I  would hate to see Inigo go. What are the errors?

 

I looks like you have not installed interesting NPC correct I suggestr double checking.

 

the errors on inigo are nothing to worry about and there meant to be there.

Edited by Darth_mathias
Posted (edited)
  On 2/28/2016 at 5:29 PM, DarkladyLexy said:

sorry Razoredge877 but i dont didn't get any error when we merged and i have personally done the mereg 3 or 4 times.

 

the inigo errors:

 

[00:00] Checking for Errors in [75] Inigo.esp

[00:00] [NAVM:001062FA] (in GRUP Cell Temporary Children of LangleyGrounds1 [CELL:00008FC2] (in Tamriel "Skyrim" [WRLD:0000003C] at 17,16))

[00:00]     NAVM \ Record Header \ Record Flags -> <Unknown: 11>

[00:00] [NAVM:001062FB] (in GRUP Cell Temporary Children of LangleyWalkway1 [CELL:00008FC3] (in Tamriel "Skyrim" [WRLD:0000003C] at 16,16))

[00:00]     NAVM \ Record Header \ Record Flags -> <Unknown: 11>

Lexy, these are not real errors.

Tes5Edit reports them as such because in the record flags of Navmeshes there is a flag named Unknown 11 by TES5Edit which probably the game never uses and the authors of TES5Edit never actually found any valid info to interpret them into their program. These kind of errors can be safely ignored.

Edited by Astakos
Posted (edited)

Hey, first off, I just found this list, and I about squeed.  I wanted to integrate many of these mods into SRLE and was trying to figure out how.  Just saved me a load of trouble!

 

But... I noticed one thing.  Helgen Reborn specifically says it has its own fix for Paarthunax, and thus is incompatible with other mods that try and fix that.  Shouldn't The Paarthunax Dilemna be removed?

 

EDIT: nevermind, i was thinking of the Recruit More Blades mod that folding Helgen Reborn, Fight the Thalmor, and several others into one big arc.  

Edited by Barachiel
Posted

Question on Helgen Reborn.  The instructions say to deactivate the Helgen Reborn .esp before starting a vanilla start.  However, I've got six plugins with Helgen Reborn as a master in my Mod Organizer list: 

 

- ICH - Helgen Reborn Patch.esp

- RSChildren_CompleteUSKP.esp

- RSLE Extended Conflict Resolution.esp

- DynDOLOD.esp

- ASIS.esp

- Dual Sheath Redux Patch.esp

 

When I deactivate Helgen Reborn.esp, I get the MO warning about these missing masters, and when I go to start a new game, I get a crash to desktop as well (I assume because of the missing masters - when I have Helgen Reborn.esp activated, I do not get any crashes).  Any thoughts on how to reconcile this problem?  

Posted

Question on Helgen Reborn.  The instructions say to deactivate the Helgen Reborn .esp before starting a vanilla start.  However, I've got six plugins with Helgen Reborn as a master in my Mod Organizer list: 

 

- ICH - Helgen Reborn Patch.esp

- RSChildren_CompleteUSKP.esp

- RSLE Extended Conflict Resolution.esp

- DynDOLOD.esp

- ASIS.esp

- Dual Sheath Redux Patch.esp

 

When I deactivate Helgen Reborn.esp, I get the MO warning about these missing masters, and when I go to start a new game, I get a crash to desktop as well (I assume because of the missing masters - when I have Helgen Reborn.esp activated, I do not get any crashes).  Any thoughts on how to reconcile this problem?  

 

 

I'm Pretty sure if you go to Whiterun or wait for 4 days outside of Helgen Cave, Helgen Reborn will work right

Posted

You actually HAVE to speak to the guards at the Whiterun gate before Helgen Reborn actually really kicks into gear.

 

You don't have to WAIT 4 days, just spend 4 days running around, go do Bleak Falls Barrow, run around Riverwood, etc. As long as it's been 4 days total time, and you've been to the Whiterun guards, that's fine.

Posted
  On 2/29/2016 at 12:25 AM, Razorsedge877 said:

When I run loot it keeps sorting the 3 Scarcity plugins after SRLE Extendedesp. I did the Meta rules. Am I missing something?

Scarcity is supposed to load after the Conflict Resolution. 2 of the plugin will get merged into the bashed pacth

 

  On 2/29/2016 at 12:51 AM, Razorsedge877 said:

Question on Helgen Reborn.  The instructions say to deactivate the Helgen Reborn .esp before starting a vanilla start.  However, I've got six plugins with Helgen Reborn as a master in my Mod Organizer list: 

 

- ICH - Helgen Reborn Patch.esp

- RSChildren_CompleteUSKP.esp

- RSLE Extended Conflict Resolution.esp

- DynDOLOD.esp

- ASIS.esp

- Dual Sheath Redux Patch.esp

 

When I deactivate Helgen Reborn.esp, I get the MO warning about these missing masters, and when I go to start a new game, I get a crash to desktop as well (I assume because of the missing masters - when I have Helgen Reborn.esp activated, I do not get any crashes).  Any thoughts on how to reconcile this problem?  

 

 

I'm Pretty sure if you go to Whiterun or wait for 4 days outside of Helgen Cave, Helgen Reborn will work right

you will have to either deactive them until you have finsihed going through helgen or when using alternate start don't the vanillia start cart ride.

Posted

I have a question.  While I love this modlist, there are a few elements that I don't want to use.  Specifically, I want to leave off the Elder Mighty Dragons mod, the waifu companions, the Combat & Traps section, Aurora and Imperious (I feel Disparity makes all the changes I really want on that front).  Can these be removed safely without messing up compatibility, especially with the conflict resolution patch?  

Posted
  On 2/29/2016 at 4:02 PM, Barachiel said:

I have a question.  While I love this modlist, there are a few elements that I don't want to use.  Specifically, I want to leave off the Elder Mighty Dragons mod, the waifu companions, the Combat & Traps section, Aurora and Imperious (I feel Disparity makes all the changes I really want on that front).  Can these be removed safely without messing up compatibility, especially with the conflict resolution patch?  

all of those mod are included in my premade patch so if you want to leave them off you will have to do your own conflict resolution.

Posted
  On 2/29/2016 at 4:04 PM, Darth_mathias said:

all of those mod are included in my premade patch so if you want to leave them off you will have to do your own conflict resolution.

Crap.  Since I'm not very good at doing that, I guess I'll be using them, after all.  :(  Still, better than trying to figure out how to get all these to work together on my own.  

Posted
  On 2/29/2016 at 4:13 PM, Barachiel said:

Crap.  Since I'm not very good at doing that, I guess I'll be using them, after all.  :(  Still, better than trying to figure out how to get all these to work together on my own.  

you could always download the CR now and see what mods it requires by see what missing that way you will know if you can safely drop a mod you dont want.

Posted
  On 2/29/2016 at 4:13 PM, Barachiel said:

Crap.  Since I'm not very good at doing that, I guess I'll be using them, after all.  :(  Still, better than trying to figure out how to get all these to work together on my own.  

It's not super difficult to work out. Load your whole mod order into TES5edit and then go to the particular mod ESP you want to check for issues and step through record by record.

 

Alternatively, load your whole order again and use the filter for conflict losers option. That'll show you where there's any conflicts you need to fix. Just be painstaking, take your time and save as often as you can.

Posted
  On 2/29/2016 at 10:32 PM, Nozzer66 said:

It's not super difficult to work out. Load your whole mod order into TES5edit and then go to the particular mod ESP you want to check for issues and step through record by record.

 

Alternatively, load your whole order again and use the filter for conflict losers option. That'll show you where there's any conflicts you need to fix. Just be painstaking, take your time and save as often as you can.

So that's what it looks like when I go Full Derp.  Thanks!

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