paul666root Posted March 6, 2016 Share Posted March 6, 2016 (edited) Only one profile mod folder should be active. If you use SRLE Extended then that is the folder that needs to be checked in MO after you did all fnis sum and bashed patch and the other unchecked Edited March 6, 2016 by paul666root Link to comment
DarkladyLexy Posted March 6, 2016 Share Posted March 6, 2016 Yeap, definetely these ones are not needed.The change back to the originals for some of them is intentional and due to the addition of Meieran an NPC cut from the game. Also Lexy...for all those dialog records have a look at their EDID-EditorID...that will give you a hint. ok i'll take another look at this tomorrow when we're home Link to comment
Zegorzalek Posted March 7, 2016 Share Posted March 7, 2016 Just check what's in them. If the 2nd 'overwrite' contains all the same files of the first, there is no point in having them both active, just the last one is needed. If on the other hand only some files are different then you may need both.I'm not sure what Neo has you place in that folder but I can speak for FNIS. Only the FNIS output from the active modlist should be active, disable any from before and do not use it. Stuff like *.json files are configuration files from various mods and the same thing will apply with those. *.logs, usually generated from SKSE plugins, are also not needed and the only reason to keep them in a modfolder is to stop them spawning in the true 'overwrite' after each run.ok, need to go back and look at this again. May explain a couple unexpected items not functioning that WERE functioning previously. Link to comment
Darth_mathias Posted March 7, 2016 Author Share Posted March 7, 2016 Wanted to ask for clarification on something as I begin work adding stuff on top of SRLE base... Neo had us make an "overwrite" modfolder at the end of installation in the left pane of MO, titled SRLE Profile. Contained FNIS and some other odds and ends. I copied my SRLE base profile and started another named "SRLE extended" (like we did a vanilla profile at the start). This way I have a "clean" SRLE Base profile I can revert to if needed. Now, as I have added things, I started an SRLE extended overwrite folder for added FNIS and such.... I should KEEP (as in keep checked) the overwrite modfolder in the left pane correct ? Much like you keep both CR esp's? If this is the case, I would have two "overwrite" mod folders, one for the SRLE base and then my added overwrite folder just below it ? (checking to make sure...) Trying to trouble shoot all possibilities.you don't need tye SRLE Profile active cos you do it all again for Extended, this should include FNIS, Bash Patch, ASIS. DSR Patches. Also everyone with ELFX updated to 3.0 and Vivid Weathers - a complete Weather and Visual overhaul for Skyrim by Mangaclub (which I know Neo is looking at) I have decide to hold off updating extended until both are included in base and i had a chance to look at them. Link to comment
Darth_mathias Posted March 7, 2016 Author Share Posted March 7, 2016 (edited) after a quick glance at the new version of ELFX and it appears RRR-ELFX has some issues (Neo is on it). I cant see much wrong with the immersive college of winterhold ELFX patch (but i might be wrong on this). moonpath to elsweyr comes with so i assume it works fine. So unless anyone has anything significant to add I will update the guide to use version 3 of ELFX. Edited March 7, 2016 by Darth_mathias Link to comment
Astakos Posted March 7, 2016 Share Posted March 7, 2016 Well...I cannot be sure that CWI-ELFX patch is good to go. There might be a strong case (like RRR-ELFX patch) that some formIDs get redundant. I will also check tonight or tomorrow and report back. Link to comment
Darth_mathias Posted March 7, 2016 Author Share Posted March 7, 2016 Well...I cannot be sure that CWI-ELFX patch is good to go. There might be a strong case (like RRR-ELFX patch) that some formIDs get redundant. I will also check tonight or tomorrow and report back.ok i will hold off then. Link to comment
DarkladyLexy Posted March 7, 2016 Share Posted March 7, 2016 I noticed a mistake in the conflict resolution. The Dialog Topic conflicts between USLEEP and Darkwater Crossing are intentional and should not be resolved. (Arthmoor knows what he's doing :P ) Yeap, definetely these ones are not needed.The change back to the originals for some of them is intentional and due to the addition of Meieran an NPC cut from the game. Also Lexy...for all those dialog records have a look at their EDID-EditorID...that will give you a hint. New CR will be up tonight with these taken out now just have to wait for Darth to finish running Dyndolod. Link to comment
DarkladyLexy Posted March 7, 2016 Share Posted March 7, 2016 (edited) Well...I cannot be sure that CWI-ELFX patch is good to go. There might be a strong case (like RRR-ELFX patch) that some formIDs get redundant. I will also check tonight or tomorrow and report back.if you have a chnace and you use it could you also check the Breezehome fullyupgradble ELFX Patch please. Edit I have had a look and it looks ok to me. Edited March 7, 2016 by DarkladyLexy Link to comment
Darth_mathias Posted March 7, 2016 Author Share Posted March 7, 2016 so i have had a look in game and it does look to me that the BFU ELFX patch is indeed incompatbile with the newer version of ELFX (the lighting looks all wrong to me). So this is what I propose we drop BFU altogether from the guide and we install something like Elysium Estate (which i am sure many of you will be more happy about). Link to comment
TirigonX Posted March 7, 2016 Share Posted March 7, 2016 Have you tried the Breezehome patch from the ELFX installer? Apparantly he put the wrong file in 3.0. But it got fixed in 3.01 which was just uploaded. Link to comment
StoneWallace17 Posted March 7, 2016 Share Posted March 7, 2016 The only issue I saw with CWI-ELFX in TES5Edit was in the Archmage's Quarters (0403D42F for me - 04 is ELFX 2.0 - which I changed to 051670C3 - 05 being ELFX 3.0) I can't even tell you if it's an issue ingame or if I fixed it, I'm just making these changes then going to test. Link to comment
Darth_mathias Posted March 7, 2016 Author Share Posted March 7, 2016 (edited) Have you tried the Breezehome patch from the ELFX installer? Apparantly he put the wrong file in 3.0. But it got fixed in 3.01 which was just uploaded.no i havn't i'll give it a try althrough i am still all for dumping BFU in favour of Elysium Estate Edit: Oh bloody hell Ordinator been update yet again and i only updated this morning lol. The only issue I saw with CWI-ELFX in TES5Edit was in the Archmage's Quarters (0403D42F for me - 04 is ELFX 2.0 - which I changed to 051670C3 - 05 being ELFX 3.0) I can't even tell you if it's an issue ingame or if I fixed it, I'm just making these changes then going to test.ok thank i'll take a look. let me know how your test goes. Edited March 7, 2016 by Darth_mathias Link to comment
StoneWallace17 Posted March 7, 2016 Share Posted March 7, 2016 Sorry, it's taking a while. I got into the College and noticed some flickering, I had forgotten to do conflict resolution for ELFX (I've been using Relighting Skyrim). Should still be able to test sometime tonight. Link to comment
StoneWallace17 Posted March 8, 2016 Share Posted March 8, 2016 (edited) Super dark in the Archmage's Quarters entryway and walking around it a bit, with a light flickering on in certain spots. I quit, I'll wait for a patch. I'm sure it's partially my ENB but it's still annoying. Edited March 8, 2016 by StoneWallace17 Link to comment
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