Jump to content

SRLE Extended


Recommended Posts

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

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

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

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 by Darth_mathias
Link to comment

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

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 by DarkladyLexy
Link to comment

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

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 by Darth_mathias
Link to comment
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.