Darth_mathias Posted January 30, 2016 Posted January 30, 2016 yay for stupid mistakes... and thanks for pointing me in the right direction. I successfully got all the way through the intro without a crash or freeze. Now... hopefully on to adding a few must-have mods without breaking everything again... Is SR:LE Extended stable or not really?SRLE Extended is still in Beta (less then a month old) so as Neo says if your not an expert modder wait for a bit before I have stopped sorting things out but I would say it is quite stable but I am still tweaking.
Electrocutor Posted January 31, 2016 Author Posted January 31, 2016 Found a bug in SR:LE:You need to add a LOOT rule to GuardAnimationsGDO.esp to load after GuardAnimations.esp; apparently it's not included as a master.
Neovalen Posted January 31, 2016 Posted January 31, 2016 Found a bug in SR:LE:You need to add a LOOT rule to GuardAnimationsGDO.esp to load after GuardAnimations.esp; apparently it's not included as a master. Thats interesting. My Guard Dialog Overhaul esp is at priority 20 and GuardAnimationsGDO is at like 89...
Electrocutor Posted January 31, 2016 Author Posted January 31, 2016 (edited) I think if LOOT has no rule on an ESP and does not have proper masters, it cannot be trusted where it will stick it in the line-up; kind of like SQL without an order by. After adding the rule, they are 69 and 70 for me, but were previously 70 and 69. Edited January 31, 2016 by Electrocutor
Darth_mathias Posted January 31, 2016 Posted January 31, 2016 (edited) I added this rule ages ago just to make sure that is did happen worth thinking about adding Neo Edited January 31, 2016 by Darth_mathias
Neovalen Posted January 31, 2016 Posted January 31, 2016 I added this rule ages ago just to make sure that is did happen worth thinking about adding NeoYeah, sounds like another "I hate LOOT" moments... sometimes I think I'd be better served just posting a load order. BOSS was at least deterministic in where it placed things. I will add it to my list of things to add.
rdp4life Posted February 13, 2016 Posted February 13, 2016 I'm also curious about the extra patch added during the merge of Vivid Extended stuff. This patch was not linked anywhere else in the guide. Is it a patch that has since been removed, but the merge instructions still included it by accident? TS Vivid Patch.esp (Download here. Patch by Neovalen.) I was curious about this, since I'd never noticed it before. I opened it in TES5Edit to check it out. It looks like Neovalen used it to more consistently apply True Storms thunder sound effects where they were not previously used, to merge the Vividian Extended Weather effects with the True Storms ones, and to restore Vividian Extend Weather settings where True Storms would nulled them out or overwritten them with Vanilla values. I'm sure I missed something, but that was enough to convince me to keep them. Neovalen, thank you for all the great and hard work.
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