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Rapporter et oversættelsesproblem
https://www.youtube.com/watch?v=ZeSXvATLmSU
And that pretty much spells out the only trouble with uber merges. I'm guessing all the mods it over writes are spread out over a bunch of different merges or you just would have fixed the one.
I had a great night getting utterly lost in the hills above Falkreath near the ancestor glade. didn't even realize 6 hours had past until I looked up ans saw it was after midnight ... didn't get up at 3 this morning LOL. The play was very smooth, I almost got killed a few times by critters and bandits ... I had to remind myself that I'm only level 8 and carrying vanilla weapons.
I'm not sure about the CC rocks after seeing them in game. In the mine at least the walls were splotchy, and the pattern became fairly obvious after a very short while. There are also some hard edges that didn't blend well. I might keep looking. LH should be up in a few days. but I might give majestic mountains a go. I've heard good things.
https://steamcommunity.com/sharedfiles/filedetails/?id=1594928800
https://steamcommunity.com/sharedfiles/filedetails/?id=1594929067
https://steamcommunity.com/sharedfiles/filedetails/?id=1594929272
Caves looked pretty good though. I need to see a couple more.
https://steamcommunity.com/sharedfiles/filedetails/?id=1594929607
It's happened roughly the past three times I've run Loot. I add mods in a section and then do App. A, B, C. I'd say it started around 11c.
The error message appears immediately after running loot in MO2. I then exit Loot and re-enter it but the error is not produced. It's basically what others have reported (comes and goes) and seems to be related to running Loot inside MO2.
I don't think anyone has been able to track down a cause/fix other than one person saying running Loot inside MO2 is not supported. It was reported again on 12/2/2018 but has been around for years apparently.
https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&page=26&tab=comments#comment-174530
EDIT - to clarify, this is just not a mod for me. Personally, I think it to be excellent work, especially for someone looking to enhance their game without requiring many mods to do so.
I think we will skip adding lightweight grasses for the moment based on the limited testing I did, but Jack is setting up a good landscape mod list to add in to our guide, so ultimately his decision at this point. I am going to keep going with playtesting for now. I did not really care for CC mines and things, noticed some mismatched things as well so I pulled it. Did not have any replacements already downloaded so I did not go searching, figured I would find something when I do my first big texture search after release.
Glad to know Greenpea's LOOT issue is a known unknown problem that can be ignored with a simple restart of LOOT.
Pretty sure I covered all the points brought up in the preceding posts.
https://www.nexusmods.com/skyrimspecialedition/mods/10523
Without looking at it, I would think that it may conflict with MLU. The only way to know for sure would be to load them up in xEdit and see. That being said, I would imagine you could make a patch to fix any issues. Also, after reading that mod page, I would NOT uninstall it during a playthrough regardless of the mod authors advice.
QUASIPC - Qwinn's Unified Automated Self Installing Patch Compendium by Qwinn
I load xedit and this message box appears with the title
It originally only had CuttingRoomFloor but now it has 5 other groups listed with the prefix "qw" but not checked. If I expand Qw_ACE_CloaksofSkyrim Patch I can see Qw_CloaksofSkyrim_USSEP Patch with a line through it.
I've tried leaving the ModGroup boxes checked and also unchecked, these errors appeared at the end of the message log:
[00:15] ModGroup "Qw_ACE_SkyrimImmersiveCreatures Patch" is invalid:
[00:15] - Error: Required module "Skyrim Immersive Creatures Special Edition.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] ModGroup "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch" is invalid:
[00:15] - Error: Required module "Dragonborn.esm" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Error: Required module "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Hint: "Unofficial Skyrim Special Edition Patch.esp" is ignored as a source as it has no valid targets above it
[00:25] Background Loader: finished
I tried sorting the masters (bad idea) and reinstalling, now this appears:
[00:15] ModGroup "Qw_ACE_CloaksOfSkyrim Patch" is invalid:
[00:15] - Error: "Qw_ACE_CloaksOfSkyrim Patch.esp" has a lower load order than "Qw_CloaksOfSkyrim_CRF Patch.esp"
[00:15] ModGroup "Qw_ACE_SkyrimImmersiveCreatures Patch" is invalid:
[00:15] - Error: Required module "Skyrim Immersive Creatures Special Edition.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] ModGroup "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch" is invalid:
[00:15] - Error: Required module "Dragonborn.esm" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Error: Required module "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Hint: "Unofficial Skyrim Special Edition Patch.esp" is ignored as a source as it has no valid targets above it
[00:15] ModGroup "Qw_SofiaFollower_RDO Patch" is invalid:
[00:15] - Error: "Qw_SofiaFollower_RDO Patch.esp" has a lower load order than "Qw_SofiaFollower_USSEP Patch.esp"
[00:22] Background Loader: finished
\SKSE\Plugins\FrostfallData\
armor_default_values.json
armore_profile1.json
I don't know if you want to add anything to the guide. I created another mod in MO2 with the two files inside. I imagine as other mods kick off and files are created this is the normal thing to do. Am I right?