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Lexy's: Legacy of The Dragonborn Special Edition

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#2821 Kneph13

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Posted 03 April 2018 - 11:33 AM

Lexy, have you ever looked at or considered Wild World SE.  It is a great compliment too and has a patch available for SkyTEST.  I use this in my TechAngel's Profile and I think it is a great addition and worth a look.


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#2822 DarkladyLexy

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Posted 03 April 2018 - 11:42 AM

Lexy, have you ever looked at or considered Wild World SE.  It is a great compliment too and has a patch available for SkyTEST.  I use this in my TechAngel's Profile and I think it is a great addition and worth a look.

It on my radar but thought since we have Skytest it wouldn't be needed at it looks that they basically do the same thing.


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#2823 B00mer9

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Posted 03 April 2018 - 11:46 AM

Thank you Lexy!

 

Seems like my game has updated to version 1.5.39. in the last hour , which rendered skse64 totally useless ...

 

I found a work around to revert to 1.5.23. in the meantime, if it happens to anyone else (I disabled the bloody steam auto-update so it doesn't happen again):

 

Explanation here: https://forums.nexus...428-skse64-fix/

 

The correct code for 1.5.23. is : download_depot 489830 489833 7780040377772731640

 

The "How to get the code for a specific version" is explained here: https://steamcommuni...s/?id=889624474


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#2824 sm0kem

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Posted 03 April 2018 - 11:55 AM

Details for today's update:

https://bethesda.net...n-1-5-39-update
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#2825 DarkladyLexy

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Posted 03 April 2018 - 12:02 PM

Thank you Lexy!

 

Seems like my game has updated to version 1.5.39. in the last hour , which rendered skse64 totally useless ...

 

I found a work around to revert to 1.5.23. in the meantime, if it happens to anyone else (I disabled the bloody steam auto-update so it doesn't happen again):

 

Explanation here: https://forums.nexus...428-skse64-fix/

 

The correct code for 1.5.23. is : download_depot 489830 489833 7780040377772731640

 

The "How to get the code for a specific version" is explained here: https://steamcommuni...s/?id=889624474

Well bollocks thanks for the heads up Bloody Bethesda bascially breaking everyone game with a stupid pointless update. That also means Crash Fxes will be broken now Fan-bloody-tasic.


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#2826 Decopauge123

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Posted 03 April 2018 - 12:37 PM

Well bollocks thanks for the heads up Bloody Bethesda bascially breaking everyone game with a stupid pointless update. That also means Crash Fxes will be broken now Fan-bloody-tasic.

:blink: :doh:


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#2827 memnochs

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Posted 03 April 2018 - 01:17 PM

@B00mer9: Thank you for this amazing tips, I didn't know how to do that and i faced this problem for other game ! It is so cool !


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#2828 gpthree

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Posted 03 April 2018 - 01:26 PM

I seem to have fixed my Riverwood crash but I have a question about the Trees and Flora merge. The instructions say to move the esps to a new folder before merging. Since a couple of those mods still have meshes and textures left behind during the original mod installation, should those mods still remain checked so the merged plugin can read those assets?

 

I'm curious why that merge says to move the esps to a new folder.


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#2829 Darth_mathias

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Posted 03 April 2018 - 01:39 PM

Thank you Lexy!

 

Seems like my game has updated to version 1.5.39. in the last hour , which rendered skse64 totally useless ...

 

I found a work around to revert to 1.5.23. in the meantime, if it happens to anyone else (I disabled the bloody steam auto-update so it doesn't happen again):

 

Explanation here: https://forums.nexus...428-skse64-fix/

 

The correct code for 1.5.23. is : download_depot 489830 489833 7780040377772731640

 

The "How to get the code for a specific version" is explained here: https://steamcommuni...s/?id=889624474

thanks for this luckily we turned of Auto Update ages ago and set so it can only update at 1 am when the PC is usually turned off. Hopefully it won't take too long for the SKSE Team to get an update out. Personally I don't see why Bethesda just doesn't just have SKSE as part of the base game but hey ho.

 

I seem to have fixed my Riverwood crash but I have a question about the Trees and Flora merge. The instructions say to move the esps to a new folder before merging. Since a couple of those mods still have meshes and textures left behind during the original mod installation, should those mods still remain checked so the merged plugin can read those assets?

 

I'm curious why that merge says to move the esps to a new folder.

Yes, all the textures and meshes need to remain active this is done so proper overwrites occur.


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#2830 gpthree

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Posted 03 April 2018 - 03:38 PM

 

Yes, all the textures and meshes need to remain active this is done so proper overwrites occur.

 

I thought so. Thanks a lot.


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#2831 Darth_mathias

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Posted 03 April 2018 - 04:20 PM

Hey, guys, I have put a "temporary Warning" on the guide to say if you have a newer version then 1.5.23 of SE no mod that uses SKSE will work this is just in case anyone new finds the guide the come moans about the fact that SKSE doesn't work. This Warning will be removed once SKSE receives an update which hopefully won't be too long fingers crossed and pray to the great modding gods.


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#2832 Gilgamesh2k5

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Posted 03 April 2018 - 04:58 PM

Damn....well we all have had to deal with this for years now lol...with LE every time bugthesda updates the base it renders skse useless lol...sigh
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#2833 Darth_mathias

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Posted 03 April 2018 - 05:01 PM

Damn....well we all have had to deal with this for years now lol...with LE every time bugthesda updates the base it renders skse useless lol...sigh

yep, or they in their infinite wisdom update their stupid creation club nonsense.


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#2834 kyosan

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Posted 03 April 2018 - 05:27 PM

Hello all.
After followed Oldrim LOTD (with success, thank you all) i'm following this, tailored for SSE.
I'm creating bashed patch, but Wrye Bash freeze at the end of process (i have to force close Wrye Bash)
I tried with empty profile, no mod activated, and it's the same thing.
Tried also with Nexus version of Wrye Bash, Beta version standalone, and Python one.
It seems that wrye bash can't write in MO2/overwrite/docs folder (based of procmon).
Someone has a clue?
THank you


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#2835 sm0kem

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Posted 03 April 2018 - 05:51 PM

Try creating doc folder manually and setting permissions on it maybe?

Personally, i've completely switched to mator smash now. Way more accurate and flexible
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