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Lexy's: Legacy of The Dragonborn Special Edition


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Alright, I finished modding 2 hours ago or so and I really enjoy the changes. I'm glad I decided to use this guide, but I want to ask a few questions.

How would I go about adding some new mods? Since I noticed that I still have a few plugin slots left and I'm wondering about a compatibility of the mods I want to add + which patches would I need to rebuild after adding those mods.

https://www.nexusmods.com/skyrimspecialedition/mods/15309?tab=files (In the guide I had to use a FNIS patch for this one so is one of the included mods using it or something?)

https://www.nexusmods.com/skyrimspecialedition/mods/5978 (I like playing as a spellblade and I don't enjoy it as much without a possibility of blocking)

https://www.nexusmods.com/skyrimspecialedition/mods/17577 (I love how the modlist is directed towards realism, but I'm still somehow able to carry 5 sets of heavy armor, not to mention the addition of bandoliers and backpacks)

https://www.nexusmods.com/skyrim/mods/58973?tab=files (It's an Oldrim mod as you can see, but it worked fine for me in SE)

 

As I mentioned, I would really appreciate if someone could confirm if those are compatible and which patches would I need to rebuild after installing those. Thanks!

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Alright, I finished modding 2 hours ago or so and I really enjoy the changes. I'm glad I decided to use this guide, but I want to ask a few questions.

How would I go about adding some new mods? Since I noticed that I still have a few plugin slots left and I'm wondering about a compatibility of the mods I want to add + which patches would I need to rebuild after adding those mods.

https://www.nexusmods.com/skyrimspecialedition/mods/15309?tab=files (In the guide I had to use a FNIS patch for this one so is one of the included mods using it or something?)

https://www.nexusmods.com/skyrimspecialedition/mods/5978 (I like playing as a spellblade and I don't enjoy it as much without a possibility of blocking)

https://www.nexusmods.com/skyrimspecialedition/mods/17577 (I love how the modlist is directed towards realism, but I'm still somehow able to carry 5 sets of heavy armor, not to mention the addition of bandoliers and backpacks)

https://www.nexusmods.com/skyrim/mods/58973?tab=files (It's an Oldrim mod as you can see, but it worked fine for me in SE)

 

As I mentioned, I would really appreciate if someone could confirm if those are compatible and which patches would I need to rebuild after installing those. Thanks!

Hello, in the guide, Ultimate combat has a dodge mechanic already. In the past TK Dodge was included in the guide but not anymore.

 

Think it will be perfect fine to add in a dual wield blocking mod, used to have such a mod in the old LE edition of the guide.

 

About the carry weight issue you mention, with this being a LotB build severely limiting your carry weight will make it annoying trying to collect all the artifacts and gear that gets displayed in the museum as you will constantly be trying to manage your inventory. 

 

The last mod you mentioned is nice but doesnt look to be worth a esp to me, though thats just my opinion of course. Id rather use the free spots to include more supported content for the museum.

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Hello, Im not sure if this is really important or not but I am noticing after going through the guide on the new site the font for the  Fomod Instructions is tiny at times (generally when there are many entries). Not sure if this in because I'm on a 4k display but here is a screenshot of one example but Im not sure if this will provide a very good example or not.

 

 

 

post-9035-0-19421400-1586290098_thumb.png

Edited by InstantKor
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Congratulations to the new website. It looks MUCH better than the old guide.

 

Please add this information to "More Informative Console":
For users of 4K screens, the font will be too small to read. Edit the More Informative Console\SKSE\Plugins\MoreInformativeConsole.ini and set Scale=200 for a perfect size for 4k resolution.

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If you use "Merge Plugin Hide" making various profiles isn't needed. The hidden files can be automatically taken out of the "optional" directory, and are at the end of the load order.
Also if updating a mod, the "Merge Plugin Hide" shows if a file it had previously hidden is in the load order again.
 

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I'm using the new guide, and I think

Moonpath to Elsweyr Navmesh Fix SSE

 

is missing from it.

BTW, after installing SKSE (on the first page) it saves some effort to paste the download location http://skse.silverlock.org/ into the description field in MO2. You can do that for all mods which are offsite, so jumping to the download page is just as easy as looking at a mod on the Nexus.

Edited by aragonit
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I just discovered that you add "Dynamic Firewood Stacks"

Please look at these: Dynamic Things - Woodpiles and Barrels and More Oh My
patch with Dynamic Things - Enhanced
which includes the woodpile functionality, but also adds a LOT of logical changes, like harvestable mammoth tusks, filled crates and lots of other cool things.
 

Turn useless "statics" in Skyrim into something useful!
Turn woodpiles, barrels, crates and hay bales into containers with appropriate contents.
Drink or bottle mead, water, skooma or blood from mead barrels with spigots.
Gain experience from training dummies and archery targets.
And much more . . .

Or go one step further and add this as well:

Harvest Anything
Wonder why you can harvest all common plants but you can't search bushes, ferns and other uncommon plants? Wonder no more. Harvest for alchemical ingredients all plants such as pines, bushes, ferns, etc

 

Edited by aragonit
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<sigh> you decided to pull the previous version, and I was just about finished installing it. Well.
You pulled Claralux and replaced it with Medieval Lanterns, that's cool, but you need to remove "Blowing in the Wind" as well, because Medieval Lanterns is not compatible with it. It has the same functionality inbuilt.

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The use of the <kbd> tag in the descriptions prevents copying vital information. Like the one for

 

Trees and Flora Merged

where I am supposed to rename files to something and have to remember to type DynDOLOD_SSE_Trees and Flora Mergedesp.ini from a barely readable button.

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you decided to pull the previous version, and I was just about finished installing it. Well.

You pulled Claralux and replaced it with Medieval Lanterns, that's cool, but you need to remove "Blowing in the Wind" as well, because Medieval Lanterns is not compatible with it. It has the same functionality inbuilt.

no it not incompatible you need to make your LO is correct.

 

The use of the kbd> tag in the descriptions prevents copying vital information. Like the one for

 

Trees and Flora Merged

where I am supposed to rename files to something and have to remember to type DynDOLOD_SSE_Trees and Flora Mergedesp.ini from a barely readable button.

yeah i will sort that out is used cos it easier to read on the dark background realizing it prevented copy and pasting

 

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Hi

 

I'm stuck at this step from the XLODGEN section of the prerequisites :

 

I've downloaded xLODGEN main files and the "SSE Terrain Tamriel" esm file.

 

First it says to install the esm file as a mod in MO2.

 

The problem is i can only install mod from archives in MO2, the esm file is not in an archive, therefore i can't load it in MO2.

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