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QuagaarWarrior

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Everything posted by QuagaarWarrior

  1. Something about your load order...doesnt look right. Have you definitely run LOOT on this? First off I think you should be using the ESM version of Vigilant which means LOOT would place it near the top. Also: Konahriks Accoutrements ICH-WACCF-VIS Patch.esp WACCF_KonahriksAccoutrements.esp ImprovedClosedfacedHelmets_WACCF.esp Are you sure you need all these?
  2. Its because you have Rigmor of Bruma and Immersive Armors. Deactivate the RoB mod. Start a new game. Wait for the message that Immersive Armors has finished configuring. Save. Exit. Activate RoB. Load up your game
  3. I would also recommend using the merge function in zEdit for the mods you want to merge. ESPs flagged as ESLs can still be merged.
  4. Never seen that message screen before...unless its moonlight tales. Perhaps post a screenshot of the message? Load order actually isnt a bad idea. I may not know what mod is causing the issue but might be able to narrow it down to 2 or 3
  5. Your ini files determine how far grass is loaded. Most grass mods come with an ini file that does the tweaks for you. However whatever you set it to there will always be distant views without grass it's just an engine limitation
  6. Load order of those two plugins probably doesn't matter too much. Eckstraa.esp is only there to ensure the BSA is loaded. In fact you can delete that ESP if you extract the BSA to save a space in your load order. It's worth noting that the author of the Rigmor mods doesn't recommend starting a new game with both Rigmor of Bruma and Rigmor of Cyrodiil activated. I believe they advise to activate ROC once you have completed ROB. It's been a while since I checked that (and I don't use the mods) so that advice may have changed since. Worth checking though
  7. Perhaps I'm misunderstanding you but it sounds like you're talking about conflict resolution. That would be a separate distinct process from merging plugins. I would resolve any conflicts before you merge the plugins if needed. But maybe I've misunderstood you
  8. No that's not what we're referring to here. We are referring to merging ESP plugins with a program called Merge Plugins. The merge plugin facility in xEdit is something different and not a process I've seen recommended on Special Edition What I'm recommending is that you should finish merging your plugins before you start a new game. In theory there may not be an issue doing it on an existing save but I see no reason to take the risk
  9. True but you only need to clean the master files again. With the auto clean process its quick and easy
  10. You said: To be clear, you will get a warning but everything is actually there. So you have merged plugins and then loaded a save where they weren't previously merged? That isn't a process I would recommend. I'd encourage you both to watch the YouTube merge plugins tutorial by Gamerpoets.
  11. Theres no obvious issues with your load order or mods. I would recommend making a bash patch. Plenty of guides around just Google it. I'm not sure about creating and using a bash patch on an existing save though. Could mess up your save (although your save sounds kinda messed up anyway)
  12. Yeah what the above poster says. Also Rigmor of bruma practically requires a light load order. You should also check the Rigmor mod pages as I'm not sure you should have both mods activated at the same time. I've not played them so you'll need to check this.
  13. Do you have a graphics card?
  14. You dont have 16GB VRAM I suspect you are using legendary mods on special edition. Try using special edition versions
  15. Some combat mods allow you to turn stagger on and off. I think Wildcat does it. I think you can even turn it off for the player character but leave it on for NPCs. Obviously installing a combat mod may make other changes too
  16. You did, sorry. Posted before my morning coffee
  17. It's not alternate start. The vanilla intro is very script heavy so tends to go a bit crazy on a modded set up. If using alternate start you could just start elsewhere or if you want to do vanilla just wait in the opening cell for a few mins to allow the scripts and mods to settle. That may alleviate the issue
  18. It's worth keeping in mind that the higher the resolution the more VRAM they will use. You dont want to max out your VRAM. Which texture resolution you use depends on how much VRAM you have. I have 8gb VRAM and use mostly 2k textures. 4k for mountains. Theres quite a few mods that come in 1k, 2k and 4k. Download all the options then test them in game (you could use mathy79 landscape textures to test)
  19. I dont think you need both SSE engine fixes and SSE fixes. Just grab SSE engine fixes.
  20. ALL THE MODS!!!!! Anyway now I have that off my chest...as has been said you can only have 255 plugins (including bash patch). You can either merge some mods to reduce your plugin count or deactivate some. I dont have an issue with merging some but it depends on your experience level i guess. I would go through your load order and decide what you really want - do you really need Simply Bigger Trees, Skyrim Flora Overhaul, Enhanced Vanilla Trees, Verdant and 3D Trees? Your LODs must be...interesting EDIT: Are you using LOOT?
  21. You mean the left pane of Mod Organiser? So Wrye Bash is deactivating mods in the left pane of MO? That doesn't sound right. Only ESPs should be deactivated by wrye bash as far as I know Or did you mean the left pane of wrye bash? If they are deactivated in wrye bash I would assume that means they are deactivated ESPs in the right pane of Mod Organiser.
  22. Without a load order it's hard to know what mods to recommend. At the very least you should have the Unofficial Patch and SSE Engine Fixes installed
  23. ^^^^this I am a bit surprised though that something like Ordinator is being integrated into the bashed patch. I have no real reason why I'm surprised...just am. EDIT: probably not a helpful post to be honest. Lol
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