Skyrim Se Lore Weapon Expansion

07.02.2020
Skyrim Se Lore Weapon Expansion Rating: 7,3/10 6103 votes

SkyUI - for UI stuffUnofficial Skyrim Special Edition Patch - fixes a lot of shitStatic Mesh Improvement Mod - gets rid of those blocky ass looking meshesOrdinator Perks of Skyrim - revamps Skyrim's awful perk systemQuality World Map - makes map look nicer:)Alternate Start - skip the bad tutorial segment and get straight into the gameClimates of Tamriel - completely overhauls Skyrim's lighting and weather engineThat's really all the 'essential' mods you need. Everything else is basically fluff. Have fun fam.If you want a decent ENB for SE, check out Rudy. I recently did a bunch of modding for Skyrim VR. First off, make sure you get a mod manager (I'm using Mod Organizer 2 and really like it) and Loot and understand out how to use them together. Here are some of the mods I found interesting, some big and some small:SkyUI much nicer ui for browsing your inventory and spellsUnofficial Skyrim Special Edition Patch a bunch of bug fixesImmersive Citizens - AI Overhaul improves behavior of npcsInconsequential NPCsadds a bunch of new npcs to the game with unique interactions and even questsInteresting NPCs huge mod that adds a ton of npcs and followers with a ton of dialogue and unique quests. I didn't end up adding this or inconsequential to my game because I've never actually finished Skyrim but they seem like they'd be great for someone doing another playthrough.WICO: pretty intense overhaul of all character modelsConvenient Horses: lots of horse features, this mod is insaneUnread Books Glow: books you haven't read yet glow so you don't have to pick up and look at each book first.

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Hey guys I'm a veteran modder who has had a fantastic time building and testing this setup based around my favorite mod ever (Legacy of the Dragonborn) and it blows my mind that people have taken the time to put this guide together considering the amount of work that involves. These authors are the best and I'm so pumped to get a real playthrough started, but I've recently run into a problem that is driving me up the wall because I simply can't figure out how to fix it. I'm really hoping I'm just making a stupid mistake somewhere.

Weapon

I'm following the guide to the letter so that is my mod list, with LOOT determining load order.)I've finished the main guide, meaning I've installed everything in it (and am updating it daily), and it's running quite stable except for one major issue I've just now realized: a LOT of the merged.esps are failing to fully activate in-game. Example: the Heads-Up Display Merge has A Matter of Time, iHUD, and Lock Overhaul. So I merge the three mods (I'm no stranger to Merge Plugins), add the new merged.esp to the order and place it in its spot, activate it, and then deactivate the three original mods. Upon loading the game (with Heads-Up Display.esp active), Lock Overhaul is active and shows an MCM as it should. However, neither AMoT nor iHUD are functional and there are no MCMs for them.My first thought was that Merge Plugins missed some files that needed to be manually added to the merged.esp (like the reminder in the guide says), but AMoT and iHUD have nothing but.esp,.bsa, and the meta.ini.

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All three.esp.merged files correctly show in the mergeplugins folder of the Heads-Up Display merged mod, and I think both their.bsas are in the right place with the merged.esp. Am I correct that there's nothing to add? Is that the wrong setup for the merged mod?Here's where it gets weird though: I loaded the game with the merged.esp as well as the individual ones. Of course, normally you wouldn't do this because it defeats the purpose of a merge, but I wanted to see what happened. Maybe I could force their MCMs and then remove the old single.esps and be good to go?

Sure enough, not only do AMoT and iHUD activate in this case, but they each have duplicate MCMs! So the game detects that there are two instances of the mod at that point, which is correct (one from the merged.esp and one from the original single.esp that should be able to be deactivated). But if I remove the individual.esps and run with just the Heads-Up Display merged.esp, AMoT and iHUD disappear again!So I guess the TL;DR is that I have a number of mods that will only activate in-game with their original non-merged.esps. If they are part of a merge, they are not activating.

Majestic Mountains is another example. No matter what I do with the Landscape Environment and Clutter merge, the only way to get Majestic Mountains to work in-game is to re-activate the old single.esps, which makes merging pointless (in that case all the necessary textures look to be in the right place in the merged mod, so what is missing?). Is there manual work that I have to do after Merge Plugins makes the merge? Am I missing files?Please somebody just come along and say 'you just have to do this, you moron' so I can get on with this, because I think I'm losing my mind.

Hey guys I'm a veteran modder who has had a fantastic time building and testing this setup based around my favorite mod ever (Legacy of the Dragonborn) and it blows my mind that people have taken the time to put this guide together considering the amount of work that involves. These authors are the best and I'm so pumped to get a real playthrough started, but I've recently run into a problem that is driving me up the wall because I simply can't figure out how to fix it. I'm really hoping I'm just making a stupid mistake somewhere.

I'm following the guide to the letter so that is my mod list, with LOOT determining load order.)I've finished the main guide, meaning I've installed everything in it (and am updating it daily), and it's running quite stable except for one major issue I've just now realized: a LOT of the merged.esps are failing to fully activate in-game. Example: the Heads-Up Display Merge has A Matter of Time, iHUD, and Lock Overhaul. So I merge the three mods (I'm no stranger to Merge Plugins), add the new merged.esp to the order and place it in its spot, activate it, and then deactivate the three original mods. Upon loading the game (with Heads-Up Display.esp active), Lock Overhaul is active and shows an MCM as it should.

However, neither AMoT nor iHUD are functional and there are no MCMs for them.My first thought was that Merge Plugins missed some files that needed to be manually added to the merged.esp (like the reminder in the guide says), but AMoT and iHUD have nothing but.esp,.bsa, and the meta.ini. All three.esp.merged files correctly show in the mergeplugins folder of the Heads-Up Display merged mod, and I think both their.bsas are in the right place with the merged.esp. Am I correct that there's nothing to add? Is that the wrong setup for the merged mod?Here's where it gets weird though: I loaded the game with the merged.esp as well as the individual ones. Of course, normally you wouldn't do this because it defeats the purpose of a merge, but I wanted to see what happened.

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Maybe I could force their MCMs and then remove the old single.esps and be good to go? Sure enough, not only do AMoT and iHUD activate in this case, but they each have duplicate MCMs! So the game detects that there are two instances of the mod at that point, which is correct (one from the merged.esp and one from the original single.esp that should be able to be deactivated). But if I remove the individual.esps and run with just the Heads-Up Display merged.esp, AMoT and iHUD disappear again!So I guess the TL;DR is that I have a number of mods that will only activate in-game with their original non-merged.esps.

If they are part of a merge, they are not activating. Majestic Mountains is another example.

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No matter what I do with the Landscape Environment and Clutter merge, the only way to get Majestic Mountains to work in-game is to re-activate the old single.esps, which makes merging pointless (in that case all the necessary textures look to be in the right place in the merged mod, so what is missing?). Is there manual work that I have to do after Merge Plugins makes the merge? Am I missing files?Please somebody just come along and say 'you just have to do this, you moron' so I can get on with this, because I think I'm losing my mindDid you extracted the.bsa files of AMot and IHUD?

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For the merge to work the.bsa files have to be extracted so merge plugins can copy all the necessary file in the mergeEdited by Altair2215, 19 February 2018 - 04:27 AM. Did you extracted the.bsa files of AMot and IHUD? For the merge to work the.bsa files have to be extracted so merge plugins can copy all the necessary file in the mergeThanks Altair! I did do that upon installation, and I just checked the Extracted BSAs folder I made and I do see files for those mods there, so I'm pretty sure it went through.

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All you have to do in BAE is drag the.bsa into the drop area and extract, right? You don't have to 'save' or anything?That also makes me wonder about Majestic Mountains, which looks like it's giving me the same issue but didn't have an 'extract BSA' instruction in the guide. I'm wondering if I should just get rid of the merge and the mods and reinstall them fully to make sure I hit every step without screwing upEDIT: Should those extracted files also be present in the merge? Because they're not.

But the.bsas they came from are.Edited by BurdenCarrier444, 19 February 2018 - 04:38 AM. Thanks Altair! I did do that upon installation, and I just checked the Extracted BSAs folder I made and I do see files for those mods there, so I'm pretty sure it went through. All you have to do in BAE is drag the.bsa into the drop area and extract, right?

You don't have to 'save' or anything?You put all the.bsa extracted in only one folder? You have to put the different.bsa extracted in their own mod folder, so the.bsa of iHUD in its mod folder (after you can even delete the.bsa files)For extracting bsa, i open the mod in explorer, i copy the directory of the mod, than i open BAE and i drag the.bsa into BAE and then when it ask where to extract i put the directory that i have copied before and than i extractEdited by Altair2215, 19 February 2018 - 04:53 AM. Any mod that is merged need there BSA's extracted so the assets are properly copied across. Once you have extracted delete the BSAs also have you made sure you have copy general assets ticked in Merge plugins?take note of the setup images i postedThanks Lexy!

I did ensure that I had the Merge Plugins setup exactly like the screen shots. Based on what you and Altair have kindly told me, it looks like BSA extracting is my weak spot and I may have gone a little haywire there I will get to work on fixing up those merges and making sure my BSAs are extracted in the right places. I'm now quite confident that's the issue.Thanks both of you for your assistance! I'll update soon if/when things are fixed in case anyone else is having BSA issues.

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