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Geheiligt

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Everything posted by Geheiligt

  1. Thanks for the replies all! I'll try my silver weapons against them... Might need some maneuvering to avoid the 8 or so draugr :S
  2. Hi all, so I'm finally getting into one of my more recent characters with Requiem. I've read up on a lot of tips/advice etc, but I'm still slightly taken aback by the amount of damage some enemies take over others. For my example, I will use Dustman's Cairn dungeon, the location of the second Companion's guild quest. I have both Uthgerd and Farkas with me, and am getting absolutely demolished. Two issues so far: -I'm dealing very small chunks of damage vs. Farkas/Uthgerg killing enemies in 3-4 hits. Is this normal? -Lastly is the sheer amount of enemies inside level 2: Dustman's Crypt. Picture below for reference. That's a little overboard, no? I'm using a custom mixture of SR:LE and Requiem. Is Skyrim Immersive Creatures spawning a ton more than it's supposed to? Any advice would be much appreciated! I would back out for a 'tactical retreat' but wouldn't that slightly mess up questline progression? Being as I'm already half way through the Companion's quest.
  3. I see. My main reason for asking is because, for example, Skyrim.esm and "last mod to overwrite" are both at 0, but USKP and every mod in between are at -2147483648.000000 in a given FormID. I would still leave it be? My assumption is the mod that was used was created without use of USKP, thus any fixes etc were not carried over. Thank you for the quick reply! EDIT: So you can use Object Bounds to determine if it has been changed by CK (leave alone) or done on purpose by (USKP for example) that can bee carried over?
  4. Hi all, recently been playing around in TES5Edit a lot, and I have a few questions. To start, I have read the Basics of CR here on the STEP wiki, as well as watched a few videos. Where I get unsure is whether or not to forward a blank or edited record. Two (decent?) examples of this question would be Water Height records and USKP records. In general, would it be safe to forward USKP water height adjustments if an overriding mod changes it back to Skyrim.esm values? I suppose the same would go for general USKP adjustments that were overwritten by another mod.* *Taken with a grain of salt, I understand some mods purposefully edit values in order to make the mod work. I realize playing around in TES5Edit could lead to things going horribly wrong, but I want to learn more about resolving conflicts etc. I suppose that's all the questions I have at the moment. If anyone could answer these or point me in the direction of a more in-depth CR wiki/guide I would be much appreciated! As I've said I went over the basic guide here, as well as checked out the creation kit Tes5Edit wiki entry - which seems to be mostly basics and mod cleaning information. Thank you!
  5. Thanks for the clarification everyone . I guess my primary confusion was regarding the downloaded SR Conflict Resolution patch, and why (or where) the LGTM reference was there, given that particular record would have been copied from ELE - Merged Patch and gave me an error.
  6. Edit: scratch that, confirmed after reading another thread that reproc patches do indeed go after the BP. I usually have dual sheath redux last, is that bad? I was under the impression it went: Merged patches Bashed patch Reproc patches ?
  7. Hi all, to start I hope this is the proper forum for this thread~ I recently completed an SR:LE install, briefly tested, and went on to install REGS. As of now I am at the SR:LE - REGS conflict resolution step and in the process of making my REGS - SRLE Patch. I will admit, I learned how to make the patch through TES5Edit initially via following SR:LE, and then a bit of laziness hit me and I simply downloaded the pre-made patch. However, I encountered an odd error within the SR Conflict Resolution.esp patch. Here is the TES5Edit bug report. (Probably redundant, details below) I'm not sure if that's helpful, so here is basically what I have found: SR Conflict Resolution Patch.esp a "LGTM" reference in Cell Block 3 Sub-Block 5 000CAB91 WinterholdCollegeHallofAttainment under "XCIM - Image Space". The error I received when following the REGS - SRLE conflict resolution patch (Referenced below) stated TES5Edit expected an "IMGS" reference but received an "LGTM" reference. Every .esp record contains "FarmInteriorIS [imgS:00059B60]" up until Ele-Interior Lighting Merged.esp, which contains "JZWinterholdInt_IS [imgS:AF02D651]". Followed by the downloaded SR Conflict Resolution.esp which contains "JZDB_DefaultDun_LT [LGTM:AF02D5F1]". When I cross-referenced the SRLE conflict resolution wiki page, it doesn't reference the XCIM header, rather simply copy the ELE - Interior Lighting Merged.esp record, followed by a DATA record from the USKP. Could I have perhaps done something wrong, or is the SR Conflict Resolution patch outdated and/or referencing the wrong image space? This has been a great learning experience so far, going through both SR:LE and REGS. Thank you all who are involved! SR:LE Conflict Reference (per wiki) REGS Conflict Reference (per wiki)
  8. Regarding SR:LE + REGS' Expanded Town's and Cities... Nowhere does it state to include SMIM or Wet and Cold: Holidays patches. Is this purposeful, due to the REGs patch covering it? On a side note, I assume I should include the ETaC Requiem patch option since I plan on layering that on top as well? EDIT: Regarding the SR:LE REGS conflict resolution page... There are two conflicting edits within the wiki. and Both reference 0001380F WinterholdCollegeHallofCountenance, and both state to use XCMO - Music Type records from CollegeofWinterholdImmersive.esp. I assume the last edit is correct?
  9. This was primarily my main concern. I do indeed plan on adding a few mods here and there and would love to start with a solid foundation. Thanks all for the replies! I suppose for now I will leave those errors be.
  10. Hi all, this is kind of an obscure question... Is there any way to preserve the Install Order while changing the Mod Order to reduce conflicts? Probably worded that incorrectly... Basically I have installed SR:LE completely, and have each mod categorized under "empty mods". That is, I created extra folders within MOMods such as "-----Recipe and Stat Changes-----" as a header to mirror SR:LE's wiki, with respective mods installed in order underneath. Regardless, MO 1.2.9 suggests the below changes. If not, I assume I should go ahead and simply allow the above reordering? Thank you!
  11. I'm not sure how much of a difference it makes, but I follow the SR:LE order... * Vanilla Optimized * Dawnguard * Dawnguard Optimized * Hearthfire * Hearthfire Optimized * Dragonborn * Dragonborn Optimized * HighResTexturePack01 * HRDLC1 Optimized * HighResTexturePack02 * HRDLC2 Optimized * HighResTexturePack03 * HRDLC3 Optimized * Cleaned Vanilla ESMs * Skyrim Script Extender Copied that from the SR:LE wiki page.
  12. I've noticed this happens when I follow both on the app as well as website. However, one is my email notification and one is the app notification. Probably not your issue but thought I'd chime in just in case!
  13. I've noticed my MO try to launch steam as well after upgrading to 1.2.6. My suggestion for that is to close the steam application, and also disable it from startup. Doing this and allowing MO to explicitly handle and open steam seemed to have fixed that issue for me. As for skse not launching properly, I'm not entirely sure. Make sure your skse binary in MO is pointed to the skse executable and not the standard skyrim executable. Other than that maybe someone else has some better insight?
  14. Have you had any issues with downloading NXM links with so many installs? I've been having to resort to manually downloading and installing via the add archive function. When I use the NMM link, it always defaults to my Mod Organizer - Requiem install, even though I have Mod Organizer - SkyRe open. I've tried going into settings and clicking the "Associate with 'Download with Manager' links" button.
  15. I've been hoping for something like this for a while. As far as I know, there isn't such an option. What I ended up doing is having two installations of mod organizer. Mod organizer - skyre and mod organizer - requiem. Both have step core and extended installed as a base, then the respective overhauls.
  16. Well shoot. That will simplify things greatly, I had no idea tbh.
  17. One thing to keep in mind, by default you can't keep dual sheath redux patcher from running BOSS unless you use SUM (skyproc something manager?). Found out the other day when I switched to LOOT and DSR patcher kept reorganizing my load order. That may or may not be causing any conflicts with load order and install order.
  18. EDIT2: For some reason it looks like WB started putting my BP inside the Skyrim Data folder, instead of running through MO. I'm not sure exactly how this happened, as I have never ran Wrye Bash by itself - only ever through MO. By deleting the Bashed Patch inside the SkyrimData folder, it forced WB to create an entire new patch, which ended up inside the MO directory and show up in the overwrite folder. This allowed me to properly drag and drop the BP to my BP mod again. So far it seems as if the problem is solved. Thank you for your help! I think I understand... So with MO 1.2.1, does it auto-detect and overwrite the previous Bashed Patch? I may have to reinstall MO altogether. I'll try to describe the two scenario examples you gave, but with my results... With my BP mod 'checked' I run Wrye Bash through MO, rebuild the BP, close. Note that my time stamp here is consistent with what I believe you were indicating: that the original time stamp is that of when Wrye Bash was first ran -5/26/2014. There is no grey lightning bolt saying my BP mod has been overwritten, nor is there anything in my overwrite folder. This was not the case in 1.1.2. I used to get the BP esp in my overwrite folder, which I would then drag and drop into my BP mod. -This is where I am getting confused/basis of my topic. Without my BP mod 'checked' I run Wrye Bash through MO, rebuild the BP, close. Note that my time stamp here is indeed 6/12/2014. There obviously wouldn't be a grey lightning bolt in this instance as my BP mod is unchecked. However, there still is no BP in my overwrite folder. I'm going to reinstall MO and see if that helps at all. Will edit below with the results. EDIT: Uninstallation of MO and reinstallation via executable gives me the same results as the above. At a loss as to where Wrye Bash or MO is putting my rebuilt patch, unless 1.2.1 auto-updates the existing BP mod. Update at top of post. Thank you again for taking your time to help out in this matter!
  19. Right, I completely understand that. My question wasn't so much on priority as it was the bashed patch is just missing. My highest priority mods (the mods I created from the overwrite folder) are "FNIS" generated filed, Bashed Patch generated file, and Dual Sheath Redux generated files, in that order. The problem I'm having is that wrye bash no longer is generating a file to the overwrite folder within mod organizer after rebuilding the bashed patch. As I indicated in my first post, the only changes I have made are updating MO to the 1.2.1 beta and adding "-g Skyrim" argument to MO's wrye bash shortcut (recently installed oblivion and WB was detecting both games). What I was confused about when you said data folder is that MO keeps a clean data folder, and thus there would be no mods there to begin with :S. Thanks again for the reply! If you or anyone else has any insight as to what I'm missing or doing wrong please let me know!
  20. I do have a bashed patch from 06/10/14, 1kb in size(what) under my Skyrim data folder. Tried rebuilding my bashed patch through MO again, refreshed MO as well as Skyrim data folder. No changes - The bashed patch in my data folder still is timestamped for 06/10/14 at 1kb in size, as well as the bashed patch through MO "mod" panel - where you would have to drag the file from Overwrite - is still timestamped 05/26/14. Interestingly, the bashed patch under MO "mods" jumped from 189kb to 268kb. I have never seen it over 205kb - perhaps running Wrye Bash through MO 1.2.1 no longer puts the bashed patch in Overwrite, and instead auto-updates? Without a new time-stamp? Lastly, I'm not sure what you mean by a lower priority mod than the one I disabled (in the data folder). The only things lower priority than my Bashed Patch is Dual Sheath Redux ReProccer patch, and that is imported after MO launches Skyrim through SKSE - Not natively in my data folder at all. I suppose it is worth mentioning (I actually meant to put this in my original post) that both FNIS and Dual Sheath Redux executables still through their updated files in MO's Overwrite, which then need to be dragged to their respective "mods". Thank you for the quick reply! I'll be checking back tomorrow after work (who am I kidding, I'll probably check back a few times at work )
  21. EDIT: In case anyone has similar issues, the following seemed to be causing my Bashed Patch to NOT appear inside MO's overwrite folder. For some reason it looks like WB started putting my BP inside the Skyrim Data folder, instead of running through MO. I'm not sure exactly how this happened, as I have never ran Wrye Bash by itself - only ever through MO. By deleting the Bashed Patch inside the SkyrimData folder, it forced WB to create an entire new patch, which ended up inside the MO directory and show up in the overwrite folder. This allowed me to properly drag and drop the BP to my BP mod again. So far it seems as if the problem is solved. Thank you for your help! Hi all, I'm a little confused on the new MO beta release in regards to Wrye Bash. The two new changes I have made are updating MO to 1.2.1, as well as adding in the "-g Skyrim" argument to the Wrye Bash shortcut through MO. The issue I am having is finding the actual Bashed Patch, 0.esp since updating. No longer does it throw the .esp into the Overwrite "folder" of MO. Normally I would take the newly created Bashed Patch and throw it into my "STEP Extended Bashed Patch" mod and replace the previous file. I recently viewed my bashed patch "mod" in explorer, and it says the Bashed Patch, 0.esp was last modified on 05/26/14 with a file size of 189kb. I know for a fact my most recent file size was about 205kb, and have re-bashed many times since then and replaced the old patch. This portion pertains to MO 1.1.2 - I have not been able to successfully find my bashed patch since updating to 1.2.1. My last concern is when un-ticking my "STEP Extended Bashed Patch" mod, instead of removing Bashed Patch, 0.esp in the load order panel to the right, it is replaced by a dummy Bashed Patch, 0.esp with the dummy flag that states this esp is not necessary if the .bsa archive with the same name is checked. There is no bashed patch bsa archive. I'm probably overlooking something extremely simple, but if anyone has any insight or needs additional information, please let me know! Thank you
  22. RedGalaxy, I had the same issue a few pages back. As per Smile's suggestion, I went ahead and used the 2.2.9 patch and added in the missing masters' mods. Everything works great so far. Here's a link to the 2.2.9 step patch. https://github.com/EssArrBee/STEP-Patches
  23. I get "This webpage is not available" for Chrome, and "This page can't be displayed" on IE10. I'm not sure how crucial the patch is, as so far I have been able to play without noticing anything out of the ordinary, but then again most of these mods from Core and Extended are unfamiliar to me, as well as this is my first Requiem playthrough; so I'm not sure exactly what to expect. EDIT: About Firefox extensions, I shouldn't have any installed as it's a fresh install as of two days ago. The only reason I am using it is because Chrome doesn't like nxm links, and IE is, well... IE...
  24. By smaller blue button you mean the hyperlinked text? I simply get a request timed out page on Firefox browser, and as far as I can see there is no button
  25. Thanks for the replies! I'll go ahead and use 2.2.9 and install required masters when I get off work. Will edit with an update tonight. EDIT: Went ahead and tracked down the missing ESMs as per 2.2.9, installed, let BOSS sort, and rearranged MO left panel as per MO's "load order problem" notification, and so far everything is running smoothly! Now comes the hard part... character creation and figuring out what to name my character...
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