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Everything posted by dreadflopp
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Dynamic Distant Objects LOD - pre 2.xx
dreadflopp replied to sheson's question in DynDOLOD & xLODGen Support
Hi, everytime I run Dyndolod a command window gets stuck: https://www.dropbox.com/s/3i7g2ork9vhik75/Sk%C3%A4rmklipp%202016-03-03%2008.14.13.png?dl=0 If I close the command window it lets Dyndolod continue. Anything to worry about? -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Option a) Install HLE SIC edition. Install my replacement plugin as a new mod a place it under the original HLE SIC edition in MO Optopn b) Install HLE SIC edition. Install my replacement plugin as an update to HLE SIC edition which means that the file from my replacement plugin will overwrite the same file in HLE SIC edition. Q: Better Bookshelves, Realistic Humanoid Movement Speed, Predator Vision and Dawngaurd Arsenal - none of which seem like they should cause major conflicts? A: Check these mods in TES5edit for conflicts. If they overwrite each other and you are uncertain of what the conflicts mean, take a screenshot and post it on these forums. I and others will be happy to help you. If you can't figure out how to do it, I can check for you. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Occasional CTD's will probably always happen, no matter what you do. Skyrim isn't that stable in my experience. In the guides I often write install all relevant patches, which means install all patches for other mods that you use. Sometimes you need to use a patch even though it looks like I provide a similar patch. This is kind of an introduction: https://youtu.be/rqAvJKGdPbU From STEP: https://wiki.step-project.com/Basics_of_Resolving_Conflicts The best way to learn is to start resolving conflicts yourself. If you install SR:LE and create your conflict resolution patch yourself following Neovalens step-by-step guide you'll probably be able to do it yourself, but it takes time to install and build the patch: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition First, read the STEP MO guide on prioroties: https://wiki.step-project.com/Guide:Mod_Organizer#Priorities Use MO's feature of listing conflicts between mods. The lightning icon with a + means the mod overwrites files from another mod, a lightning icon with a - means that files in the mod is getting overwritten by another mod. Select a mod and other mods will turn green or red, indicating that they are getting overwritten or overrides the selected mod. Double click a mod and check the conflicts tab for details on what is getting overwritten to figure out the mod order. In the MCM menu of IC there are toggles for each creature of the mod You can switch to immersive from convenient horses. I provide a patch for it. Dawnguard arsenal probably needs patching if it places weapons in the world.It won't cause any issues other than placing higher grade loot that MLU would have removed. Mammoth Manor/unlimited bookshelves are probably ok, but check for conflicts in TES5Edit after you checked the intro video I linked above. Loot and degradation is in my pack Skyrim Gameplay Rebalance and causes no issues. Thanks! Good to hear. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It's not 100% fail proof but I deactivate wintermyst (the mod), rebuild the bashed patch, remove the bashed patch from wintermysts block list, reactivate wintermyst and run its patcher. All entries in records that were removed from the leveled lists should be removed in the bashed patch and forwarded with new enchantments by the patcher. -
When CACO was released it wasn't fully compatible with dangerous diseases, hence this instruction. I have removed it, you can use dangerous diseases if you wan't. I use it myself. Thanks for noticing and making me aware of the incorrect instructions.
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pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
That was a long post :) I have read it but I haven't studied it in detail since that would require me to mirror your install and check things in TES5Edit, which is too time consuming as you probably understands :) I wrote down the answers to the questions I could find. Nothing else struck me as odd but I could have missed something. Feel free to answer follow up questions if I missed something or if anything else is unclear. Q: Do I need Dawngaurd meshes for Vampire INPC's A: I don't know if they are needed but you should install them Q: Hunterborn-Campfire Patch (I'm assuming I don't need this with your modular patches) A: Yes you do Q: OBIS - Guessing I don't need the Alt Start Patch? A: No you don't Q: STEP Compilation (STEP Extended with ELE) (I keep this at the bottom of installed mods, before patches/patchers? or after STEP, before my pack? A: Before you're pack is safest Q: _CACO (MO Tells me I need Coin Replacer for this one? A: You do, it is from STEP Extended. Q: Skyrim Immersive Creatures - there are things like Werewolves reskinned as Daedroth that just really don't look good (and, perhaps before your modular patches, didn't play nice with Hunterborn). A: You can deactivate cretures you don't like in the MCM menu. I haven't patched anything between SIC and Hunterborn. I'll check what can be done about it in my next playthrough. Q: Morrowloot Ultimate - ...as I'm writing this I'm looking at the page for MLU and thinking it sounds like the final piece to this setup. Seems like a lot of work to get working with everything else though? A: It has a lot of conflicts with other mods. If you dont feel like/don't know how to do conflict resolution yourself, I'd suggest you install my packs and ask about other mods you want. I can't promise I'll know if they are compatible though. Q: I did not merge TTRSO esp's A: They do need to be merged if you intend to use my patches since the merge becomes a master to several patches. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
You're right, there are some other conflicts too. I'm removing my Relighting Skyrim - Immersive Dawnguard Dayspring Pass patch and I'll adding a LOOT rule instead. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks, I'll add it. -
Use the patch from imperious nexus page and leave the modified abilities setting alone at its default setting. The switch shouldn't be touched at all of I understand Enai correctly. I don't remember its default state though.
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An answer a little to late maybe, but ETaC doesn't seem to be part of this pack anymore. DoS and JK's are compatible and my patches fixes the rest of the conflicts. The patches makers this pack compatible with STEP and to a modified version of SRLE. Compatibility with ICAIO is more difficult to promise, it depends on who you ask whether ICAIO is compatible with JK's or not.
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pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Are you using the version I uploaded today? It is updated because of the new version of deadly dragons. The patch just forwards changes from USLEEP and merges them with Deadly Dragons and NARC: https://www.dropbox.com/s/jiewvwa7u949re3/Sk%C3%A4rmklipp%202016-02-22%2017.38.43.png?dl=0 -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It is? I was sure it wasn't. I'll remove the note then. I saw on the nexus that shurah is working on his own city mod. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I have no active game that I can try atm, I'm starting one soon. My patches for Hunterborn shouldn't touch anything that can give you more pelts, they just forwards campfire keywords (none for pelts) and makes sure that all level lists are in place. I'm not to familiar with Hunterborns MCM, but if you get pelts that should be removed by the MCM a keywords is probably missing from some pelts. Either some keywords aren't forwarded properly or some keywords are missing from pelts that are in vanilla Skyrim or added by a mod. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No. I renamed it and must have left one of them in the archive. Use the one that is sorted first when the archive is extracted. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
You're welcome[emoji1] -
People have mentioned this before.. You might want to switch to another version of scarcity that has slightly less rare loot.
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pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
More CACO patches added that should fix all problems with the lvl list and added support for clothingcraft. IA8 patch will be updated later. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Not really. I had two persons helping with actual game play testing back then when I started with these packs. It was them that reported bugs with SkyRe that led us to removing automatic perks altogether. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Remove the LOOT rule for Ordinator - Combat Evolved. It shouldn't be there and I must have meant something else when I added that rule. I double checked my LOOT rules so nothing is missed. This should fix the RW2 conflicts. I haven't tried the automatic perks and spells function in a long time since the automatic perks used to mess up the game when custom perks were added to NPC's. I do not know if it is still the case but Ordinator is added in modinclusions in ASIS improved INI files so it might work. I'm not risking anything though. I'll forward the Editor ID's for perk/spell mods to make sure it works as intended for those using automatic perks/spells. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Good find, I'll make a CACO lvl list patch. To my understanding the Editor ID is only used by the creation kit and shown when you edit the record. It shouldn't need patching. If I remember correctly there have been a discussion on these forums whether scripts could use Editor ID and it therefeore should be patched. I don't patch Editor ID and I don't think EssArrBee or Neovalen does either. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
In my load order RW2 is sorted after CACO which means that there are no conflicts. The reason for the LOOT rule is to solve all these conflicts in XCWT - Water. I think it was a merged version of Farmhouse chimneys that had Alternative start as a master that made me add this rule. Even though I don't use this version of Farmhouse Chimney anymore, other plugins can cause the same thing: a plugin makes a lot of changes to subrecords and is supposed to be overwritten by RW2 to solve XCWT - Water conflicts BUT since the plugin has a master that is loaded late (like Alternative start) RW2 will be overwritten instead. If XCWT - Water records from RW2 gets overwritten and the LOOT rule is in place, try to figure out why plugins are moved after RW2 in the load order by LOOT. I checked your IA8 - MLU plugin. I haven't double checked anything, I just tried to see what you have done on a few records. From what I see: * Compared IA7 and IA8 to see what armors IA8 added WAFR keywords to and forwarded these to the new MLU patch * Compared IA7 and IA8 to see what constructible objects IA8 added CCO keywords to and forwarded these to the new MLU patch Everything I checked looked good. I would change that conflicting keyword. IA8 and WAFR both uses the version without the _Kry extension. I don't know if it matters. I'll add the patch later today. I just need to make a WAA patch since it changes most of the IA keywords and should overwrite the MLU - IA patch. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
That is strange. No idea why that happened. I found the Giant club keywords that were missing. Something must have been wrong with my filter settings cause now they are there. The keywords from WAFR are overwritten by AOS. This should be fixed by the STEP patch if it needs fixing. I'm guessing it doesn't matter much since EssArrBee hasn't patched it. I'll add it to my patches anyway. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ah yes now I remember, LOOT sorts Disparity after Thunderchild, which means no patch is nescessary. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I don't see these, what version of WAFR are you using and did you use the STEP options when you installed it? WAFR doesn't change those records for me. I just updated the STEP patch and none of these are true for me. STEP doesn't touch these records. Fixed! Do you use my LOOT rule for RW2? If you do, can you give some examples? The landscape conflicts needs to be fixed in the Construction Kit, if they even need to be fixed. I have seen the oblivion gate near MaS and everything looked fine. There is nothing game breaking with these conflicts, unless something gets placed where it shouldn't and blocks your way. I don't think it does and it doesn't cause any serious conflicts. I wouldn't worry about it. The Editor ID conflict doesn't need to be fixed. Is it the Concentrated poison conflict? I think it looks good as it is. In my install it gets overwritten by CACO and then the CACO - Ordinator patch, which it should. The landscape conflict, see above. As for the conflict between Alternate start and Helgen Reborn, it is stated on the Helgen Reborn nexus page that the two mods are 100% compatible. That's why I haven't fixed this. I don't know that it means for Helgen Reborn that the persistance flag is overwritten. This is expected. You hunger conflicts with so much and making patches is tiresome and could end up with even more conflicts. I don't patch you hunger, it still remove lot's of food. Really? This texture is from the STEP compilation in the STEP: Core & Extended patches and from SMIM in the SR:LE patches. It works for me. Fixed! I added your WAA ammo fix, I'll need some more time with the IA8 patch. In the IA7 patch there are records that modifies the default MCM menu settings. These needs to be verified to still be relevant and correct. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks, I'll fix everything tomorrow, I have a day off from work then. Feel free to add more stuff if you find any :)

