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Everything posted by Smile44
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The Requiem WAF patch does carry forward Requiem's damage value in that link. A damage value of 35 instead of 18 and a cost value of 15 instead of 6 or 8 for the glass arrow. Remember the last file on the right is the one that wins the conflict.
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Sigh!!! STEP is the way STEP is because it has to be for reasons discussed so many times before. If you find it difficult then ask, help will be given. Yes installing STEP is long winded, Yes it takes time, Yes there are many tweaks needed to get a large number of mods to work together. So tough, it is what it is. The instructions are very clear to anyone who takes the time to READ them. Throwing your rattle out of the pram is pointless.
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Requiem is an unleveled world so that many enemies are better armed and are of a higher level than you. You pretty much have to focus on animals and single bandits at the start. Magic is very difficult at first but you do become very powerful later, there are severe penalties for wearing any armor whilst casting spells, which eventually become offset by perks. Archery does give you a fighting chance early on but you can also be one shot killed by enemies. You can play any type of build successfully but some are easier to start out with than others. Decide what kind of build you want then consider the strengths and weaknesses of the character. Think and plan, guard against weaknesses and play to strengths and with a little patience your character will become a force to be reckoned with.
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Yes to both. Trial and error is a great way to learn, just make sure that you only save changes to the new patch you are making, never an actual mod plugin and that way you can always correct mistakes easily.
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Skyrim Revisited Pre-Release Feedback
Smile44 replied to Neovalen's topic in Skyrim Revisited (retired)
No you don't, it has been removed from SR and STEP and discussed briefly elsewhere on the forum. -
In Helgen and outside low level enemies e.g. guards go down with one shot, not sure how the script could possibly decrease the number of arrows used. Did you have stats checked in your bashed patch? You should only check merge plugins and levelled lists. The script fixed that for you I suspect.
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Mod Organizer Spotty Downloading, Won't Log In
Smile44 replied to atlasatlarge's question in Mod Organizer Support
I'm in the UK I can download in both MO and manually, but the download pauses in MO frequently and wont restart. Looks like there is a glitch in the system that is affecting different servers differently. -
Mod Organizer Spotty Downloading, Won't Log In
Smile44 replied to atlasatlarge's question in Mod Organizer Support
Yup me too. -
Azirok is putting some mod-packs together and producing a guide on how to get it all working together including merging plugins. In that way it is similar to a guide showing how to produce a compatibility patch with Requiem for a users load order working with LOOT. Both of which will be very helpful to the community though not the same thing. Producing a mod patch for Requiem is entirely different from a conflict patch, that should be clear and obvious to all. Conflict patches are relatively simple to execute but can be long winded depending on the mods used or conflicts. Where confusion arises is in making the decisions about which conflicts need to be or should be carried forward to a conflict patch. So alongside a 'how to' there needs to be a 'why' including an example or two to illustrate these ideas. This will empower users to build their own compatibility patches when working with Requiem. Such a guide could become part of or at least be linked to from the Requiem Pack page, which I am going to have to reformat and change a lot in the near future anyway due to pack changes being discussed and the diligent work of others such as Azirok. Anyway off on a boat trip now so "Ahoy Jim lad" and all that.
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Help Improve Pack Creation!
Smile44 replied to TechAngel85's topic in Step Skyrim LE Packs (retired)
Detailed description of the mod, pros cons, compatibility issues, general information a review if you will. From a pack point of view this information is less important because we can add the relevant detail there but from a browsing mod point of view and deciding whether or not to include it as an optional then there lies the problem. I do not mean that we should supplant the mod page, but to be able to have an objective description would be useful. Mods added to the STEP guides have this facility but it is locked and rightly so. Information could also include the packs it is used in for example my little Survival pack (which I keep meaning to update and expand sometime) is almost completely supplanted by mods in SR but not STEP. I understand that the STEP mods need to work in the way the do for the guide and these should be hard coded, but non STEP mods could be opened up, perhaps an admin only button that prevents unauthorized editing (as already exists), or a separate form for non - STEP mods, that automatically only allows admin, staff and the user who added the mod to edit it. Perhaps this is all unnecessary but every time I add a mod to the wiki I keep feeling "Is that it?" -
Help Improve Pack Creation!
Smile44 replied to TechAngel85's topic in Step Skyrim LE Packs (retired)
Splendid fellow. -
I know a lot of work to get right a lot of detail just looking at the scope of Requiem in the Reddedit page is mind boggling. But this will be well worth doing and combined with Azirok's efforts in a similar line (no ETA) should be a boon to all of us. If you want any feedback or help let me know. P.S. Or I could just cheer you on "Go fireundubh, Go fireundubh"...
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Help Improve Pack Creation!
Smile44 replied to TechAngel85's topic in Step Skyrim LE Packs (retired)
With the 2.3 ethos being that it is a base upon which to build packs there are still one or two subjective mods that should perhaps be in Extended, in particular Main Font Replacement and Lockpicking Interface. Neither of these are fixes and are only subjective improvements. I mention this here because for packs to work out of the box so to speak then CORE needs to be stripped down to fixes to vanilla including graphic ones. Anything that suggests a choice e.g. STEP recommends ... should be in Extended. Otherwise you end up with CORE mods becoming obsolete when a pack is installed over it. No Biggie I know but.... There are three Requiem packs in the menu but only one is relevant Pack:Requiem the other two Base and Extended Requiem packs are obsolete and should be removed but as far as I know I do not have access to that function though I did request it some time ago. There are certain limitations currently to the information that can be added to new mod pages, as a pack author I frequently have to add mods to the wiki so that they can go into the tables, but can't put much detail about the mod on the page, again not a Biggie but irritating because it feels only half done. Anyway just a couple of thoughts to get the ball rolling as it were. -
SKYRIMLE Better Favor Jobs - Enhanced Radiant Quests (by fireundubh)
Smile44 replied to fireundubh's topic in Skyrim LE Mods
This really looks good, will have to give it a go, and agree could be a STEP fix. -
Building such patches is a long and complex process. It is important to learn how BUT there are many many users who are not confident enough with the tools and or do not have the time or inclination to learn in enough detail. Of course there are many who just find using software in this way very difficult.Recommended load orders are not perfect but do get people started with something that works. It is not enough to assume that because you find something straight forward that everyone else will also follow your reasoning however correct the ideas behind it might be.Modding Skyrim is a lot of hard work but the purpose of development is to simplify and that is also hard work and the job of good teachers everywhere.A guide of sorts to suggest what type of records to look for when building a "super" patch for a Requiem build would be very useful. For example looking at conflicts where Requiem is the loser, if it is a file that changes an NPC's looks then said mod should win but if it is a file where stats or perks are changed then patching will be necessary so that added equipment or NPC is not underpowered and therefore not fit for purpose. Other choices may not be as black and white. Though there is plenty of literature out there Requiem changes so much in the game that it is it's own specialist subject. Such a guide however briefly done would be a godsend to users that do not have the aptitude or confidence to just build a patch.All the best,
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Moot point now. 0.262 is released. I had no problems with 0.261 myself.
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Skyrim Revisited Pre-Release Feedback
Smile44 replied to Neovalen's topic in Skyrim Revisited (retired)
Have you made the changes to your SKSE ini? -
Azirok builds his own compatibility patch so he loads Requiem much earlier than advised by Requiem mod page which insists it should be near the end. My load order is based on Azirok's except that I place Requiem.esp much lower than he does. Impossible to get LO right for everyone's set up so learning how to patch is important but if you follow the guide you will get a working game with few if any problems - again depends on your set up and how many heavily scripted mods you are running. How he is running SoT alongside Requiem beats me but he will be sharing that info soon in the form of guides and also providing merged patches for specific packs, which will be interesting. You can use LOOT as fireundubh is very keen to point out but you will need to make a conflict resolution patch. I have not tried that yet as I use SR which is still based on BOSS, but I am working on converting that to LOOT at least for my game.
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LOOT does not sort Requiem correctly and you lose too many deliberate mod changes from Requiem AFAIK. Or has that changed? Interesting to have some knowledgeable assistance in here but I have been generally encouraging users not to use LOOT. So could you please let me know your thoughts on this as it could prove useful. For those using SR:LE Neo very deliberately, is not using LOOT so it would be a good idea to stick with BOSS if using SR:LE (until Neo changes over of course).
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Useful, thanks Fireundubh. @Thamantis - it does sound like a bashed patch issue. Make sure that you only have leveled lists and merged mods checked. If not you get all sorts of weird issues like steel doing more damage than ebony etc. I will look at this script when I get time (see post above). It should also help with equipment etc.. Just save it as a *.pas file and stick it into your TES5Edit script folder then select your bashed patch and load it up, right click on Apply Script and follow instructions, should help. Make sure that your bashed patch is not carrying forward any stats or names etc.. first.
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Yep you are right, things have been moving quickly and there have been changes that I have missed - OBIS mod loads before requiem.esp no need for an override - I have updated the guide. Thanks for pointing this out. Soon there will be a wealth of information about load order available just waiting for the patch-meister to get to it which will be soon ish. Important changes to load order section - I have removed all reference to mods not in STEP, SR or REGS - this will I hope simplify things a tad, I hope.
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Using Merge in MO should work fine for updating a mod that had several plugins. Important to make sure that you only have the plugins that you need. A legendary edition generally has the main plugin plus all DLC plugins merged into one. The all in one plugin for COP may have more or less of what you need so check at the mod page what it covers if it covers the patches that you use then great use it and it alone but if it does not then install all the patches you need and then merge them into one using TES5Edit,
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Yes just use the single legendary patch. Azirok responded quickly to my request and so you no longer need to make any changes,
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No not Weapons and Armor Fixes.esp but Improved Close faced Helmets_Legendary.esp. If you don't have that esp then go and read the install notes again for both Improved close faced helmets and WAF. The latter one has all the files that the Close faced helmets mod needs the former does not. I was obviously not clear about that in my post I assumed you would know that the Requiem patch has to be linked to the same mod e.g. Requiem WAF has WAF as a master, Requiem ImpCFH has ImpCFH as a master. WAF provides a merged esp for ImpCFH which is why STEP says to remove the plugins from the original mod. Which is why you need to remove the imp_helm*.esp masters from the Requiem patch and add the Legendary plugin provided by WAF as a master then all will work as planned. Hope this helps.
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You meed to change the masters from those files to the legendary version from WAF. Might be worth sending a message to Azirok about that. Edit: Have sent a message to Azirok.

