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Smile44

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Everything posted by Smile44

  1. I have never encountered this problem, it may be that I interpreted the instructions differently but have never had a .bsa as the output file. Are you sure you set up DDSOpt properly as per the prerequisites including the .ini file?
  2. STEP Extended patch is missing it's master because of the new load order. STEP Extended patch now needs to load last (before bashed patch). The Requiem EBV patch should have Requiem as a master. If you hover your mouse over the patches in question in the right hand pane you will get a list of masters showing up. In theory LOOT should sort them in the correct order according to master requirements. If not using LOOT then use BUM to get the STEP patch in the right place. ANY plugin MUST load after it's masters. "It seems like the battlemage armor and ranger armor is invisible for me. So when I see an NPC using it, their head and arms float around while their body is invisible. I have no idea if anybody else has already had this problem, I did not want to read trough every post. Could anybody please help me with this? Edit: I am using Step Extended too." Try adding relev delev tags to the plugins for these armors. This problem occurs sometimes due to the way the bashed patch complies its leveled lists.
  3. There is a fix for the beards problem which is the last post on the thread linked above.
  4. Yes because the mod is more than just an .esp file. It has textures and stuff. Just right click the mod in the left hand pane and then click on information. when the box comes up click on the Optional esp tab then select the ExplosiveBoltsVisualized.esp then click the up arrow and voila your esp is hidden.
  5. I believe that Azirok places it just after his Hard Times plugin. Actually I have just downloaded both patches, they have exactly the same name. Soooo you don't have to do anything to the STEP Extended plugin. Just hide the .esp from the main mod then activate the Requiem replacer just load it after Requiem - e.g. after HT. The rules above only apply when altering patches or mods to accept different masters but when two esp files have the same name then the patch will accept the either one and obviously in your case the requiem version which will likely have Requiem as a Master.
  6. I'm not sure if it necessary to change he load order I only meant to check. On the Requiem misc page Azirokn has posted his load order I don't know if he is using this patch even though he made it but generally patches should load after sonata their changes are kept. But aside from that concern you are essentially correct.
  7. I posted both methods but the first is to deal with a more complex removal of a master that includes having to remove specific file from the patch. Requiem patches should usually be after Requiem, I'm not sure where EBV loads normally so I would be careful with that. The main thing is that EBV has to active in your load order when you open the Extended patch in TES5Edit or it wont load up. Once you have that you just change the masters over as described above and you are golden. You can then remove EBV.
  8. That is because the Requiem patch is standalone, you do not need the original mod. SO keep the patches version. Removing the visualized reference is easy as the Requiem patch has the same data in it. Load up the Extended patch in TES5Edit, expand the file and click on "file header" find the master reference for Explosive Bolts Visualized, right click and select remove. At the top of the masters list right click and select "Add" the find the new entry, right click and choose edit then type in the name of the Requiem patch for Explosive bolts visualized. Save and you are golden. That said it occurs to me that you might just need to edit the original entry for EBV to the Requiem patch (I have not tried doing it that way) if it allows you to do that it would be so much faster. This method is only possible if the essential data and files in the .esp are not changing only the master record itself.
  9. You find lots of soul gem fragments as you go around, far more often that intact soul gems. These are obviously a key ingredient you also need to grind bones and skulls to get other key ingredients. If the option to craft soul gems does not come up then you have not found the relevant crafting book. In Requiem you have to find crafting books to make anything at the smithy unless you turn off the need for that in the MCM. You could just try that and see if soul gems come up as a craft-able item. A problem has come to light with aMidianborn content addon, if you use that plugin it must have a delev and relev tag (done in wrye bash). Failing that you can use the console to get the player to reset. There is this advice from Tech. "To fix the naked NPCs on current saves do the following: [*]Find the NPC. [*]Open the console ( ~ key ) [*]Click on the NPC to display its Base ID [*]Type in resetinventory <Base ID> .....(For example: resetinventory 0008774F) [*]Hit Enter and the command will run. You will probably see the NPC turn partially invisible. [*]Close the console and the NPC should be fixed. This will have to be done for any naked NPCs or NPCs missing items (like boots) that are encountered. This method isn't ideal; however, it does prevent users from having to restart their games in order to fix the issue." For changing the uncapper settings have a look at this thread. - LINK
  10. These look great, going to have to try them in game, obviously their photo realism make them stand out against the not so PR rain and landscape. He is working on CoT compatibility but it will be interesting to see which combination of mods works best with these textures, it may be that they will just contrast too much and seem out of place. I really like the storm clouds, really good coloring, lighting would need to complement such clouds and be much darker than in the video.
  11. Also shouldn't the CR patch load just before the bashed patch? "Yes...I forgot this warning. So I now have Asis-Dependency.esp and SUM.esp." I think you should in fact have ASIS and DSR as separate esp. files - do not merge them in the SUM.esp which means no SUM.esp
  12. It could just be the lighting but there does appear to be a little "grey face" creeping in. General body shape seems good though.
  13. Wow another great addition. With the possibility of SkyTEST on the way my 'mods to add to SR' list keeps getting smaller. Curious to see how the combat and perk / levelling sections develop - there are just so many ways to go not mention mods like Immersive NPCs in the Dark so easy to get distracted with all the options. Great work as always,
  14. Yes these are part of Azirok's Miscellaneous Patches mod page. Well the last one is one of Spock's. They should already be on the page for STEP. I will have to check. I have posted the load order for these on the pack page, well at least some of them.
  15. That is in fact a file I can't easily link to as it was made by a nexus user that did not add it as a mod. He links to it in the Requiem forum on the nexus in the specific forum about compatibility. I may contact him about that. The patch exists though in the STEP Requiem patch which you can get from the pack page. UPDATE: I have placed a BUM load order rules list for use with this pack. It should help you to order all your mods correctly, plus instructions. Unfortunately the Spoiler trick doesn't seem to work on that part of the wiki so it is a long list. Oh well. I have made a patch for Sofia, which works well, I am trying to contact the mod author for some feedback before I shove it over to him or release it on the Nexus. I f anyone would like to test it then pm me and I will email it to you. I have basically increased her buffs and perks and changed her weapons. She originally came quite well buffed (as well as in the buff - almost) and with a hunting bow and steel sword. She now has 2 Skyforge Steel Swords (I like seeing NPCs dual wield) and a glass bow. She is meant to be a hardy and tough character as well as all her funny quirks etc so I basically toughened her up some more. This may make her OP though so I want to test it further to see how she does.
  16. That has been answered a page or two ago. Not everyone is convinced by LOOT yet, not the least of which being that it changes the load order randomly it seems without adding more mods - suggesting that it's programming is not settled yet - it may one day be the sorter of choice and that could be soon. Of course in a guide like this specific mods need to overwrite others, I would imagine that a lot of LOOT meta data would need to be edited.
  17. Interesting point, but I would say no. Mainly because you wont need it and also because Requiem already changes many of the things that you might change in SCU. The only reason to use SCU would be if you were expecting to level higher than 81. By which time in Requiem, you will have conquered all of Skyrim and all of the DLCs including added lands and quests.
  18. Yes don't clean the plugin, a big no no. Incidentally Azirok has just released a patch for SoT - going to try to get two of my favorite mods into the same game, brilliant.
  19. Mostly but it has the odd tree that will conflict, you can fix this in game by using the console to disable the tree. Riverwood is the main example. There are some move to correct this just depends on the author making the changes or an ETAC / village expaqnsion happy version.
  20. You shouldn't worry with your set up. It only becomes a problem if you have lots of enemies or combatants spawning in the area. ASFAIK you are not installing any mods that do that and even so it is not too much of a problem. That said you do not have to use this mod and not using it will not in anyway reduce the enjoyment of your game unless of course lots of blood effects are where you are at. Certainly wont be a problem with frostfall.
  21. RS - Relighting Skyrim. Of course having a DOH moment I don't know why but in my head I had Realistic Lighting but I meant Relighting Skyrim. I guess I will have a look at NLA at some point when I have the time, can't hurt - but am in no rush as I am very happy with my Weather and Lighting pack done with Neo's tweaks. Very effective. I'm good very busy though term ends soon so I can put my feet up.
  22. "@ Smile: I just took a quick look at your LO. Is there a specific reason you use RS with ELFX? Afaik they are incompatible. Have you tried NLA instead of CoT? It's currently the best looking ENB/weather mod imho." RS? I am using SR:LE lighting which has RL with ELFX, Neo has made a special version that works with ELFX and is a great lighting solution along with ELE. I have added PW, ESS and SS, just because I can and with Vividian it all really looks and works great. "This doesn't break your game in any way, you just miss out some features. Some mods won't work if you do this though. For example Avrak Rewritten uses the esp to point to the textures. Requiem changes Avrak's perks. If you load Requiem last you won't see the Avrak Rewritten textures." So Avrak either needs a patch (best option) or should be loaded after Requiem then have a patch to get the Requiem perks. The choice is yours (said in deep booming game show host type voice). I have looked briefly at NLA, not sure that it is enough of an improvement (subjective) to be worth changing especially as you can merge lots of weather mods. The main problem i used to have with CoT et al was all the plugins. P.S. Hey Spock how ya been? I mean apart from all the GPU fun.
  23. Ok it shouldn't be a problem, it is likely that the STEP Core patch wont cause any problems you will need to check it in TES5Edit if it appears after Requiem.esp in any records then I would suggest building a STEP Core Requiem Patch to load after but I seriously doubt that there will be any need to as it deals with mods that should not affect Requiem AFAIK. Still I have not built the latest STEP, though I do have a prototype version of 2.29 so maybe I will check it when I get a chance.
  24. Possibly it depends on your modlist - why not pm it to me or your ideas for mods you would like to add and I will get back to you as to what you should do. Other wise Let Loot sort all your mods then add Requiem to sort last, see what happens. I have not played with loot too much as I am quite happy with BOSS. I sort Requiem.esp at BOTTOM Realism then all relevant patches after that which would be the Shield fix, then Resources, followed by Dragonborn then the CCOR patches, then any REGS related patches and NPC mods plus patches.I have merged a lot of mine though to keep the count down. so the end of my load order looks like this. Hope this helps. P.S. I sort the SR Conflict Resolution patch late because it does not overly interfere with Requiem, I do not know if the STEP one does but if it did the I would need to sort Requiem.esp after it etc... EDIT Ninja ered. But my answer has more protein in it even if it is largely indigestible.
  25. It would be great to have the input / access to advice as for now I'm generally referring to patches already made and on the nexus for the specific mods in question e.g. Azirok's mods. Spock made a patch / patches for STEP, though they may be a tad out of date. I am no expert on patching though I can and have produced some here and there I am not passionate about it. In the case of Requiem there are only a handful needed for a STEP install and some of those are optional but as requiem touches nearly everything in the game any mod loaded after it needs to be carefully chosen so that it adds something to the game. For example Requiem allows locks to only be picked with at lest one perk in the tree, but you can also open locks with a weapon or spell if your skill is high enough (except master locks). If you feel that Lock overhaul is better and you must have it then load it after Requiem - but it isn't really needed. Traps are more dangerous and hidden so similar mods are not needed but may be preferred, dragon fear negates "Run for your Lives", "When vampires attack" not needed as those random attacks are stopped and DG does not start until level 30. Dragons vampires and werewolves are faster and far more dangerous, AI is improved both animal / monsters and allies / enemies, NPCs have better stats, potions and weapons, economy is harder and so on. There are so many mods that can enhance the game but are already covered in this overhaul, including specifically placed items and creatures / enemies. What Requiem doesn't really cover is textures, animations, lighting weather etc.. oh and of course new lands dungeons and buildings yay REGS. So nothing bar the bashed patch should be loaded after Requiem unless it specifically needs to or you want another mods function instead - but that way does lead to problems, complexity and patching. Thanks for your input SRB.
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