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blattgeist

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Everything posted by blattgeist

  1. You're.. making me want to have perks now.. damn you XD The list of mods that provide perks is probably huge... but you've got a point with vanilla NPCs being weak. You mean all mods that add leveled NPCs or the ones that add records to the NPC (Actor) list too? (I like that color ) But on the contrary.. I believe that YASH adds a ton of leveled vanilla NPCs. It may be useless to use these 2 ASIS settings with YASH unleveled enemies active, hm... I guess nobody really knows about or uses that mod ^^ I'll start making an exclusion list anyway... Count me in! Oh... I just found out how to move around custom executables in Mod Organizer... no more sad miss-clicks on Skyrim Launcher. I guess you guys already knew that and I'm a noob ^^
  2. Hm.. nah... I only wanted ASIS for the spells anyway. I'm not brave enough to test out if these perks work for my load order and I don't want to exclude anything at all XD. Too much hassle. But thanks :D By the way.. first time sharing my load order, if anyone wants to take a peek. Took me about a year to get that right and stable: I guess I could merge the Water patches... Note that several patches are missing in that load order. That's because they are inside the Conflict Resolution Patch. So better don't make any modifications in a running game huh..
  3. I wrote down some notes for myself regarding ASIS: *google translator do your (faulty) magic.. or I translate it myself into english* -Perks: too unsafe (difficult to setup right), too many potential conflicts / stacking and unpredictable effects with other mod perks-Enemy AI: very unsafe and also deprecated feature-GMST Settings: unnecessary-Spawn Randomizer: insecure, leads to unwanted effects-Increased Spawns: unnecessary and increases difficulty too much. Mods like DFB Random Encounters ensure enough mass and diversity. Mods like SIC make opponents also individually strong enough.-Potions: safe feature, max 2 Potions with a chance of 5-Spells: safe feature, makes spell mods more useful-Fix-Enchantment: Safe bugfix so that opponents can use their enchantments properly Well google translator got most of it right *claps hands* I'm impressed.
  4. No idea.. but it sounds like some dev made a joke. Icewaterjetty.. seriously? lol (ASIS.. to perk or not to perk.. that is the question. *hardcore thinking, first world problems*) Different people and different tastes.. I even read different recommendations on your overhaul's setup page.. gonna look through each site of this forum to check how the conclusion came to be. Huh.. it seems that perks are way too complicated to manage right for my own good (see page 6). I'll go with spells, enchantment fix and potions then.
  5. The link should work now: https://s1.directupload.net/images/140623/22db2csa.jpg @Noobzor: Thanks for going through my questions and providing some valuable answers. So.. yes I saw the improved ini files.. hm should I take them as they are? I have no experience about tweaking these, what should be in them and what not. I read that there is some special tweaking necessary for Deadly Dragons. The mcm options for potions and stuff sound nice. I'll use the potions feature then in addition to the spell and enchant fix one. I remember that very early.. when I started doing this huge mod compilation I tested out ASIS and got mega strong enemies that were way over the top than what SIC etc provide. My guess is that the added perks by several mods were stacking with the ones from ASIS. Do you have any idea how I should resolve that? Well.. probably tone down some mod settings.. but that extra balancing may be a bit too much of a headache. On the other hand.. there are only like 2 enemy mods that allow for customization.. and these are SIC and DFB random encounters.. (I don't use OBIS or Sands of Time) might not be that much work actually. But finding the right balance is still kinda difficult I guess. From where does ASIS draw its perks anyway? Let's say it takes perks from immersive creatures and adds them to other mod monsters.. I think that might make them OP. Regarding the max AI in combat etc settings.. I have these in my "personal gameplay adjustments patch" file already. so no need for that. Increased spawns.. not really necessary, since the enemies are already tough enough with my settings. Also.. I don't really need 2-5 elder matriarch spriggans coming my way. These would wipe out all of skyrim if given enough time. Luckily NPCs are protected :D Even considering that I could adjust spawn settings in the mcm menu.. I just don't wanna fiddle with it. DFB random encounters takes care of bigger spawns for me.
  6. OK.. apparently there is a limit of quotes... lol. So this is a new post instead. Here is an update for my Enchanting Awakened + Thunderchild question:
  7. I generally research all the edits I do in the USKP changelog before they happen. So yes they should all be valid. I don't forward fixes where I am not sure what they will fix or if they have been fixed in another way by the mod author already. Yes it seems outdated. I just noticed that the german version has not been updated for a while but finally today an update arrived. I will check that out and let you know. Btw. I wrote the version number behind each of the files in my initial post. "Better Fast Travel - Carriages and Ships - German Translation, v.3.60V2" Maybe I should have mentioned that I use the "no-scripts version". But even that one needs the following bugfix forwarded if you plan to not use the scripted bugfix in the mod's mcm menu: Here is a screenshot. I had a chat with egocarib about these edits. He responded that he was short on time so he could only check a few of my notes about forwards. And here again, if they were intended I would not have forwarded them, cause I do my research in the USKP changelog and even ask Arthmoor abolut certain things before doing edits where I am not certain. Now to the rest: I switched the silver bowl with the silver bow from USKP. Yes the texture lighting from UDBP. I don't use morrowloot. The fix I forwarded is this: Immersive Weapons sets their own 3 leveled items for the lvl 15 daggers so I did not touch them. All I did was forward the level 25 version from USKP over to Immersive Weapons. And yes you are right, I guess it is forwarded anyway during the bashing process. I did not take the bashed patch into account when forwarding the fix to the leveled item entry. But on the other hand.. it does not hurt to have it fixed in the esp (or your patch). Your decision. And regarding BFT ... yeah I should do it like with the CCO/SPO/CCF and WAF mods.. additionally install the english version before the german one to be informed of updates regularly. Looky looky.. a CCF update just arrived. Btw I don't use the STEP patch. Edit: I'm working on the BFT forwards. Looking really clean so far, except for the few DLC1 worldspace forwards. In the process I noticed something very odd about dawnguard: https://s1.directupload.net/images/140623/22db2csa.jpg Ok here it is: Special note about 0000BCDA - Editor ID: I don't know if that one was left out on purpose.. but it gets overridden with the correct Editor ID by other mods that place their own stuff in that worldspace cell anyway. So it should be fine to forward that.
  8. @IdiotDave The issue with the dragons being way too strong is exactly the reason why I chose to stick with only 1 dragon mod and that is Deadly Dragons. Though I have yet to test how frustrating fights will get at "insane" settings. Maybe another dragon mod will be added later on.. DCO, but I never liked the fleeing behaviour on that one.
  9. I just read something interesting in the iNeed comments: This statement has been confirmed by several other people. So.. I asked my own question as a comment but maybe we could look into this too. I wonder if 'not' activating the "rarer food" option would solve the issue. Can't test it out right now.. too much work here. :/
  10. That Enchanting Awakened + Thunderchild compatiblity thing is still going through my mind. I've been thinking about it for a while and I believe that it only modifies the shout to be affected from Thunderchild's favor system + have reduced cooldown and a script to gain favor attached to the effect (I read about the cooldowns in the update changelog). So.. basically saying. If we load Enchanting Awakened in its complete version (DB+DG) after Thunderchild than all we lose is the mentioned effects but instead benefit from EA's modified system. Hm.. to me that sounds safe. On the other hand we could as well load EA before TS and get Thunderchild's effect (which seems to give not much benefit).. But as I said I prefer EA's soul trap effects. I think EA is just more thorough (is that the right word?) when it comes to everything that deals with enchantments and soul trapping. So for me it comes after TS.
  11. @Lonewolf that's why I highly recommend Skyrim Community Uncapper. My personal settings are 0.33 expgainmult for all levels and 5 carryweight on lvl up regardless of what stat you choose. Skillformulacaps stop at 200 for regular skills and at 150 for "sensible" skills. I consider Alchemy, Enchanting, Smithing, Sneak, Lockpicking, Pickpocket to be sensible skills and everything else regular. My overall skillcaps are 300 for all skills. I also added some kind of bonus to every 10 lvl ups, that is +20 stamina/magicka/health instead of only 10. The reason? A little boost is something to look forward to and it's not really unbalanced since leveling up with that kind of setup is super slow anyway.
  12. I added quite a lot of bugfixes and USKP forwards to my earlier post. Pay special attention to the traps make noise one. I ofc. still hope to get some insight (if anyone else knows) on my questions regarding Enchanting Awakened and ASIS that were asked earlier. I asked Enai and egocarib about the Enchanting Awakened+ Thunderchild issue. And regarding the ASIS settings, well maybe when Garfink comes back. Ah yeah.. note that Neovalen's older Skyrim Revisited guide is still present and it contains some forwards for Cloaks of Skyrim and Winter is Coming.
  13. Cleaning DUEL is kinda important if you are going to use the DLCs. Cause if I remember correctly there is at least 1 that overrides a fear spell of DLC1 Dawnguard. Ok.. I'm gonna post my own cleans here. Looking at the overhaul list there are tons of mods that I use myself too. Where exactly is the conflict with Thunderchild? I need to take a look at Enchanting Awakened again. Ah this one... 03007CB3 <DLC01_SoulTearTrapFFActor> I'll just load the mod after Thunderchild since I consider all of EA's changes to soul trap related effects, spells or perks more important. Only using the DB file would mean missing on a lot more than simply that perk effect. Simply compare the DG+DB file with the DB only file. Lots of white stuff in tes5edit. Ah well I'll post some more.
  14. Thanks for the file, I will check it out. DUEL has a player record entry too. That's one of the 7 ITMs in the mod. All are safe to clean according to the mod author. Btw. I think you should release that file as a mod. There may be some need for it among other people that don't want to deal with the bug.
  15. Quick question regarding ASIS.. I think I could get it to work.. since now only an error message saying "this patcher requires the following mods, please add them to your load order: ASIS-Dependency.esp" pops up when trying to patch. Yes I have the esp in my load order at the very bottom. But I'm sure I can somehow get that sorted. The question though is.. with a super heavily modded game, would it be safest to only use the ASIS spell feature or even some others? I run "ERSO Better Enemy AI", "Enemy AI Overhaul" (Erso and EAIO are both compatible btw. since they actually do different things), "Deadly Dragons", "Immersive Creatures", "DFB Random Encounters", "DUEL", "High Level Enemies", "Monster Mod", "Yash unleveled Enemies", "Apocalypse Spells", several quest mods like "Falskaar", "Wyrmstooth", "Moonpath to Elsweyr" ... well I think you get the gist of it. I'm pretty sure that several of these mods add potions to some monsters, perks to make them stronger (like "Immersive Creatures"), add variety to spawn amounts ("Immersive Creatures"). So I think the automatic perks, increased spawns, customized AI, customized GMST and spawn randomizer should be unchecked, right? Am I safe to use the following settings for my heavily modded game? --> NPC Potions, NPC Enchant Fix, Automatic Spells. Edit regarding Potions: "This feature will add potions to NPC's. Requires version 1.6.89, and is currently undergoing some issues and thus may not work as intended." So hands off I guess. I generally don't like to think too much about exclusions when looking at the ASIS ini file. I prefer to have no exclusions (except for Dragons regarding spells) then to have a big list in there. The motto is "make it ready to go and ready for the future". That's why I think that mostly spells and that enchant fix (is that one really needed?) should be in the list. But I need clarification for that. On another but related note to the topic about the exclusions: Has anyone found out why the particular mods, like "DFB Random Encounters", are in the exclusion list of ASIS? I guess it is because of the increased spawns in the mod, that are handled via the MCM. If I rather should not ask that question here then pardon me. I just thought it would be a good place since we talk about mod compilations and ASIS troubleshooting has been mentioned here before. Edit: Btw. a "Consistent Older People" patch for "NPCs Protected Redux" is up now (only for the main version of the mod, which does not exclude elves). If you visit the page please adore my new banner, which was kindly offered by GhostAgent.
  16. The funny thing is that sometimes while starting with "Live Another Live" I may have the iron armor on my body but it's not visible on the character. Well that's only in the rare occasions that the bug appears at all. And I know that it's against advice but I always start my game with all mods active. I simply want to have it "complete" when beginning the journey. If somehow a mod does not register a mcm menu then I simply restart the ride (or the game with LAL for that reason). @Kryptopyr I think such a mod would not cause any problems. It's after all only a default outfit change, right? We could make the player wear a pink dress and a little crown lol. Just kidding. Would it be dangerous to remove that file after the player is done with the intro?
  17. Digging out this old topic to throw my 5 cents in. I just had this exact same thing happening to me. A full set of iron armor+helmet during char creation (Live another Life Mod). So.. what I did to test which mods might be at fault I started removing the last 2 mods that I installed.. which were "Combat Caster" and "Dragon Souls Relinquishment". After removing the latter one the helmet was gone. Then I enabled it again and let it be sorted by BOSS. The load order looked just like before I disabled it. Curiously now the helmet at char creation was gone.. with exactly the same setting where it appeared before. Something fishy is going on here. I'm glad that glitch only happens very rarely.
  18. Hello everyone, I've got a little problem here and maybe someone can help me troubleshoot it. But first things first, the setup: Skyrim is started through Mod Organizer and the into MO integrated SKSE loader (1.7). I made Ini modifications in my MO profiles folder following the STEP tutorial (mostly). Some ini settings have also been adjusted to follow the rules of this mod to make shadows look slightly less annoying: https://www.nexusmods.com/skyrim/mods/7638/? --> I took the medium settings for FOV 75 from that site. That includes the setting iShadowMaskQuarter=3 in Skyrimprefs.ini In order to increase the view distance of grass I made the following change with Skyrim configurator to Skyrimprefs.ini: fGrassStartFadeDistance=14000.0000 So now to my problem: Whenever I change settings while being ingame, Skyrim modifies 2 of the values, that I changed, on its own in my Mod Organizer profile ini files. These are: It sets fGrassStartFadeDistance=14000.0000 to 7000.0000 and iShadowMaskQuarter=3 to 4. I tested this by changing all the ingame settings back and forth, then left the game and checked the MO profile ini files. Skyrim.ini was not modified. Skyrimprefs.ini was only modified in the way that the 2 settings above were changed. The weird thing is that for the example of ishadowmaskquarter, I simply have to lower/increase the volume for footsteps and bam it switches from 3 to 4. If I don't touch any settings ingame then nothing changes in the ini files. For reference, here are my Inis (I hope this spoiler tag thing works): [spoiler=Skyrim.ini] [General] sIntroSequence= fFlickeringLightDistance=8192 iLargeIntRefCount=999999 sLanguage=GERMAN bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bMultiThreadMovement=1 bUseThreadedMorpher=1 [Display] fDecalLifetime=256.000 bForceAllDecals=1 fSunShadowUpdateTime=0.10 fSunUpdateThreshold=2.0 fShadowLODMaxStartFade=1000.0 fSpecularLODMaxStartFade=3000.0 fLightLODMaxStartFade=3500.0 iShadowMapResolutionPrimary=4096 bAllowScreenshot=1 fDefaultWorldFOV=75 fDefault1stPersonFOV=75 fNearDistance=15.0000 [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Decals] bDecalMultithreaded=1 [Animation] bMultiThreadBoneUpdate=1 [backgroundLoad] bBackgroundLoadLipFiles=1 bLoadBackgroundFaceGen=1 bUseMultiThreadedFaceGen=1 bBackgroundCellLoads=1 bLoadHelmetsInBackground=1 bUseMultiThreadedTrees=1 bUseBackgroundFileLoader=1 [Grass] iMaxGrassTypesPerTexure=7 iMinGrassSize=40 bAllowCreateGrass=1 bAllowLoadGrass=0 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa [Combat] f1PArrowTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 f3PBoltTiltUpAngle=0.7 fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 [Papyrus] fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=2457600 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 [Water] bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=1 bReflectLODTrees=1 [Actor] fVisibleNavmeshMoveDist=12288.0000 [Camera] fOverShoulderAddY=0.0 fOverShoulderPosZ=18.0 fOverShoulderPosX=0.0 fOverShoulderCombatAddY=0.0 fOverShoulderCombatPosZ=24.0 fOverShoulderCombatPosX=0.0 fOverShoulderHorseAddY=-72.0 fOverShoulderHorsePosZ=50.0 fOverShoulderHorsePosX=35.0 fActorFadeOutLimit=-100 fMouseWheelZoomSpeed=60.0 f1st3rdSwitchDelay=0.95 iHorseTransitionMillis=001 [VATS] bVATSDisable=1 [spoiler=Skyrimprefs.ini] [General] fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 bUseThreadedParticleSystem=1 bUseThreadedBlood=1 bUseThreadedLOD=1 bUseThreadedAI=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedTextures=1 bUseThreadedMeshes=1 [imagespace] bDoDepthOfField=1 iRadialBlurLevel=2 [Display] iBlurDeferredShadowMask=5 fInteriorShadowDistance=3000.0000 fShadowDistance=3000.0000 iShadowMapResolutionSecondary=4096 iShadowMapResolutionPrimary=4096 iShadowSplitCount=2 iMaxAnisotropy=0 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=12500.0000 fGamma=0.9200 fDecalLOD2=4500.0000 fDecalLOD1=3000.0000 fSpecularLODStartFade=3000.0000 fShadowLODStartFade=200.0000 fLightLODStartFade=3500.0000 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 iMultiSample=4 iShadowMode=4 bTreesReceiveShadows=1 bDrawLandShadows=0 bFull Screen=1 iSize H=1080 iSize W=1920 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=18750.0000 fMeshLODLevel1FadeTreeDistance=25000.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 iScreenShotIndex=8 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=100 iMaxDecalsPerFrame=350 bFloatPointRenderTarget=0 sD3DDevice="NVIDIA GeForce GTX 770" bFXAAEnabled=1 iShadowMapResolution=4096 fShadowBiasScale=1.0000 iShadowMaskQuarter=3 iAdapter=0 iPresentInterval=0 iShadowFilter=3 bShadowsOnGrass=0 bTransparencyMultisampling=0 bDeferredShadows=1 bDrawShadows=1 [Grass] b30GrassVS=0 fGrassStartFadeDistance=14000 fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=0.0000 [MAIN] bGamepadEnable=0 bCrosshairEnabled=1 fHUDOpacity=1.0000 bSaveOnPause=0 bSaveOnTravel=0 bSaveOnWait=0 bSaveOnRest=0 fSkyCellRefFadeDistance=500000.0000 [GamePlay] bShowFloatingQuestMarkers=0 bShowQuestMarkers=0 iDifficulty=4 [interface] bDialogueSubtitles=1 bGeneralSubtitles=1 fMouseCursorSpeed=1.0000 bShowCompass=1 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0380 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=0 bMouseAcceleration=0 bUseKinect=0 [Particles] iMaxDesired=750 [saveGame] fAutosaveEveryXMins=60.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=3954 fVal3=0.6500 uID3=94881 fVal2=0.4000 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.2500 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [TerrainManager] fTreeLoadDistance=75000.0000 fBlockMaximumDistance=500000.0000 fBlockLevel1Distance=140000.0000 fBlockLevel0Distance=75000.0000 fSplitDistanceMult=4.0000 bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=50 bUseMultiThreadedTrees=1 bShadowMaskZPrePass=1 bEnableTreeAnimations=1 [backgroundLoad] bLoadHelmetsInBackground=1 bBackgroundLoadLipFiles=1 bLoadBackgroundFaceGen=1 bUseMultiThreadedFaceGen=1 bBackgroundCellLoads=1 [Decals] bDecalsOnSkinnedGeometry=1 uMaxDecals=1000 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=150 uMaxSkinDecalsPerActor=60 bDecalMultithreaded=1 [LOD] fLODFadeOutMultObjects=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultActors=15.0000 fLODFadeOutMultSkyCell=1.0000 [Launcher] bEnableFileSelection=1 bShowAllResolutions=1 uLastAspectRatio=3 [blurShaderHDR] bDoHighDynamicRange=1 [blurShader] bUseBlurShader=0 [Water] iWaterReflectHeight=512 iWaterReflectWidth=512 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 bUseWaterShader=1 bUseWaterLOD=1 bAutoWaterSilhouetteReflections=1 bForceHighDetailReflections=0 bUseWaterReflectionBlur=0 Well.. I hope someone can help me out. Thanks in advance for reading through. With regards, blattgeist. By the way, I realize that I could simply create an esp and attach an ini file with the same name as the esp to force Skyrim to keep these 2 ini settings but I would like to know the reason why Skyrim resets them in the first place.
  19. Oh nvm, yeah the check for errors command is pretty helpful. I'm also getting weird errors after adding and removing USKP as a master without adding any references from USKP to the patch. Weird stuff. That whole custom masters thingie might be a bad idea after all, at least for me. I'll drop it.
  20. Hm.. I didn't try anything besides checking if I get the remove command to show up. Where do these error message you speak about show up, in Tes5Edit when you load the mod into it? @Kelmych ofc it is adviced to only remove masters that have no remaining references.
  21. 'Yeeeeep! Thanks. My textfile keeps growing... :o
  22. That's what I was looking for. #1 is of course possible but I wanted to avoid adding them one by one again and again whenever I remove a plugin from the patch (although that did not happen so far). And of course I made a separate list for the patch, where I noted all the included changes (must have!). Will try out method #2 now. --> Does not work. It only lets me edit the Master in the header, but not remove. Well I guess that means adding all the masters one by one each time something gets removed.. or I simply drop the idea about having unnecessary masters in that file. That may be be the best option.
  23. Not really related but... that's a good example for what can happen with the CK:
  24. I got a definite answer from Arthmoor regarding the discussion. I hope I don't discredit anyone with posting this here, this is for science :) By the.. way.. I am in the process of making a conflict resolution patch for all my mods and want certain masters to be present as dependancies even though they are not required in that file. So I added them to the patch but when I ever get to the point where I want to remove a master dependancy I would have to clean them all, which would also remove the not required master files from that patch. Is there any way to remove only specific master dependancies from a mod with tes5edit? You're probably questioning the intention behind the unnecessary master dependancies. Here is how I see it. It's for convenience. When I experience a CTD on startup I know that I removed one of the mods that were patched with the patch and I would have to modify it. So the unnecessary master dependancies are basically there to remind me of modifying the patch when I change my load order.
  25. This topic is very interesting. I've send a pm to Keithinhanoi but will post it here anyways for discussion: I had a pretty long talk with Mike Hancho regarding Tes5Edit conflicts. He is the Author of Helgen Reborn and is also in contact with Arthmoor and getting advice from him, from what I understand. Some very interesting stuff popped up while speaking with Mike. Source: Comment section of Helgen Reborn. Quote Quote Quote Quote Quote Quote So yeah.. I really thought that Arthmoor's list would be the definite answer to everything but it seems it is not 100% complete as far as automatic merging and forwarding goes. It would be good to know more about this whole topic, what else forwards automatically provided there are no overriding conflicts?
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