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Luinithil

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Everything posted by Luinithil

  1. Orange is fine; but if you feel strongly about it, just open TES5Edit and use Sort Masters on it. Should be green after that.
  2. I believe detailed instructions are given on where to look in the same place as directions for the patch? In any case, as long as you have the FormID of whatever you're trying to change, type the FormID into TES5Edit and it'll take you to the record and show you all the mods that are in conflict on that particular item.
  3. Those steps are necessary if you're using a merged patch or bashed patch, or something else like ASIS or other Skyproc mods that should rightfully be last in your load order-- else BOSS will sort that unknown plugin right to the very bottom of your LO, which may not be correct for your setup.
  4. Deleting the skyproc folder in \My Games and \overwrite got it working. Thanks a bunch Iroha! I'm puzzled as to why that was the issue however, but am willing to admit my derpiness.
  5. Can't get DSR to patch, whether through SUM or on its own: patcher opens and fails just about immediately as soon as it starts import, giving an exception message about Java heap space. [OPEN DEBUG FILE] Opening Debug File [2] [EXCEPTION] java.lang.OutOfMemoryError: Java heap space at java.nio.HeapByteBuffer.<init>(Unknown Source) at java.nio.ByteBuffer.allocate(Unknown Source) at lev.LInChannel.extract(LInChannel.java:199) at skyproc.Consistency$ConsistencyV2.importHeader(Consistency.java:427) at skyproc.Consistency$ConsistencyV2.importConsistency(Consistency.java:341) at skyproc.Consistency$ConsistencyV3.upgrade(Consistency.java:536) at skyproc.Consistency$ConsistencyV3.importConsistency(Consistency.java:504) at skyproc.Consistency.importConsistency(Consistency.java:104) at skyproc.SPImporter.importMod(SPImporter.java:510) at skyproc.SPImporter.importMods(SPImporter.java:447) at skyproc.SPImporter.importActiveMods(SPImporter.java:305) at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:924) at java.lang.Thread.run(Unknown Source) [3] [SUM] Exit requested. [4] [DEBUG] Closing Debug File. Time was: 36257 I've tried allocating more memory, running with default memory allocation, reducing the number of mods it usually has to import by combining SR patches and a mod or two, making sure no permissions are at fault; only thing I've left to try is to pare down the number of mods DSR goes through to only the armor mods it's supposed to affect, but I doubt that is going to help. What can I do? Everything has worked so far until this point, and I've not been able to play for weeks now firefighting all these issues in my install.
  6. If you'll look at the guide again, see these notes: Cleaning through TES5Edit created a new clean version of the Beth ESMs, which are in your \overwrite-- if unsure, run BOSS with the ESPs in overwrite. Because any ESPs in \overwrite will be used instead of the original ESPs in any mod folder, BOSS will see that as the installed ESPs, so if you did things right, the plugins in overwrite should be clean. Leave those alone. IIRC the Data folder should not contain ESMs because they've been moved by MO, but I might be mistaken as it's been a long while since I had to clean the ESMs. Anyway, go to the folder with your backups, and move the backups to the \Data folder, rename those. That should do it.
  7. Interesting little mod here-- BorderSense: https://skyrim.nexusmods.com/mods/35718 Anyone else tried this one already?
  8. I figured out what to look for, anyway; and made my own patches for those two mods: I'll be glad if you post your steps though, just to make sure I didn't miss anything.
  9. FCqt, should I be looking at the above nodes as well if I were to try patching ESFCompanions and ESFAela (two mods that change the Companions and Aela, by DreamKing)? Not sure how you spotted all those conflicts LOL-- were you going through record by record in xEdit?
  10. I'm wondering about Duel though-- not everyone got to download the latest patch before it got hidden (me included); so which version are we keeping for SR, if we don't use something else completely different?
  11. Ah, no, wasn't TESCosi I was thinking of; what I was thinking about was actually more the basic nuts and bolts of modding Skyrim/Oblivion-- basic primer to modding actually. It's the Oblivion Mods FAQ over on the Construction Set wiki. As you can see, the focus of that FAQ is very different from what we propose here: I apologise if I gave that impression. BTW, TESCosi is a nice find. I'll probably be taking a look at it later.
  12. There's at least one very good resource detailing the proper procedure for mod installation and maintenance, as well as touching on mod creation for Oblivion-- I'm working on updating/modifying it for Skyrim actually, though it's taken a backseat to RL (and keeping up with SR changes; no more time to play even!). What makes me sad is that there's nothing like STEP, much less SR for Oblivion. I've a few mods on Oblivion Nexus tracked at present e.g. Darnified UI, and Nuska has an absolutely fantastic looking overhaul of Oblivion's character faces coming soon, which I plan on adding before I fire it up for my first playthrough of Oblivion; but yeah, that's about it. I've no idea at all what there is for body replacers, weather and lighting, armors that aren't skimpy/illogically designed, etc. and honestly am NOT looking forward to spending more hours trawling Oblivion Nexus for the 1% of good mods buried under the remaining 99% dreck. Add to the fact that MO doesn't work properly with Oblivion... *sigh* I'm thinking that if any guide like SR was to be made for Oblivion, the mod manager of choice would have to be WB, doubtless, and not only because of the fully functioning bashed patch.
  13. I'd definitely be interested in a guide for Oblivion-- I can get around to modding Skyrim, but adding mods to Oblivion leaves me rather confused.
  14. Will have to wait on Ninivekha for that update I think-- incidentally s/he was also the one who made the new animation for Chesko's BFQ.
  15. Chesko's made his belt fastened quivers a separate mod, and the new skeletons (apparently 1.1 is a litle different from 1.0, which I think XPMS uses) comes with animations (non-sneak only so far) for the quiver and arrows. I've downloaded and installed that and am going to give it a spin to see how well it works with the other animation mods in SR fairly soon. Mod order: Belt Fastened Quivers > XP32 Skeleton (BHDB1H Chesko version) > Immersive Animations. I'm wondering if XP32 and Immersive Animations shouldn't be in reverse order in this case though, since IIRC Immersive Animations's skeleton isn't exactly tailored for Chesko's quivers-- or if I shouldn't place BFQ last of the lot. Hmm. Meanwhile: Moonlight Tales currently at version 1.13; only changes are script related according to author; Werewolf Mastery compatibility is still at the one for v 1.12.
  16. I did so yesterday; so unless Werewolf Mastery's updated in the meantime, the major quest to look at for making a compatibility patch, that I remember off hand is indeed MQ C01. For NPCs: Farkas, Aela and IIRC Vilkas (?) have conflicts. Moonlight Tales/Werewolf Mastery also has new AI that needs carrying over into the two mods. The main sources of conflict for the NPCs are in their stats: both Werewolf Mastery and ESF make changes to those, perks and in the case of ESF class types and armor keywords.
  17. Brilliant recommendation. I just took at look at ESF: The Companion's Guild; it's about time someone did the Companions right.I've been meaning to test those as I plan a werewolf playthru (thanks to MT), but it apparently has some issues with one of the new quests added to Aela for the companions. Temp (and not optimal) solution is posted at the bottom of description though an he said he would fix for next version, sadly been a long time since last update Think he's busy with finding a new voice actress for the mod, as well as some RL things. Probably see an update from him soon. What I'm concerned about at the moment is its compatibility (both ESF: Aela and ESF: The Companions) with Moonlight Tales/Werewolf Mastery.
  18. Boss does not show any tags for RND. Are you advocating both a delev and relev tag? Or just relev like your previous post said?@Vond: Thanks! @statmonster: xEdit has a Bash tag autodetection script: using it on RND produces the notification it should be tagged relev; sounds about right since IIRC RND does not remove anything (which I recall is what necessitates the DELEV tag) but adds things to leveled lists, hence RELEV.
  19. Tried adding the relev tag via xEdit, but it didn't show up in Bash. How do I add the tag in Bash? Thanks!
  20. Instructions for the General Patch's load order are already in the guide. Should be before the Bashed Patch in any case. If you're running base SR with no other mods, you don't need the bashed patch at present.
  21. There's also the problem that if more people start adopting Skyrim Revisited-- particularly if this guide ever DOES get incorporated, fully or partially into STEP proper, it might put people's Dropbox accounts under pressure from the bandwidth constraints incurred from all the downloading. Non-Nexus options: I'd worry about Nexus TOS and modders' own Terms of Use. Otherwise a locker on multiple filehosts might be a better choice compared to Dropbox folders. Ideally a torrent on a (private?) tracker would be faster, but again there's that issue of Nexus TOS. I'd say the best hope is still Nexus, with permission from the various authors to do so-- maybe get them to incorporate the patches into their own fix patches, to be released on their mod page, which also can then be submitted to BOSS's masterlist for sorting. Else there could be the option to do as Sharlikran does with his Compatibility Fixes, again with authorial permission?
  22. I have one skyre and one sperg install whilst working out stability, and there's no issues with sperg really as its compatible with just about everything and has a nice MCM menu I understand SPERG is fairly compatible as is, but there are compatibility patches available for SPERG and Trade and Barter, as well as for Weapons and Armor Fixes Remade (both Dawnguard and non Dawnguard versions). Given that I believe Neo has said he wants to include WAF in Skyrim Revisited at some point soon, I'm wondering if you're using those compatibility patches, or at least took a look at them yet? I did look, but I don't know if I'm doing it right or looking for the proper things.
  23. This mod called Organised Bandits In Skyrim looks interesting and very ambitious. It's changing up bandit spawns and adds new types of bandits that are supposed to be lore friendly: https://skyrim.nexusmods.com/mods/31264/ Only dlc NEEDED WOULD BE Dragonborn, or else none. I might try it when my game's stable. BTW, anyone around here run SPERG on top of their SR install? I'm just wondering how well it plays with the gameplay mods already here.
  24. Regarding Werewolf Mastery: I opened up the combined version last night together with the Bethesda official ESMs and took a quick scan of Hearthfire's records: the only red conflict I saw was at 000FC1A2, for PlayerSleepQuest-- all BYOHAdoption____ values in that record of course weren't forwarded as part of the stuff in Werewolf Mastery, given the author doesn't own Hearthfire.
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