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Everything posted by dstansberry
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Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Hm... I think I've found them? 4000C497 > 000D5E9B 4000C497 > 000D5EC0 4000C497 > 000DD09C Are these correct to even though I don't find them in 002BDDD? -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Alas, I'm stuck again. In the dialog topic section, there are several instances in which we're to use a topic from Guard Dialogue Overhaul. Unfortunatlely, I don't find those topic contained within GDO. Here are a couple: 0002BDDD > 000D5E9B 0002BDDD > 000D5EC0 0002BDDD > 000DD09C Now, if I look up 0002BDDD inside ULSEEP and select the corresponding 000D5E9B, a GDO topic does appear, but it's not listed as coming from 0002BDDD, so I'm stumped. -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
These too: 000E7F3C dunIronbindLetterToBeemja 000ED045 Book2CommonSongOfReturnV7 000F6899 LetterRiftenMercerFreyHouse01 Is it at all helpful to post them as I find them? I'm happy to do it, but don't want to be a pest. -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I may be overlooking something, but In the conflict resolution guide, 0001ACCD Book2CommonGalerionTheMystic section, I don't see any conflict between Books of Skyrim and USLEEP. Perhaps I'm blind. Or, perhaps I still don't quite know what I'm doing! [Edit] Also 0001AFE8 SkillConjuration2 and 0002F838 SkillEnchanting2 -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Yes! Crazy, right? I suppose that's it's probably not as bad as it sounds. I mean, I've had the game since Christmas of 2011, so that's 4.5 years, which, when you break it down, means I've spent about 36 minutes a day, on average, doing something with Skyrim. And mostly, I do it late at night, when I can't sleep anyway. The funny thing is that I was exactly the same way with Oblivion. A friend bought Skyrim for me because he knew I was modding Oblivion, and had never gotten it the way I wanted it (same scenario - add stuff till it breaks, then start over). I resisted installing it at first (determined to make Oblivion perfect, though, again, I never actually played the game much past Imperial City. Skyrim sat on the shelf, staring at me until I finally gave in. Did anybody else install the little snail racing mod for Oblivion? *sigh* I really do need therapy! Thanks! I'll get started! -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks for this - I (think I almost) totally get it now. So, with regard to the whole "Use record from Clothing & Clutter Fixes.esp then move the RNAM - Race from RSChildren_CompleteUSKP.esp" ​thing, I would do the following: 1) Right click on the Clothing & Clutter Fixes column, and "copy as override" into a new resolution patch of my own creation 2) Drag the RNAM line from the RSChildren column into the new resolution patch, replacing the RNAM record that was originally copied from Clothing & Clutter. 3) Move on to the next conflict! Lather, rinse, repeat. Do I have that exactly right? -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Frankly, I have no idea whether I like it or not. I don't even know the difference between it and the default animations. Heck, I've never even played the game, beyond making it to Whiterun to turn in the Dragonstone. I can't believe I have 1008 hours logged, and aside from COC'ing here and there to look at the mods I've added (or, occasionally, created myself in the creation kit - moving things around to resolve location conflicts, mostly), I've never played the actual game. I just have this obsession with adding stuff that I'll probably never use to places I'll probably never visit to solve quests I'll probably never undertake, to reap rewards I'll probably never earn. Eventually, I add too much (or create a conflict I'm not smart enough to resolve) and the whole thing crashes, so I start completely over. My mod list is an even 700. The Merge Plugin Standalone thingie is both my best friend AND worst enemy. But dang, the world looks fantastic. (I'm pretty sure I need therapy). -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Okay, for the first time, I'm going to try to tackle the conflict resolution guide on my own, hoping to learn something in the process (as opposed to just letting smarter people than me figure it all out!) I just want to clarify something I find a tad confusing. Where it says, "use the record from..." at first I thought that meant I was supposed to be keeping that record, but on closer inspection, I think it means that's the record I'll actually be editing (and therefore, I'll actually be "using" the record from the conflicting file)? Let's begin with the first instruction ('cause I'm off to such a great start!): "Use record from Clothing & Clutter Fixes.esp then move the RNAM - Race from RSChildren_CompleteUSKP.esp." I *think* that's telling me to drag the "DefaultRace "Default Race" [RACE:00000019] from the RSChildren_CompleteUSKP.esp column into the Clothing & Clutter Fixes.esp column, thus replacing the "Default Race "Argonian" [RACE:00013740] record contained in C&CF I'm probably the only one that's befuddled by this, but "use the record" (to me) implies we'll be keeping this record (otherwise it would say "change the record"), but at the same time, "move the RNAM from RSChildren" implies we'll be altering the record we're supposed to be using. :o( *sigh* Only 4000 more to go after this one. *LOL* -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Is it my imagination, or was Fores New Idles for Skyrim's Add-on for Spells once included in the guide? I have it installed, but in going through the guide again, I noticed it's no longer there (if it ever was), and wondered why it had been removed, and whether there was a compelling reason for me to uninstall it. -
I've encountered a small problem. I'm sure it's something obvious, but I can't seem to figure it out. Occasionally, I merge some files together, which another file relies on as masters. On such occasions, I typically bring up Wrye Bash and find the dependent mod and change it's missing master to point to the new merged mod. I've done this several times in the past without incident (I'm pretty careful about which files I treat this way). However, lately I find that I cannot select the "change to" option in the masters pane, as the button is grayed out. I've tried forcing Wrye Bash to run with admin privileges, but it didn't help. Of course, I can simply change the name of the merged mod to match the expectations of the dependent program, but I'm more interested in figuring out what's preventing me from doing something that seems like it should be fairly simple, as it has been in the past. What am I doing wrong?
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I've a question regarding Ordinator (well, specifically with the CACO-Ordinated Patch). The instructions on that mod page indicate that the Ordinator needs to be placed above CACO in the load order. It even suggests making a Loot rule to accomplish this automatically. However, unless I've done something wrong, CACO ends up before Ordinator in my load, and I didn't notice anything in the SRLE Extended instructions about making a rule. So... did I screw it up? Or does the load order not matter with these two mods? Or is it preferable for SRLE Extended that the CACO be first for whatever reason?
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Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Then I have chosen wisely. :o) Thank you. By the way, I've been browsing through SRLE Extended, and it's introduced me to several new mods! Thanks for that as well. -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
In the Aetherial Crown mod, there are several texture size options during installation. Is there one in particular you recommend? I didn't see it mentioned in the guide. -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I really like this format, with the succinct descriptions of the changes to the guide. I confess, I sometimes have trouble figuring out exactly what's changed when I use the history. Often, it doesn't show the name of the mod being adjusted, and there aren't any line numbers that I can find to refer to in order to figure out what I should be doing. (for instance, what exactly does THIS mean, and what am I supposed to do with it?) This certainly makes it easier for me, at least! I can just search for the mod mentioned and make whatever adjustments are required. But it would be even handier if the changes were all listed on the same page. Like a big, ever-growing sticky post. Because this thread will eventually be 4000 pages long, and I'm bound to miss things :o( -
Skyrim Revisited: Legendary Edition News
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Are the file exclusions under Project Parallax Revived leftovers from the previous Mod? Or do similar problems exist in both mods? -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I noticed the installation instructions for Altas Map Markers still indicates that the Compass Tweaks addon should be selected during installation. With the addition of the MCM version, does this still function? I'm a little fuzzy on where one ends and the other takes over. -
I wondered if that would work! Thanks very much - it sounds MUCH easier than wading through all of the TES5Edit things. I was worried that I was actually modifying the lists themselves, rather than simply adding to them. I appreciate your advice! Once I've made the patch, I can merge it with the original mods using Mator's tool, I assume? And it should be the last one in the contiguous list of merged mods, so that it's leveled list isn't overwritten by one of the other mods, correct? Thanks again!
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Okay - so I decided to wing it and just see what would happen... I started up TES5Edit, selected three mods and their masters (in this case, Omegared99's Armor Compilation (with the "Standard-15 Percent.esp that actually adds the armor to the lists), Immersive Weapons, and a merged mod I'd already made). I took the Standard-15 Percent.esp, found the Leveled Item section, and selected "Copy as deep override into..." and selected the <New File> option, which I imaginatively named "TestLeveledListMerge". I then repeated the process with the "Leveled Item" section of Immersive Weapons and my merged file, adding both into TestLeveledListMerge.esp, and accepting all the related masters. As I look at the mods in TES5Edit, I see that my TestLeveledListMerge shows LLCT Count's for each item in the Leveled Item section that corresponds to item count from the last .esp copied that contained a record for that item type. I'm not sure that's an actual problem, but should I be using the "copy as new record" instead? And...is that really all there is to it? It can't possibly be that simple, can it?
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I've used TES5Edit for some time now to do simple mod cleaning, and I've been happy enough to limit my abilities to that. Lately, however, I've been doing tons of merging with Matortheetnernal's fantastic utility, which got me to thinking about the kinds of mods I would like to merge, and how some of them include adding items to various leveled lists as a means of distributing them throughout the game world. Since the MergePlugin Standalone utility doesn't "merge" the lists itself, I've been advised that I should create a patch for the leveled lists for the mods I want to merge, and then to merge that patch in with the mods. I'm looking for some simple instructions on how best to do this. One theory would be to use Wyre Smash to create a bashed patch for only those mods and only leveled lists, then rename it and merge it with the remaining mods, but I'm not sure that works as simply as I'm making it sound. Another theory is to create a "copy as override" into a new plugin, and select.... what... exactly? from each of the mods. As you can probably tell, I'm going to need some fairly specific instructions for some fairly generic merges. *LOL* Thanks to any who are able and willing to help!
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[WIP] Merge Plugins Standalone {PUBLIC BETA}
dstansberry replied to Mator's question in Mator's Utilities Support (archived, read-only)
One more question, if I may: How (if at all) does the standalone handle leveled lists? I didn't see anything in the documentation or the forums on the topic (probably because the answer is painfully obvious to everyone but me! LOL) If I wanted to merge a handful of, say, "collectable" mods, or perhaps weapons mods that distribute items through leveled lists, are there particular procedures that should be used? I seem to remember that the older version would overwrite the lists from one mod to the next during the merge, and that one needed to create a sort of patch in TES5Edit to accommodate the lists, the merge the mods and adding the patch last (I'm pretty sure I have that all completely wrong!) Also...are we still allowed to ask questions here? Or should I re-post this on the Nexus page? -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I was just wondering if there's a reason that the RSChildren - Cutting Room Floor patch shouldn't be added to the RS Children merge? -
I've been wanting to give Immersive Horses a try for awhile now, and have been hoping that Neo would consider replacing Convenient Horses with it in the guide. I hadn't wanted to tackle it on my own, because in the back of my mind I had this notion that the SR Conflict Resolution patch relied on Convenient Horses as a master, and I had no desire to redo the entire patch to accommodate Immersive Horses. Then I saw your post, and I was going to mention the SR patch as a potential problem, which made me double-check myself to be sure it really was an issue, which led to the discovery that I was completely wrong (no big news there!), which led to my finally being able to do what I've been wanting to do all along. So now Immersive Horses is part of my mod order, thanks to you! So... thanks. To you! *LOL* Now if I could only figure out why I thought it was an issue at all. Maybe it was in a previous version of the patch? More likely I just imagined the whole thing. P.S. I'm not saying there aren't any major issues - just that the issue that kept me from trying it personally doesn't appear to actually exist.
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SKYRIMLE HD Mountain flowers red blue purple (by Renthal311)
dstansberry replied to dstansberry's topic in Skyrim LE Mods
I was under the impression that an alternate texture for the red mountain flower had been released to replace the leaf one? Still, it's good to know that it doesn't fit in as well as I'd hoped. -
SKYRIMLE HD Mountain flowers red blue purple (by Renthal311)
dstansberry posted a topic in Skyrim LE Mods
This looks interesting. According to the mod page: "it is a replacement for vanilla mountain flowers, three colors, red, blue, purple, two sizes of textures, 2k and 1k (red mountain flower is lightly sprinkled with snow, and small leaves on the stems of all flowers), no, no, I went to the sitter, each color is assigned a different flower, - installation, NMM, replace" Now, I don't pretend to understand a good chunk of that, but the flowers themselves look great in the screenshots, and I'm looking forward to seeing them in-game. [Edit: Apparently, I don't know how to post pictures in any meaningful way, so I deleted the mess) -
SKYRIMLE Immersive Jewelry (by Forteverum)
dstansberry replied to brokenpaine's topic in Skyrim LE Mods
You know, I would swear I saw a little blurb elsewhere in these forums in which the post author mentioned an incompatibility between this mod and Complete Alchemy and Cooking Overhaul, but I'll be darned if I can remember where I saw it. I was curious to learn more, but haven't seen anything else about it on either the Immersive Jewelry or the Complete Alchemy web pages. So, I'll just come out and ask outright - is there an issue running this mod with that one?