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Iroha

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Everything posted by Iroha

  1. Thanks! Haha, I thought that "Find Next" field is noticeable enough:D First perhaps can be fixed by Creation kit, if needed - I played from beginning to 1st dragon death to test mods before posted guide, so I don't think these errors are very important. If you want to try fix unexpected values on 1st screenshot you can load plugin in CK as active and save it. You must check for master files after saving - they(or some of them) can dissapear and inthat case you must add them manually in wrye bash for example. To do it in wrye bash you must copy all necessary plugins to skyrim\data directory----> run boss from there----> launch wrye bash from skyrim\mopy folder---> add masters to asis--->  move asis.esp back to overwrite directory of MO and delete other copied plugins. Sadly, easy way of adding masters (run wrye bash from MO and just add masters) results in python errors.About pre-asis patch, there is some complaints on in the nexus thread. And, this is the reason I decided not include pre-asis patch in guide, and because guide does not contain some master files for it too of course:) As for immersive weapons, I think ASIS doesn't need to import any values from immersive weapons - there is no perks, no spells, no potions as far as I know. Perhaps we should add it to blocklist. O_O How did you do it?? The way we build some of compatibility patches during SR install TES5Edit adds masters to patches in incorrect order (of load), and patches lightened with orange checkboxes in WB. Any way of altering master files order for esp files(TES5Edit/CK) can lead to unpredictable results - CTD, freezes, apocalypse:) But if you mean that just font of mods is normal green or black then nevermind:) Forgot to ask this when it was mentioned few days ago, but are you saying the Sort Masters function in TES5Edit doesn't work as intended currently? I've been using that for some time without noticing anything bad happening from it Edit: Had a look at the tes5edit nexus posts, and even Sharlikran recommends using the Sort Master function when creating override patches so should be just fine to use that's from personal experience. I don't know why, but sorting masters (autosorting too I think, since steps which program do are similar to manual actions perhaps) can break working plugin. It's magic.
  2. In wrye bash select plugin and right clik in lower-right tag window. Bash tags mods automatically if can find tags in masterlist.
  3. Please correct me if I'm wrong, but if this fix does work then the revised BUM load order would be... Select qotsafan's IA6 invisible helmets patch.esp In the text box adjacent to "AFTER" type " ReProccer.esp " and click [save Rule]. Select qotsafan's Ars Metallica Patch.esp In the text box adjacent to "AFTER" type " qotsafan's IA6 invisible helmets patch " and click [save Rule]. Select qotsafan's WIC-CraftOnly ReProccer Patch.esp In the text box adjacent to "AFTER" type " qotsafan's Ars Metallica Patch.esp " and click [save Rule]. etc... I don't know why this would work but I'm going to try it out now. EDIT: Rearranging didn't work for me, still have invisible helmets The IA6 invisible helmets patch is a patch to make the helms invisible for people that just want the stats from them, think you might be using it for the wrong reason? Unless you just forgot a "don't" in there obviously :) Oops, my apologies:) I will add notes about this fix:) (personally I like to see hairy heads more than bald head under helmets). Also, I decide to use SkyRe_enemyAI instead of ASIS customized AI for myself, as SkyRe one seems more up-to-date and more promising. I will add notes how to do it soon. Restyling guide now as it become uncomfortable to edit.
  4. Usually Neovalen look into updated mods and make decision is there any need of redoing patches. But you can do it yourself or just redo compatibility patch for new version by following Revisited Guide
  5. @bpr5016 you should install meshes from corresponding folder in ABT for deep bolt penetration. Sadly, but we can't easy tweak damage yet. We can edit stats.xml to correct idamage parameters of certain weapon types to personal taste. @statmonster Well armored characters can ignore your arrows to PC death:) In Vanilla novice archer need much more than one ''headshot" to kill. But there is Locational Damage mod, which can fix that:) (works with SkyRe too of course) Bleed causes very small damage over time, and can be switched off via console "set xxxCMMainLogic to 0" we can tweak armor protection and some more things too. These are all possible tweaks provided by combat module now. xxxCMMainLogic On-hit-stagger, direct hit debuffs + bleed xxxCMHeavyArmorBase Absolute and relative protection bonuses to all heavy armor xxxCMHeavyArmorSpeed Speed malus while wearing heavy armor xxxCMLightArmorBase Absolute and relative protection bonuses to all light armor xxxCMStaminaLoss Stamina loss from attacking xxxCMStaminaRegen Boost to stamina regeneration while standing still etc. xxxCMPowerAttack Tweaks to power attacks xxxCMStaminaInfluenceSpeed Stamina influence on speed xxxCMStaminaInfluenceMain Stamina influence on everything but speed xxxCMHealthInfluenceSpeed Health influence on speed xxxCMHealthInfluenceMain Health influence on everything but speed UPD. Found funny and cognitive for some people comment on High Level Enemies nexus page:):
  6. delete threaded tweaks, they crushed my game in certain circumstances (and these circumstances are reproducible).
  7. Thanks' date=' Neo, I completely overlooked the actual mechanics of the mod :facepalm: I have been watching Gopher and I just never put 2 and 2 together. I did install ERSO with its leveling module and everything is working as intended (hard enemies in the wild, ass kicked in Embershard). I'll keep playing with SkyRe to see if I can find a good balance. Will increasing in-game difficulty help at all?[/quote'] hehe, I look on archery from different point: Not very realistic then you must to turn your enemy into hedgehog before he/she will become dead completely. Also I don't think that arrows in head is something compatible with life. Weapons should be deadly. And they are in SkyRe mechanic. True, Immersive Weapons.esp provided in Balbor & SteelSouls compatibility patches, in other words Balbor & SteelSouls compatibility patches should overwrite IW esp from original mod. Therefore BOSS order correct if placing our IW.esp after SkyRe. under the line Updated guide. New version of qotsafan's reproccer patches came out. New in 3.5.1: New patches: - Leveled lists additions for Tera armors - Ethereal Elven Overhaul patches - Bring Out Your Dead patches - Pre and Post ASIS patches
  8. 7hr08ik, if you have total random CTD, may be it's spawn problem... WTF? Did you tweaked your skyrim&skyrimprefs ini settings?
  9. Checked in CK, you are correct, thanks. By the way, do you still using any doubtful ini tweaks? I just tested one mod and I expirienced solid CTD in certain scenes. Deleted all non SR and non Papyrus tweaks (threaded, havok, background etc.), and voila, CTD is gone.
  10. added FMO alternate download location.
  11. Saw it myself. That's BOSS team trick for replace ASIS_AI by SKyRe_AI. But in guide I recommend to use ASIS AI instead, or DUEL AI, no installation of SkyRe_enemies. Physycally it should be loaded as usual if not using customizedAI option of ASIS. But it will be moved. Masterlist limited in opportunities. This is mechanic overhaul, but in general, yes, it will be more difficult than vanilla. Nothing should go wrong, but yes, you can deactivating troublesome mods or blocklist them and rerun patchers. Safe change. Only aspect in such points - skyRe was not balanced for it. But anyway, it's not a problem. Uploading Fantasy music overhaul.. ... .. ...
  12. O_O How did you do it?? The way we build some of compatibility patches during SR install TES5Edit adds masters to patches in incorrect order (of load), and patches lightened with orange checkboxes in WB. Any way of altering master files order for esp files(TES5Edit/CK) can lead to unpredictable results - CTD, freezes, apocalypse:) But if you mean that just font of mods is normal green or black then nevermind:)
  13. If you think it's reproccer's fault in CTD - add to blocklist (in ModOrganizer\mods\SkyRe ReProccer Compatibility Patches\SkyProc Patchers\T3nd0_ReProccer\Files\) mod that you installed recently (companion mods if I unbderstanf clearly) Also, errors in reproccer is normal. I always delete old DP (Asis.esp is exception if already playing. Asis-dependency.esp essential too- it's constant). And, I always build dynamic patches manually. Why? Well: 1. SUM method don't work for me. Too much java is special black magic.:) 2. I know priority of running skyproc patches better. 3. I'm sure that if something don't work - it's my fault. 4. Don't remember..o_O
  14. ctd on main menu mainly occurs when game/mods can't find main resources, such as SKSE and/or meshes (Skyrim-Meshes, textures etc.). Or if you have monitoring programs like msi afterburner & enb active at same time - dll access conflict. Vond, I can upload fantasy music overhaul somewhere.
  15. Smile44, I'm using UFO too (but without followers mods), no CTD's,  may be one of follower mods is the reason(you should add mod or npc in blocklist then)? Also some changes in last version of dual sheath redux for followers were done. try to rebuild dynamic patches. before that kill all files in ModOrganizer\overwrite\SkyProc Patchers\Dual Sheath Redux Patch ModOrganizer\overwrite\SkyProc Patchers\T3nd0_ReProccer
  16. added High Level Enemies to guide.
  17. No problems, Rune11. You made your way easy in Riverwood because enemies there is very weak, fixed low-level. I'm think about adding enemy scaling mod, high level enemies, for example.
  18. Updated and ready for execution, again. UPD. Thanks, Vond, notes for ABT added.
  19. Bergzore Animation Tweaks looks good
  20. Good explained, wanted to say the same:)
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