
FlyingFox
Citizen-
Posts
29 -
Joined
-
Last visited
Everything posted by FlyingFox
-
wip-fallout-4-using-modorganizer-2
FlyingFox replied to Gernash's topic in Unofficial Fallout 4 Guides
Thank you and thank you! -
wip-fallout-4-using-modorganizer-2
FlyingFox replied to Gernash's topic in Unofficial Fallout 4 Guides
Hi Gernash, Looks like a great guide, but I have a few questions. How important are the exact installation paths for MO and the various tools, and the location of ModOrganizerData? I would want it set up like this: D:\Modding Tools\Mod Organizer 2 D:\Modding Tools\Mod Organizer 2\ModOrganizer2Data D:\Modding Tools\FO4Edit D:\Tools\BethINI Not that I would mind terribly to follow your guide to the letter, but this would fit better with what I already have set up for other games and tools. Also, should I stick with MO 2.0.7 or use the newer 2.0.8.3? -
Crash when running external application a second time
FlyingFox posted a question in Mod Organizer Support
Hi, I just downloaded and installed a fresh copy of Fallout 4 and Mod Organizer 2.0.8.3. It seems to work pretty well at first glance, but I've run into an issue with launching an external app from MO (FO4edit, wrye bash, LOOT, ...). The first time it works fine, but after doing some stuff, closing the app and opening another (or the same one), MO crashes. For example: - Launch MO - Launch xEdit - Edit a plugin - Close xEdit and save the plugin - Open xEdit again --> crash I have both the steam folder and MO installed away from program files (a separate drive), and this problem occurs both with FO4 and SSE, portable MO or not. Maybe this is a known bug that I managed not to read about anywhere. Any advice is welcome, and keep up with the good work.Edit: it turns out, it also crashes simply when closing MO after using xEditEdit 2: Apparently, this issue is already known. Don't know how I could have missed it. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks. I was experimenting a bit myself. What I tried was first run the wintermyst patcher (without the bashed patch), then add delev tag to the resulting patch, then run bashed patch. The result seems to be all-most completely identical to your method. Though to be honest, while I've used relev and delev tags before, I'm still not quite sure what exactly they do. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
There's a patch for Wintermyst and MLU in one of your files, but this only fixes 1 conflict. How do you deal with the leveled lists giving out high leveled gear? Do you use the Wintermyst patcher? -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
There seems to be a conflict between immersive dayspring pass and relighting skyrim that isn't resolved. Wordspace -> 02001DB8 - Dayspring Canyon -> ONAM - World Map Offset Data and Object bounds are overwritten. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
But it appears there might be a fault in my STEP extended patch. I'll reinstall it and find out. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I've noticed something in the Faction -> DragonFaction record. STEP extended Patch flags several factions as enemies to dragons (which makes sense). However, these are removed by your STEPext deadly dragons patch. I've checked and shouldn't be missing any patches this time. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Well, I'm not sure the compatibility article is up to date, but Dawn of Skyrim is definitely on the compatible list. JK skyrim would be incompatible, while the lite and superlite version would probably be more compatible. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I see you added a warning to the guide saying Immersive Citizens isn't compatible with city mods. However, in the compatibility article on the mod page, it says the mods IS compatible with Dawn of Skyrim. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
This does seem to clear everything up, thanks. Do you still remember what kinds of thing got messed up. I want to try it so I can look out for them (and report back). -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
AOS.esp is loaded after RWT. Combat Evolved Merged goes after AOS. Ordinator - Perks of Skyrim goes after Combat evolved. CACO goes after Ordinator. These are all because of LOOT rule from your Dovahkin reborn and Gameplay rebalance packs. I'm not sure how CACO could then end up before RWT. The reason I'm asking is because ordinator and CACO ordinator both use this: ORD_AlcDEP_Benefactor_Perk_30_WasBenefactor_OrdASISExclude That last bit made me suspect it matters for ASIS. edit: I checked ASIS.esp, and benefactor is not excluded when using automatic perks. Don't not if it should be with the ordinator version. edit2: Did some testing and this appears to be the case. Also found this on the ASIS Page: Now I don't know why Enaisiaion doesn't want certain perks excluded from ASIS, but I'm sure he or she has hirs reasons. I haven't studied the perks too much in detail, because I wan't to discover them in game. I suspect it would be best to forward the EDID's from CACO-Ordinatored. I don't suspect the ordinator perks overwritten by CACO (and not patched by CACO ordinatored) need this treatment. Also, only needed for those who use ASIS automatic perks. Which reminds me. Do you use the automatic perks and spells function from ASIS? I know it's not in the guide, but I wonder why. Is it perhaps a matter of balance (too hard)? -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
One of the mysteries of the universe I suppose. But still, it is my own doing. Should really be more careful with which "conflicts" I report. You make a good point. There is the possibility they simple haven't gotten around to patching this yet. I forwarded it to my own custom patch just to be sure. I found another small thing in the CACO patches. The CACO hunterborn patch adds some items to the leveled lists: CACO_IngrRestoreHealth4th [LVLI:01CCA054] CACO_IngrRestoreMagicka1st [LVLI:01CCA055] CACO_IngrDamageHealth1st [LVLI:01CCA063] CACO_IngrDamageStamina2nd [LVLI:01CCA072] These are overwritten by the CACO Wyrmstooth patch. This is fine, because the bashed patch merged this. Except, when you merge them into one single patch as per your guide. The solution would be either to exclude CACO_wyrmstooth from the merge, fix it in on of your patches, or make a small patch and merge it with the others into "CACO Patches merged". I'm also using Clothingcraft by the way, which also edits some of these lists. Same issue, same solutions. Edit: a small question. Do editor ID conflicts ever need patching? Because the EDID from the benefactor perk get overwritten and restored a few times by ordinator, CACO, CACO ordinator and their MLU patches. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
This is really strange. I reinstalled all your patches again, and now I do get this error. This is what is in the place where the texture should be: Cicero_OkieDokie [iNFO:AB00690A] ('Okie dokie, Listener.' in GRUP Topic Children of BetterStealthCiceroShared [DIAL:AB006908]) It has to do with the fact that I merged thing into STEP extended patch. I'm gonna merge thing seperate from the STEP patch, that should prevent problems like this. Still strange though. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I'm using WAFR 5.2, the latest version. I don't exactly use the STEP settings (I use all options), but that makes no difference for this record. These changes are specific to the 5.2 version though, so you wouldn't see it if you use 5.1. You are correct. Neither are these changes touched by anything I merged into the STEP patch, so I don't have a clue how this happened. Probably happened somehow by accidents when making small changes to the STEP Patch. The magic effects are overwritten by ragdoll paralysis (which I had merged into STEP extended). I suppose CACO should come later in the load order. I might have missed a loot rule somewhere. I use the loot rule, but AOS, combat evolved, CACO, ordinator, MLU and CACO patches,... . There are a lot less conflicts than I remeber though (a few of them were from Relighting skyrim, which I already forwarded to STEP extended patch). There are now only 3 conflicts left, with CACO, under Worldspace -> Tamriel: [CELL:00009B73] [CELL:0000BCD6] [CELL:0000BCF7] I assumed as much. Thank you for confirming. A lot of work, I agree. I tried once and got tired of it pretty soon. Won't really be noticeable in game if you don't patch anyway, you're right. I redownloaded your patch, and you're right. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I'll check the things you can't find later when DynDOLOD Has finished. But for now, I just remembered I merged quite a few things into the STEP extended patch, which could be causing these issues. Didn't think of that while I was checking for conflicts, sorry about that. As for Disparity and Ordinator, I meant to say Disparity and Thunderchild. They have a conflict in Battle fury. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No probs. STEPExt__Combat Evolved: Weapon -> CrGiantClub "Giant Club" [WEAP:000461DA]The keyword WeaponTypeSword is replaced by WeaponTypeMace by WAFR. Combat evolved and your patch for it turn it back into WeaponTypeSword. Is this intentional? Same goes for the other 2 giant club records: DA06GiantClub "Giant Club" [WEAP:000C334F] and C00GiantClub "Giant Club" [WEAP:000CDEC9] Complete Alchemy & Cooking overhaul: 2 records in ingestible (00064B31 & 00064B32) are overwritten by STEP extended patch.Magic Effects 00082A50 and 0009AA3F are overwritten by STEP ext patch STEPExt__CACO: In magic effect 000E5F5B, CACO has no magic skill associated with it, the patch add destruction as associated skill, like the vanilla game.I noticed a lot of instances of 'XCWT - Water' from realistic water two being overwritten. Don't know if this matters.Moon and Star: There are many conflicts in Worldspace -> 0000003C Tamriel -> 00009BBC -> 0000ABBC Landscape with better fast travelWorldspace -> 0000003C Tamriel -> 00009C59 -> MossCreekCamp02: EDID - Editor ID being overwritten by Frostfall (maybe load M&S after Frostfall?) Worldspace -> 0000003C Tamriel -> 0000BBA6 -> 0000CBA6 Landscape: Conflicts with Oblivion gates Don't know if these conflicts even need resolving. I told you earlier about a small conflict with disparity and Ordinator, but now read this post by EnaiSiaion about this: "Disparity should always win no matter what the conflict is. "Helgen Reborn: Worldspace => 0000003C - Tamriel => 00009C59 POIPineForest33 => 0000AC59 conflicts with Moon and StarWorldspace => 0001A26F - WhiterunWorld => 0001A270 Cell => 000F823C Placed object conflicts with Alternate Start - Live Another Life A lot of food disabled by You Hunger is enabled again by other mods -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Found an error in you STEPExt_CACO Patch. In Container DLC2fcTernGO, the new texture under alternate textures is something that clearly doesn't belong. Definitely not a texture. edit: Found something else while installing hunterborn. The hunterborn - campfire patch adds FrostfallWarmFoodDrinkKeyword [KYWD:01CC0E08] to some ingestibles from hunterborn. The CACO hunterborn patch removes these keywords again. This might be something that needs an extra modular patch. -
Got it
-
Question about WM flora fixes. Your guide says the following: The SMIM patch has no installer. Why should I delete the flora fixes plugin, considering it is needed for CACO?
-
Mod Organizer should ask you, but won't if the this function is disabled. In settings -> Plugins -> BSA Extractor, set "enabled" from false to true if it isn't already. About IA8, I'll send you the MLU patch I use.
-
I'm a little bit confused about the leveled lists as well. Should you or should you not remove Complete Crafting_TrueWeaponsLvlLists.esp. It says in the guide: However, there are no leveled list files in CCOR, apart from Complete Crafting_TrueWeaponsLvlLists.esp, which is actually part of "CCO Compatibility Patch for WAF True Weapons". I kept it in, because the guide says to install "CCO Compatibility Patch for WAF True Weapons". Also, no TES5Edit merged patch as far as I know, uncleseano. It's not mentioned anywhere. Allthough I do wonder what it would achieve that the individual patches don't. Trying it out now. Tried the merged patch. It seems to merge thing you don't want to merge, and remove things you don't want removed. But it also helped me notice some other things: Armor -> 000E35EA - Karliah's Hood: the WAFR Keywords are overwritten by Dawn of Skyrim (SRLE explorers edition pack)The keyword JewerlyExpensive added by USLEEP is overwritten by CCOR and clothing and clutter fixes. I'm not sure if this is intentional.Same thing with ArmoLinweUSKP being removed by WAFR.Keyword VendorItemAnimalPart is removed from Eye of the Sabre Cat by CACO.VendorItemFoodRaw rremoved from Honeycomb by CACOThe magic effects AlchRestoreHealth, -Stamina and -Magicka and their -All variants lose their MagickAlchBenificialKeyword in MLU but regain it in CACO. They also get the flag "Dispel with keywords" in MLU but lose it in CACO
-
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I can't speak for Dreapflopp, but i doubt the order of installation matters very much. However, sometimes patches for a mod in one pack should be installed while installing another pack. For example: morrowloot ultimate has patches for ordinator, which is part of the Dovahkiin reborn pack. So when you install the MLU patches, make sure to install the patches for all mods you use and will be using, not just the ones from the deleveled loot pack. I find it easiest to install dovahkiin reborn, then gameplay rebalanced and then deleveled loot. Also, don't install any of the patches of the individual packs. Dreadflopp clearly states: "If you only install some mods from the pack, or if you install mods from the Other skills section, or if you have other packs installed, please merge your own patch with instructions found here." I installed the modular patches after installing all of the packs, didn't do a merged patch, but did do a bashed patch. You should install the Deleveled loot pack before you make a bashed patch. Scarcity shouldn't be included in a TES5Edit merged patch, but it should be in your bashed patch. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Your appreciation is appreciated. 2) I've yet to use it ingame, so I'm not sure either, will let you know if I get to it 3) good to know, there are some other thing I think the STEP doesn't cover in there. Small things, but I'm a stickler for the details. 4) I'll send it over 5) I simply made a patch that goes after the bashed patch. So when I rebuild the bashed patch, the fix is still applied. 8) Yes, I think I remember when I tried your patches earlier, but I didn't really go into detail back then. I seem to remember being confused by the abbreviations. Or maybe that was somewhere else. In fact, I'm still sometimes confused which patches I should use, and which I shouldn't. Some of your patches are completely overwritten by others, usually things like ****MLU overwritten by ****MLU_ELE or something. Sometimes I'm missing a master. That sort of stuff. -
pack Dreadflopps Modular patches
FlyingFox replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hi Dreadflopp, I've been diggin in TES5edit for some possible unresolved conflicts again, and came up with a few remarks. On your modular patches page, you say to reinstall RWT and ELE_Lite if you add falskaar and wyrmstooth. Perhaps you could add the same note for Farmhouse chimneys and Skyfalls & Skymills. Don't think it matters much, but for the sake of completeness ... There is a small conflict between Thunderchild and Disparity, with regards to the Battle Fury shout. Doesnt absolutely need a patch, but might be desireable. See here: https://forums.nexusmods.com/index.php?/topic/2639274-disparity-racial-adjustments-and-character-enhancements/page-93&do=findComment&comment=29933395 STEPExt_Alternate start.esp: Changes 2 records in 'Dialog Topic'; however, 'Dialog Topic -> 0002BDDD -> 000EA261' doesn't forward all the changes alternate start makes. In particular, the VMAD Record and a few conditions. I read in the conflict resolution guide for Skyrim Revisited that this is recommended. If you use the 'ammunition fix' from 'Weapons and Armor Attributes', they overwrite 3 records from explosive botls visualized. Very simple to fix. Small issue with General Tullius: he gets 2 sets of armor because my bashed patch merges the leveled lists from Immersive Armors and Complete Ctrafting Overhaul The same thing happens with stormcloak soldiers (3 records), but for Cutting Room Floor and CCOR, so it is not specific to any of you packs. May I ask why you split the pack into 3 packs? Wouldn't it be easier to just update 1 pack and use only your modular patches? Wouldn't it also be more practical to name your patches after the exact mods it patches? So for example, 'STEPExt_Alternate start.esp' to 'Alternate Start - GDO - ELE' or something similar.Thats about all I found, and I looked hard. I have some more conflicts, but they relate to STEP, not your packs. I really hope that, this time, your answer won't be something along the lines of "that conflict is already patched", cause I really did my best to follow you guide to the letter ;) Keep up the good work.