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baronaatista

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Everything posted by baronaatista

  1. @Minoke - I don't use the guide so can't say for sure but I'd be willing to bet the AOS patches are handled in LOTD CR patch, as they likely conflict with other mods that are being patched and would be mostly/completely overwritten by the CR anyway.
  2. Dread hasn't been updating his packs for LE in quite a while, as he is now in SE and developing packs for it. All the priority numbering is doing is telling LOOT to sort these .esps lower/last in your LO. If I remember correctly, Dreadflopps patch/patches (probably a merged patch I'd guess) should be dead last. Probably good with a priority of 90? Then Realistic Water Two - 89 And Relighting Skyrim - 88 You can test these values and try different ones if they don't work. Just know higher # = lower sort order. So maybe 100 for Dreads patch, 99 for RWT, 98 RS. Also know though, I don't think the patches have been updated in some time where many of the mods in the packs have. There's a good chance not everything there is kosher. Probably wouldn't take much to update though, if you know how...
  3. I don't use Dynamic Things but I personally would find it pretty annoying just having to Ignore that safe storage prompt every time I accessed my followers' inventory. I would definitely recommend a note at least saying NOT to use the 'Safe Storage' feature of Dynamic Things on Followers or existing safe containers - the feature is useful for making a player home from a shack in the woods. The difficulty there is determining which containers are safe and which aren't.
  4. EFF Inventory is already safe storage, and I can't imagine attempting to get Dynamic Things to manage it could result in anything good.
  5. I figured that. Mod is done, checked in-game and looking groovy. Just made the author of Hallgarths for NPCs aware of my patch, suppose I should do the same for Inhabitants of Skyrim, if they like one of them can host it.
  6. I'm going through this right now, thus far everything went off pretty much perfectly; generating data, all of it was getting dropped in MO's overwrite... the path though ends in Skyrim.esm?
  7. So I've just had a thought and opened the .bsa for USLEEP and of course it contains facegen data. Now it may not overlap with NPC's in my plugin, but there are quite a lot of them, and I really don't want to take the chance - I need to be certain that all the relevant FaceGen Data ends up in my Overwrite folder. If anyone can throw me a bone here? When I'm done there will be a pretty cool, world/style fitting overhaul of Skyrim's NPCs with a greater range of available hairstyles - and those hairstyles applied to NPCs in an appropriate manner!
  8. Just finished writing down the formID and edID of every NPC in my patch. About to load up the CK and start to create facegen one by one... this is a longshot, but if anyone knows a quicker way to do this, throw me a line!
  9. Yeah, TME, much like MLU is definitely more of a - you build the game around this type mod rather than add it on top of an already huge mod list. With WAFR, CCF & Trade and Barter the economy has already been pretty nicely overhauled, and there is definite overlap/redundancy between TME/T&B. Pretty sure TME invalidates some of the options in the T&B MCM. For my own purposes, I ran the patcher in order to find the prices I wanted to increase - namely to hire a follower, housing & horses. Copied those records into a new plugin and adjusted prices to my own desires. I also increased some of the rewards from dungeon/chest loot. With hard settings on T&B, this does enough for me to make for a harder/more realistic economy without taking over the game. I could share the plugin if desired. Another little tweak I made was to increase the amount of time followers are downed in combat. Pairs well with healer characters.
  10. When you click on the 'Options' button (gear icon), under the 'Integrations' tab, is 'copy general assets' ticked?
  11. Hey, just looking for some advice here; attempting to make a compatibility patch between Hallgarths for NPC's and Inhabitants of Skyrim (+USLEEP). I've made a plugin in xEdit that uses the records from IoS with the hairs from Hallgarths. I converted HallgarthAdditionalHair.esp to a master by editing the record flag in xEdit. Start up the CK... and step firmly outside the bounds of my knowledge. I imagine I need to load HallgarthAdditionalHair.esp, my mod - Hallgarths for Inhabitants of Skyrim.esp , USLEEP and the base game plugins. Is this correct? IoS (NPC_Overhaul_V_3.esp) is not a master to my mod, so I'm not sure whether I need to load it as well? From there I'm just not sure how to go about selecting my NPC's. I can't discern a way to see the contents of an individual .esp like I can in xEdit. I'm hoping for some way to simply select all the NPC's from my plugin and batch export all the facegen at once. Really hoping I don't have to open xEdit, note down every NPC in my patch, open CK, select them individually and export facegen one at a time... Say it ain't so! After that I've read about troubles with the output of Facegen data in MO, where it will place those files inside the last loaded mod that contains them if there is one. I'd like to be able to share this afterward so it's important all the data ends up in a new folder. For that reason I've created a new profile in MO where only the mods I need active are, but CRF (which is a master to IoS...which I may or may not need to load, I think not) contains at least some facegen data, not sure if it overlaps with any NPC's in my plugin... Is there any way to ensure the files go where I want them to in MO?
  12. If I'm not mistaken you can choose which animations you want during installation...
  13. Hallgarth's Additional (Vanilla) Hair by Hallgarth Mod does exactly what it says; adds a number of new hairstyles and beards to the game that fit perfectly within the vanilla style, giving a much greater degree of choice to just about every race/sex combination. Just downloaded the other day, checked it out in game and I can't see it ever leaving my load order. Works with hair retextures (SLFH). I've been looking for something like this for quite some time, and I personally feel like it's a prime candidate for STEP - certainly for Extended, but with how seamless they are with vanilla hair I'd say Core. Not that I have any dog in that race. There are a couple issues with some of the meshes, but there are still a couple vanilla hairs with mesh issues, so not a detractor for me. As a sidenote a fan of the mod has applied it to NPC's; Hallgarth's Hair for NPC's by IndigoCrow * a couple issues here, however; primarily that the author hasn't carried forward USLEEP fixes. For some reason also flags a couple vampires with 'prey faction'...
  14. * Turns out I was using an old version of Tentapalooza (1.3) current version (1.32) shows no errors.
  15. I mean I was being just cautious in saying 'seems highly likely'... Chesko released Last Seed just a month or two before the CC was announced. He has consistently been a really active modder, had Last Seed brewing for a couple years, releases it, calling it a beta... and hasn't been heard from since. Now this Survival mod for CC that has features directly from Frostfall & Last Seed, with a couple additions and a little simplification...
  16. The lack of thirst in a survival mod is a strange design decision, and as far as I know these things aren't really supposed to be updated the way mods are (unless, I suppose a bug got past testing). Hadn't thought though that elements of it could be used for a more fully developed mod. I believe it's not confirmed but seems highly likely that this mod is Chesko's work, or at least he was involved in its development; would be very interesting if he returned to the modding community to finish it off. I quite like most of the functionality that I've seen, particularly the drain on fatigue when carrying too much crap, which is a nice light feature I've been looking for in a survival mod for a while.
  17. Okay, so I got a little overwhelmed with just this seemingly large list of errors. Reducing it down to the individual mods and trying to work out what was happening, I seem to have found most of my answers; * ignoring tint layer errors in general. I have played this build for 100+ hours and haven't seen any oddities. * in Immersive Children, I really can't explain. I looked at the specific quest parameters and did indeed find null references (as well as an example of the same condition that did reference an NPC, as the error seems to be indicating they should) but all of that was carried forward from Skyrim.esm. So I guess this is a vanilla error carried forward? * in Hunters Cabin of Riverwood - again not sure, the mod adds a bow that is an 'upgraded' hunting bow and the error is in it's Critical Data under the 'effect' field; <Warning: Could not be resolved, but is possibly hardcoded in the engine>. A post on the mod page from a couple months ago pointed it out ... I think not the author but the maintainer? of the mod said he'd check it out. I added a comment that I've seen the error as well. Either way, I don't think anything to be concerned about. I looked up the vanilla hunting bow and found a null reference in that same field so changed it in the .esp, but xedit still tossed the error. * apparently it is recommended to load ICAIO after 3DNPC. I mistrust that information as it seems like the consequences of breaking something in 3DNPC are worse, but I'm waiting to hear back on that. * as for Wet and Cold quest alias errors, from SirJesto on the nexus WC forum; You can keep it as is. You'll only get those errors when you're running the ashes esp as well. The script in ashes overwrites that one so it's all good. * Tentapalooza not sure, doesn't appear to be an overwrite issue. Reported on the nexus page. * Skyrim Immersive Creatures appears to be a 'conflict' with Skyrim Immersive Creatures - Patch.esp, though I'm not sure how to resolve it. My intuition says it doesn't need resolving. * Sacrosanct Perks, from Enai;Irrelevant, those perks are not used. * I'm going to guess similar is true for Dwemertech, and Helgen Reborn is the error Astakos mentioned which is again related to unused data. * Forgotten City has a couple different errors, none of which seem to have anything to do with my LO/plugins. On the mod page forums tab in the authors stickied FAQ;I scanned the files with tes5edit and...Nothing in your tes5edit report affects the stability of this game. You can relax. :-) So I'm going to go ahead and say none of this is of consequence. If I get a definitive answer on ICAIO and 3DNPC I'll pop back here. Doesn't help me with my Save game bug I'm experiencing, but it does reassure me that I've done things correctly.
  18. So both in REGS and I've seen Shurah say to load ICAIO after 3DNPC... My intuition though says; ICAIO doesn't contain quests, or at least not ones that I'm overly worried about breaking (as far as I know - I know it uses aliases to make it go...) Whereas 3DNPC does. Why would ICAIO take priority? I'm mostly fine if NPC's pathing is a little screwy, but not so much if 3DNPC quests are broken.
  19. I do use both Disparity and Immersive Children which alter the race record, and I've merged the changes into my CR... but looking at the race records, specifically the ones mentioned, nothing appears to be altered in the tint layers... ?
  20. Also, out of the encounter zone mods, I find Sthaag's to be the most balanced. The others all seem to make early dungeons ridiculously high level, to the point where you have to level your character to 20/30 before you even think about starting to do quests, which is no bueno for me.
  21. @Lexy - unless I'm mistaken, the same issue making AAE incompatible with Sthaag's encounter zone mod should also be true of PermaZones. It's due to AAE using the PC Level Mult flag. They're technically not incompatible, but the encounter zones will not function the same. That being said, I've read a couple threads that seem to suggest the inconsistencies introduced are fairly minor.
  22. I will say, as for the save game bug I was describing in the beginning of my post, I did some more reading and apparently it's a fairly well known bug, with a fairly well known 'hack' solution; dying or using player.kill while on a 'good' save. However I did find multiple people accusing Ineed as being the culprit, and one that said deactivating the mod, clean save, and reactivating seemed to solve the problem. So not sure what to make of that... I'm still concerned either way about these errors I'm seeing in xEdit though.
  23. xEdit Error Check in base game plugins; Just on my way into work right now but I'll pop in tonight. Thanks a lot for taking the time. ....damn. And the rest of Error Check in base plugins;
  24. Hey Astakos, Thanks for popping in. I'm not using Bruma, or Snazzy... My list is based mostly off Dreadflopps' packs for Oldrim, STEP: Extended and bits of SRLE/SRLE: LOTD, with some personal touches. My LO *Eternal Skyrim is my CR, *Bashed is lvl lists extracted from a bashed patch, as I couldnt get WB to reliably do what I wanted it to. xEdit Error Check; (minus base game plugins, post was too long)
  25. So this'll be my third post on the subject, I haven't gotten any help so I'm trying a different forum. Apologies for multiple posts, I try not to ask for help at all, I'm just a little stumped here. I have a large self-made modlist, a compilation of things I've learned from the various guides into my own 'perfect' little vision of Skyrim. I've done a complete manual CR for my LO and spent quite a while doing it, examining every conflicted record one by one and even researching things I didn't understand when possible. I'm really fairly certain I've done things correctly, and my game just runs incredibly smooth - virtually no CTD's, very stable framerate, not noticeable script lag. Yet on two separate playthroughs - both times right around level 20-27 ish, I wind up running into this wall where my game will begin to crash... not on EVERY savegame or door, but just about. Both times cycled back through saves to no avail. On my second attempt, I was very scrupulous to not ever use an auto-save (allowed the game to make them, but never loaded one) and also to exit the game after dying, before it can load any save (SRLE recommendations). However I did console command player.advskill to level myself back (and gear up) to the point I was when my old game failed. Not sure if that is a safe practice. Trying to find the source of the problem, I just checked my LO for errors and wound up with some disturbing results. Just a ton of errors in Skyrim.esm, a navmesh error in USLEEP, lots of tint layer errors in NPC's on various mods, a couple VMAD errors... etc. I can post the log if that would be helpful. I'm seeing errors in;USLEEP, Immersive Children, Hunters Cabin of Riverwood, Unique Border Gates, Immersive Citizens, Wet and Cold, Tentapalooza, Immersive Creatures, OBIS, Sacrosanct, 3DNPC, Dwemertech, Forgotten City, Helgen Reborn and Wheels of Lull. I'm relatively certain that a lot of this (specifically the tint layer errors in NPC's) is not really a big deal. I remember bringing that up to Enai after seeing some in the Apocalypse .esp's I was trying to merge and him attributing it to USLEEP mucking about with tint layers 'again'... in that instance I manually pointed the offending Tint Layers to working (though potentially incorrect, not sure how to determine what would be correct here) TINI values in order to do the merge. I'd rather not have to manually edit all the NPC's brought up in that error check though. I guess my question is; is most of this stuff a known quantity / to be expected? Or is it something I should be concerned about? Navmesh, VMAD, quest-alias errors sound bad to me, but I'm fairly certain they require the CK/scripting knowledge to deal with, and they're all in pretty well-known mods - I've never seen any mention of this in any of the guides that use them.
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