GalenZ Posted September 3, 2016 Posted September 3, 2016 we could do that but we would have to double check with Dreadflopp if he is OK with that as they technically his patches. The major issue I have with keeping older patches is they will eventually clog up the nexus page.I understand re: older patches - you wouldn't want to keep everything. But you can always create a second mod page for older things, so as not to clog up the current stuff, and you don't need to keep everything - just say, the sets of files for major 'stable' versions.
Monobloc Posted September 3, 2016 Posted September 3, 2016 (edited) The bashed patch and 3dnpc ccor/patches merged thing is quite odd. edit : Anyone knows why my tes5edit keeps popping up "string doesn't allow duplicates" ? Edited September 3, 2016 by Monobloc
Bivo Posted September 3, 2016 Posted September 3, 2016 Guys why CACO iNeed & Frostfall patch is not requied? In my actual gameplay (with a Skyrim Revisited Legendary Edition only) i can't get warmth benefits from soup and most of time iNeed automating system for recognize food cause me problems like wronged named food items or duplicated objects
DarkladyLexy Posted September 3, 2016 Posted September 3, 2016 Guys why CACO iNeed & Frostfall patch is not requied? In my actual gameplay (with a Skyrim Revisited Legendary Edition only) i can't get warmth benefits from soup and most of time iNeed automating system for recognize food cause me problems like wronged named food items or duplicated objectsBasically not got around to testing it the testing team have had other more important things to deal with.
Bivo Posted September 3, 2016 Posted September 3, 2016 Basically not got around to testing it the testing team have had other more important things to deal with.I understand , then let me know if anyone has time to be able to check , if it happens only to me or actually is a bug . There is already a patch on the nexus , just in case https://www.nexusmods.com/skyrim/mods/77126/?
kareemamr50 Posted September 3, 2016 Posted September 3, 2016 Hey guysi encountered something that isn't in the guide at all it's just my personal merge ,i was wondering if you can help me with them?so i have a merge that contains armors and weapons mods like billyro weapons and paladin's armor and weapons and have a patch from WAA for them the problem is that, when i change the patches master to the merged one and check for errors i get alot of errors and find the most of the records and form id's aren't synced with the patch, i find that it conflicts with another mod in the merge that has nothing to do with the original and then i tried to check for errors with the original master mod and didn't find any errors and everything is synced so what should i do in this situation?
Bivo Posted September 3, 2016 Posted September 3, 2016 I wanted to point, mod order is wrong. More Interesting Loot for Skyrim has some texture covered in Immersive Weapons Optimized Texture. Would they want to hide or delete, or the optimization of textures is not served.
Michi Posted September 3, 2016 Posted September 3, 2016 Just to be sure I understand ... in the Legacy of the Dragonborn mod readme, for the upgrade to 16.5.1 it talks about the need to clean scripts. Do I do that by running the ReSaver, and then right clicking on the relevant scripts and deleting them?
paul666root Posted September 3, 2016 Posted September 3, 2016 Hey guysi encountered something that isn't in the guide at all it's just my personal merge ,i was wondering if you can help me with them?so i have a merge that contains armors and weapons mods like billyro weapons and paladin's armor and weapons and have a patch from WAA for them the problem is that, when i change the patches master to the merged one and check for errors i get alot of errors and find the most of the records and form id's aren't synced with the patch, i find that it conflicts with another mod in the merge that has nothing to do with the original and then i tried to check for errors with the original master mod and didn't find any errors and everything is synced so what should i do in this situation?You cannot merge mods and then change the master name in their patches.... in a merge records can be renumbered and the patch will look for the older reference which are gone... so if you have mods with patches you cant merge them with others unless you merge there the patch aswell... but beware that if the patch contains another master then your merge will have that as a master aswell.... do you need to look at the order aswell.Just to be sure I understand ... in the Legacy of the Dragonborn mod readme, for the upgrade to 16.5.1 it talks about the need to clean scripts. Do I do that by running the ReSaver, and then right clicking on the relevant scripts and deleting them?If you load an old save yes
jdsmith2816 Posted September 3, 2016 Posted September 3, 2016 (edited) Re: The new Dreadflopp's patches, and any new non-Nexus patches that may be created. Could I request that you add either version names or dates (preferably both) to the file name of any direct-download patches you create, so that we can tell different versions apart, and be able to tell when they've changed? Also, can you keep old versions available, so those of us who want to build an older version of build (e.g. 'before the next round of landscape changes') can get the older patches? Or better yet, put them on the Nexus. Or won't Dreadflopp allow that?The patch archive and pre-merged patches will be on the nexus. If someone won't allow use/redistribution of their particular patch then I'll make my own version. Edited September 3, 2016 by jdsmith2816
kareemamr50 Posted September 3, 2016 Posted September 3, 2016 You cannot merge mods and then change the master name in their patches.... in a merge records can be renumbered and the patch will look for the older reference which are gone... so if you have mods with patches you cant merge them with others unless you merge there the patch aswell... but beware that if the patch contains another master then your merge will have that as a master aswell.... do you need to look at the order aswell.thanks man didn't think about that i will try to organize my merges better
Jailhouseblues Posted September 3, 2016 Posted September 3, 2016 (edited) Hmm in order to customize my Conflict Resolution esp, I removed all the records relating to ELFX - Exteriors then removed it as a master from file header, but when I tried to right click the plugin and select "Clean masters" I got an "assertion failure wbimplementation.pas" error. So I ignored it and launched my game, only to discover that main menu just won't show up. The dragon symbol is visible, but it just hangs there forever. Anyone have any ideas? Edited September 3, 2016 by Jailhouseblues
Jailhouseblues Posted September 3, 2016 Posted September 3, 2016 Nvm figured it out. Protip, never remove masters from file header xD. I used "Clean masters" instead, and it automatically removes it safely if all the records are deleted.
Darth_mathias Posted September 3, 2016 Author Posted September 3, 2016 hey everyone just poking my head in got a spare 5 mins looks the guys have done a good job overhauling the Landscape and Paul is looking after you hope you are not stressing him out too much. anyway I just hope everyone is enjoying themselves with all the latest mod additions. 1
minos55 Posted September 3, 2016 Posted September 3, 2016 Maybe a good idea would be that the CR guide has a line that says what version of cr it is, so that people know if it is up to date there.
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