Darth_mathias Posted April 12, 2017 Author Share Posted April 12, 2017 Hey guys, here's a new version of the SkyTEST patch to test. I think it works a lot better, but I'm honestly losing my mind over this. :P https://www.mediafire.com/file/d9z9v7z0ce7sfgw/SkyTEST_LessFear_Patch.rarhey SirJesto thanks for this i will test it out. oh and everyone i have already done a quick tweak this patch so it only use the esm and not the esp so please use this on https://www.dropbox.com/s/5n4120i4jidly6g/SkyTEST_LessFear_Patch.esp?dl=0 for testing unless of course you have the esp version like SirJesto. Link to comment
sirjesto Posted April 12, 2017 Share Posted April 12, 2017 hey SirJesto thanks for this i will test it out. oh and everyone i have already done a quick tweak this patch so it only use the esm and not the esp so please use this on https://www.dropbox.com/s/5n4120i4jidly6g/SkyTEST_LessFear_Patch.esp?dl=0 for testing unless of course you have the esp version like SirJesto.Oh crap, I took out the .esm edits from that patch. :PIf it works, you should be able to duplicate the edits in the .esm that I made to the .esp. Link to comment
Darth_mathias Posted April 12, 2017 Author Share Posted April 12, 2017 Oh crap, I took out the .esm edits from that patch. :PIf it works, you should be able to duplicate the edits in the .esm that I made to the .esp.no worrie dude i sorted created a dummy esp then had to chance formID to that of the skytest esm then repaired the errors can not be resolved issues the one thing i found odd i couldn't clean the esp so i manually removed skyest esp master from the file header not a a proper chance to test it thou but it no longer say there is a missing master. Link to comment
omgitskae Posted April 12, 2017 Share Posted April 12, 2017 hey SirJesto thanks for this i will test it out. oh and everyone i have already done a quick tweak this patch so it only use the esm and not the esp so please use this on https://www.dropbox.com/s/5n4120i4jidly6g/SkyTEST_LessFear_Patch.esp?dl=0 for testing unless of course you have the esp version like SirJesto.Will try this, I did get a chance to try the old one but I'm not sure I noticed much, maybe a slight change but animals still sprinted at ridiculous speeds ridiculously far away. Probably the biggest change I noticed was wolves attacked regardless of whether they were part of a pack or not (which isn't normal SkyTest behavior). Not sure if that was due to the patch or if something else got messy. Link to comment
johanlh Posted April 12, 2017 Share Posted April 12, 2017 Will try this, I did get a chance to try the old one but I'm not sure I noticed much, maybe a slight change but animals still sprinted at ridiculous speeds ridiculously far away. Probably the biggest change I noticed was wolves attacked regardless of whether they were part of a pack or not (which isn't normal SkyTest behavior). Not sure if that was due to the patch or if something else got messy.Did you see my vid? Is that the same distance you are experiencing? Enviado desde mi Pixel XL mediante Tapatalk Link to comment
sirjesto Posted April 12, 2017 Share Posted April 12, 2017 The behaviour I noticed in the new one is that the wolves will run a little bit and after a short time will come and attack again.Hope that is what you see in the new patch and if that is acceptable. Link to comment
omgitskae Posted April 12, 2017 Share Posted April 12, 2017 Did you see my vid? Is that the same distance you are experiencing? Enviado desde mi Pixel XL mediante TapatalkYep, it's the exact same thing. I find it extremely anti fun and not realistic (realistic would be the animal running forever). And due to the way the game engine works with combat state being basically forever until the target dies, it presents a situation where people using followers are at risk of being permanently in combat (and no console command to leave the combat state). And being stuck in combat means your followers just run and run and run forever and completely ignore you (means people that play follower based builds are boned), can't use any crafting stations, cant mine any ore or dig any archaeology sites, and so on. Fighting one on one isn't nearly as bad since you can just run it down and kill it, but when you're fighting a pack and you get down to the last 3 and they all start doing that in different directions... it's just, not fun. Link to comment
JUNKdeLUXE Posted April 12, 2017 Share Posted April 12, 2017 so which version of the "animals no long run around the earth" do we use? SirJesto's or Darth's? and how should we install it? last in loadorder or just after skytest? Link to comment
omgitskae Posted April 12, 2017 Share Posted April 12, 2017 so which version of the "animals no long run around the earth" do we use? SirJesto's or Darth's? and how should we install it? last in loadorder or just after skytest?Sirjesto's uses the SkyTest esp as master which we don't have due to the merge. Darth's uses the esm (which we do use), but they are both the same in terms of functionality. Use Darth's if you want to test it. Link to comment
Darth_mathias Posted April 12, 2017 Author Share Posted April 12, 2017 so which version of the "animals no long run around the earth" do we use? SirJesto's or Darth's? and how should we install it? last in loadorder or just after skytest?Use mine and let LOOT do it thing as it gets merged into the bash patch anyway. Left pane placemenst pretty much anywhere that makes sense since it only an esp and will have no overwrites. Link to comment
JUNKdeLUXE Posted April 12, 2017 Share Posted April 12, 2017 Use mine and let LOOT do it thing as it gets merged into the bash patch anyway. Left pane placemenst pretty much anywhere that makes sense since it only an esp and will have no overwrites.Is it safe to use LOOT in an ongoing game? seem to remember that it might fubar something? Link to comment
sirjesto Posted April 12, 2017 Share Posted April 12, 2017 Use mine and let LOOT do it thing as it gets merged into the bash patch anyway. Left pane placemenst pretty much anywhere that makes sense since it only an esp and will have no overwrites.Let me know how the new version works in game. Link to comment
Nozzer66 Posted April 13, 2017 Share Posted April 13, 2017 I'm quite willing but so far none has responded to my other thread (I created just for this problem) so you're the only one that's given me some actions to actually take. Thanks for that.Junk: I didn't respond cause for some strange reason every time I tried to read it I got 503Ed. But looks like people have helped. Link to comment
Razorsedge877 Posted April 13, 2017 Share Posted April 13, 2017 It would make more sense to change "Mod Name" to "esp Name" in the Wrye Bash directions, and than list the esps instead of the mod names Link to comment
Nebulous112 Posted April 13, 2017 Share Posted April 13, 2017 Unofficial Legacy Patch updated to v1.8. [spoiler=Changelog]04/11/17Updated Unofficial Legacy Patch to v1.8.- Removed old instances of the DBM-DoomstoneDISPScript which have not been needed for quite some time.- Made replicas of Labyrinthian magic drain weapons displayable.- Corrected the Bloodworm Helm Armor Type. Was listed as Clothing but should be Light Armor.- Fixed incorrect audio line on Auryen’s explanation of the Daedric Gallery.- Updated divine crusader sealed chests to open to players wearing the proper divine’s amulet that matches the chest.- Fixed display count issue where prep station does not properly count sorted jewelry items sorted during ULP 1.7.- Added displays for Oelander’s Hammer and Story of Lyrisius (books).- Fixed bug in Trial of Trinimac quest if the auriel’s bow quest hasn’t started, where Kyre will not have the dialog option to continue the excavation once the Glacial Crevice has been discovered.- Fixed collision on explorer’s trophy case that prevented Kamahl’s map placement.- Fixed the casting sound from the “Stash†spell from persisting after you’ve used it.- Adjusted the frequency of the Legacy loading screens.Clean Scripts:DBM_PrepstationScript2DBMweapondisplayDBM_DoomstoneDISPScript (clean update offsets as well) Edit: Also, Kel updated the Skyrim Immersive Creatures Unofficial Patch to v0.2, which fixes crashes with slaughterfish. According to the Nexus page, a full cell reset must be done on existing games for the CTD fix to take effect. Instructions on the page. Link to comment
Recommended Posts