denba666 Posted June 7, 2018 Posted June 7, 2018 Hello! Me again! lolI'm trying to remove the bash tags from Faction Crossbows.esp.I did that on Wrye Bash, but LOOT still lists them.Is this right?
godescalcus Posted June 7, 2018 Posted June 7, 2018 Hello! Me again! lolI'm trying to remove the bash tags from Faction Crossbows.esp.I did that on Wrye Bash, but LOOT still lists them.Is this right?Dunno... Maybe loot keeps them in its metadata records? Better remove them there, too, if that's what you need to do.
DarkladyLexy Posted June 7, 2018 Posted June 7, 2018 Hello! Me again! lolI'm trying to remove the bash tags from Faction Crossbows.esp.I did that on Wrye Bash, but LOOT still lists them.Is this right?to be honest, it doesn't strictly matter as you're creating a new merge and Merge Plugins doesn't forward bash tags anyway.
denba666 Posted June 7, 2018 Posted June 7, 2018 Dunno... Maybe loot keeps them in its metadata records? Better remove them there, too, if that's what you need to do.Well, the problem is that I try to remove those records on LOOT but they reappear. to be honest, it doesn't strictly matter as you're creating a new merge and Merge Plugins doesn't forward bash tags anyway.Nice! Thank you!
hazelwolf Posted June 7, 2018 Posted June 7, 2018 Is there a way to edit the patches with the Arthmoor Villages as masters to accommodate the new merged version he's done?
godescalcus Posted June 8, 2018 Posted June 8, 2018 (edited) Is there a way to edit the patches with the Arthmoor Villages as masters to accommodate the new merged version he's done?Inigo and 3DNPC patches need to point to the correct records in the new merged file and the BFT patch doesn't need the masters at all (I double-checked for references and it had no reference whatsoever to either Darkwater Crossing or Kynesgrove, so I simply removed the masters in xEdit. Apparently, the new merge already includes all of the forwards in the USLEEP patch so that should no longer be necessary. Haven't checked Farmhouse Chimneys, NSUTR or Snazzy patches yet... Edited June 8, 2018 by godescalcus
hazelwolf Posted June 8, 2018 Posted June 8, 2018 Inigo and 3DNPC patches need to point to the correct records in the new merged file and the BFT patch doesn't need the masters at all (I double-checked for references and it had no reference whatsoever to either Darkwater Crossing or Kynesgrove, so I simply removed the masters in xEdit. I was fiddling around trying to do that last night. I managed to add the All-in-one esp as a master but couldn't remove the individual villages. All the guides I found online gave conflicting information or weren't giving me the results I wanted. I don't suppose you could step me through it?
godescalcus Posted June 8, 2018 Posted June 8, 2018 I was fiddling around trying to do that last night. I managed to add the All-in-one esp as a master but couldn't remove the individual villages. All the guides I found online gave conflicting information or weren't giving me the results I wanted. I don't suppose you could step me through it? Not as straightforward as it would seem - I'm trying to retrace things because I no longer have the individual patches installed. Open both files in xEdit, along with the new merged village file (you need to install the old masters, too). In Inigo's patch and 3dNPC's patch you find the placed NPC's 00019932, 0001B08D and 0001B084, in each you need to drag the top cell from the merged Arthmoor plugin to the patch, replacing the one from the individual villages. Do the same with XLRL - Location Reference. It will ask you to add the merge as a master to the patch the first time you do it. When you've done it, you'll still have the old cell records from the individual villages (but now with no children) on the patch files, that's why you can't clean the masters. They're just ITM's that you can clean automatically or individually - just remove them. After that, clean masters and you're ok. The USLEEP patch seems to not be needed and the BFT patch you can simply clean masters as it doesn't really contain references to those plugins. To clean masters, right click the plugin on the left list in xEdit and choose "clean masters". Check the File Header to make sure they're removed, save and exit.
DarkladyLexy Posted June 8, 2018 Posted June 8, 2018 by any chance have you guys used the Report Master to find all the Records linked to Arthmoor's Village mods in the CR?
godescalcus Posted June 8, 2018 Posted June 8, 2018 by any chance have you guys used the Report Master to find all the Records linked to Arthmoor's Village mods in the CR?Not yet Lexy, will be getting there as soon as I'm done with NSUTR. Just went through Farmhouse Chimneys. In FarmhouseChimneysHellarchenCreek.esp I dragged the XLCN Location values from the new merge to the patch, cleaned masters. In FamrhoseChimneysArthmoorVillagesMerged.esp there are no references to the individual village master plugins, so I assume it's safe to clean masters (just to keep it clean, I added Arthmoor's new merge as a "soft" master in xEdit). Here's a link to the patches I've updated so far, if you want to check if they're ok: https://drive.google.com/drive/folders/1fxOXoF_6u_CpKFkboBLX5f2-GnAfE37m?usp=sharing
godescalcus Posted June 8, 2018 Posted June 8, 2018 (edited) NSUTR Patches to the new arthville merge: need to find in the new merge plugin the records that place the snow statics affected by the patch, then change the vanilla statics to Prometheus statics, remove the records that override the individual village esp's, clean masters. Now, to test if all of this crap actually worked ;) Edited June 8, 2018 by godescalcus
godescalcus Posted June 8, 2018 Posted June 8, 2018 Updated patch for Snazzy - Immersive College of Winterhold. The new version 5.0 of ICOW does no longer contain weather (Region) definitions, so I removed them (as they were broken) in the patch.
Harlockin Posted June 8, 2018 Posted June 8, 2018 (edited) Hi there. I followed the guide but i got some serious performance issues in game.. The fps drop as low as 10 (stable) with apparently no reasons. Like in the cell with the Mara statue right at the start after creating a character. I wait like 2 or 3mn to let all the mods initialize themself and all of a sudden I drop to 10 from 100+fps (i deactivated vsync everywhere for testing purpose) My computer specs : w10 x64 i5-4670k@3.6GHz GTX980 12GB ram The game and mods are on a SSD I did the performance tweak near the end too but to no avail :( I should be ok to run at at least 30/40fps even in complex zone so if someone have some possibles workaround :) i'll try to overclock my cpu to 4Ghz but i doubt it'll bring more than a few fps Edited June 8, 2018 by Harlockin
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