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SRLE: Legacy of The Dragonborn Reqtified


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Posted

Got my first real long sit down playing as the guide is set last night, and I'm officially converted. The little I had played around before yesterday had me questioning wether I had made as mistake in going requiem, as I had never played it before, and I found myself utterly helpless against even simple mudcrabs and the like. But I realized that's the magic of it. Without requiem I always end up as a stealth archer cheesing my way through the game because it gets the job done fast. Now, I had to spend hours hunting animals and herbs, crafting things, trading items with vendors, enchanting things etc.. Just to get myself up to a level I could invest a few perk points in the right spots, and now I can handle some basic bandits, but still get am my Ass handed to me on a semi regular basis, but have a couple followers with me for some help. In the past I've never once leveled any of my magic to a respectable level, now I'm finding it really helpful. Learning to be patient and time my attacks, or successfully roll away from one, as opposed to just spamming arrows at them.

 

I have changed just a few things, like the inability to lockpick without perks, I understand the reasoning behind wanting you to do it, but I'm just not going all the way back through a dungeon for that chest.

 

Add side note I'm not sure exactly, but as to my earlier about nights not being dark enough, I went back and redid the merge exactly add you posted without the wlso_ectv/radioactive esp's or the true storms patches, and my nights and interiors are appropriately dark again.

 

Anyway HUGE thanks to those if you that worked/are working on this guide, with the SMC pack and the ECTV, PCE, Radioactive interiors, I barely recognize this game in many places. It's fantastic.

Posted (edited)

Once you go Requiem it's really hard to go back to anything vanilla. I'm watching a very nice and pleasant Oblivion LP for the sake of good memories and it's just painful to see the fella wailing at a bandit 30 times and looking at the hp bar twitching down surely, but slowly :D

 

Ever since I first modded Skyrim and included Requiem I bend over backwards each install to make mods I like work with it, cause without it there is no game for me. This guide sure makes life a lot easier, especially since I wouldn't be able to skip over Legacy now that it's here ;)

 

What I worry about the most is what will happen with TES 6 comes out and it's a leveling world with sponge enemies again. What do, men? What do?

Edited by Ellilea
Posted (edited)

Got my first real long sit down playing as the guide is set last night, and I'm officially converted. The little I had played around before yesterday had me questioning wether I had made as mistake in going requiem, as I had never played it before, and I found myself utterly helpless against even simple mudcrabs and the like. But I realized that's the magic of it. Without requiem I always end up as a stealth archer cheesing my way through the game because it gets the job done fast. Now, I had to spend hours hunting animals and herbs, crafting things, trading items with vendors, enchanting things etc.. Just to get myself up to a level I could invest a few perk points in the right spots, and now I can handle some basic bandits, but still get am my Ass handed to me on a semi regular basis, but have a couple followers with me for some help. In the past I've never once leveled any of my magic to a respectable level, now I'm finding it really helpful. Learning to be patient and time my

attacks, or successfully roll away from one, as opposed to just spamming arrows at them.

 

Woot! Glad you're enjoying it :D

 

I have changed just a few things, like the inability to lockpick without perks, I understand the reasoning behind wanting you

to do it, but I'm just not going all the way back through a dungeon for that chest.

 

If you were unaware Requiem provides the ability to open locks without lockpicking.  There is also lock bashing, a spell, and scrolls of animate lockpick.  The scrolls are expensive but available from all court mages.

 

Add side note I'm not sure exactly, but as to my earlier about nights not being dark enough, I went back and redid the merge exactly add you posted without the wlso_ectv/radioactive esp's or the true storms patches, and my nights and interiors are appropriately dark again.

 

Ah, yeah the true storm patches were probably the culprit there.  You do want the wlso__ectv and wlso__radioactive-pce patches though.  The screenshot I posted didn't have them shown since the person I originally made them for wasn't running those bits of the guide.  Sorry for the confusion. :)

 

Anyway HUGE thanks to those if you that worked/are working on this guide, with the SMC pack and the ECTV, PCE, Radioactive interiors, I barely recognize this game in many places. It's fantastic.

 

Np, I'm just glad you're able to have a great time.  Please, if you think about it, install MFG Console and just take screenshots of any floating lanterns/trees/clipping rocks/etc with the console open and the item clicked on.  The only way those particular issues get fixed is if people report them with the needed information.  I can't be arsed to manually inspect every cell of Skyrim ^.^

 

What I worry about the most is what will happen with TES 6 comes out and it's a leveling world with sponge enemies again. What do, men? What do?

 

We start building the TES 6 version of Requiem ;)

Edited by jdsmith2816
Posted

I have changed just a few things, like the inability to lockpick without perks, I understand the reasoning behind wanting you to do it, but I'm just not going all the way back through a dungeon for that chest.

In addition to what JD said, there are lockpicking enchanments that let you open locks without perks, either novize or apprentice, the guild master gauntlets up to adept level and followers can open locks too. Inigo can open even master locks, although the patch removes the master lock perk, the Reqtificator seems to be an Inigo fan and adds it back.

Posted (edited)

Thanks for the replies, but that's what I meant when I said I changed some things, I turned on allow lockpick without perks in the requiem MCM. how does lock bashing work? Do I need to be a certain strength? I do admit now that I've allowed non perk picking it kind of breaks some things, I picked several master chests and my dungeoner skill is pretty high now, plus I'm walking around with enough cash I needed to turn my follower into a spare wallet.

 

And I'll place those patches back I my merge with the true storms stuff.

 

EDIT:

I do have MFG console installed along with jaxonz positioner, I've only personally seen two floating lanterns, both in solitude, one right outside the gates to the museum, and the other hanging in thin air on the right side of the stairs as you walk in to the museum walkway. Sadly I disabled the one outside the gates, but I left the lantern in the walkway so I'll get that for you. Other than that it's just been doubled up lanterns in cities, and I even have the BITW patch so I'm not sure why it happens, but I just disable the non moving one each time.

Edited by NordPride_WorldWide
Posted (edited)

To bash a lock simply hit the chest with a weapon. Try a few times if it doesn't work to aim around the lock, but I think anywhere on the chest is okay.

 

I played with a lock-opener character last time and yeah, my dungeoneer skill was high, but I wasn't swimming in gold tbh. Perhaps because of my little price tampering where I made houses really expensive. Also not using any followers and not utilizing Museum's free storage/utilities. Seemed to balance it out quite okay for my standards :)

 

But I also wasn't selling much stuff though because I'm incapable of selling gems/jewelry, I just hoard it. Might be a factor why chests don't really influence my wallet state so much :P

Edited by Ellilea
Posted

Lockpicking/Dungeoneer levels pretty fast, I think it was the first skill on 100 on my nightblade. Your lock bashing success is determined by your health and stamina. I don't know the exact threshholds  for the different difficulties, but you certainly can find it somewhere  on the skyrimrequiem subreddit. But only wooden chests up to adept locks are bashable.

Posted

Hello. Great guide, thanks so much for taking the time to create it! I wanted to ask about merging tips and deactivating the merged files on the MO. Meaning, for instance, after I have merged the DynDOLOD Resources esps, do I still have to disable DynDOLOD Resources in the MO after activating the ++++ DynDOLOD Merged file? I ask because DynDOLOD Resources probably has meshes and other stuff, which I dont understand if those are loaded if I only use ++++ DynDOLOD Merged (as they are not in that mod folder, rather on the Resources one).

 

One other short question regarding MergePlugins: after I merge the plugins, they do not automatically go to ModOrganizer/mods folder, rather they stay in the Tools/MergePlugins folder and I have to manually move them. Any clue why this is happening? (yes, I have configured it via MO and I use it  via MO).

 

Thanks for your time! :)

Posted

Really sorry for the double post, but I cant seem to be able to edit the last one :(.

 

I am also a bit confused in the Falskaar case after DDSOpting it. In this case, I should enable both Falskaar and Falskaar Optimized, right?

 

Thanks again for all the help!

Posted (edited)

Merging - there's two ways to do it as far as I know.

 

1. you merge only the .esp files, meaning the merged plugin will draw all resources from the respective mod folders. In that case you leave everything active on the left pane and only hide the .esps: Either leave them unticked in load order if you don't mind the mess, or you can open them in MO and go to the tab 'optional plugins' and move the merged .esp plugins to the top box, they will disappear but remain there if you ever need to remerge stuff or just want them back, they're one click away. You can also just cut/paste them to some other folder, but I find the hiding a much better and cleaner alternative.

 

2. you merge entire mods and the merge plugins will copy all the files from the merged mods into the merge folder. In that case you simply deactivate the merged mods on the left pane. Personally I prefer option 1, but I think both are valid and fine.

 

As for where stuff goes, I'd advice you watch a video about how to configure Merge Plugins well. There's a very good one YouTube, I can't look for it atm but it's very informational and it has Star Wars characters in it so you can recognize it. Should be first result anyway.

 

Enable both Falskaar and Falskaar Optimized but make sure FO goes after and overwrites Falskaar files on the left pane.

Edited by Ellilea
Posted

Hello. Great guide, thanks so much for taking the time to create it! I wanted to ask about merging tips and deactivating the merged files on the MO. Meaning, for instance, after I have merged the DynDOLOD Resources esps, do I still have to disable DynDOLOD Resources in the MO after activating the ++++ DynDOLOD Merged file? I ask because DynDOLOD Resources probably has meshes and other stuff, which I dont understand if those are loaded if I only use ++++ DynDOLOD Merged (as they are not in that mod folder, rather on the Resources one).

 

One other short question regarding MergePlugins: after I merge the plugins, they do not automatically go to ModOrganizer/mods folder, rather they stay in the Tools/MergePlugins folder and I have to manually move them. Any clue why this is happening? (yes, I have configured it via MO and I use it  via MO).

 

Thanks for your time! :)

https://youtu.be/0S6cpCwTezE?t=18m16s

 

In addition to Ellilea this answers your question. If "copy general assets" is enabled: you disable the mods that were merged.

 

I recommend you watch the whole video if you have not.  There are some important settings in there.

Posted (edited)

The core guide is now updated, the WLSO section of the Core guide has been revised. I installed all optional mods along with the core mods (every mod that is listed in the core guide following all instructions carefully) and was able to play through for a couple hours without experiencing a crash to desktop. I did not, however, perform a thorough test of each mod that was installed. I will try to get back into the game later to explore each section more thoroughly. When we feel confident that the core guide is stable, we will move on to the SMC Beautification Guide and then to the WLSO Optional guide.

 

With the updated mods we can expect that JD will release new patches. As soon as we are confident they are ready I will upload them to the Nexus. 

Edited by Diana_TES_GotH
Posted (edited)

Merging - there's two ways to do it as far as I know.

 

1. you merge only the .esp files, meaning the merged plugin will draw all resources from the respective mod folders. In that case you leave everything active on the left pane and only hide the .esps: Either leave them unticked in load order if you don't mind the mess, or you can open them in MO and go to the tab 'optional plugins' and move the merged .esp plugins to the top box, they will disappear but remain there if you ever need to remerge stuff or just want them back, they're one click away. You can also just cut/paste them to some other folder, but I find the hiding a much better and cleaner alternative.

Word of warning: This is likely to result in some really weird missing asset issues with some mods. I have personally encountered this a few times already, with two occasions standing out: The ECTV mods, and my own personal merge of NPC replacers (Bijin series, UNO, etc.).

 

For some reason, if you merge just the .esps, Merge Plugins might think that these mods have no additional assets, and are just plugins. So it merges them, and then changes some references around while the original files keep their original names. e.g., in the case of merging Bijin series + The Ordinary Women, Grelka will end up with a grey generic face. If you compare the .esp of the merged mod in TES5Edit, and the original Bijin mod, you'll notice that Grelka's records reference entirely different assets in the merged mod.

 

I noticed this because I generally practice "keep everything in their own folder" like in the Reqtified guide. So, with Bijin Wives, there was a patch for fixing some texture paths, and this patch was in a separate folder that just has an .esp named exactly the same as the unpatched. I guess the author meant for it to replace the original.

 

But as far as Merge Plugins was concerned, Bijin Wives was in a folder that had no textures or meshes, so it just merged and renamed some references without carrying over the original files. Therefore, you end up with grey face, even if you subsequently activated the original unpatched Bijin without the .esp file (since the asset names were changed).

 

tl;dr - best practice with Merge Plugins is to just merge the entire mod like in your 2nd option. Saves a lot of hair pulling.

Edited by johnnywatts
Posted

 

With the updated mods we can expect that JD will release new patches. As soon as we are confident they are ready I will upload them to the Nexus. 

Diana, JD:

 

What are the odds of both of you making a downloadable profile of Mator Smash instead? In theory, this will eliminate the tedious updating of patches every single time mod authors update their work. Basically, we'd just update the mods ourselves, and then use Mator Smash to remake the patches for the new versions.

Posted (edited)

Ok thanks for the replies guys, Regarding option 2,  how would I go about merging the entire mod? I am checking the video to see if I can understand, but any help would be appreciated.

EDIT: Pretty sure this just is via checking copy general assets in the Integrations tab  ::P:

 

Also, does the guide ever created a bashed patch? Have tried to find it but I dont see it anywhere, even if it recommends installing Wrye Bash (I get a bit mixed up with everthing that must be done).

 

Thanks again!
 

Edited by Melkien
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