Satyre Posted March 10, 2013 Posted March 10, 2013 Thanks for the feedback. Changing ugrids has no effect on the ctds in these cases - I have experimented with approaching Ivarstead and quick travelling from Markarth to Riften - Approaching ivarstead works with flora overhaul basic (ugrids 5 & 7) but not with any of the full SFO version. - Quick travel Markarth - Riften hangs the game with any version of SFO (basic & full) and any ugrids. - Quick travel Markarth - Riften works without SFO and ugrids 5, 7 & 9. Using the optional 2048 LODs appears to have solved the problem.
Azum Posted March 10, 2013 Posted March 10, 2013 Expand "Dialog Topic">"0A00C497" and select the "000D5EC0" node. Drag the "NAM1 - Response Text" from Unofficial Skyrim Patch.esp to Guard Dialogue Overhaul.esp. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. This was "0600C497" for me. Just an FYI. I noticed it was "0B00C497" for someone else.
jasonstory44 Posted March 10, 2013 Posted March 10, 2013 Hi Neovalen...gotta say I'm having a blast doing a clean setup of your Skyrim Revisited. One quick question if I may. I'm using Wrye Bash to setup. Once everything is done, if I need to anneal or reinstall the packages for any reason, will I lose all the changes made thru TES5Edit? Is there a way to ensure the esp overides stay in place? Thanks for the help and great work
Azum Posted March 10, 2013 Posted March 10, 2013 'jasonstory44 said: Hi Neovalen...gotta say I'm having a blast doing a clean setup of your Skyrim Revisited. One quick question if I may. I'm using Wrye Bash to setup. Once everything is done' date=' if I need to anneal or reinstall the packages for any reason, will I lose all the changes made thru TES5Edit? Is there a way to ensure the esp overides stay in place? Thanks for the help and great work[/quote'] Not Neo, but I take every .ESP that I fix and make a backup of it. You could even rearchive the mod with the fixed .ESP. That way, whether you use MO, WB, or NMM, it's a simple overwrite in the event you have to start over.
walkman80 Posted March 10, 2013 Posted March 10, 2013 Just a follow-up: if you update a mod, say Guard Dialog Overhaul or something else with required edits, do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.
Azum Posted March 10, 2013 Posted March 10, 2013 'walkman80 said: Just a follow-up: if you update a mod' date=' say Guard Dialog Overhaul or something else with required edits, do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.[/quote'] You would, assuming the update doesn't incorporate the fixes that Neo has, and it's a direct .ESP edit. Otherwise, if the SR fix only involves creating a standalone patch for the mod in question, you'd be ok.
Solist Posted March 10, 2013 Posted March 10, 2013 'walkman80 said: Just a follow-up: if you update a mod' date=' say Guard Dialog Overhaul or something else with required edits, do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.[/quote'] Yes, whenever you update a mod to a new version you have to redo any and all edits. When updating your mods, you should always be "replacing" them using ModOrganizer (if that's what you use), never the "merge" option. The only time to use "merge" when updating mods is if you're adding in optionals to the main mod. However as Azum noted above, patch changes may or may not be affected. Many times in the creation of patches there are other edits made, so just double-check to be safe.
Azum Posted March 10, 2013 Posted March 10, 2013 On an unrelated note, I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes, since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why.
WilliamImm Posted March 10, 2013 Posted March 10, 2013 'Azum said: On an unrelated note' date=' I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes, since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why.[/quote']Actually, he does forward unofficial patch changes in his mods. Or at least he tries to.
walkman80 Posted March 10, 2013 Posted March 10, 2013 'Solist said: 'walkman80 said: Just a follow-up: if you update a mod' date=' say Guard Dialog Overhaul or something else with required edits' date=' do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.[/quote''] Yes, whenever you update a mod to a new version you have to redo any and all edits. When updating your mods, you should always be "replacing" them using ModOrganizer (if that's what you use), never the "merge" option. The only time to use "merge" when updating mods is if you're adding in optionals to the main mod. However as Azum noted above, patch changes may or may not be affected. Many times in the creation of patches there are other edits made, so just double-check to be safe.Yup, I always do a replace in MO. Thanks.
Neovalen Posted March 11, 2013 Author Posted March 11, 2013 'Smile44 said: Bizarre update on SR. Found issue with Bring out your dead. - what issue? On the BOYD install note section there is this line after the edits. Warning:If to edit BOYD in this way - CTD on main menu. Submitted by Iroha' date=' seems email feature doesn't works... Which IMO doesn't make any sense as SR doesn't crash in the way suggested with these edits. Did Neo actually add these notes? Confused. :o_O:[/quote']Wasn't me. I'll take a look ASAP. 'WilliamImm said: 'Azum said: On an unrelated note' date=' I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes' date=' since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why.[/quote'']Actually, he does forward unofficial patch changes in his mods. Or at least he tries to.He does try and almost always does. He just lags behind sometimes due to being busy as you might expect.
Neovalen Posted March 11, 2013 Author Posted March 11, 2013 I have removed the unsanctioned edits... hopefully I don't have to deal with that again. I simply overwrote with my last revision.
Aiyen Posted March 11, 2013 Posted March 11, 2013 Does anyone else have a problem with "lightning during thunderstorms" after updating SkyUI to the latest version? It no longer shows up in my MCM menu.
Neovalen Posted March 11, 2013 Author Posted March 11, 2013 Quote Does anyone else have a problem with "lightning during thunderstorms" after updating SkyUI to the latest version? It no longer shows up in my MCM menu.Just noticed this as well. Not a big deal to me because I always used default settings anyhow... will see what the author has to say.
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