Neovalen Posted May 14, 2013 Author Share Posted May 14, 2013 I think you ran out of steam part way through doing the patches for The Wilds :) 101Bugs patch is missing part of the instructions, should mention that that iMaxCritterCount property is on the Activator -> 000A914E node. There's also a typo in the word iMaxCritterCount, missing the first "r". Get some sleep! :) Figures... twas the last thing I did before bed. Fixed! P.s. Sleep is for the weak! Link to comment
dreadflopp Posted May 14, 2013 Share Posted May 14, 2013 The guide says: Expand "Worldspace">"0000003C">"Block -1,-1">"Sub-Block -1,-3" under SkyTEST-RealisticAnimals&Predators-Dragonborn.esp and select the "00009BF7" node. I can't seem to find that node in RealisticAnimals&Predators-Dragonborn.esp Am I missing something? Link to comment
Kal Posted May 14, 2013 Share Posted May 14, 2013 The guide says:Expand "Worldspace">"0000003C">"Block -1,-1">"Sub-Block -1,-3" under SkyTEST-RealisticAnimals&Predators-Dragonborn.esp and select the "00009BF7" node. I can't seem to find that node in RealisticAnimals&Predators-Dragonborn.esp Am I missing something?Update TES5Edit to at least 3.0.29. Link to comment
Neovalen Posted May 14, 2013 Author Share Posted May 14, 2013 Also, only 1 Sounds of Skyrim patch should be used for Climates of Tamriel. In your case, that would be the patch labled "SoS - The Wilds-PatchCoTSounds.esp". You should add instructions to remove "SoS - The Wilds-PatchCoT.esp", as it is also not needed. This also applies to the civilization module, once that is added. Also, grammar errors: "as not needed" should be "as it is not needed" when referring to the unnecessary SoS patches. Fixed on both counts. Thanks guys! :) Link to comment
Vond Posted May 14, 2013 Share Posted May 14, 2013 P.s. Sleep is for the weak!Too true... Gotten 6h sleep since I woke up Saturday morning, and I feel fresh as ever! Link to comment
dreadflopp Posted May 14, 2013 Share Posted May 14, 2013 The guide says:Expand "Worldspace">"0000003C">"Block -1,-1">"Sub-Block -1,-3" under SkyTEST-RealisticAnimals&Predators-Dragonborn.esp and select the "00009BF7" node. I can't seem to find that node in RealisticAnimals&Predators-Dragonborn.esp Am I missing something?Update TES5Edit to at least 3.0.29.I have TES5Edit 3.0.29. Still don't see that node. Here is a screenshot. I am in the right location right or am I beeing stupid and missing something obvious? Link to comment
Kal Posted May 14, 2013 Share Posted May 14, 2013 I have TES5Edit 3.0.29. Still don't see that node. Here is a screenshot. I am in the right location right or am I beeing stupid and missing something obvious? This is what I see: Obviously the entry is already fixed in my file, but you can see the node is there. The only thing I can think to suggest is that you verify you have the correct version of SkyTEST, but if that isn't it then I'm afraid I'm stumped. Link to comment
dreadflopp Posted May 14, 2013 Share Posted May 14, 2013 I have TES5Edit 3.0.29. Still don't see that node. Here is a screenshot. I am in the right location right or am I beeing stupid and missing something obvious? This is what I see: Obviously the entry is already fixed in my file, but you can see the node is there. The only thing I can think to suggest is that you verify you have the correct version of SkyTEST, but if that isn't it then I'm afraid I'm stumped. Strange. I downloaded SkyTest two hours ago so it is the latest version. Maybe the file was updated without a version change or maybe the entry was removed when I cleaned the esp. If I remember correctly neo added the cleaning of the dragonborn esp later after he wrote the SkyTest tes5edit guide. Since the entry is missing I guess I don't need to worry about it? Link to comment
Neovalen Posted May 14, 2013 Author Share Posted May 14, 2013 Possible it may have been cleaned. If that's the case I will update tonight. Link to comment
Vond Posted May 14, 2013 Share Posted May 14, 2013 Possible it may have been cleaned. If that's the case I will update tonight. I cleaned the esp before applying the changera and i still have that entry Sent from my iPhone using Tapatalk 2 Link to comment
Kal Posted May 15, 2013 Share Posted May 15, 2013 Alt Start / SoS patch and some general feedback: The change to "Cell">"Block 1">"Sub-Block 4" > "00016789" happens while you're still using the Alternate Start .esp as your context (as you are for the rest of the list), but if you try hunting the tree for that node starting from Alt Start, you won't find it, because that conflict is with RRR. Â So for that one change, to fit in with the style of the rest of the guide, you need to say, "Expand "Cell">"Block 1">"Sub-Block 4" under RealisticRoomRental.esp and select the "00016789" node." Â Maybe make it the last change so you don't have to switch context again! An alternative suggestion which may make life easier for anyone following the guide and possibly for you in writing it: when you're hunting down conflicts in the first place, obviously you will use the tree structure of the file to help locate them. But once you know the FormID of the node itself (e.g. in the example above, "00016789") you can just type that number into the top left field in TES5Edit (the FormID field) and it will take you right there. Â In this example, with the correct files loaded, you'd just type 16789 into that field and press enter. Voila, no need to mess around with pecking through the tree to find it, and no need for you to maintain that particular type of instruction (or any worry about which .esp's context you are in, as above) any more. Â Just a thought. Link to comment
dreadflopp Posted May 15, 2013 Share Posted May 15, 2013 Alt Start / SoS patch and some general feedback: The change to "Cell">"Block 1">"Sub-Block 4" > "00016789" happens while you're still in the Alternate Start.esp's context (as you are for the rest of the list), but if you try and go hunting the tree for that node starting from Alt Start, you won't find it, because that conflict is in RRR.  So for that one change, to fit in with the style of the rest of the guide, you need to say, "Expand "Cell">"Block 1">"Sub-Block 4" under RealisticRoomRental.esp and select the "00016789" node."  Maybe make it the last change so you don't have to switch context back again! An alternative suggestion which may make life easier for anyone following the guide and possibly for you in writing it: when you're hunting down conflicts in the first place, obviously you need to navigate through the tree structure of the file to locate them. But once you know the FormID of the node itself (e.g. in the example above, "00016789") you can just type that number into the top left field in TES5Edit (the FormID field) and it will take you right there.  In this example, with the correct files loaded, you'd just type 16789 into that field and press enter. Voila, no need to mess around with pecking through the tree to find it, and no need for you to maintain that particular type of instruction (or any worry about which .esp's "context" you are in, as above) any more.  Just a thought.I just did this patch and wondered where 16789 was. Thanks! I tried your suggestion to just enter the FormID in the FormID search field but it only takes me to the first instance of that FormID, in this case Skyrim.esm. Link to comment
Executor Posted May 15, 2013 Share Posted May 15, 2013 ^ Afterwards, simply ctrl-click on the FormID row under Record Header for the file that you want to be taken to. Link to comment
bpr5016 Posted May 15, 2013 Share Posted May 15, 2013 Does the following changelog entry imply that there are lots of general edits to the entire mod list (like changing TES5Edit notes, compatibility patches, or similar)? Or are the "lots of edits" all related to the 5/15/2013 changes (like SoS, Alt start patch)? From Changelog: 05/15/2013 01:45AM PST - Added Sounds of Skyrim - Civilization. Patch also added under Alternate Start - Live Another Life. (Lots of edits, if I forgot something let me know.) Link to comment
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