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Skyrim Revisited Pre-Release Feedback


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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.)

 

It just relates to stated changes.

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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. 

FormIDs are unique, when you go to a FormID via the search box it will show every loaded esm|p that contains it in the right hand window. The default context will be the earliest master for that FormID, most often this will be Skyrim.esm. In practice though, context doesn't matter: as long as you follow Neovalen's instructions and drag data from and to the correct .esp's columns, the result is the same regardless of which .esp you set as context. The benefit to selecting the relevant .esp as your context is that it makes it easier to spot the conflicting entries as they'll then typically show up in red.

 

As Executor mentions, switching context is really easy once you've got the FormID open if you'd like to do that, but it isn't necessary to complete the edits as Neovalen has identified them for you already.

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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. 

FormIDs are unique, so if you have all the relevant files open in TES5Edit, when you go to that FormID via the search box it will show every file that contains it in the right hand window. Although this does mean strictly speaking that your "context" will be the earliest master for that FormID, in practice this makes no difference: as long as you follow Neovalen's instructions and drag data from and to the correct .esp's columns, the result is the same regardless of which .esp you have set as your context. The benefit to selecting the relevant .esp as your context is that it makes it easier to spot the conflicting entries as they'll typically show up in red.

 

As Executor mentions, switching the context is really easy once you're in the record if you'd like to do that, but it isn't necessary to complete the edits as Neovalen has identified them for you already.

 

Ok, did not know that but should have realised. It makes sense and will make it easier and quicker for me to do edits in the future. Understanding this I also agree with what you said about simplifying the format used in the guide. A simpler format with just FormID and what should be moved where would be much easier to follow and quicker for Neovalen to write down.

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True but then it doesn't teach you how to spot conflicts yourself... double edged sword no?

Still, I think it's probably easier to maintain (and to follow) when you only need to worry about the formID and the details of the edit. You could always include an instruction to set the relevant context so they still see the conflict that you're focusing on, it might be a good idea anyway as the colour might help prevent accidental mis-drags which can be catastrophic in TES5Edit!

 

I know I got significantly faster when I switched to using the search box to select the formID instead of the tree, but I guess I only do it that way because I already know what I'm doing with TES5Edit, so I take your point :)

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How about a little of both. Typing out the nodes full path but making the node bold to be easier to spot and simplify the layout. Maybe something like this?

 

SoS - Civilization.esp\Cell\Block 2\000161FE:

"Linked References"  from HearthFires.esm to SoS – Civilization.esp

 

SoS – Civilization.esp\Worldspace\00016d71\Block -2,0\Sub-Block -6,0\00020EE7:

"XLCN – Location"  from HearthFires.esm to SoS – Civilization.esp

 

SoS – Civilization.esp\Worldspace\0001A26F\Block 0,-1\Sub-Block 0, -1\0001A276:

"XLCN – Location" from HearthFires.esm to SoS - Civilization.esp

"XCLW - Water Height"  from HearthFires.esm to SoS - Civilization.esp

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There seems to be an error in carrying on DLC changes to SkyTEST mod

 

Expand "Worldspace">"0000003C">"Block -1,-1">"Sub-Block -1,-3" under SkyTEST-RealisticAnimals&Predators-Dragonborn.esp and select the "00009BF7" node.

Drag the "EDID - Editor ID", "MHDT - Unknown", and "XLCN - Location" record from HearthFires.esm to SkyTEST-RealisticAnimals&Predators-Dragonborn.esp.

I'm unable to find this record.

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There seems to be an error in carrying on DLC changes to SkyTEST mod

 

Expand "Worldspace">"0000003C">"Block -1,-1">"Sub-Block -1,-3" under SkyTEST-RealisticAnimals&Predators-Dragonborn.esp and select the "00009BF7" node.

Drag the "EDID - Editor ID", "MHDT - Unknown", and "XLCN - Location" record from HearthFires.esm to SkyTEST-RealisticAnimals&Predators-Dragonborn.esp.

I'm unable to find this record.

Someone else mentioned this a few pages back, it looks like the mod might have had a silent update which cleaned this particular entry.
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I take it you are not using the various crash fixes for Sounds of Skyrim' date=' no?[/quote']

They are not needed unless you are expering weird crashes caused by the SoS mods. In that case, the crash fix is something to try to see if the issue clears up - otherwise, they should be avoided.

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There seems to be an error in carrying on DLC changes to SkyTEST mod

 

Expand "Worldspace">"0000003C">"Block -1,-1">"Sub-Block -1,-3" under SkyTEST-RealisticAnimals&Predators-Dragonborn.esp and select the "00009BF7" node.

Drag the "EDID - Editor ID", "MHDT - Unknown", and "XLCN - Location" record from HearthFires.esm to SkyTEST-RealisticAnimals&Predators-Dragonborn.esp.

I'm unable to find this record.

Someone else mentioned this a few pages back, it looks like the mod might have had a silent update which cleaned this particular entry.
Hm, yeah, weird. I'm unable to find the record as well. 
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Have anyone constant CTD like me with latest xp32 skeletons if PC is female or if there is female NPC in same cell? Oh, 1.7b already. I tried 1.7.1

 

PS. Of course, I regenerated FNIS-for-users after installing.

 

I'm currently using 1.7.1, but I did not play much with it installed - maybe 30 minutes, not longer. No issues though.

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