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Skyrim Revisited Pre-Release Feedback


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@Smorensky - I wonder if you have a problem with BBP. If you do not have BBP enabled, trying to equip BBP enabled clothing with cause a CTD. Which main file did you install from https://skyrim.nexusmods.com/mods/14899 ? If you installed UNPB 2p2 Blessed Body this will cause you issues with SR (MrTroublmaker in particular). You want UNPB-BBP v2-4 HD (the bottom choice under Main Files). If you used the installer make sure you selected the 2-4 BBP body and also BBP physics. You will also need a skeleton that supports BBP such as XP32's at https://skyrim.nexusmods.com/mods/26800 .

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@Smorensky with regards issue a) , i had to manually copy over the 00 Skeleton Rig and 13 BHD B1HS Chesko folders from the xp32 maximum skeleton

 

Good point.  Make sure you do NOT check "Prefer integrated FOMOD installer" in MO > Settings> Installer. This will occasionally fail to import all the components of a mod. (However there are one or two times when you MUST use this setting to import things when MO doesn't work with the installer - but only use this setting if it fails without it. Or at least that's my new rule of thumb.)
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Neovalen: Mod Organizer 0.12.9 does move the bashed patch into \overwrite. The "not moving to overwrite" issue may still persist for some people though.

I did for me. Just to make sure I deleted from the /overwrite directory and redid Wrye Bash and there it was again.

Mod Organizer for some reason does not automatically move the Bashed Patch, 0.esp into your /overwrite directory. This has been reported to Tannin. Moving the file to overwrite manually does NOT fix the problem. This note is here to let you know that the patch is in your actual data directory and not in overwrite. 

I looked in the actual data directory and it is not there. It was only located in the overwrite directory. If people are having this problem and I am not, I could not tell you why.
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Neovalen: Mod Organizer 0.12.9 does move the bashed patch into \overwrite. The "not moving to overwrite" issue may still persist for some people though.

 

It definitely places itself in /overwrite for me as well, using 0.12.9 MO and 304 WB

 

 

Sent from my iPhone using Tapatalk 2

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Duel Combat Realism ( https://skyrim.nexusmods.com/mods/2700 ) has been updated from 6.0.2 to 6.1.1

 

From the posts:

New release: Duel v6.1

 

This new version implement a brand new stagger system for archery. Stagger effect will be applied relative to equipment worn, so a plate armor will resist better to arrow damages than soft leather. Health will play its token too as less health means stronger magnitude of arrow impact.

 

This version will enhance archery gameplay. But, it will make archers even more dangerous if you did not have the right stuff on your back. Same thing for NPCs; with a good aim, you'll be able to pin them down with pain, making you a fearsome archer for those who dare attacking you from a distance.

 

Hope you'll like it!

 

*note: Duel v5 is still available for those of you who don't like the new game experience.

and

Actually, the damage taken from arrows is the same from v5 to v6.

 

My test results was that I needed 5 to 6 arrows to kill a Whiterun guard, and they needed 3 arrows to kill me. My armor rating was around 200 wearing helmet, boots, cuirass and gloves, mostly light armors. I was level 10, with 130 base health and 110 base stamina. I had a thief-mage like profile with 3 levels into archery. My average performance was killing 2 guards before getting killed.

 

My experience with the new version is like archery is a deadly option and you could get badly hurt or killed if you fight against one.. but been an archer yourself, you

 

Like always, Duel is best played at Adept. If you use Master, then you'll need a lot more hits to kill someone and it make the situation a bit unrealistic. Investing into Health will make you more resistant to wounds by arrows. Wearing good armors will prevent staggering when you can

 

Best thing I could says is try it and feel the change.. then your feedbacks will help me rebalance it if needed.

and

Was 6.0.2, now is 6.1..

6.1 have implemented staggering with archery as well. I strongly suggest v6.1.

TES5Edit 3.0.29 seems to show 5 ITMs so probably still needs to be cleaned (unless they are deliberate - which seems unlikely).

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I'm on WB 303 standalone: I was one of two or three people who initially reported the issue to Tannin when it happened around version 0.12.6 and the only one who'd submitted the information he needed at the time to fix things; the 0.12.9 update was made after Tannin debugged the issue from my reports, and it fixed the issue for me. I believe that there are still people around in the MO Nexus thread whose bashed patches aren't making it to the right place however.

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I'm on WB 303 standalone: I was one of two or three people who initially reported the issue to Tannin when it happened around version 0.12.6 and the only one who'd submitted the information he needed at the time to fix things; the 0.12.9 update was made after Tannin debugged the issue from my reports, and it fixed the issue for me. I believe that there are still people around in the MO Nexus thread whose bashed patches aren't making it to the right place however.

 

Maybe one needs to delete the old bashed patch and build a new one to get it to sort right - mine has been sorting to the correct folder.

 

I tried manually moving the patch to overwrite... regen made me have two bash patches... one in data and one in overwrite. So definitely broken for me... it used to work fine in previous versions. Also tried deleting without change.

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Mine's being moved automatically without any problems. I'm using WB 303 standalone.

 

A question, Neo.

 

I have worked with WilliamImm to make sure all SR mods are properly tagged by the BOSS masterlist so make sure you update it.

Is there any manual (re)tagging required or is it enough to have the latest masterlist?

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First time really using Wrye Bash and I had a question about the new bashed patch. I followed the steps and had no issues, just a couple of questions:

 

1. As mentioned, a few mods were asked to be deactivated during the process and I clicked OK. Post patch those esp's remain deactivated in my ESPs list. Is this intended? Should I delete the ESPs altogether or just leave them in the list not checked?

 

2. Beyond running Wyre Bash and following the steps in the guide, was there anything else at all to be done in regards to this step? Do we need to do *anything* with tags or absolutely nothing at all? I know Neo/WI have been updating the BOSS masterlist and I see WI's note a few posts up, just wanted to make sure it wasn't a seperate conversation and we indeed do not need to tag anything when using ModOrganizer.

 

Thanks!

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