Luinithil Posted May 30, 2013 Share Posted May 30, 2013 A couple of questions: 1. In the Tweaks section of the bashed patch can we set the timescale in there to ten instead of doing it in-game via the console? 2. When I go to make the bashed patch it only includes a very small amount of the SR mods. Three to be exact. I've updated BOSS. I have TCIY-BAD Patch, AM-SkyTEST Patch and WAF-ABT Patch. From the message about the SR patches merging I had hoped it would be a greater number of them that would patch. I don't mind making them but when you have a 255 mod limit the idea of merging these guys seems outstanding. Have I done something wrong?The bashed patch will merge only 3 mods from a standard SR install, that's right, and IIRC there's one SR patch that would also be merged-- AM-SkyTest or something like that, one of the AM patches anyway. Those of us merging our other SR patches are doing it manually in TES5Edit. Right click on a patch, deep copy as override into a new file, name the file, done. Rinse and repeat. Generally, if what I read in a guide on the process is correct, this approach is not suitable for using on mods that call scripts, but other things like all the SR patches should be fine. Link to comment
statmonster Posted May 30, 2013 Share Posted May 30, 2013 A couple of questions: 1. In the Tweaks section of the bashed patch can we set the timescale in there to ten instead of doing it in-game via the console? 2. When I go to make the bashed patch it only includes a very small amount of the SR mods. Three to be exact. I've updated BOSS. I have TCIY-BAD Patch, AM-SkyTEST Patch and WAF-ABT Patch. From the message about the SR patches merging I had hoped it would be a greater number of them that would patch. I don't mind making them but when you have a 255 mod limit the idea of merging these guys seems outstanding. Have I done something wrong? That count sounds about right to me. Link to comment
HuginActual Posted May 30, 2013 Share Posted May 30, 2013 A couple of questions: 1. In the Tweaks section of the bashed patch can we set the timescale in there to ten instead of doing it in-game via the console? 2. When I go to make the bashed patch it only includes a very small amount of the SR mods. Three to be exact. I've updated BOSS. I have TCIY-BAD Patch, AM-SkyTEST Patch and WAF-ABT Patch. From the message about the SR patches merging I had hoped it would be a greater number of them that would patch. I don't mind making them but when you have a 255 mod limit the idea of merging these guys seems outstanding. Have I done something wrong?The bashed patch will merge only 3 mods from a standard SR install, that's right, and IIRC there's one SR patch that would also be merged-- AM-SkyTest or something like that, one of the AM patches anyway. Those of us merging our other SR patches are doing it manually in TES5Edit. Right click on a patch, deep copy as override into a new file, name the file, done. Rinse and repeat. Generally, if what I read in a guide on the process is correct, this approach is not suitable for using on mods that call scripts, but other things like all the SR patches should be fine.Yeah, I just learned how to manually merge some esps last week. I went from about 280 esps to about 250. Merged a bunch that were 1 esp for skyrim and 1 esp for every DLC into an "All In One" esp. e.g. Altas Map Markers went from 5 esps to 1. I used this tutorial:https://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/ Link to comment
Azum Posted May 31, 2013 Share Posted May 31, 2013 Now I can't get SUM to export the Dual Sheath patch. I added the Dual Sheath .jar and SUM .jar as executables in MO. Alone, Dual Sheath patches fine through MO, but when I try to patch it through SUM launched from MO I get this: Looking at the error log I only see: [16] [Run Changes] Running jar: ..\Dual Sheath Redux Patch\Dual Sheath Redux Patch.jar[17] [EXCEPTION] java.io.IOException: Cannot run program "java" (in directory "..\Dual Sheath Redux Patch"): CreateProcess error=267, The directory name is invalid Which I'm not sure how to fix, since the directory name IS valid. Link to comment
rocinante Posted May 31, 2013 Share Posted May 31, 2013 First off, thanks for this! I installed the highest performance step and keep getting the dreaded ctd's at around 3.1 gigs. However, i am fairly new to modding so this could be a simple problem but i cant figure out where i went wrong. I followed the install guide to the letter (I'm almost certain i did anyway), up until i activated the SKSE mod in MO and tried to run it to ensure everything worked... After the intro screen the fonts for new game, etc. are all just boxes and the game seems frozen? Any ideas as to where i went wrong? Link to comment
DanimalTwo Posted May 31, 2013 Share Posted May 31, 2013 First off, thanks for this! I installed the highest performance step and keep getting the dreaded ctd's at around 3.1 gigs. However, i am fairly new to modding so this could be a simple problem but i cant figure out where i went wrong. I followed the install guide to the letter (I'm almost certain i did anyway), up until i activated the SKSE mod in MO and tried to run it to ensure everything worked... After the intro screen the fonts for new game, etc. are all just boxes and the game seems frozen? Any ideas as to where i went wrong?I am going to assume you installed SKSE correctly. That means extracting the *.dll and *.exe files to your actual skyrim folder and after that you extracted the remaining files using Mod Organizer (MO) into its MO folder (minus the *.dll and *.exe files). If you did this correctly, you should (as a precaution) run FNIS, BOSS, Wyre Bash, and SUM. To see where the problem may lie you can run TES5Edit with all your setting (esps and esms) activated. If there is a problem, it will quit loading there and you will know what mod is causing the problem. Wyre Bash should also tell you, but I have limited experience there. If you are running everything max textures, you will have to make compromises and use DSSopt to optimize your textures to avoid going over the 3.1 GB limit. The place to start is Skyrim Realistic Overhaul, Serious HD retexture, and Skyrim HD. But my guess is you haven't gotten there yet as skyrim won't start. Link to comment
rocinante Posted May 31, 2013 Share Posted May 31, 2013 I disabled all my active mods before doing a clean install of Skyrim, I figured i might as well start fresh. I only noticed the problem when i got to the 'create the skyrim revisited profile' section, specifically the part where you use the MO to install the SKSE data folders, when i ran it i got the boxes. I then ran the vanilla skyrim file and it was the same, so i'm pretty stumped? I could just start again from scratch, it's not like i'm far into the install? Link to comment
Neovalen Posted May 31, 2013 Author Share Posted May 31, 2013 Someone on the MO comment thread mentioned boxes.... try enabling all the bsa's in the BSA tab. Link to comment
rocinante Posted May 31, 2013 Share Posted May 31, 2013 Ah that did the trick! I should have noticed the big warning sign beside it. Cheers! Link to comment
ThieuxTaffer Posted June 1, 2013 Share Posted June 1, 2013 05/31/2013 12:17AM PST - Added Skyrim Particle Patch for ENB and the WATER compatibility pack.Are changes from this mod noticable for people that don't use ENB? Link to comment
Aiyen Posted June 1, 2013 Share Posted June 1, 2013 Nope it is essentially the same meshes that have some altered properties that ENB uses to determine how certain lighting effects behave. Link to comment
Astakos Posted June 1, 2013 Share Posted June 1, 2013 I just updated to the latest version of SKSE 1.6.14Overwrote the exe and dll files in game folder, removed the old SKSE from MO, installed the new one -scripts only-, moved my old skse.ini file to where it was before, enabled it. My save game denies to load. Gets hooked in an infinite loading loop and i have to ctrl-alt-delete to exit the game. Done it 4 times with no success. Help guys!! Any ideas? EDIT: I can start a new game! I can load older saves...but NOT my last save!! Very Odd! Link to comment
DanimalTwo Posted June 1, 2013 Share Posted June 1, 2013 I just updated to the latest version of SKSE 1.6.14Overwrote the exe and dll files in game folder, removed the old SKSE from MO, installed the new one -scripts only-, moved my old skse.ini file to where it was before, enabled it. My save game denies to load. Gets hooked in an infinite loading loop and i have to ctrl-alt-delete to exit the game. Done it 4 times with no success. Help guys!! Any ideas? EDIT: I can start a new game! I can load older saves...but NOT my last save!! Very Odd!I also upgraded to the latest SKSE. Before I did, I copied the "Skyrim Script Extender\SKSE" folder with the skse.ini somewhere else. Then I extracted the *.dll and *.exe files using 7zip (outside of Mod Organizer (MO)) to the actual skyrim directory. I then used MO to REPLACE to old SKSE directory ("Skyrim Script Extender" in my case by selecting only the Data directory with the scripts) using the SAME name and using REPLACE. I used MO to change to version number to the current one. Then I moved the SKSE folder back into my "Skyrim Script Exender" folder. I have had not issues so far. Knock on wood.:D Link to comment
Neovalen Posted June 2, 2013 Author Share Posted June 2, 2013 I just updated to the latest version of SKSE 1.6.14Overwrote the exe and dll files in game folder, removed the old SKSE from MO, installed the new one -scripts only-, moved my old skse.ini file to where it was before, enabled it. My save game denies to load. Gets hooked in an infinite loading loop and i have to ctrl-alt-delete to exit the game. Done it 4 times with no success. Help guys!! Any ideas? EDIT: I can start a new game! I can load older saves...but NOT my last save!! Very Odd!Sounds like it had nothing to do with SKSE and somehow your very last save was corrupted. Glad you had a backup. Link to comment
Luinithil Posted June 2, 2013 Share Posted June 2, 2013 I did my SKSE update manually, no problems, worked right away. Sounds like Neo's suggestion of a bad save is probably what happened. Link to comment
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