Smile44 Posted December 7, 2013 Share Posted December 7, 2013 It is updated several times a week - it will be done when it is done I would say. The shear level of testing involved is huge when it comes to fitting things into a guide like this. :) Link to comment
DanielCoffey Posted December 7, 2013 Share Posted December 7, 2013 If you are too impatient to wait or too unsure to forge ahead on your own, you could use the Wiki History and go back to the August 28/29 version which is the last updated Skyrim Revisited before the LE version took over the wiki. Link to comment
phryxolydian Posted December 9, 2013 Share Posted December 9, 2013 Hey Neovalen, I notice you have EFF on the Revisited page, how do you actually install the mod though? Mod author says that his Game Settings Tweaks are non optional and he then gives a list like fFollowSpaceBetweenFollowers and others, but doesn't say were to put these tweaks. Skyrim.ini? Skyrimprefs.ini? Under what, "Gameplay"? It's all a mystery to me. I've already asked the mod author to provide the right info on this. I also found that in your guide you show that the mod doesn't carry out changes from the DLCs so one needs to drag and drop a few things to the XFLDialogue.esp. However, I'm checking with TES5Edit and there seems to be other things not carried out from the DLCs that you don't mention on the guide. I'll apologize now for being such a pain :) Under Dialog Topic - 0005c80c - 0005c826: it is under Conditions and not under Responses were there are conflicts. Under Dialog Topic - 0005c80c - 0007a50b: there are Responses from DB not carried out but also some Scripts, I think..?? Just to clarify, we should drag and drop the Conditions, right? And whenever the case, PNAM - Previous Info, too? Thanks! Link to comment
Neovalen Posted December 9, 2013 Author Share Posted December 9, 2013 Hey Neovalen, I notice you have EFF on the Revisited page, how do you actually install the mod though? Mod author says that his Game Settings Tweaks are non optional and he then gives a list like fFollowSpaceBetweenFollowers and others, but doesn't say were to put these tweaks. Skyrim.ini? Skyrimprefs.ini? Under what, "Gameplay"? It's all a mystery to me. I've already asked the mod author to provide the right info on this. I also found that in your guide you show that the mod doesn't carry out changes from the DLCs so one needs to drag and drop a few things to the XFLDialogue.esp. However, I'm checking with TES5Edit and there seems to be other things not carried out from the DLCs that you don't mention on the guide. I'll apologize now for being such a pain :) Under Dialog Topic - 0005c80c - 0005c826: it is under Conditions and not under Responses were there are conflicts. Under Dialog Topic - 0005c80c - 0007a50b: there are Responses from DB not carried out but also some Scripts, I think..?? Just to clarify, we should drag and drop the Conditions, right? And whenever the case, PNAM - Previous Info, too? Thanks! For EFF install as you would any normal mod. The tweaks, etc are for the old version and are now in the MCM. As for the other dialogue topics I think I left those intentionally but will dbl check tonight. Link to comment
NoInterVention Posted December 9, 2013 Share Posted December 9, 2013 1) The part on using TES5Edit to clean the base ESM files is a bit confusing, specifically the part about the files needing to be put back into the /Data folder and then the Overwrite -> Create Mod to import your cleaning edits.  I just couldn't get this right.  TES5Edit left the ESM files in /Data - so was I supposed to delete them and move the ones in /overwrite there?  Because when I did this then MO wouldn't let me Create Mod.  Perhaps it might benefit from a few screenshots?  The only way that seemed to make sense was leaving the /overwrite folder "backups" because then I could Create Mod and those files were moved into the corresponding folder under /mods. I had the same confusion over the instructions around TES5editing the DLC .esms; that the instructions assume the cleaned .esms are in /overwrite but for me they were returned to the Skyrim/data folder. Based on my interpretation of the instructions and the file structure I actually saw, I moved the four cleaned .esms from Skyrim/data to /overwrite, then followed the instructions from there; I moved the backup (vanilla uncleaned) files from /overwrite/TES5Edit Backups to Skyrim/data, and renamed them back to original their .esm, then used Mod Organizer to create the "Cleaned Vanilla ESMs" patch as instructed. Could someone more experienced in this confirm this process makes sense? Neovalen, are those TES5Edit instructions outdated? Thanks Link to comment
killd1 Posted December 9, 2013 Share Posted December 9, 2013 1) The part on using TES5Edit to clean the base ESM files is a bit confusing' date=' specifically the part about the files needing to be put back into the /Data folder and then the Overwrite -> Create Mod to import your cleaning edits.  I just couldn't get this right.  TES5Edit left the ESM files in /Data - so was I supposed to delete them and move the ones in /overwrite there?  Because when I did this then MO wouldn't let me Create Mod.  Perhaps it might benefit from a few screenshots?  The only way that seemed to make sense was leaving the /overwrite folder "backups" because then I could Create Mod and those files were moved into the corresponding folder under /mods.[/quote']I had the same confusion over the instructions around TES5editing the DLC .esms; that the instructions assume the cleaned .esms are in /overwrite but for me they were returned to the Skyrim/data folder. Based on my interpretation of the instructions and the file structure I actually saw' date=' I moved the four cleaned .esms from Skyrim/data to /overwrite, then followed the instructions from there; I moved the backup (vanilla uncleaned) files from /overwrite/TES5Edit Backups to Skyrim/data, and renamed them back to original their .esm, then used Mod Organizer to create the "Cleaned Vanilla ESMs" patch as instructed. Could someone more experienced in this confirm this process makes sense? Neovalen, are those TES5Edit instructions outdated? Thanks[/quote'] That is the correct way.  I eventually got it because the original SR instructions are clear and easy to follow.  Just the LE version needs some revision to be more clear. Link to comment
Neovalen Posted December 10, 2013 Author Share Posted December 10, 2013 1) The part on using TES5Edit to clean the base ESM files is a bit confusing' date=' specifically the part about the files needing to be put back into the /Data folder and then the Overwrite -> Create Mod to import your cleaning edits.  I just couldn't get this right.  TES5Edit left the ESM files in /Data - so was I supposed to delete them and move the ones in /overwrite there?  Because when I did this then MO wouldn't let me Create Mod.  Perhaps it might benefit from a few screenshots?  The only way that seemed to make sense was leaving the /overwrite folder "backups" because then I could Create Mod and those files were moved into the corresponding folder under /mods.[/quote']I had the same confusion over the instructions around TES5editing the DLC .esms; that the instructions assume the cleaned .esms are in /overwrite but for me they were returned to the Skyrim/data folder. Based on my interpretation of the instructions and the file structure I actually saw' date=' I moved the four cleaned .esms from Skyrim/data to /overwrite, then followed the instructions from there; I moved the backup (vanilla uncleaned) files from /overwrite/TES5Edit Backups to Skyrim/data, and renamed them back to original their .esm, then used Mod Organizer to create the "Cleaned Vanilla ESMs" patch as instructed. Could someone more experienced in this confirm this process makes sense? Neovalen, are those TES5Edit instructions outdated? Thanks[/quote']1) The part on using TES5Edit to clean the base ESM files is a bit confusing' date=' specifically the part about the files needing to be put back into the /Data folder and then the Overwrite -> Create Mod to import your cleaning edits.  I just couldn't get this right.  TES5Edit left the ESM files in /Data - so was I supposed to delete them and move the ones in /overwrite there?  Because when I did this then MO wouldn't let me Create Mod.  Perhaps it might benefit from a few screenshots?  The only way that seemed to make sense was leaving the /overwrite folder "backups" because then I could Create Mod and those files were moved into the corresponding folder under /mods.[/quote']I had the same confusion over the instructions around TES5editing the DLC .esms; that the instructions assume the cleaned .esms are in /overwrite but for me they were returned to the Skyrim/data folder. Based on my interpretation of the instructions and the file structure I actually saw' date=' I moved the four cleaned .esms from Skyrim/data to /overwrite, then followed the instructions from there; I moved the backup (vanilla uncleaned) files from /overwrite/TES5Edit Backups to Skyrim/data, and renamed them back to original their .esm, then used Mod Organizer to create the "Cleaned Vanilla ESMs" patch as instructed. Could someone more experienced in this confirm this process makes sense? Neovalen, are those TES5Edit instructions outdated? Thanks[/quote'] That is the correct way.  I eventually got it because the original SR instructions are clear and easy to follow.  Just the LE version needs some revision to be more clear. I've tried this in the last 10+ versions of MO and for me they always end up in overwrite and the data directory is empty... I don't know why I seem to be different than everyone else in this regard, Link to comment
phryxolydian Posted December 10, 2013 Share Posted December 10, 2013 If anyone has done the SoS-The Dungeons.esp and ELFX patch, the way it's mentioned on the guide (Copy and override into-ELFX) then you'll end up with vanilla sounds on those cells. Next, you need to open TES5Edit again and select SoS-The Dungeons, ELFX and your created patch. Now open your Patch and go by each of the cells and worldspace that was patched and drag and drop the XCAS - Acoustic Space from SoS-The Dungeons.esp directly to your patch (skip ELFX). Close TES5Edit. Link to comment
DanielCoffey Posted December 10, 2013 Share Posted December 10, 2013 Neo - I have had to revert Book Covers Skyrim to version 2.2.2 - apologies for the short life of v 2.3.1 but I hit a constraint in the Inventory Notes mesh that has revenged me from using double-sided notes. I pulled 2.3.1 and went back to the previous version. The mod version number in your Guide will need to be updated. Sadly the problem has also completely killed the Treasure Maps of Skyrim mod for those folks who didn't use Book Covers Skyrim or had it with the No Notes option. Two weeks of art down the crapper. Link to comment
DanielCoffey Posted December 16, 2013 Share Posted December 16, 2013 I see you have done a fairly major bit of reworking the Conflicts Resolution section of the Guide today. Is this in preparation for adding more content mods or do you feel you have taken the Guide as far as you intend and are just keeping it up to date for maintenance now? I am asking because I am considering creating my own mod list for a pending play-through and wondered how close to completion you consider the Guide. Link to comment
Neovalen Posted December 16, 2013 Author Share Posted December 16, 2013 I would give it a completion rating of 50%. Planning on an update session tonight again. The main updates last night were due to ELFX 0.4.2 being released. Link to comment
Ogham Posted December 19, 2013 Share Posted December 19, 2013 Hello, my first post in the forums - I followed all the intructions concerning "Optimizing the Bethesda Textures" but after that used a Compare folder/files program (due to all the conflicts shown by MM) and merged all Optimized folder into a single package (since it only concerns textures) merging them in the same order as the loadorder provided by SR-LE. This saves about 2,5GB of unnecessary files (approx. 12.000 files) that would overwrite themselves because of the mod loadorder of the optimized files. Zipped this is still 3GB. worth of files. I don't know the filesize upload limit on the Nexus. But... if possible I could upload this package... sorry to come out of the blue here. And thank you Neo and STEP for all I have learned thanks to your efforts. Link to comment
DanielCoffey Posted December 19, 2013 Share Posted December 19, 2013 While the Nexus will allow 5Gb mods (for Premium users at least), I am not sure they would be happy with a direct repackage of the Bethesda files. If I were you I would ask them first and also have a trawl through their T&C. An alternative route to distribute this sort of file would be via a torrent but be aware that some countries have applied a broad torrent site ban. I do think that the first section of SR:LE is a great learning experience for any would-be mod user and think that folks should be directed to it at the same time as you point them to the Unofficial Patches. Teach a man to fish... EDIT : I have just thought - the reason that the raw Bethesda files were left in the SR:LE guide was so that you could just tell MO to give you a completely vanilla, unchanged, out-of-the-box experience for testing. It is less about the space efficiency and more about preserving a consistent and vanilla base to work from. Link to comment
Moragg Posted December 19, 2013 Share Posted December 19, 2013 +1 to the fishing idea. I'm glad I was forced to make patches and optimise stuff myself, now I have a much better idea of what's going on for when I mix up a few packs in my next playthrough. Link to comment
statmonster Posted December 21, 2013 Share Posted December 21, 2013 Nice to see Realistic Needs and Diseases and Trade and Barter making their return! The changes to RND look really good. What are you thinking regarding combat mods (Duel Combat Realism or others) these days? I have come to suspect that the troubles I had with stability were at least in part due to the interaction between using script mods (Wet & Cold, DSR and others that apply cloaks to NPCs) and NPC adding mods (Immersive Patrols, Inconsequential NPCs, etc.). Having all those extra scripts firing on all those extra NPCs was probably overwhelming the engine. Or so I suspect. Too bad if true because I like both types of mods. Link to comment
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