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Skyrim Revisited Pre-Release Feedback


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Wet and Cold tweaked their script to fire over an interval some time ago. When folks realised that Live Another Life gave a good way to test Wet and Cold's overloading of the scripts (by picking the Dawnstar Miner start), some work was done on it.

 

EDIT : Neo - don't forget that Realistic Water Two has an optional to cater for one aspect of Realistic Needs and Diseases.

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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.

All in good time... need to find more time to test the various options (and see how bad they screw up the conflict resolution...). As a note, about to release Skyrim Coin Replacer Redux likely tomorrow and add it to the guide as well.

Wet and Cold tweaked their script to fire over an interval some time ago. When folks realised that Live Another Life gave a good way to test Wet and Cold's overloading of the scripts (by picking the Dawnstar Miner start), some work was done on it.

 

EDIT : Neo - don't forget that Realistic Water Two has an optional to cater for one aspect of Realistic Needs and Diseases.

 

Already got it but thanks anyways. :)
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I have a nitpick on the suggested Legendary lineup :)

 

The mod Improved Closefaced Helmets imo should be swapped with an Open Faced Helmets mod, due to Wet and Cold's breath function (assuming you intend for us to use it).

 

And if I may ask, why the preference for EFF vs. AFT for companions? (Not disagreeing, simply curious).

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Hey all, and merry Christmas and happy holidays to everyone!

 

I posted the following in the man STEP forum but perhaps would have been better off posting it here.

https://forum.step-project.com/showthread.php?tid=4453

 

 

I very much want to play a Skyrim Revisited build of the game. Sadly, I am really, really busy these days (full-time job, mentoring/volunteering, career development and activities, continuing education class, professional photography, and pretty serious level of classical/fingerstyle guitar practice). Add to that the fact that frankly a Skyrim Revisited install is beyond my ability to pull off. I know b/c I tried a STEP install and it about melted my brain. Lots of times spent on it (I had more time last year) and I still didn't get it right.

 

So, I am posting here in the hopes that some kind member of this community can do such an install for me. Or assist to an extent that I can pull it off.

 

Would it be possible to ship the hard drive I would install it on to someone else who knows how to install them, and pay them for their time to complete such an install, and would it be as simple as plugging the drive back into my computer and playing? Or if there is anyone in my area, to have them come over and install it?

 

I do stress that I am happy to reimburse whoever can help me. Either in $ via Paypal, or an Amazon gift card, or whatever else. It's important to me that I reciprocate for what would be a very kind favor.

 

The complexity of the install and time required to do so are at present insurmountable challenges for me.

 

 

PS, Mothergoose729 (a STEP developer) had this to say about my request:

 

 

"There is nothing special about skyrim files on one computer as compared to another. A person could complete the Skyrim revisted install on their pc, or use one they already did for themselves, and then package the mod files together and send them to you. You would drag and drop the files into your own skyrim folder, and it would be done. For someone who has already done the skyrim revisted procedure before, it would take only a few minutes of their time.

 

To reduce the size of the folder, and avoid minor conflicts with your install, they would want to exclude the skyrim ini and skyrim prefs folders in the main install, the skyrim BSA and all DLCs BSAs, and any other folders that come standard in a skyrim installation, but include most of the contents of the data folder and any src files for SKSE or whatever else.

 

For a huge install like skyrim revisted, the combination of all of those files would be somewhere in the neighborhood of 20gb. It would probably make sense for you to send them a 32gb flash drive in the mail, and have them mail you the flash drive back. If both of you have fast internet speeds and no caps, you could use a torrent or some file transfer service and transfer it over the internet.

 

You can try messaging neovalen and asking him about it. He might be willing to help, and he is the person most likely to have a complete, and properly done, skyrim revisited install. Going through the threads on this forum you can find other people to approach as well."

 

 

Many thanks for whoever can help! I really miss adventuring in the Skyrim world, but playing the vanilla game just doesn't hold much appeal for me, since I know how much better the modded version of the game is.

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The issue is not the effort involved - it is the fact that mod authors do not allow their mods to be taken off the Nexus and distributed in this way, even if it is for helping another player. It would be too easy for this type of "SR Complete" install to end up on a torrent and losing the connection to the mod authors themselves.

 

You are more likely to learn about modding Skyrim if you try to follow the latest STEP Core guide again. Break it into little chunks. perhaps if you get stuck, ask questions on the forum. It is a great learning experience.

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Well if I downloaded the mods myself then if someone could complete the install, that would be immensely helpful.

 

I have no interest in distributing such a "SR Complete" install. It wouldn't leave my hard drive.

 

I tried the STEP install last year, twice in fact, when I had a lot more time, and struggled mightily with it, and never got the game running properly. It's discouraging to be unable to play Skyrim in this wonderfully modded state due to time and knowledge constraints.

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Not to be rude, but the Skyrim Revisited guide is exquisitely detailed - I haven't looked at STEP, but there is literally nothing to Skyrim Revisited than following instructions. Just go through it line by line, highlighting whichever part you are currently working on to not lose track and you will be fine. The "trick" is to be brutally methodical, if you don't feel you can improvise download and use the exact same versions (or as close as possible) of the mods as Neovalen did.

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Dear anyone... I was hoping to get a few supportive answers, I am at the Conflict Resolution with TES5Edit part of SR-LE. Now, the parts where Neo uses "Use Record from" I create an overide into the (as per suggestion) SR Conflict Resolution.esp.

The question I have though is for the "Use record from... then move" "description" item from bit... As is described at the "Container" part descriptions.

Q1: Should this still be an overide into SR Conflict Resolution.esp and then perform the "move", or is this a suggested change that should be performed on that particular cell/container ?

 

Q2: ? What is meant with - Add one to the value in COCT - Count -

to clarrify why I'm confused. as an example: The value in Unofficial Patch is 5 - the value in RND = 8

 

hence why I'm stuck -

If it should be performed as an overide into the SR Conflict Resolution.esp the value would be 9. If I perform it on the cell/container itself as a "move" the value will be 6... sincere apologies if it is utterly obvious what Neo is suggesting.

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Q1: Should this still be an override into SR Conflict Resolution.esp and then perform the "move"' date=' or is this a suggested change that should be performed on that particular cell/container ?[/quote']

 

In TES5Edit each mod that conflicts on a particular record is displayed in load order in the right hand part of the window. The last mod in the load order reading left to right holds the winning record.

 

Mods usually don't conflict across an entire record, just specific fields. More info on the record/field thing here. If the winning record version doesn't contain fields from other mods, those mods will not take effect. To make mods compatible, the winning record should contain the fields from each mod that you wish to take effect on the game.

 

The mod that you perform a Copy as Override operation on is not significant. You can do it on any of them, but if there were many conflicts you'd need to manually drag and drop each conflicting field from each mod's record. The most efficient way to do it is to use the most complete version of the record as the base, conflict resolving record, and then drag missing or different fields from other mods to create the final compatibility solution. So yes, you copy as override and then move the missing description value into the override plugin.

 

Q2: ? What is meant with - Add one to the value in COCT - Count -

to clarify why I'm confused. as an example: The value in Unofficial Patch is 5 - the value in RND = 8

 

Some records, such as a Container, can contain many items. Each item in the container is stored as a CNTO field. The game sometimes keeps track of the number of fields of a certain kind with a corresponding Count or COCT field. If you are changing the number of CNTO fields in the Container Record, you must change the corresponding Count field to match the number of CNTO fields that it's supposed to be tracking. When you follow the SR:LE guide for the Container record conflicts, take a look at how many CNTO fields there are when changing the COCT field. Neo already knows how many CNTO fields there will be if you follow his guide, that's why he tells you to just add one to the existing value.

 

 

That's just my lengthy, possibly inaccurate, and hopefully helpful 2 cents.

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Congratulations with your sons birthday NEO, mine just three months :)

@ Okward, wow m8, thank you so much for taking the time with the detailed explanation. Confirms for me I was thinking along the correct lines and that I my basic understanding of TES5Edit is not as bad as I thought. But with that explanation I have learned a lot. Thanks again.

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In TES5Edit each mod that conflicts on a particular record is displayed in load order in the right hand part of the window. The last mod in the load order reading left to right holds the winning record.

 

Mods usually don't conflict across an entire record, just specific fields. More info on the record/field thing here. If the winning record version doesn't contain fields from other mods, those mods will not take effect. To make mods compatible, the winning record should contain the fields from each mod that you wish to take effect on the game.

 

Speaking of which, is there a concise guide anywhere explaining the meaning of the different colors in TES5Edit? I figured out some, but not every color.
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Dear NEO,

 

If and when you have time ( please also let me know if I should post these kind of questions somewhere else )

But I was wondering about the following 2 MODs if they are of interrest to SR-LE.

1. Falskaar - Climates of Tamriel patch.

2. Falskaar - Realistic Needs and Diseases Patch

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