Neovalen Posted February 7, 2013 Author Share Posted February 7, 2013 So far up to Atlas Map Markers. Going slowly but making sure to test everything as much as possible while going along. Gives time for mod authors to catch up anyhow. Link to comment
haelfix Posted February 7, 2013 Share Posted February 7, 2013 Quick question. Â Is it possible to see old archives of your wiki page from several days/weeks ago or can we only see the most recent version? Â I can't seem to find a wiki record. Also, i'm a little bit unclear on a few UNP sections. Â I've been experiencing CTDs when I load dungeons, and I think they are the culprit, which likely means i've installed them wrong. Â Some of the version numbers and file options are a little bit ambigously worded and it would help to be a bit more specific about which file(s) you want, which patches overwrite or merge in what order etc (incidentally i've merged a number of optional files in Skyrim revisited in MO.. Is this a bad idea?) Link to comment
Solist Posted February 7, 2013 Share Posted February 7, 2013 Quick question. Is it possible to see old archives of your wiki page from several days/weeks ago or can we only see the most recent version? I can't seem to find a wiki record. Also, i'm a little bit unclear on a few UNP sections. I've been experiencing CTDs when I load dungeons, and I think they are the culprit, which likely means i've installed them wrong. Some of the version numbers and file options are a little bit ambigously worded and it would help to be a bit more specific about which file(s) you want, which patches overwrite or merge in what order etc (incidentally i've merged a number of optional files in Skyrim revisited in MO.. Is this a bad idea?)In regards to merging optional files, for the most part I have found with SR that merging Neo's optionals into the base mod works fine in most cases. In a few instances I set them up as a seperate mod for testing purposes, or if they're holdovers from STEP not in SR (blurry screen blood for example). When updating mods via MO, always replace the one currently installed so you have the new files only from the mod and then run any customizations on the updated mod per SR instructions. As for the rest, Neo is your man to answer; as well as the one to correct me if I'm mistaken on any of what I have here. Link to comment
Neovalen Posted February 7, 2013 Author Share Posted February 7, 2013 Also, i'm a little bit unclear on a few UNP sections. Â I've been experiencing CTDs when I load dungeons, and I think they are the culprit, which likely means i've installed them wrong. Â Some of the version numbers and file options are a little bit ambigously worded and it would help to be a bit more specific about which file(s) you want, which patches overwrite or merge in what order etc. Not sure what's not clear? install order is order presented and instructions were fairly straight forward. If you can provide specific example(s) I can work on them when I get back to that part of the guide in my DB revision. Link to comment
Solist Posted February 7, 2013 Share Posted February 7, 2013 @Neo I noticed, happily(!), that you've added ATTK (Light) to your latest revision of SR. One thing you may want to add in here is the specific install instructions since SR uses Mod Organizer. If you read the authors instructions, it can lead to some confusion as he doesn't clarify when he is talking about Light vs. v5.1. This is the part I'm referring to:Mod Manager Users:After Install, in Manager switch to [mod]s taband activate ATTK. Then in the [settings]in the [skyrim] tab set the custom loaderto: Data\ATTK\AttkUI.exe - Run once tocontinue setup. After the AttkUI has beenset you could continue to use. Or set the loaderto: Data\ATTK\Attk.exe - Then use AttkUI from thedesktop icon to change ATTK settings.I was able to figure it out on my own but with the level of detail you have in your guide for setting up the other tools, it felt like ATTK instructions were a bit nebulous/lacking compared to the rest. Just some feedback, take it as you will good sir. Link to comment
Neovalen Posted February 7, 2013 Author Share Posted February 7, 2013 @Neo I noticed, happily(!), that you've added ATTK (Light) to your latest revision of SR. One thing you may want to add in here is the specific install instructions since SR uses Mod Organizer. If you read the authors instructions, it can lead to some confusion as he doesn't clarify when he is talking about Light vs. v5.1. This is the part I'm referring to:Mod Manager Users:After Install, in Manager switch to [mod]s taband activate ATTK. Then in the [settings]in the [skyrim] tab set the custom loaderto: Data\ATTK\AttkUI.exe - Run once tocontinue setup. After the AttkUI has beenset you could continue to use. Or set the loaderto: Data\ATTK\Attk.exe - Then use AttkUI from thedesktop icon to change ATTK settings.I was able to figure it out on my own but with the level of detail you have in your guide for setting up the other tools, it felt like ATTK instructions were a bit nebulous/lacking compared to the rest. Just some feedback, take it as you will good sir. True his instructions are nebulous but the only file in the "light" archive is a installer that you simply give your Sky rim directory to. (Similar to BOSS/Wrye) So I'm not 100% sure how I can make that clearer? Maybe I'll write an extra line in the setting up executables section. Link to comment
Daagar Posted February 7, 2013 Share Posted February 7, 2013 So how badly does the new texture DLC wreck all the hand-picked texture packs? :) Not as in 'overwrite', but as in 'ohcrapnowwe'vegottocompareeverytextureagain' Link to comment
Neovalen Posted February 7, 2013 Author Share Posted February 7, 2013 So how badly does the new texture DLC wreck all the hand-picked texture packs? :) Not as in 'overwrite', but as in 'ohcrapnowwe'vegottocompareeverytextureagain' No impact. Higher vanilla is great for anything not covered already but all changes are different from vanilla on purpose. I reserve the right to change my mind at any time of course :) or if anyone has suggestions I would love to hear em. Link to comment
haelfix Posted February 8, 2013 Share Posted February 8, 2013 For instance UNP Female Armors.. You write 2.1 (both main files), Meshes for UNPB, UNPB Hide Armor Fix, Nocturnal Robe for base UNP body. Â Special installion: don't install textures folder. What we find in the directory.. 2 main files: Â the bootpack version 2.0, and the female armor version 2.1. Â We find 3 files you mention (all version 2.0) , but also a patch to upgrade from 2.0 to 2.1. Â Unclear where we put that patch (do we upgrade the optional files or the main file). Â Which texture folders do we not install (I assumed for all files)? In each of those files, there are optional packages and its unclear what we pick or not. Â Whether we merge them all together, etc etc Same problem with the better male package and weird version numbers as well as the directory structure and options to pick. Â I think I also felt some ambiguity with the all in one faces (5.0b and 4.0b for UNP seemed odd). Anyway, i'll figure it out on my own later tonight, but just saying that it might throw some people off. Link to comment
Neovalen Posted February 8, 2013 Author Share Posted February 8, 2013 For instance UNP Female Armors.. You write 2.1 (both main files), Meshes for UNPB, UNPB Hide Armor Fix, Nocturnal Robe for base UNP body. Â Special installion: don't install textures folder. What we find in the directory.. 2 main files: Â the bootpack version 2.0, and the female armor version 2.1. Â We find 3 files you mention (all version 2.0) , but also a patch to upgrade from 2.0 to 2.1. Â Unclear where we put that patch (do we upgrade the optional files or the main file). Â Which texture folders do we not install (I assumed for all files)? In each of those files, there are optional packages and its unclear what we pick or not. Â Whether we merge them all together, etc etc Same problem with the better male package and weird version numbers as well as the directory structure and options to pick. Â I think I also felt some ambiguity with the all in one faces (5.0b and 4.0b for UNP seemed odd). Anyway, i'll figure it out on my own later tonight, but just saying that it might throw some people off. Alright thanks for taking the time to explain better. Unfortunately my phone hates letting me actually see things and type at the same time so I will answer when I get home. Link to comment
Solist Posted February 8, 2013 Share Posted February 8, 2013 Â True his instructions are nebulous but the only file in the "light" archive is a installer that you simply give your Sky rim directory to. (Similar to BOSS/Wrye) So I'm not 100% sure how I can make that clearer? Maybe I'll write an extra line in the setting up executables section.Maybe just a simple, ignore the author's installation instructions and once the file is in your Skyrim directory no further setup is required? Link to comment
Smile44 Posted February 8, 2013 Share Posted February 8, 2013 So far up to Atlas Map Markers. Going slowly but making sure to test everything as much as possible while going along. Gives time for mod authors to catch up anyhow.Hi, just a quick one. in your instructions for Atlas Map Markers, at the end of the first section, you say to expand worldspace etc.. but you don't state which esp. to use and it is clearly not the current one. any chance you could clarify. Expand "Worldspace">"0001EE62" under Atlas Blackreach.esp and select the "0002D4E0" node.Right-click the column for Dawnguard.esm and select "Copy as override into...".Select Atlas Dawnguard.esp and click [OK]. Expand "Worldspace" and select the "000003C" node.Right-click the column for Dragonborn.esm and select "Copy as override into...".Select Atlas Dragonborn.esp and click [OK].Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. Thanks, everso. Link to comment
Neovalen Posted February 8, 2013 Author Share Posted February 8, 2013 So far up to Atlas Map Markers. Going slowly but making sure to test everything as much as possible while going along. Gives time for mod authors to catch up anyhow.Hi, just a quick one. in your instructions for Atlas Map Markers, at the end of the first section, you say to expand worldspace etc.. but you don't state which esp. to use and it is clearly not the current one. any chance you could clarify. Expand "Worldspace">"0001EE62" under Atlas Blackreach.esp and select the "0002D4E0" node.Right-click the column for Dawnguard.esm and select "Copy as override into...".Select Atlas Dawnguard.esp and click [OK]. Expand "Worldspace" and select the "000003C" node.Right-click the column for Dragonborn.esm and select "Copy as override into...".Select Atlas Dragonborn.esp and click [OK].Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. Thanks, everso.Fixed. Was "Atlas Hearthfire.esp". Link to comment
Neovalen Posted February 8, 2013 Author Share Posted February 8, 2013 Dragonborn update completed through "The Foundation". More tommorow. Link to comment
cybexgames Posted February 9, 2013 Share Posted February 9, 2013 @Neovalen First I would like to express my thanks for the effort that you are putting into your guide. AWESOME EFFORT. Just started to install based on your guide, and found that some mods in the Other Fixes section, are not in patch 1.8 format, is it safe to load and then save these mods in the Creation Kit. The mods are:Appropriately Attired Yarls Enhanced Projectile Soul Trap Fast Travel Timescale Fix Prowlers Profit Fix Realistic Crime Radius Waterbreathing Breathless Emerge Yngol Barrow Button Fix Thanks once again. Link to comment
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