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Skyrim Revisited Pre-Release Feedback


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I like the idea behind Pack:Explorers Guide' date=' if I add these after SR:LE, do you think I would run into much of an issue as far as compatibility?[/quote']

I would definitely not install the explorer's guide yet if I were you, the current wiki guide is just to give people an idea of the pack, it is in no way usable since the patches have not been uploaded yet.

As a matter of fact, even the mods currently listed in it are incompatible with one another, let alone with stuff like CRF and BOYD.

 

I am however working on those patches and aiming towards a fully functioning and SR:LE-compatible release before the end of the week. I'll put a bigger warning at the top of the guide in the meantime.

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I like the idea behind Pack:Explorers Guide' date=' if I add these after SR:LE' date=' do you think I would run into much of an issue as far as compatibility?[/quote'']

I would definitely not install the explorer's guide yet if I were you, the current wiki guide is just to give people an idea of the pack, it is in no way usable since the patches have not been uploaded yet.

As a matter of fact, even the mods currently listed in it are incompatible with one another, let alone with stuff like CRF and BOYD.

 

I am however working on those patches and aiming towards a fully functioning and SR:LE release before the end of the week. I'll put a bigger warning at the top of the guide in the meantime.

cool, appreciate the work you are putting in

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I like the idea behind Pack:Explorers Guide' date=' if I add these after SR:LE' date=' do you think I would run into much of an issue as far as compatibility?[/quote'']

I would definitely not install the explorer's guide yet if I were you, the current wiki guide is just to give people an idea of the pack, it is in no way usable since the patches have not been uploaded yet.

As a matter of fact, even the mods currently listed in it are incompatible with one another, let alone with stuff like CRF and BOYD.

 

I am however working on those patches and aiming towards a fully functioning and SR:LE release before the end of the week. I'll put a bigger warning at the top of the guide in the meantime.

cool, appreciate the work you are putting in

Thanks :)

And sorry about the warning being in a small font, I had not realized that it had changed size D:

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ETaC works pretty well with SRLE but will require a bit of patching, mainly with ELFX - Use the "no-inns" version of ETaC (to avoid conflicts with RRR), then add the ELFX the patch that Moogiefluff published ( https://www.nexusmods.com/skyrim/mods/51137 ) plus ones for RND, TC, etc. mentioned on the ETaC page, then some editing in TES5Edit or CK: USKP (bedrolls on the Sea Squall need to be mvoed with CK to avoid clipping with the repositioned ship), Exterior lights (a couple of dozen lights and mine beams need to be disabled - see list below), the LAL Dawnstar ship start will dump you in the the drink (haven't figured out what to do with that yet but it's not a big deal). Overall I quite like it - it's a bit of work but makes for a much more immersive feeling to the towns and smaller cities.

 

The Dawn of Whiterun/Windhelm/Riften are good, highly recommended.

 

I use these plus ETaC, Inconsequential NPCs, Immersive Patrols and Extended Encounters to give Skyrim a much more populated feel and that there are other people doing things that don't entirely revolve around the PC.

 

I curious about the Ravenrock expansion and will probably try that soon. Sounds like it has conflicts in the Ashland areas that cause CTDs/freezes and the author is not supporting it anymore - so maybe not.

 

I thought I remembered people saying BlackLand had various issues but haven't looked at it and so probably won't until I start hearing good things about it. I do want to give Mike Hancho's Rebuilding Helgen a shot.

 

ETaC ELFX Exteriors conflicts - Go into TES5Edit and Initially Disable the following items (from ELFX exteriors):

xx002986

xx002987

xx002989

xx00298a

xx003c87

xx003c88

xx003d20

xx003d21

xx003d24

xx003d25

xx003d26

xx005921

xx005922

xx007479

xx00747a

xx00b705

xx00b706

xx00b708

xx00b70a

xx00b713

xx01aa7d

xx01aa7f

xx01aa82

 

Also, the following horse in ETaC (complete.esp)need to be given an owner if you don't want to be able to just take one whenever you want:

xx943a74

xx943a73

xx93204a

xx932o4b

xx9202ba

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ETaC = Expanded Towns and Cities https://www.nexusmods.com/skyrim/mods/13608

 

Some from a variety - I tend to like ones that might get you arrested in Riyadh but not in Des Moines (basically short skirts rather than bikinis or less):

 

My own (Semi Skimpy plus Pantast Chainmail versions) https://www.nexusmods.com/skyrim/mods/37806

 

Killer Keos Skimpy Armor Replacer - UNPB Version by RoboNixon https://www.nexusmods.com/skyrim/mods/34100

 

UNP Armor Repalcer Package (allows you to mix and match creating replacers from a dozen UNP replacer and standalone mods both Skimpy and non-Skimpy - in particular I grab Triss's from here, though I guess it's not at all Skimpy) https://www.nexusmods.com/skyrim/mods/34102

 

UNP Minidresses Collection by Tiwa44 https://www.nexusmods.com/skyrim/mods/47376

 

TroubleMakers Forsworn Armor - Customizable UNPB and BBP also BBPx https://www.nexusmods.com/skyrim/mods/20966

 

TroubleMakers Clothing - UNPB UNP BBP BBPx TBBP MTM Female Body Replacer https://www.nexusmods.com/skyrim/mods/20227

 

Theminblacks UNPB Armor Shop - Armor Compilation by ColonolNutty https://www.nexusmods.com/skyrim/mods/25124

 

Daedric female armor replacer by MaikCG https://www.nexusmods.com/skyrim/mods/5162

meshes modified by UNP Female Armors by Exeter https://www.nexusmods.com/skyrim/mods/7305

textures modified by Daedric Armor and weapon Improvement by GarryG https://www.nexusmods.com/skyrim/mods/3104

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Just working through a revision from Friday (will update with any changes one complete ofc), when I noticed a discrepancy in the leveled lists part of the Conflict Resolution section (which itself was last updated last Wednesday):

 

0003DF19 LItemBanditBossCuirass

 

Conflicting Module(s):

 

    OBIS.esp (Mod)

    aMidianborn_ContentAddon.esp (Mod)

 

Conflict Resolution: Use record from OBIS.esp then move the added AMB items from aMidianborn_ContentAddon.esp and change the LLCT - Count to 4.

Problem Resolved: Leveled list conflict between Organized Bandits In Skyrim and aMidianBorn Book of Silence needed to be properly merged.

My OBIS.esp has 1 item.

My aMidianborn_ContentAddon.esp has 2 AMB items, so after moving  I changed the LLCT to 3.

 

There is, however one NON-AMB entry in the aMidianborn column -- (ArmorSteelCuirassB "Steel Armor" [ARMO:000F6F22]) -- which is also showing red, in contrast to the other leveled list resolutions which showed none.

 

Is this the fourth item I should be moving? Is it an AMB item but with a typo?

 

Thanks for all of this, CR is really quite fun in a therapeutic sort of way.

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New OBIS 1.61C no longer has an ITM.

 

When testing the opening (LAL prison, cart, chopping block, tower, burning inn, run inside keep) I kept burning to death when I jumped over to the inn. No damage even standing in the residual flames in tower, but as soon as I jumped to the inn I would burn to death in about 3-5 seconds. (My guess is the PC catches on fire and takes about 10-30 points of burning damage per second.). I could avoid this fate by toggling on tgm until I got out of the inn and started to run for the keep. In the past I have sometimes taken a bit of fire damage in the inn, but never died. I wonder if LAL toggles off player immortality in this opening scene and maybe Deadly Dragons (setting dragons to expert) makes the flames much deadlier.

 

Anyone else ever had this? Suggestions? Thoughts?

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ETaC works pretty well with SRLE but will require a bit of patching, mainly with ELFX - Use the "no-inns" version of ETaC (to avoid conflicts with RRR), then add the ELFX the patch that Moogiefluff published ( https://www.nexusmods.com/skyrim/mods/51137 ) plus ones for RND, TC, etc. mentioned on the ETaC page, then some editing in TES5Edit or CK: USKP (bedrolls on the Sea Squall need to be mvoed with CK to avoid clipping with the repositioned ship), Exterior lights (a couple of dozen lights and mine beams need to be disabled - see list below), the LAL Dawnstar ship start will dump you in the the drink (haven't figured out what to do with that yet but it's not a big deal). Overall I quite like it - it's a bit of work but makes for a much more immersive feeling to the towns and smaller cities.

 

The Dawn of Whiterun/Windhelm/Riften are good, highly recommended.

 

I use these plus ETaC, Inconsequential NPCs, Immersive Patrols and Extended Encounters to give Skyrim a much more populated feel and that there are other people doing things that don't entirely revolve around the PC.

 

I curious about the Ravenrock expansion and will probably try that soon. Sounds like it has conflicts in the Ashland areas that cause CTDs/freezes and the author is not supporting it anymore - so maybe not.

 

I thought I remembered people saying BlackLand had various issues but haven't looked at it and so probably won't until I start hearing good things about it. I do want to give Mike Hancho's Rebuilding Helgen a shot.

 

ETaC ELFX Exteriors conflicts - Go into TES5Edit and Initially Disable the following items (from ELFX exteriors):

 

 

Hi, it looks very interesting along with SRLE.

 

Please, can you make a guide (or a thread) for beginners on how to install all these mods alongside SRLE?

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Excuse my ignorance once again people... I am at the last step of Optimizing the Bethesda Textures:

 

"Uncheck the HighResTexturePack01.esp, HighResTexturePack02.esp, and HighResTexturePack03.esp in the load order pane as they are no longer required.

Close Mod Organizer."

 

Do i uncheck these in the right pane or the left pane under plugins?? (they are already unchecked in the left pane, but i just wanna be certain. Cant afford to make any mistakes :(

 

I think the naming confused me since in the right pane they are called HRDLC1, HRDLC2, HRDLC3.

 

Thanks in advance

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Hi, it looks very interesting along with SRLE.

 

Please, can you make a guide (or a thread) for beginners on how to install all these mods alongside SRLE?

Essentially you install them, activate ESP, sort via BOSS, open up your load order in TES5Edit, go to your new ESP(s), expand out all the nodes and look for anything with a conflict.  If there is a conflict decide which mode you want to win and copy that as an override in your Conflict.esp.  I recommend creating your own personal one for any deviations from SR Conflicts - I call mine Statmonster Conflicts Patch.esp).and which nodes from each mod you want. After you have gone through. Neo's you get a hang for this. The advantage of having your own Conflict is if you make a mistake you can junk it but keep all of Neo 's. 

 

After doing this run Bash, FNIS if needed, SUM, sort you masters for Conflict patches and SUM in Tes5edit.  Then go in game and test that everything looks ok - this is how you spot floating lanterns or clipping bedrolls. You can then disable stuff in TES5Edit (copy as override into. Conflict, set state to initially disable) or move it in Creation Kit (PitA -ALWAYS back up your files before playing with them in CK and then open in TES5Edit to make sure it made ONLY the changes you wanted). After all this rerun Tes5Edit to sort and check for errors (ITMs, renumbered Form IDs), Bash, SUM, resort masters in TES5Edit and check out in game again). 

 

Once you get the hang of it, it's more tedious than difficult for large mods like ETaC. 

 

If you have questions ask. 

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