Ganda Posted August 4, 2014 Share Posted August 4, 2014 Hello Gandaganza, Actually, this is what I meant. Forward the record from RBB as ELFX loads after it! Using BOSS... Oh! Sorry, as I said, LOOT is so much more at hand and without having a load order to manage I simply fall into habit :/ Then yes, RBB has to get forwarded! The coords for the RBB mesh are actually important, not just random :p Link to comment
Neovalen Posted August 5, 2014 Author Share Posted August 5, 2014 Oh! Sorry, as I said, LOOT is so much more at hand and without having a load order to manage I simply fall into habit :/ Then yes, RBB has to get forwarded! The coords for the RBB mesh are actually important, not just random :pI've just looked at the plugins and I don't believe there is an issue with where I have it loaded currently (both plugins right before RWTwo). I added instructions to merge the Hearthfire plugin without renumbering id's and kept the BFT patch out of it. It seems to work great from my testing. If you disagree please let me know but it appears every conflict from BFT is handled properly. Link to comment
DanielCoffey Posted August 5, 2014 Share Posted August 5, 2014 (edited) Neo - you have changed your guide to say it is largely complete now and effectively being maintained as mods update. Do you intend to add any other categories of mods such as Vampire and Werewolf overhauls? EDIT : Ugh, font size has gone weird on the forum - this appeared as tiny text. Edited August 5, 2014 by DanielCoffey Link to comment
Neovalen Posted August 5, 2014 Author Share Posted August 5, 2014 Neo - you have changed your guide to say it is largely complete now and effectively being maintained as mods update. Do you intend to add any other categories of mods such as Vampire and Werewolf overhauls? EDIT : Ugh, font size has gone weird on the forum - this appeared as tiny text.Yes... Still working it no worries. Just thought the old message was a little harsh given the current state. Obviously its playable / stable as is. Link to comment
Ganda Posted August 5, 2014 Share Posted August 5, 2014 I've just looked at the plugins and I don't believe there is an issue with where I have it loaded currently (both plugins right before RWTwo). I added instructions to merge the Hearthfire plugin without renumbering id's and kept the BFT patch out of it. It seems to work great from my testing. If you disagree please let me know but it appears every conflict from BFT is handled properly.Well, yes, that's why I first added BFT into the merges, nothing seemed wrong within TES5Edit. Go to solitudedocks01 and see if everything is ok. If it is I seriously have some more testing to do xD Link to comment
hishutup Posted August 5, 2014 Share Posted August 5, 2014 (edited) back to the weather topic. I was able to merge pure weather and cot using viridian along with ess, ss and extended weathers. I also used Solstheim Climate Overhaul with a fixed merged patch for cot...I was going to patch pure weather, Solstheim Climate Overhaul, COT but didnt really care. EDIT 1: also don't merge the realistic water two main esp because you'll get missing planes. look at falkreath. EDIT 2: Merge plugins v1.65: Merges files. For use with TES5Edit and FNVEdit.-----------------------------------------------------------------------------Merging Pureweather.espMerging ClimatesOfTamriel Falskaar.espMerging ClimatesOfTamriel-Dawnguard-Patch.espMerging ClimatesOfTamriel-Dragonborn-Patch.espMerging ExpandedSnowSystems-CoT.espMerging Supreme Storms - Cot Version.espMerging CoT-WeatherPatch.espMerging CoT-WeatherPatch_DB.espMerging CoT-WeatherPatch_ESS.espMerging CoT-WeatherPatch_Snow-40.espMerging CoT-WeatherPatch_SupStorms.espMerging Solstheim Climate Overhaul - COT compatibility.espMerging Vividian - Weather Patch CoT - ESS + SS.espMerging Vividian - Extended Weathers.espMerging Vividian - Extended Weathers - CoT.espMerging Vividian - Extended Weathers - Pure weathers.espMerging Vividian - Diverse Weathers - CoT + PW.espMerging Vividian - AllinOne Presets.espMerging ClimatesOfTamriel-Sound.espMerging SoS - Civilization.espMerging SoS - The Dungeons.espMerging SoS - The Wilds.espMerging Weather&Sound Patch.esp EDIT 3: before merging pure weather there are some errors that need to be fixed with some of the Weather groups. I just carried the edits from the unofficial patches and it was all good. To include SoS you'll need to find a way to patch SoS and AOS. Whether is be carrying the cell edits from SoS and patching AOS sound into the new sound descriptor. I;'d recommend that but... You could remove almost all of the CELL group and acoustic space edits from SoS and use the vanilla acoustic space with SoS sounds. IDK, I was going to eventually make my own ELE, Weather & Sound - Merge, AOS Merger. Someone already had done this but I never looked but I think they went down neither road and just did simple conflict patching. I also don't use it because I want to keep the Vividian combined weathers because many weathers feels more natural rather than just snow, rain, sun, cloudy... Edited August 5, 2014 by hishutup Link to comment
Phyrre56 Posted August 5, 2014 Share Posted August 5, 2014 (edited) I realize there are ways around this issue because of Alternate Start but...if I start the game as normal (a prisoner caught crossing the border), I can't survive the jump from the tower at the very beginning. I land, and my health rapidly depletes to zero. I'm not sure if it's because of the jump or the fire in the area but I've tried a few different times and die every time. What mod would cause this? Do I need to turn off "Traps Make Noise - More Dangerous Traps"? (Guessing maybe the issue is that the unavoidable fire here has been made too dangerous.) EDIT: I was able to survive it by carefully avoiding the fire in the landing area. The fire near the jumping point doesn't seem to count, you can stand in that all you like. I don't know if it warrants a note in the bugs section, but I could see this frustrating users. Also it seems awfully extreme to me that the slightest touch of fire kills a Level 1 character. Edited August 5, 2014 by Phyrre56 Link to comment
Aiyen Posted August 5, 2014 Share Posted August 5, 2014 Did you try to lower the difficulty to lowest for that particular location? As I recall then fire dmg is essentially the same as magic damage which scales with difficulty. Link to comment
cstarkey42 Posted August 5, 2014 Share Posted August 5, 2014 I had this issue the last game I started and I just took the easy way of turning on god mode during that jump (tgm in the console) and turning it off once that jump was completed. My rule is whatever it takes to get through that buggy intro. Link to comment
Neovalen Posted August 6, 2014 Author Share Posted August 6, 2014 Well, yes, that's why I first added BFT into the merges, nothing seemed wrong within TES5Edit. Go to solitudedocks01 and see if everything is ok. If it is I seriously have some more testing to do xDWow... you seriously have piqued my interest now. Indeed the Solitude docks guys don't respond to me with the proper dialog. Now I must investigate! Interestingly it didn't seem to have a problem elsewhere like in Windhelm or Dawnstar (which of course are the two I tested). Edit: That was actually quite easy to fix. Works now for me! I simply used the "Sort Masters" functionality in TES5Edit and now it works great. I'm guessing it has something to do with the way the records are being read from the masters. For my next trick, I'm going to try merging the plugins into one. Edit2: That is magic, now I have one plugin and it works great. Used all the boats going from Solitude -> Dawnstar -> Windhelm and in various orders without issue. I am shooting you a pm on nexus just in case you don't read this. Edit3: In case someone else wants to verify / give results... here is the merged plugin without renumbered form IDs and here is the merged plugin with renumbered IDs. I have PM'ed Gandaganza on Nexus with these as well as instructions on how I did it. This merges the Main file + Hearthfire Hotfix + BFT Patch into one. Place is per the guide just before RealisticWaterTwo.esp. Link to comment
Nearox Posted August 6, 2014 Share Posted August 6, 2014 Great, thanks for that Not at my own computer at the moment though so cannot provide verification. Link to comment
darkside Posted August 6, 2014 Share Posted August 6, 2014 (edited) Wow... you seriously have piqued my interest now. Indeed the Solitude docks guys don't respond to me with the proper dialog. Now I must investigate! Interestingly it didn't seem to have a problem elsewhere like in Windhelm or Dawnstar (which of course are the two I tested). Edit: That was actually quite easy to fix. Works now for me! I simply used the "Sort Masters" functionality in TES5Edit and now it works great. I'm guessing it has something to do with the way the records are being read from the masters. For my next trick, I'm going to try merging the plugins into one. Edit2: That is magic, now I have one plugin and it works great. Used all the boats going from Solitude -> Dawnstar -> Windhelm and in various orders without issue. I am shooting you a pm on nexus just in case you don't read this. Edit3: In case someone else wants to verify / give results... here is the merged plugin without renumbered form IDs and here is the merged plugin with renumbered IDs. I have PM'ed Gandaganza on Nexus with these as well as instructions on how I did it. This merges the Main file + Hearthfire Hotfix + BFT Patch into one. Place is per the guide just before RealisticWaterTwo.esp.Did you merge them with merging script, then "Sort Masters" afterward? Is it that simple? I am using REGS version which will need some testing. Thanks. Edited August 6, 2014 by darkside Link to comment
Nearox Posted August 6, 2014 Share Posted August 6, 2014 Gandaganza, if/when you verify that the merged esp by Neo is working, maybe it is an idea to include it in the fomod installer (as well as a REGS version if possible)? Darkside, REGS version just has boat bobbing fixed for some of the mods that add/change cities, so following the same procedure as Neo there shouldn't give any issues. Link to comment
Ganda Posted August 6, 2014 Share Posted August 6, 2014 (edited) Gandaganza, if/when you verify that the merged esp by Neo is working, maybe it is an idea to include it in the fomod installer (as well as a REGS version if possible)? Darkside, REGS version just has boat bobbing fixed for some of the mods that add/change cities, so following the same procedure as Neo there shouldn't give any issues. Hopefully that's today, seeing as tomorrow I'll be on vacation <. if what neo did actually works just do a quick check and i can reproduce it then yes be reinstating bft into the merges sr merge ready to go :d> About REGS I'd be careful, I have no idea why but there are always problems with that one. In this merge, a boat turned into a barrel, a giant clam and a salmon turned to long boats. And in TES5Edit everything was perfect -.- Edited August 6, 2014 by Gandaganza Link to comment
Nearox Posted August 6, 2014 Share Posted August 6, 2014 (edited) Hopefully that's today, seeing as tomorrow I'll be on vacation <.< (#dontwanttogo #forcedvacationtotallynotcool) If what Neo did actually works (I'll just do a quick check) and I can reproduce it, then yes, I'll be reinstating BFT into the merges + a SR merge ready to go :D About REGS I'd be careful, I have no idea why but there are always problems with that one. In this merge, a boat turned into a barrel, a giant clam and a salmon turned to long boats. And in TES5Edit everything was perfect -.-Now that's some serious school of magic there lol :D Edited August 6, 2014 by Nearox Link to comment
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