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Skyrim Revisited Pre-Release Feedback


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All the plugins in that folder should have been merged, if you had more than that then you installed too many. Put every plugin except the new merged one into Optional folder.

 

You can uncheck any mods that have been merged into a plugin only if they have no other content, e.g. textures / scripts etc.. otherwise just move the plugin or uncheck it which ever you prefer.

 

Remember the merged plugin does all of the things that the individual ones did and needs to access the same resources that the original plugin did.

 

::):

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I hope I'm not sidetracking the thread. I just want to see SRLE be all it can be (as its my favorite so far)!

 

If its of any use (Neo/Kryptopyr/Vidalia), you can have these ARMO & WEAP spreadsheets for SiC. You can have the other mod sheets too if you want them. I made them in early June, so I'm not sure it was from the maintenance update or not. Exporting only the "flags" information doesn't always catch everything as there's another location (MODT or something like that) that items sometimes get marked as non-playable/not-droppable...so I think I went through manually to try and catch those that didn't appear in flags.

 

SiC ARMO (around 400 non-playable / 160 or so playable)

 

SiC WEAP (60 ish non-playable / 40 playable)

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Have you guys notice a lot of interior light flickering after update ELFX to 2.0?

 

The problem is completely gone after revert back to old version.

 

Could it be from Relighting Skyrim? I use your version. Thank you very much.

Edited by darkside
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Hey guys, I came across an odd issue at Broken Oar Grotto. I had the radiant quest to kill the Bandit leader there as well as killing Jaree-Ra at the end of "Lights Out".

 

I had ctd's entering Broken Oar Grotto. I made a metadata edit (in LOOT) to load RealistWaterTwo.esp AFTER RealisticBobbingBoats.esp and was at least able to enter sometimes. But the issue remains (see below).

 

When I did get inside, I found a group of Solitude Guards and Legate Adventius Caesennius inside fighting the Bandit leader..in fact they killed him before I could get there. The quest still updated however. After killing Jaree-Ra I went to exit and found Legate Adventius and the surviving Solitude guard standing at the entrance. They were stuck there as if they couldn't exit.

 

I tried using Prid ID and moveto player on both NPC's - from outside the cave. Moving Legate Adventius worked and he cleared the entrance. Moving the Solitude Guard did not work and he remains stuck at the cave exit (inside BOG). Then I tried disabling the Solitude Guard but he would not disable. My thinking is they are not supposed to be in there but either fell through the world somehow or perhaps the Solitude guards somehow ended up with a quest to hunt down the bandit leader. Just seemed strange.

 

I had disable a few mods (Immersive Patrols, Vividian ENB, Elfx, Realistic Bobbing Boats) to trouble shoot but none seemed to be the offenders of the CTD. I'm not used to immersive patrols so I'm not sure how/if it would affect city guards to hunt down bandits or not.

 

I am hoping a cell reset may fix the issue but wondering how they would end up inside Broken Oar Grotto. 

I'm not sure about the guards but I definitely got the CTD happening... hiding the mesh folder of Realistic Boat Bobbing seems to fix it, I haven't found the offending mesh just yet though.

 

Edit: I think it may be the "Animated Clutter" patch option in the installer causing it.

Edit2: Specifically the sacks option, so I removed it from the guide. Hopefully a solution can be found, I believe the only negative now is the sacks wont animate when opened if on ships. Was able to zone in/out freely.

 

Just wanted to let you know that I got the exact same weird issue at Broken Oar Grotto - CTD upon entering and when I successfully entered via "coc" I witnessed the Solitude guards and the Legate killing all Blackblood Marauders ...

Removing/hiding the "sacks" meshes for Broken Oar Grotto in the "Realistic Boat Bobbing" folder worked for me too - thanks Neo! :-) 

 

How the guards ended up in there is still a mystery to me, however... Hope you can track down the culprit, they ripped me off my kill! ;)

 

I'd like to stress though that I've been playing with the current SR:LE setup for some weeks now and have had no other issues so far, game is rock-solid and looks amazing! :D

Looking forward to further updates/additions. 

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Hi Neo,

 

Was looking through the updated UESPs; in UDGP an encounter zone needs to be forwarded at:

 

Cell Block 0 Sub-Block 4 07017728 <DLC2TelMithrynKitchen>

 

Thanks!  ::):

 

P.S.: Regarding the guards issue mentioned above; I am using almost everything from SR:LE + most of REGS + other mods (for sure IP & OBIS) and have never encountered this. Not in Broken Oar Grotto, not in Silent Moon camp or anywhere else I have visited. Really weird!

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I still haven't found any guards in there despite spending a bunch of time there... Maybe a coc issue? I coc'ed to BrokenOarGrottoExterior01 then walking in for my tests.

Guards raiding known Bandit locations in their respective holds is a "feature" of the SIC events system - not sure which one governs this particular interaction in MCM...maybe the Regional Events one? Since its based on the Skyrim's world interaction system it is completely random and probably not consistently reproducible at any one particular game location.

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I'm bad about making assumptions too quickly so I inferred the Broken Oar Grotto invasion with something I saw much earlier in my game play thru...where I had watched an invasion of Fort Greymore by 3 groups of 5-6 Imperial Guards that I'd see patrolling the road between Whiterun and Rorikstead. (this led me to think immersive patrols might be the culprit..but sounds like SiC may trigger those events..)

 

At the time it was really awesome to see! I actually like seeing the guards being proactive rather than props. So when I saw the Solitude Guard and Legate Adventius in BOG, i thought it was a result of immersive patrols somehow put a "bounty" on the Bandit leader there... I got credit for the bounty quest when they killed the Bandit leader but they didn't seem to care too much about the other bandits or Jaree-Ra (at least the ones far enough away from the scene who did not aggro).

 

In fact I think I want to throw TES Arena in the mix and see if it brings the skyrim war to life.

Edited by ipmlj
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@ Thamantis: was Open Cities in play?

Nope, no Open Cities, just plain SR:LE. I think it could be related to Immersive Patrols, just met some Vigilants of Stendarr inside Nchuand-Zel, in the large chamber from where you can access the different subsections (Armory, Quarters, etc.). Perhaps the game adds patrols to locations that are marked as "outside world" (like I think also Blackreach)?

Just a guess though...

 

Ah, reading Vidalias post just now - does the SIC event system add Vigilants etc. too? The mod page says Imperials, Dawnguard, Thalmor, Stormcloak. 

Edited by Thamantis
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