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Skyrim Revisited Pre-Release Feedback


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"In any case, I'm working on re-upping my PerMa install with the release version + patches... we shall see how the final version fares."

 

Well that's very exciting, made my day. For the cold; drink lots of fluids and sleep, not a pill in the world beats that!

Edited by Jverv
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Hi Neo, I have question about Creation kit SkyrimEditor .ini file. I bought Skryim:LE and I thought that's different game then Skyrim and that includes all content. I was right and wrong at the same time.

 

Skyrim:LE includes all content but it doesn't install it. HD textures must be installed separately. So after Skyrim installation (together with dlc) i run Creation Kit and run it. Later i installed HD textures.

 

My question is about certain lines that you mention in your guide:

Locate the line starting with "SArchiveList=" and after Update.bsa add ", Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa".Locate the line starting with "SResourceArchiveList2=" and after Update.bsa add ", Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa".

I did add the necessary lines, but what bothers me that "SArchiveList=" include all .bsa files except HighResTexturePack01.bsa, HighResTexturePack02.bsa and HighResTexturePack03.bsa.

 

In my file it looks like this:

 

SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa

 

 

SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa

Is this all right or I need manually add HD dlc lines?

Edited by ogorman
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One thing I noticed about Real Shelter so far is that when I save UNDER shelter and reload the game - the shelter and weather switch places.   Basically it's only raining ON the shelter but the outside no longer has the rain.  

 

Sound (thunder) cuts off stepping under shelter too.  

 

Of course it could just be me and my install   ::|: 

 

It IS a pretty cool mod though.  The Smugglers Den next to Whiterun under the cliffs... man that was cool.  

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Hi Neo, I have question about Creation kit SkyrimEditor .ini file. I bought Skryim:LE and I thought that's different game then Skyrim and that includes all content. I was right and wrong at the same time.

 

Skyrim:LE includes all content but it doesn't install it. HD textures must be installed separately. So after Skyrim installation (together with dlc) i run Creation Kit and run it. Later i installed HD textures.

 

My question is about certain lines that you mention in your guide:

I did add the necessary lines, but what bothers me that "SArchiveList=" include all .bsa files except HighResTexturePack01.bsa, HighResTexturePack02.bsa and HighResTexturePack03.bsa.

 

In my file it looks like this:

Is this all right or I need manually add HD dlc lines?

Its right. You do not need to add the HRDLC lines as they are just textures. The reason the DLCs need to be added is because they contain scripts nifs and other game assets not found in any other bsa.

One thing I noticed about Real Shelter so far is that when I save UNDER shelter and reload the game - the shelter and weather switch places.   Basically it's only raining ON the shelter but the outside no longer has the rain.  

 

Sound (thunder) cuts off stepping under shelter too.  

 

Of course it could just be me and my install   ::|:

 

It IS a pretty cool mod though.  The Smugglers Den next to Whiterun under the cliffs... man that was cool.  

I haven't personally had a reloading problems (in fact the save i took that screenshot from is under the roof). Haven't had a sound cutoff either but I expect there to be minor things like that... still an amazing mod and very useful. The biggest thing for me was making sure the transitions were smooth and not overly jarring as they were in old versions. I love the mod.

 

P.S. I have PerMa installed and working on my current setup...

P.P.S. I think the world is conspiring against me! AC:Unity just released... BF4 Expansion Nov 18... DA:I Nov 17 9pm...  Far Cry 4 Nov 18... NOT ENOUGH TIME! lol

  • +1 1
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With the new update to Improved Closefaced Helmets should we now hide "Improved Closefaced Helmets_Legendary.esp" that was installed when we choose "all options" in the WAF install?

That ESP / optional was removed from the guide, so yes. You should just need the custom esp I provided in the improved closefaced helmets install.

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I've been using real shelter since the new author took over and, yeah, the new script is amazing.  There used to be quite a transition between the weathers and now it's fairly seamless (the only thing I notice is the amount of rain seems heavier when under the shelter than when out in the rain ).  I know the older version would suggest not to save when under a structure during rain/snow or it could cause problems but I haven't had any issues with the new version.  I can't say for sure that it won't cause an issue but, to be honest, I never even think about it/notice when and where I'm saving but my game still seems to be running smooth with no issues of saves not opening.

  • +1 1
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I've been using real shelter since the new author took over and, yeah, the new script is amazing. There used to be quite a transition between the weathers and now it's fairly seamless (the only thing I notice is the amount of rain seems heavier when under the shelter than when out in the rain ). I know the older version would suggest not to save when under a structure during rain/snow or it could cause problems but I haven't had any issues with the new version. I can't say for sure that it won't cause an issue but, to be honest, I never even think about it/notice when and where I'm saving but my game still seems to be running smooth with no issues of saves not opening.

cstarkey42 - Are you using Real shelter with REGS? Any noticeable problem?
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Yeah, I have a full REGS set up (well, short a few quests ) and it runs really well.  I'm using the RS ETAC patch.  There's also a patch for JK's Windhelm and Whiterun.  I tried merging the three but was showing quite a few errors in one of them (Whiterun, if I remember right ) so the merge didn't work so I just left out the JK ones.  It really should just affect a few places, I'm thinking.  ETAC was definitely the main patch I needed/wanted.  I was running short on esp slots at the time but I cut out a few things since then so maybe I'll give the other patches a try.  I told him about the errors and I got the impression he wasn't getting any so I was a little confused where the miscommunication was.  

 

Obviously some of the additions (moon and star, snowbound acres, thirteenoranges's, etc...) won't have compatibility without a patch but that's not a huge deal since all of the vanilla and etac does.

Edited by cstarkey42
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Small guide typo concerning the (great!) new Real Shelter addition :

 

In the BOSS Masterlist rules section, the Guide is referencing "Real Shelter.esp" , the plugin itself is named "RealShelter.esp" (without spacing).

 

 

--

 

Also regarding the first new rule :

 

 

  • Real Shelter.esp AFTER ELFX - Dragonborn.esp

BUM currently already recognize RealShelter.esp, (it is sorted in the "ShaderReplacer" section), should we still add the current guide rule as an Override ?

 

 

Thanks, and sorry for the nitpicking, the Devil lies in the details  :^_^:  .

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Cstarkey42. How did you deal with load order for the real shelter patches?

When I was using BOSS they were all near the end of my LO but, after being fed up with Skyrim Sorcery, I ran Loot out of frustration and, like magic, everything began to run great.  I was a harsh critic of this knee-jerk reaction to switching to LOOT but it quickly made a believer out of me and my impossible LO.  Loot places RS somewhere in the middle of my LO and puts the etac patch right behind it.  The RSPatcher is lower in the order.  Looking at it in tes5edit, however, makes me think that it's not really going to make a difference.  Most of the conflicts are due to the Worldspace categories, not the individual edits themselves, so placing it too low will actually cause some conflicts that have nothing to do with RS itself.  As far as the edits RS makes, I don't understand how it does it completely but it doesn't conflict with any other mods.  The etac patch, for example, doesn't open the same edits as etac does and then adjust some variable but instead inserts its own edits that don't directly coincide with any edits any other mod is making.  It's almost like it's making a force field on another plane or something...it doesn't add a property to an etac structure but instead adds it's own thing where that structure is that doesn't rely on the structure itself.  If etac were to move a building I suspect that the area RS dealt with would still be free from rainfall, despite a roof/cover no longer being present.

 

The only Loot metadata I added was an edit to Real Water 2, placing it after RS because there were some conflicts there.  Again, nothing that RS added directly but instead a sub-edit/temporary that coincided with the larger worldspace that real water should control.

 

This is a confusing read, I know, but I hope it helps.

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  Can someone explain this step better. I'm not sure if I understand it. Special Installation: The contents of R.S. Patcher Edit Scripts file should be extracted to the TES5Edit installation directory. After BOSS sorting is complete, perform the following:
   Open TES5Edit and click [OK] to load all plugins. Right-click RSPatch.esp and select "Apply Script".
In the drop down, select "RSPatcher" and click [Ok]. When the pop up message appears select [Create Patch]. Exit TES5Edit and save RSPatch.esp.

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