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Skyrim Revisited Pre-Release Feedback


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Does anyone else get duplicate form IDs in the merged ELFX file? This can easily be checked by trying to load the file in the CK, it will give warnings as it tries to load the plugin.

 

"FORMS: Duplicate form ID (04090A90) encountered in file 'ELFXMerge.esp'." Etc.

 

 

Using TES5Edit r1879 and Merge Scripts v1.75

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Do we have to install

The Creation Kit and Papyrus Compiler Fix For 64-bit Systems

 

If we don't use the creation kit?, cause i dont see why we have to install it. I went through the whole install guide and never seemed to need it.

You don't HAVE to, but it's handy to have for debugging certain things. Especially the scripts installed with the CK. If you never plan to do your own debugging then I suppose you could skip it.

 

Does anyone else get duplicate form IDs in the merged ELFX file? This can easily be checked by trying to load the file in the CK, it will give warnings as it tries to load the plugin.

 

"FORMS: Duplicate form ID (04090A90) encountered in file 'ELFXMerge.esp'." Etc.

 

 

Using TES5Edit r1879 and Merge Scripts v1.75

Will investigate.

Edit: So it looks like there are in fact duplicate form IDs. Interestingly TES5Edit seems fat and happy (and so does the game but maybe I just haven't been where this problem is). Will see if renumbering is OK with the patches we currently use.

Edit2: No bones, it breaks patches to check Renumber FormIDs. Changing back to separate ESPs for now until I find a solution. Thanks for the report! Kicking myself a bit now. :)

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I decided to do another playthrough of Skyrim, and it is been a while since i followed this guide. After the installation everything works quite well, but after seeing the new update of the XP32 Skeleton i have a question: what is the point of having the animation to draw swords/daggers from the back when all the NPCs have the swords/daggers on their hips?

 

EDIT: Nevermind, saw later that Neovalen mention this issue in the guide too. If there is nothing that can be done then i'll just change the animations.

Edited by Lonewolf
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You don't HAVE to, but it's handy to have for debugging certain things. Especially the scripts installed with the CK. If you never plan to do your own debugging then I suppose you could skip it.

 

Will investigate.

Edit: So it looks like there are in fact duplicate form IDs. Interestingly TES5Edit seems fat and happy (and so does the game but maybe I just haven't been where this problem is). Will see if renumbering is OK with the patches we currently use.

Edit2: No bones, it breaks patches to check Renumber FormIDs. Changing back to separate ESPs for now until I find a solution. Thanks for the report! Kicking myself a bit now. :)

I am hoping that Merge Scripts 1.8 will be out soon. It can renumber only conflicting FormIDs. This is a very interesting feature. 

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Will investigate.

Edit: So it looks like there are in fact duplicate form IDs. Interestingly TES5Edit seems fat and happy (and so does the game but maybe I just haven't been where this problem is). Will see if renumbering is OK with the patches we currently use.

Edit2: No bones, it breaks patches to check Renumber FormIDs. Changing back to separate ESPs for now until I find a solution. Thanks for the report! Kicking myself a bit now. :)

I checked the other merged esps from the guide and none of them had duplicate form IDs, so that is some relief :)

 

Yeah, that feature of 1.8 would probably fix it, when it's ready.

Edited by Wormheart
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You don't HAVE to, but it's handy to have for debugging certain things. Especially the scripts installed with the CK. If you never plan to do your own debugging then I suppose you could skip it.

 

Will investigate.

Edit: So it looks like there are in fact duplicate form IDs. Interestingly TES5Edit seems fat and happy (and so does the game but maybe I just haven't been where this problem is). Will see if renumbering is OK with the patches we currently use.

Edit2: No bones, it breaks patches to check Renumber FormIDs. Changing back to separate ESPs for now until I find a solution. Thanks for the report! Kicking myself a bit now. :)

There seems to be a lot of problems around ELFX...

I didnt get any answers on that last issue I posted regarding ELFX (insignificant mods like Atlas overwriting some values of ELFX *more details in that post).

But isn't it better to publish a isolated ELFX patch for the public with a more dominating load order?

 

*I already did some development myself to make the improvements (but i am not involved in the active development of this mod pack or the mod ELFX to publish it). And loaded the patch near the end of my load order (under ELE).

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You don't HAVE to, but it's handy to have for debugging certain things. Especially the scripts installed with the CK. If you never plan to do your own debugging then I suppose you could skip it.

 

Will investigate.

Edit: So it looks like there are in fact duplicate form IDs. Interestingly TES5Edit seems fat and happy (and so does the game but maybe I just haven't been where this problem is). Will see if renumbering is OK with the patches we currently use.

Edit2: No bones, it breaks patches to check Renumber FormIDs. Changing back to separate ESPs for now until I find a solution. Thanks for the report! Kicking myself a bit now. :)

I don't debug anyway cause I have no idea how to, I just know how to use what you described for tes5edit

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Nice one, i made the decision to overhaul my mod pack with SRLE because most of it are inline with what i want.

I noticed that some insignificant esp's like "Atlas Legendary.esp" is overwriting ELFX not covered within the conflict resolution.

 

Example specifics:

"Atlas Legendary.esp"

DLC01FalmerValley "Forgotten Vale" [WRLD:03000BB5]

DLC1HunterHQWorld "Dayspring Canyon" [WRLD:03001DB8]

 

Is this as intended?

DLC01FalmerValley - Looks like Atlas is what we want here as data pertains to the way the map looks / acts. Only thing that "might" need forwarding is the object bounds from Skyfalls and tbh, not sure its really required.

DLC1HunterHQWorld - I dont even see a conflict here?

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I have run into a minor issue while installing  one of the mods : 

 

Skyrim Realistic Texture Overhaul - Dragonborn

 

The guide says to only intall these files :

 

 

  • textures/dlc02/architecture/ravenrock/redoran/redoran0*.dds
  • textures/dlc02/architecture/telvannitower/telwoodendoor*.dds

 

Problem is that as far as i can tell , there is no Redoran0.dds file to be found in there .

 

Only ones in there are labeled  as redoran01, 02 and 03 ,dds files and redoranfloor01 .

Edited by thorgal
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