Wormheart Posted January 23, 2015 Share Posted January 23, 2015 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 Link to comment
darkside Posted January 23, 2015 Share Posted January 23, 2015 Just saw this mod from -JawZ- https://www.nexusmods.com/skyrim/mods/61959I am not quite sure that it is relevant to SR:LE setup. Link to comment
Neovalen Posted January 24, 2015 Author Share Posted January 24, 2015 Do we have to installThe 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 v1.75Will 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. :) Link to comment
Lonewolf Posted January 24, 2015 Share Posted January 24, 2015 (edited) 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 January 24, 2015 by Lonewolf Link to comment
darkside Posted January 24, 2015 Share Posted January 24, 2015 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. Link to comment
hishutup Posted January 24, 2015 Share Posted January 24, 2015 As I was trying out the beta there is some unusual stuff happening. So it will be awhile. Link to comment
Wormheart Posted January 24, 2015 Share Posted January 24, 2015 (edited) 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 January 24, 2015 by Wormheart Link to comment
exaunique Posted January 24, 2015 Share Posted January 24, 2015 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). Link to comment
minos55 Posted January 25, 2015 Share Posted January 25, 2015 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 Link to comment
Darth_mathias Posted January 25, 2015 Share Posted January 25, 2015 MO updated to 1.2.18 Link to comment
Neovalen Posted January 25, 2015 Author Share Posted January 25, 2015 MO updated to 1.2.18Late to the party sir. :) Link to comment
Neovalen Posted January 25, 2015 Author Share Posted January 25, 2015 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? Link to comment
thorgal Posted January 25, 2015 Share Posted January 25, 2015 (edited) 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*.ddstextures/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 January 25, 2015 by thorgal Link to comment
Smile44 Posted January 25, 2015 Share Posted January 25, 2015 He means any and all files that begin redoran0 and end in .dds, so * means anything that is between that start and end is to be counted. Link to comment
Recommended Posts