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Skyrim Revisited Pre-Release Feedback


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In relations to Conflict Resolution

 

 

 

XX01AE24 OBISFaction

XX = Index of OBIS.esp
Conflict Resolution: Use record from OBIS.esp then right-click on the Relations line and click Add. Right-click the newly created Faction entry and select Edit. Paste "ARTHLALBanditVampireFaction [FACT:YY0189E8]" where YY = Index of Alternate Start - Live Another Life.esp and click [OK]. Right-click the newly created Group Combat Reaction entry and select Edit. Type "Ally" then click [OK].
Problem Resolved: Organized Bandits In Skyrim added bandits attacked the player if using the bandit alternate start.

You might want to add Alternate Start should be added to masters otherwise there'll be errors while trying to add faction.

Also it might be good idea to somehow make it better to spot wether people have to move one block or all blocks

 

i.e. 

Move Condition from x

Move Conditions from x

 

etc ;) people tend to miss those things ;)

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xedit adds masters automatically when needed. Not necessary to do it manually

In this case it does not just it just points out errors ;/

 

Prolly cause you're not copying stuff but typing it in.

 

 

edit:

 

Further:

 

 

 

00103510 WEThiefTemplate

Conflict Resolution: Use record from High Level Enemies - SIC.esp then move the AIDT - AI Data from Unofficial Skyrim Patch.esp.

Problem Resolved: AI fix from unofficial patches was not properly forwarded.

It appears there's no conflict when using USKP 2.1.3alpha, rather theres no entry at this point from uskp.

 

 

 

0001CDD3 LabyrinthianWorld

Conflict Resolution: Use record from ELE_Legendary_Fs_Wt_Lite.esp then move the XEZN - Encounter Zone and XLCN - Location records from Unofficial Skyrim Patch.esp.

Problem Resolved: Encounter zone and location fixes from unofficial patches were not properly forwarded.

Once again unneeded, current uskp and ele have those values the same

Edited by ashton
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Doing Conflict Resolution. For this step:

 

0005C80C DialogueFollowerDismissTopic > 0005C826

Conflict Resolution: Use record from EFFDialogue.esp then move the conditions from Hearthfires.esm then add the "GetRelationshipRank" condition check from FCO - Follower Commentary Overhaul.esp.
Problem Resolved: Changes from Extensible Follower FrameworkHearthfire, and Follower Commentary Overhaul needed to be merged.

 

do I override the condition in the SR Conflict Resolution that corresponds to the "GetRelationshipRank" condition or am I supposed to add a condition and then put it in? (Have already copied the Hearthfires conditions)

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So I was hoping to get some clarity on what exactly we should do with Immersive Citizens AI Overhaul since the merging doesn't entirely work? I was going to just not do the merging, but the conflict patch requires it as a master. Should I download an older version if that'll fix it? What will happen if I just merge the files as normal and ignore the warnings?

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So I was hoping to get some clarity on what exactly we should do with Immersive Citizens AI Overhaul since the merging doesn't entirely work? I was going to just not do the merging, but the conflict patch requires it as a master. Should I download an older version if that'll fix it? What will happen if I just merge the files as normal and ignore the warnings?

Use the old version as specified until TES5EDIT is updated.
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I see thank you. I'm actually a blind idiot apparently. You do say to use the older version and I went and blindly downloaded the newer one! Apologies! So I've just finished a lengthy but rewarding install of all of the SR:LE guide. I did plan to add REGS but I've seen the incompatibilies with AI Overhaul and ETaC and a few other mods, so I'll perhaps add REGS later once things are cleared up and more compatible. I added a few extra mods to the SR:LE install.... namely Ordinator, Thunderchild, Imperious and the rest of Enai's mods. I think they're pretty irreplacable! None of them see to be conflicting on the left panel of MO at least, and I did check and double-check for load orders and compatibility so hopefully I'll be okay with them added. I also went for Dawn of Skyrim since it seems to be compatible with AI Overhaul. So I'm about to jump in and see how it goes!

 

Have a question about ASIS - In previous Skyrim builds I've used ASIS and all of it's features. What is the reasoning behind only using the NPC enchant fix in this guide? I've added mods like I said, also including Apocalypse Spells. I've checked a bunch of mods for what they suggest to add to the ASIS ini lists, and am using the ASIS Improved ini files also. Is it fine for me to run the rest of the settings when running ASIS? Or is there a reason you said to not select any of the others?

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