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Skyrim Revisited Pre-Release Feedback


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Hi! I need the old SR Conflict Resolution.esp, the one before the Complete Alchemy & Cooking Overhaul has been added to the mod list. Can you make it downloadable again? I didn't know installing that mod required a new start so i would like to go back to my previous configuration with ineed, 101bug, hunterborn and perma (both not compatible with CACO right now).
Thnak you very much for the hard work you are doing with srle! :)

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High quality 3d map - normal asks me if MO should install as a BAiN, should I install it as a bain or manually

Installing as BAIN is whats expected, MO did not ask before. :)

Hi! I need the old SR Conflict Resolution.esp, the one before the Complete Alchemy & Cooking Overhaul has been added to the mod list. Can you make it downloadable again? I didn't know installing that mod required a new start so i would like to go back to my previous configuration with ineed, 101bug, hunterborn and perma (both not compatible with CACO right now).

Thnak you very much for the hard work you are doing with srle! :)

Unfortunately, I'm afraid I do not have it to provide. Perhaps another user could help you with this.

 

 

On another note, ASIS finally updated. No longer a need to use the workaround for USKP (yay!).

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Neo,

 

With the merging of Even Better Quest Objectives, should the fileBetterQuestObjectives.esp, be added to the list of files to merge?


No, it should be separate (total 2 esp files). Manually copy that esp to the merge directory per the merging guide instructions.

Merging them all with the main file proved to be hell for compatibility.
AI mod is awesome, noted a lot of fixed events I had never seen before, etc.

SkyUI 5 is good with the new crafting ui.

In the current revision of the guide (last modified on October 5, 2015, at 14:17), the instructions for Even Better Quest Objectives state:

TES5Edit Mod Merge Required: (Merging Guide)
Files to merge:

BetterQuestObjectives-AlternateStartPatch.esp
BetterQuestObjectives-CRFPatch.esp
BetterQuestObjectives-DBForevertoMisc.esp
BetterQuestObjectives-EFFPatch.esp
BetterQuestObjectives-PaarDilemmaPatch.esp
Merge Name:

Even Better Quest Objectives Merged
Filename:

BetterQuestObjectives-Patches.esp
      Notice:This merge requires The Paarthurnax Dilemma to be installed.

I've installed the mod, and all those up to and including The Paarthurnax Dilemma, run LOOT, but when attempting to merge according to the Merging Guide instructions, I only see two BQO patches listed in the Merge Plugins Standalone (see attached screenshot for confirmation). Is the guide wrong, or am I doing something wrong somehow?

post-736-0-49222300-1444070845_thumb.png

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On another note, ASIS finally updated. No longer a need to use the workaround for USKP (yay!).

you still need the workaround around for oher skyproc patchers not yet updated such as automatic variants (if you use that like me)

 

also one little grip Neo I really wish you would rename

 

Immersive Citizens - AI Overhaul Merged.esp

 

back to Immersive Citizens - AI Overhaul.esp

 

In the conflict Resolution esp to maintain compatbility with other mods that use it as a master.

Edited by Darth_mathias
  • +1 2
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High quality 3d map - normal asks me if MO should install as a BAiN, should I install it as a bain or manually

Installing as BAIN is whats expected, MO did not ask before. :)

 

Thanks Neo. That's why I asked. I didn't rem MO asking me about BAIN last time I installed your guide. I'm wondering if there is a MO setup step I'm missing or if MO asks now. Can someone please confirm this so I know if its my setup?

 

I didn't know how to Bring down mine and Neo's previous posts so I hope this makes sense

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Hi Neo,

 

One of the animations in the Blocking Animation Pack is overwriting the sheath animation files for dual wield swords. The result is that the player character (or NPC) will draw their sword from the scabbard on their back but then attempt to sheath their weapon on their hips.

 

What ya think?

 

Edit: also, you instruct to use Dagger Style 2 (IIRC). This puts the daggers on the player's ankles, whereas we've installed animations for behind the hips. ;D I GOT YOU MAN, I GOT YOU

Edited by AmeerHM
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Hi Neo,

 

One of the animations in the Blocking Animation Pack is overwriting the sheath animation files for dual wield swords. The result is that the player character (or NPC) will draw their sword from the scabbard on their back but then attempt to sheath their weapon on their hips.

 

What ya think?

 

Edit: also, you instruct to use Dagger Style 2 (IIRC). This puts the daggers on the player's ankles, whereas we've installed animations for behind the hips. ;D I GOT YOU MAN, I GOT YOU

Actually, you are correct that dagger style 2 is now ankles (it used to be back in previous XPMS versions) so I will fix that. HOWEVER, the animations flawlessly transition to ankle draw thanks to XPMS too. ;)

 

Deflection ftw.

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Actually, you are correct that dagger style 2 is now ankles (it used to be back in previous XPMS versions) so I will fix that. HOWEVER, the animations flawlessly transition to ankle draw thanks to XPMS too. ;)

 

Deflection ftw.

Lol, no need to deflect, man. I can't possibly come to  close to thinking the hardships you must have faced to build this guide for 3(?) years now? Keeping on top of all these little details must be exhausting. You do a great job regardless, though.

 

Out of interest though, neo-bro, how are you gonna fix the sword-draw-sheath animation? Is it something the user can do without you having to upload modified files?

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Lol, no need to deflect, man. I can't possibly come to  close to thinking the hardships you must have faced to build this guide for 3(?) years now? Keeping on top of all these little details must be exhausting. You do a great job regardless, though.

 

Out of interest though, neo-bro, how are you gonna fix the sword-draw-sheath animation? Is it something the user can do without you having to upload modified files?

I'm not sure what you mean, I just tried equipping 2 steel swords and the draw and sheath were perfect... both to the back. Just for reference this is the wield style list from the XPMSE page.

 

Axe:

0: Default

1: Reversed Axes by Groovtama

2: Axes on Back by Groovtama

 

Sword:

0: Default

1: 1-Handed Swords on Back by xp32

2: SWP 1-Handed Swords on Back by Metal-Gear-Rex

3: FSM Swords turned edge up by fushimi

4: Dual Swords on left waist by Ayame

5: No More Dangling Swords by Akakus

 

Dagger:

0: Default

1: Daggers on Back Hip by xp32

2: Daggers on the Ankles by Metal-Gear-Rex

 

Two-Handed (Greatsword and Battleaxe\Warhammer):

0: Default

1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex

2: FSM Two-Handed turned and on waist by fushimi

 

Bow:

0: Default

1: Frostfall Bow by Chesko

2: Reversed Better Bows by Messes With Wolves

3: FSM Turn Bow by fushimi

 

Arrow Quiver:

0: Default

1: Frostfall Quiver by Chesko

2: Frostfall Quiver by xp32

 

Crossbow:

0: Default

1: Frostfall Bow by Chesko

 

Bolt Quiver:

0: Default

1: Frostfall Quiver by Chesko

2: Left Hip Bolt by xp32

3: Experimental Hip Bolt by xp32

4: Aesthetic Bolt Quiver by IsharaMeradin

 

Magic:

0: Default

1: Nipple Magic by ElPsyCongroo

 

Shout:

0: Default

1: ******* Shout by ElPsyCongroo

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I'm not sure what you mean, I just tried equipping 2 steel swords and the draw and sheath were perfect... both to the back. Just for reference this is the wield style list from the XPMSE page.

 

Axe:

0: Default

1: Reversed Axes by Groovtama

2: Axes on Back by Groovtama

 

Sword:

0: Default

1: 1-Handed Swords on Back by xp32

2: SWP 1-Handed Swords on Back by Metal-Gear-Rex

3: FSM Swords turned edge up by fushimi

4: Dual Swords on left waist by Ayame

5: No More Dangling Swords by Akakus

 

Dagger:

0: Default

1: Daggers on Back Hip by xp32

2: Daggers on the Ankles by Metal-Gear-Rex

 

Two-Handed (Greatsword and Battleaxe\Warhammer):

0: Default

1: SWP Two-Handed Weapons on Back by Metal-Gear-Rex

2: FSM Two-Handed turned and on waist by fushimi

 

Bow:

0: Default

1: Frostfall Bow by Chesko

2: Reversed Better Bows by Messes With Wolves

3: FSM Turn Bow by fushimi

 

Arrow Quiver:

0: Default

1: Frostfall Quiver by Chesko

2: Frostfall Quiver by xp32

 

Crossbow:

0: Default

1: Frostfall Bow by Chesko

 

Bolt Quiver:

0: Default

1: Frostfall Quiver by Chesko

2: Left Hip Bolt by xp32

3: Experimental Hip Bolt by xp32

4: Aesthetic Bolt Quiver by IsharaMeradin

 

Magic:

0: Default

1: Nipple Magic by ElPsyCongroo

 

Shout:

0: Default

1: ******* Shout by ElPsyCongroo

That's really peculiar. :/

 

My draw is from the back and my sheath is to the hips.

 

Any ideas? It works like you've described if I load immersive animations after blocking animation pack.

 

Also, I just experienced a really weird bug. Bathing outside embershard mine in the river, I was teleported to the entrance of the interior of embershard mine, where my  character continued to bathe lol. Then I was teleported again to the entrance in the same place except this time I could move around.

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Wow something funky is going on, never seen anything like that personally.

I looked it up and got this: https://www.loverslab.com/topic/41484-bathing-in-skyrim/page-7

 

I troubleshooted further in an attempt to track down my rogue sheath animation lol. Turns out it was XPMSE

 

If I run immersive animations AFTER XPMSE, then my draw+sheath animations are perfect... Before is a no-go.

 

I'm really confused as to why  this is happening... I've run FNIS with the alternative animation check box checked... :/ Any ideas?

 

Update: *biggest facepalm ever* I must have not run the FNIS patcher with groovytama's patch enabled... I ran FNIS again, overwrite the output files in the SRLE Profile mod and it's now working. :D woohoo.

 

If you can gain anything from my nonsensical ramblings lol, I think you should add to the "known bugs" section the teleport bug associated with the bathing in skyrim mod. 

 

o/ Peace out.

Edited by AmeerHM
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I'm torn between wanting to keep the game up to date and playing the game. I've got a stable build but there are constant updates to the SRLE mods. Is there a guideline for knowing in advance of updating a mod whether that requires a new bashed patch, DynDOLOD patch and ASIS patch? And am I correct in assuming that if I have to update the patches that I'd be better off starting a new game?

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