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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?

 

Would someone please help me with this?

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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?

 

You need to make sure that the patches are checked in the right plugins tab. If they don't show up there, you should check the mod itself and see if they are in there. If they arn't you followed the guide incorrectly, or the guide needs to be updated (Its possible, but unlikely). Good Luck!

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You need to make sure that the patches are checked in the right plugins tab. If they don't show up there, you should check the mod itself and see if they are in there. If they arn't you followed the guide incorrectly, or the guide needs to be updated (Its possible, but unlikely). Good Luck!

I appreciate the response, but I do have all the plugins checked in the right-hand pane, and I have confirmed that I have followed the guide to the letter so far. All files that should be in the appropriate places are there. I'm no newbie to this process, as I have successfully installed STEP 228, 229, and SkyRe before, and done some light modding/scripting. What is interesting to me is that Neovalen's response (which I quoted earlier) alludes to merging two plugins for this mod, despite the guide stating that one should merge five. That is why I quoted that particular post (#5749), and I'll do so again here:

 

 

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.

 
So please, can someone clear up the confusion here?
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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?

Not changing mod load order between saves is usually a good golden rule, however I've not encountered any major problems with altering those patches.

 

My advice would be if you have a stable game then preserve that by renaming the mods used to prevent accidental overwriting and then make a separate up-to-date profile following any guide updates. That way you have one you can actually play and another you can experiment with.

 

Currently I am holding off on anything short of bug and play testing until Frostfall and Campfire are properly integrated (and possibly Last Seed) after that I'll be leaving well alone barring mods that are safe to update.

 

It almost seems to be the case that you can either mod or play but never both :P

Edited by hazelwolf
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Not changing mod load order between saves is usually a good golden rule, however I've not encountered any major problems with altering those patches.

Currently I am holding off on anything short of bug and play testing until Frostfall and Campfire are properly integrated (and possibly Last Seed) after that I'll be leaving well alone barring mods that are safe to update.

 

It almost seems to be the case that you can either mod or play but never both :P

I know what you mean I have restartd my current character 2 times so far due to updating my mods, first it was RND 2 breaking my save cos I didn't update properly. Now it's CACO really need a restart (althrough i may have gotten away without a restart) a change in load order due to incompatabilties with the mods I am currently using and now with Frostfall 3.0 out soon I can see another restart when that come out so my playthrough on hold until Frostfall and Campfire (and possible last seed) is out and intergrated into SRLE and that is it no more adding mods just play the game

(we all know that wont happen don't we).

Edited by Darth_mathias
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I was just reading Darth-mathias post above and that's also a concern of mine. Thanks for the response about the patches hazelwolf.

I am also waiting for Frostfall 3.0 and possibly Last Seed in November to start a new game.

 

A few questions about updating mods already installed in a current playthrough.

I believe any mod with textures only, should be ok to upgrade. But what about mods with esp's and scripts?

 

Is everyone doing clean saves before upgrading that kind of mods? What method are you using?

STEP WIKI as a very detailed and complex way to perform a "clean" save. https://wiki.step-project.com/Guide:Troubleshooting . How necessary is that in the context of SR:LE?

 

Is there a way in Revision history log for SR:LE to determine what mods are safe to upgrade without further steps?

I noticed that some mods are marked m = minor edit, are those safe to upgrade middle game?

 

I do realize that is always a good policy to check Nexus and read the author instructions about upgrading a mod.

I'm just looking for general rules when upgrading SR:LE profile mid-game.

Edited by edynacio
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I appreciate the response, but I do have all the plugins checked in the right-hand pane, and I have confirmed that I have followed the guide to the letter so far. All files that should be in the appropriate places are there. I'm no newbie to this process, as I have successfully installed STEP 228, 229, and SkyRe before, and done some light modding/scripting. What is interesting to me is that Neovalen's response (which I quoted earlier) alludes to merging two plugins for this mod, despite the guide stating that one should merge five. That is why I quoted that particular post (#5749), and I'll do so again here:

 

 
 
So please, can someone clear up the confusion here?

 

What I was saying is the final result should have two plugins.

 

BetterQuestObjectives.esp + BetterQuestObjectives-Patches.esp (Total 2 plugins post-merge)

 

Not changing mod load order between saves is usually a good golden rule, however I've not encountered any major problems with altering those patches.

 

My advice would be if you have a stable game then preserve that by renaming the mods used to prevent accidental overwriting and then make a separate up-to-date profile following any guide updates. That way you have one you can actually play and another you can experiment with.

 

Currently I am holding off on anything short of bug and play testing until Frostfall and Campfire are properly integrated (and possibly Last Seed) after that I'll be leaving well alone barring mods that are safe to update.

 

It almost seems to be the case that you can either mod or play but never both :P

I know what you mean I have restartd my current character 2 times so far due to updating my mods, first it was RND 2 breaking my save cos I didn't update properly. Now it's CACO really need a restart (althrough i may have gotten away without a restart) a change in load order due to incompatabilties with the mods I am currently using and now with Frostfall 3.0 out soon I can see another restart when that come out so my playthrough on hold until Frostfall and Campfire (and possible last seed) is out and intergrated into SRLE and that is it no more adding mods just play the game

(we all know that wont happen don't we).

I was just reading Darth-mathias post above and that's also a concern of mine. Thanks for the response about the patches hazelwolf.

I am also waiting for Frostfall 3.0 and possibly Last Seed in November to start a new game.

 

A few questions about updating mods already installed in a current playthrough.

I believe any mod with textures only, should be ok to upgrade. But what about mods with esp's and scripts?

 

Is everyone doing clean saves before upgrading that kind of mods? What method are you using?

STEP WIKI as a very detailed and complex way to perform a "clean" save. https://wiki.step-project.com/Guide:Troubleshooting . How necessary is that in the context of SR:LE?

 

Is there a way in Revision history log for SR:LE to determine what mods are safe to upgrade without further steps?

I noticed that some mods are marked m = minor edit, are those safe to upgrade middle game?

 

I do realize that is always a good policy to check Nexus and read the author instructions about upgrading a mod.

I'm just looking for general rules when upgrading SR:LE profile mid-game.

Decisions, decisions, decisions...

 

Play Skyrim now OR post-pone my play-through until the 18th of the month when frostfall 3.0 drops?

 

D: AHHH

1. Generally speaking, once you start a game you intend to keep for a long time you should stop updating unless there is a killer feature or fix you wish to obtain. Updating mid-game is at your own risk per the mod authors instructions on if it is safe to do so. If you have multiple profiles with multiple SR Conflict Resolutions keep the separated in MO.

2. As far as the change log / revision history is concerned, I really only concern myself with items that require a totally new game (i.e. CACO) and take the time to list that if it is indeed a requirement from the mod author.

3. I don't intend to personally begin another semi-serious play through until after Frostfall 3.0 / Last Seed are released (late Novermber timeframe).

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3. I don't intend to personally begin another semi-serious play through until after Frostfall 3.0 / Last Seed are released (late Novermber timeframe).

That's exactly what I'm planning to do.

Let's face it, SR:LE is already an awesome mod profile!

 

Meanwhile I'm keeping an eye on SRLE - Explorer's Edition. But that will have to wait until the project matures.

 

 

1. Generally speaking, once you start a game you intend to keep for a long time you should stop updating unless there is a killer feature or fix you wish to obtain. Updating mid-game is at your own risk per the mod authors instructions on if it is safe to do so. If you have multiple profiles with multiple SR Conflict Resolutions keep the separated in MO.

What about mods with textures only? Are they always safe to update?

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I haven't actually got out of the character creation dungeon properly for the past three months :P

 

I'm planning on recording my next playthough and don't want to break it; so I'm holding out until Chesko has worked his magic (and squashed any bugs).

 

It's been pretty frustrating all told as I can't wait to get my teeth stuck into roleplaying this particular character. On the plus side, though, it does mean I've had opportunity to test certain features out when I foray out into the main world.  

 

It's also given me plenty of opportunity to tweak my character appearance to my satisfaction so all I need to do is load the race menu profile when I'm ready to press New Game.

Edited by hazelwolf
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Yes, textures and meshes only is generally safe unless there is a ctd causing mesh error.

 

Some esp changes are also safe but have to be careful. Script changes are the most dangerous.

"ctd causing mesh error".

 

I recently disabled all the UNP stuff and had to re-install mature skin texture and body (for the vanilla body)... Would I be running into any issues in the future due to this? :|

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You're going to hate me with all the issues I post in this thread, I can guarantee it.

 

With that out the way, moving on, I found this weird issue with the Complete Crafting overhaul mod: if you place a tanning rack on the ground you won't be able pick it up, unless you disable the tanning rack exp MCM setting.

 

Any ideas?  :innocent:

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