Jump to content

Skyrim Revisited Pre-Release Feedback


Recommended Posts

Your observation noted, what are you guys all planning? Witcher 3/Fallout 4 until everything comes out for Skyrim or are you guys considering a playthrough now? 

 

Please let me know.

currently playing witcher 3

not planning on getting FO4 until the game of the year edition come out.

might get star wars battlefront when is it cheaper.

have decided to put off a new playthrough of skyrim for a while

Link to comment

As many of you know, my STEP-based mod guide Skyrim Revisited has been in development for quite some time. I estimate it currently is about 85% complete until release. I get feedback pretty much every day in the form of private messages here on the forums, and it has increase dramatically of late so I decided to make a thread.

 

Here I would like to see:

  • Feature Requests
  • Mod Recommendations
  • Problem Reports
Things I am currently working on adding:

  • Additional INI Tweaking.
  • Armor/Weapon Mods.
  • Lighting Mods.
  • Melee/Magic Combat Mods.
  • Vampire Mods.
  • Finishing "Final Steps" instructions.
A sincere thank you to all for the support, I never would have thought my list would get this much attention, especially pre-release.

Speaking of release, I'm not entirely sure how I'm going to do that yet! :P I'm not sure you'd call it a "pack" for STEP... I'll have to think on it.

 

First of all: Many, many thanks for this awesome work!

 

I finished this morning (Berlin Time) a fresh install and except the "Delphine No Dialog glitch" which I could fix it works well. The guide is written very well.

 

What would also be fine to have place where to put the optimzed textures of single mods to save Installation time.

 

If folks now start to put further mods on top it would be fine to have a place to Report about it (which mods work, how they made a special mod working and which mods are a "no go").

 

gtoere

Link to comment

I suppose he's paying you for your labour... and any cabbages you happen to have yourself. I guess it would still count as stealing if you run off with them. 

 

It's a weird little system, I have to say but I guess for the purposes of game balance it adds an interesting facet when the hunger meter requires you to eat, as opposed to just using them as buffs.

Link to comment

Hi Neo,

 

Is Archery Gameplay Overhaul still in the agenda for SRLE or was it discarded?

 

I'm just waiting on that one before I start a semi-serious playthrough test, while waiting for Last Seed.

Thanks

Neo did mention it was a go to be included in SRLE but he was waiting on Frostfall to be released, which means other things have been on his mind i'm sure he will included it as some point thou i suggest given it a go.

Link to comment

   I'm in the process of reinstalling the guide with the USLEEP changes. I do not like merging mods so I install them individually. When I get to RS Children should my install order be RS Children Overhaul,  RSChildren - Merged Complete and USKP .esp, RS Children - Books of Skyrim?

 

   The reason I am asking is because if I put the usleep patch after the merged complete and USKP patch, than the merged complete and USKP patch becomes redundant. The order above is what makes sense to me but could you please offer advise Neo

Link to comment

I like to install all of my mods indivisually. I installed RS Children Overhaul, RSChildren - Merged Complete and USKP .esp, ​RSChildren - USLEEP Patch.esp, RSChildren - Books of Skyrim Patch. If I install in this order the USLEEP patch makes the USKP patch redundant. Do we still need The  Merged complete and USKP patch? Can you please help Neo

 

Sorry for the double post. I installed windows 10 and my browser is slow for some reason now

 

Edit Should Bring out your Dead have a USLEEP patch?

Edited by Razorsedge877
Link to comment

There's a interesting conversation going on over @ the ETaC forums concerning the most recent updates. Apparently even WITH the new Immersive Citizens patch for ETaC, They're still not compatible.

 

Missjenna is trying to fix it but at the moment they do not appear to be working together despite the updates and patches.

Edited by Bradl3y
Link to comment

There's a interesting conversation going on over @ the ETaC forums concerning the most recent updates. Apparently even WITH the new Immersive Citizens patch for ETaC, They're still not compatible.

 

Missjenna is trying to fix it but at the moment they do not appear to be working together dispite the updates and patches.

That's not completely true, they do work together already for the most part. The inns are fixed, and that is where the majority of markers were stacked. If you use the non-inn version, which you should if you using RRR, then there are just a few potential issues left. In fact, MJB has made some interesting remarks concerning a statement from shurah (made at the release of IC). I'll just put them here in spoiler  tags for your convenience.

 

Original quote from shurah regarding ETaC/JK compatibility:

 

 

 

Concerning ETaC, JK's Skyrim and Skyrim Radioactive, after a long investigation and a long reflexion, my conclusion is that it's not possible to do a compatibility patch for these mods. My mod is not really incompatible, "not designed to work with" is more suited. Here a short explanation: to work, an AI uses one or several references, in my case, I use extra invisible markers positioned according to the layout of cities/towns. To adapt my mod to ETaC, Skyrim radioactive or JK's Skyrim, it would require to reposition several hundred of markers, but sometimes the changes done by these mods are so deep that I have no place to reposition them. So it would require to redo several AI. Another problem is that these mods also disrupt the vanilla AI used by the citizens and some quests taking place in cities/towns, for the simple reason that these AI/quests have been also designed according the to cities/towns architecture. The last problem is the navmesh edits performed by these mods: they cause too many pathfinding issues and compatibility issues and as a result, the NPCs stop to move most of the time when you use these mods. I have no doubt that a lot of people will blame my mod for the AI bugs caused by these mods."

 

 

 

MJB's response today to a user referring that quote:

 

 

 

@ afonik: I strongly disagree with pretty much the entire premise of that statement lol. For one, Skyrim Radioactive would be craaazy easy to patch. It only edits interiors, and perhaps the Solitude and Windhelm docks, provided you are using those add-ons. So really you're only talk about re-arranging some markers in a few interior cells. (I checked), and this could probably be accomplished in under an hour by anyone with an even mildly working knowledge of the CK. So lumping it in with ETaC and JK's is sort of unfair to Skyrim Radioactive. It's not nearly as much of a pain in the ass as we are. As for...

 

 

AI uses one or several references, in my case, I use extra invisible markers positioned according to the layout of cities/towns.

Naturally. But it's really just a matter of re-positioning those markers for the new town layouts. Which while tedious, is certainly NOT impossible. Please believe me when I say that if FlintStryker, a person who at the start was a self-proclaimed not-modder, could patch ETaC and JK's for EACHOTHER (he's a rockstar), patching either mod for an NPC mod is not tantamount to performing brain surgery on a dark and moving train.

 

Another problem is that these mods also disrupt the vanilla AI used by the citizens and some quests taking place in cities/towns

Neither of our mods do this. Period. Do mistakes happen sometimes that make NPCs go a little wonky? Absolutely. I am human and thusly capable of error, but when those things occur I do my best to get said things fixed as quickly as possible, and I am confident that JK does\would as well. To say that because our mods contain nav changes and AI changes that they "disrupt quests" is absurd. We test these things you know. We're not just throwing at you willy nilly breaking everything in sight and hoping upon hope that none of you notice.

 

The last problem is the navmesh edits performed by these mods: they cause too many pathfinding issues and compatibility issues and as a result, the NPCs stop to move most of the time when you use these mods.

Again, bugs happen. But those things are pretty easily fixed by making rather minor nav adjustments. I have been using ETaC since 2012, and have not noticed any areas in the towns where NPCs just stand around scratching their heads for days unable to move. Were I to see that, I would most certainly fix it (And have in the past.) I also use JK's city mod, so I can assure that his mod doesn't cause this either. Provided that the nav-ing is done properly, it will have little impact on the NPCs. They plot their courses based on whatever nav they're presented with. So in most cases, load order can resolve these types of bugs. 9 times in 10, if you get NPCs all standing around like that, it's because your load order is wrong, and not because the mods are broken. For example, with ETaC and CRF, in the wrong order, it breaks the navmesh. In the correct order - no problems.

 

I have no doubt that a lot of people will blame my mod for the AI bugs caused by these mods.

Firstly, nobody is blaming him. I wasn't even asking HIM to make a patch. I was just hoping that he could give me examples of SPECIFIC conflicts that exist between the two mods to make my patching life easier. ETaC is a big mod, patching for it is a big undertaking. I don't blame anyone for not wanting to do it. Which is why I am generally quite happy to do it myself. But if ETaC has AI bugs (hey, possible) then please tell me what those bugs ARE, so that I can get them fixed, instead of just proclaiming the entire thing broken and unfixable. xD Anyway...

 

Thus concludes my patch rant. Ima still try and do it. It worked with Interesting NPCs, it can work with this lol. And also because I refuse to accept "is hard, can't be bothered" as a reason not to do something. If it doesn't work out, the worse thing that happens is I've wasted an afternoon. Sooo... If he doesn't want to help out, that's totally fine. I get that. It's a pain in the ass for sure lol. So I'll stop bugging him about it. And for you guys, if you don't want to risk whatever experimental patch I put forward, totally get that to. For those of you who ARE willing to be my guinea pigs, your bravery is admirable, and I still hope to get something out for you later today.

 

 

 

TL;DR: 2 Mod authors with different views, knowledge and experience. According to MJB, patching ETaC with IC-AO is not impossible, just takes a lot of time. Hope has not been lost.

Link to comment
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.