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Skyrim Revisited Pre-Release Feedback


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Posted

I notice hitching when crossing cell boundaries. I tried removing OBIS (and started a fresh game) since it adds extra scans; helped a bit perhaps but it's still there. SiC is set to no extra spawns as well. I only added a couple of items on top of SRLE, none of them scripted.

 

What's the most likely culprit? XMPSE? It applies skeletons by script now, right? Just trying to smooth out my gameplay a bit. My rig is not quite as powerful as yours.

Posted (edited)
  On 11/26/2015 at 12:28 AM, Neovalen said:

I'm going to start by just adding the loot rule for Vividian ENB Extended after the base esp. Can someone else compare my load order with theirs and see if anything else is off?

My load order is quite a bit different - though I'm uncertain in what ways that might be significant. I'm not sure how to post it here - is there a way to export it from MO?

 

[Edit] I think I figured it out.

 

[spoiler=Load Order] 0 0 Skyrim.esm

1 1 Update.esm

2 2 Dawnguard.esm

3 3 HearthFires.esm

4 4 Dragonborn.esm

5 5 Skyrim Project Optimization - No Homes - Full Version.esm

6 6 Falskaar.esm

7 7 Wyrmstooth.esp

8 8 Unofficial Skyrim Legendary Edition Patch.esp

9 9 EFFCore.esm

10 a RSkyrimChildren.esm

11 b Campfire.esm

12 c ClimatesOfTamriel.esm

13 d notice board.esp

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

14 e Cutting Room Floor.esp

15 f FISS.esp

16 10 Auto Unequip Ammo.esp

17 11 SkyUI.esp

18 12 Extended UI.esp

19 13 AMatterOfTime.esp

20 14 iHUD.esp

21 15 AHZmoreHUD.esp

22 16 RaceMenu.esp

23 17 RaceMenuPlugin.esp

24 18 RaceMenuOverlays.esp

25 19 UIExtensions.esp

26 1a towConversation.esp

27 1b EnhancedLightsandFX.esp

28 1c ELFX - Exteriors.esp

29 1d ELFX - Dawnguard.esp

30 1e ELFX - Dragonborn.esp

31 1f BetterQuestObjectives.esp

32 20 Atlas Compass Tweaks.esp

33 21 FCO - Follower Commentary Overhaul.esp

34 22 EFFDialogue.esp

35 23 RSChildren - CRF Patch.esp

36 24 TheChoiceIsYours_Dragonborn.esp

37 25 Paarthurnax_Bypass.esp

38 26 Thieves Guild Requirements.esp

Vividian - Lanterns of Skyrim Preset.esp

39 27 Better Dynamic Snow.esp

40 28 Moss Rocks - Legendary.esp

41 29 ELFX - NoBreezehome.esp

42 2a EpisodeParallax.esp

43 2b RUSTIC SOULGEMS - Unsorted.esp

44 2c AshRocks.esp

45 2d SulfurRocks.esp

46 2e mintylightningmod.esp

47 2f MoonGlow.esp

48 30 WondersofWeather.esp

49 31 BFSEffects.esp

50 32 Footprints.esp

51 33 Convenient Horses.esp

52 34 ORM-Arvak.esp

53 35 ORM Convenient Alsvid.esp

54 36 Beards.esp

55 37 Brows.esp

56 38 TheEyesOfBeauty.esp

57 39 The Eyes Of Beauty - Elves Edition.esp

58 3a NB-Scars.esp

59 3b MatureSkinComplexions.esp

60 3c DSAMG - Greybeard Fix.esp

61 3d DSAMG - Miraak Music Fixes.esp

62 3e FNIS.esp

63 3f dD-No Spinning Death Animation Merged.esp

64 40 dD - Realistic Ragdoll Force - Realistic.esp

65 41 XPMSE.esp

66 42 Dual Sheath Redux.esp

67 43 Book Covers Skyrim.esp

68 44 Skyrim Immersive Creatures.esp

69 45 RealisticRoomRental.esp

70 46 Hothtrooper44_ArmorCompilation.esp

71 47 Guard Dialogue Overhaul.esp

72 48 GuardAnimationsGDO.esp

73 49 Weapons & Armor Fixes_Remade.esp

74 4a Clothing & Clutter Fixes.esp

75 4b WetandCold.esp

76 4c Point The Way.esp

77 4d BFT Ships and Carriages.esp

78 4e WATER Plants.esp

79 4f RealisticWaterTwo.esp

80 50 AOS.esp

81 51 aMidianBorn_ContentAddon.esp

82 52 Complete Crafting Overhaul_Remade.esp

83 53 Traps Are Dangerous.esp

84 54 WM Trap Fixes.esp

85 55 WM Flora Fixes.esp

86 56 Complete Alchemy & Cooking Overhaul.esp

87 57 RealShelter.esp

88 58 SkyrimCoinReplacerRedux.esp

89 59 RBB - SR Merge.esp

90 5a OBIS.esp

WeaponsArmorFixes_ImmersiveWeapons_Patch.esp

91 5b Skyrim Immersive Creatures - DLC2.esp

92 5c RRR_ELFX-Patch.esp

93 5d Holidays.esp

94 5e RelightingSkyrim-FULL.esp

95 5f DeadlySpellImpacts.esp

96 60 dD - Enhanced Blood Main.esp

97 61 DeadlyDragons.esp

98 62 Wyrmstooth - Notice Board.esp

99 63 TheChoiceIsYours.esp

100 64 notice board - dragonborn patch.esp

101 65 SMIM-Merged-All.esp

102 66 Atlas Legendary.esp

103 67 Falskaar - Notice Board.esp

104 68 WetandCold - Ashes.esp

105 69 SFO - Dragonborn.esp

RRR_3DNPC-Patch.esp

106 6a Bring Out Your Dead - Legendary Edition.esp

107 6b WAF_CCF_SIC Patch.esp

PrvtI_HeavyArmory.esp

108 6c Immersive Patrols II.esp

109 6d Book Covers Skyrim - Lost Library.esp

110 6e Skyrim Flora Overhaul.esp

111 6f Frostfall.esp

112 70 Provincial Courier Service.esp

113 71 TimingIsEverything.esp

114 72 PilgrimsDelight.esp

115 73 HoldBorderBanners.esp

116 74 BooksOfSkyrim.esp

117 75 iNeed.esp

118 76 Gildergreen Regrown.esp

119 77 TheChoiceIsYours_Dawnguard.esp

120 78 PreventsAccidentPickUp.esp

121 79 dD-DG-DB-Immersive Creatures EBT Patch.esp

122 7a High Level Enemies - SIC.esp

123 7b High Level Enemies - SIC Falskaar.esp

124 7c OBISDB.esp

125 7d imp_helm_legend.esp

GQJ_DG_vampireamuletfix.esp

126 7e Mage Outfit Texture Overhaul.esp

127 7f NightingaleArrows.esp

128 80 Hothtrooper44_Armor_Ecksstra.esp

129 81 Chesko_WearableLantern.esp

CACO_Disparity_Patch.esp

CACO_ETaC_Patch.esp

130 82 CCO_SIC_Patch.esp

Clothing & Clutter_3DNPC_Patch.esp

131 83 Dual Wield Parrying_SKSE.esp

132 84 NPC Knockout Overhaul.esp

133 85 VioLens.esp

134 86 TradeBarter.esp

135 87 Better Vampires.esp

136 88 Brevi_MoonlightTalesEssentials.esp

137 89 Bathing in Skyrim - Merged.esp

138 8a CoT - Patches.esp

139 8b Vividian ENB.esp

140 8c CACO - Patches.esp

141 8d RSChildren_CompleteUSKP.esp

142 8e Vividian ENB - Extended Weathers.esp

143 8f Alternate Start - Live Another Life.esp

144 90 Immersive Citizens - AI Overhaul.esp

145 91 Immersive Citizens - CRF patch.esp

146 92 Immersive Citizens - PCS patch.esp

147 93 BetterQuestObjectives - Patches.esp

148 94 ELE_Legendary_Fs_Wt_Lite.esp

149 95 Complete Crafting_TrueWeaponsLvlLists.esp

150 96 SR Conflict Resolution.esp

151 97 Bashed Patch, 0.esp

DynDOLOD.esp

RSPatch.esp

Vivid Snow.esp

ASIS-Dependency.esp

ASIS.esp

152 98 Dual Sheath Redux Patch.esp

 

 

Edited by dstansberry
Posted
  On 11/25/2015 at 10:30 PM, Mator said:

If there's a bug, please report it on the GitHub issues page so I can address it.

 

 

You're not using the program correctly.  You should NEVER move the plugins out of the mod folder they're installed in.  That folder is the key to how merge plugins copies general assets, so if you want to use the copy general assets option to make a completely standalone "mod" in Mod Organizer, you absolutely have to leave those ESPs in their original folders.

 

I don't really understand what your process for merging is.  Mine is far simpler:

1. My mods in the left pane of MO are organized by category.  (you can also sort by category in MO, if you don't have them in the by-category install order)

2. I select all of the mods I want to merge from a particular category by clicking on the top mod, holding shift, and clicking on the bottom mod.

3. I press SPACE to activate all of the mods.

4. The mods are already in a single solid block in my load order, so I start Merge Plugins, add them to a new merge, resolve any issues with the merge (you can ignore non-contiguous errors if you want), and then build it.

5. I select the block of mods in Mod Organizer and deactivate it.

6. I right-click -> All Mods -> Refresh Mod Organizer's mod list, and then activate the merged mod, which is the last item in the mods list.

 

As you yourself have found, Merge Plugins Standalone has a massive number of advantages over the Merge Plugins Script.  If you're having problems with it, you're probably doing something wrong, because it's pretty solid.

 

That said, the next version will have a plugin selection form (already built) so you can choose not to load certain plugins into the application if you so wish.

 

 

-Mator

Hi Mator,

 

This is a nice post with some useful tips. I use a somewhat similar approach to yours when using Merge Plugins Standalone; but...cannot deny that there a lot (I mean a lot) of times that i feel kinda "nostalgic" for the the Script version. Reason solely being that I love working in TES5Edit environment...just make me feel that I have a bit of a better control on the outcome of the merged plugin.

There are of course cases (various NPC mods comes to mind) that the plugins I am merging need conflict resolution on the final merged plugin. This cannot be done with the standalone version as you need to conflict-resolve them in this very first session of the merging process and before you save the merged plugin. Otherwise, you might end up with master dependencies (that depends on whether any FormID on the individual ones has been renumbered) on the merged plugin of some of the individual plugins that you have already merged.

 

Unfortunately this is not possible (from what I know) within the standalone version as there is no way that TES5Edit can be called upon before saving the merged esp for the first time.

 

This is the sole reason that i keep using the script version.

 

Please do not get me wrong...standalone is a great great tool with a lot of potential; just not suitable (pls do correct me if I am wrong) for every single occasion out there!  ::):

Posted
  On 11/25/2015 at 7:49 PM, Neovalen said:

Well here's the thing... I don't have issues. However, from the above you can see other people are getting different (incorrect) results. Therefore more rules are needed despite me getting lucky because my starting order was "better".

You know, I once made separate BOSS rules for Every. Single. Mod. I installed, so that I could play around with load orders to solve land tearing issues and easily put them back when I lost track of how they should have been. I tend to plan mods in geographic areas - so I have a category for "Whiterun Hold" (for example) and would add all the location mods I liked from that hold, play around with load order to get as close as I could, then merge them and create a patch to take care of any obviously broken areas. Then I'd adjust my load order rules in BOSS and move on to the next area.

 

Talk about tedious! My mod list was insane. It's no wonder I have 957 hours into the game, and have only ever met the graybeards once.

Posted

something ive been wondering : the  .esp's that are merged in the Bashed patch and are disabled , does it still matter where in the loadorder  those disabled .esp's  are located or are they now useless  and their location no longer matters ?

Posted

I don't quite understand the merge esp section. Should I

1. move the mods that I am merging to the bottom of the right MO pane and leave all mods activated 

2. move the mods that I am merging to the bottom of the right MO pane and only activate the mods I am merging an their masters

3. move the mods that I am merging to the bottom of the right MO pane and activate only the mods I am merging 

Posted

When I ran the Merge Standalone program it wouldn't initialize for me.  It seems like ALL esps that are patches must be unchecked.   It does tell you which esps are tripping you up.   Once I unchecked them I was good to go.   

Posted

Not 100% sure about the merge process.  For example the RSChildren merge.   After the successful merge it looks like the new file -----RS Children Merged has all the assets of of RS Children Overhaul and the 3 patches(booksofskyrim, Falsk, Wyrms)  Except for the ESM file.  So in this case I can uncheck the three patch files but I need to keep RS Children Overhaul checked in left pane unless I move the ESM to -----RS Children Merged.   Is this correct ?  

Posted
  On 11/27/2015 at 11:53 PM, Quahogs said:

Not 100% sure about the merge process. For example the RSChildren merge. After the successful merge it looks like the new file -----RS Children Merged has all the assets of of RS Children Overhaul and the 3 patches(booksofskyrim, Falsk, Wyrms) Except for the ESM file. So in this case I can uncheck the three patch files but I need to keep RS Children Overhaul checked in left pane unless I move the ESM to -----RS Children Merged. Is this correct ?

That's right.
Posted (edited)

Very interesting mod for Mod Organizer https://www.nexusmods.com/skyrim/mods/71625/? .  First MOO https://www.nexusmods.com/skyrim/mods/71383/? another mod for mod organizer.  There are a few other mods for Mod organizer but yea.  I'll probably test it out when I get a chance *which is not very soon at the very least still saving up for custom build -_- *

 

 

The one thing I might be nervous about are the merges and making a few mods that is dependent on one of the individual unofficial patches to have USLEEP as a master.   But other than that I think it will be quite fun in a way.

Edited by nappilydeestruction
Posted

Well I'm done with my SRLE build and have come across this issue.  Is anyone familiar with what mod might be causing this?  It's a flame source in the Great Porch that's in mid air.  Is it a SMIM issue maybe?   I don't know if something hanging is missing or if it's floor base and out of whack.   Thanks all...

post-971-0-87539300-1448684772_thumb.jpg

Posted
  On 11/28/2015 at 4:38 AM, phazer11 said:

I'm going to say something is wrong with either ELFX or one of the other lighting mods most likely ELFX.

It's funny how LOOT works,  I don't have any other mods installed on top of SRLE yet it's different (notice ELFX plugins are higher up) than NEO's and some others who have posted...

 

 

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