Satyre Posted March 10, 2013 Share Posted March 10, 2013 Thanks for the feedback. Changing ugrids has no effect on the ctds in these cases - I have experimented with approaching Ivarstead and quick travelling from Markarth to Riften - Approaching ivarstead works with flora overhaul basic (ugrids 5 & 7) but not with any of the full SFO version. - Quick travel Markarth - Riften hangs the game with any version of SFO (basic & full) and any ugrids. - Quick travel Markarth - Riften works without SFO and ugrids 5, 7 & 9. Using the optional 2048 LODs appears to have solved the problem. Link to comment
Azum Posted March 10, 2013 Share Posted March 10, 2013 Expand "Dialog Topic">"0A00C497" and select the "000D5EC0" node. Drag the "NAM1 - Response Text" from Unofficial Skyrim Patch.esp to Guard Dialogue Overhaul.esp. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. This was "0600C497" for me. Just an FYI. I noticed it was "0B00C497" for someone else. Link to comment
jasonstory44 Posted March 10, 2013 Share Posted March 10, 2013 Hi Neovalen...gotta say I'm having a blast doing a clean setup of your Skyrim Revisited. One quick question if I may. I'm using Wrye Bash to setup. Once everything is done, if I need to anneal or reinstall the packages for any reason, will I lose all the changes made thru TES5Edit? Is there a way to ensure the esp overides stay in place? Thanks for the help and great work Link to comment
Azum Posted March 10, 2013 Share Posted March 10, 2013 Hi Neovalen...gotta say I'm having a blast doing a clean setup of your Skyrim Revisited. One quick question if I may. I'm using Wrye Bash to setup. Once everything is done' date=' if I need to anneal or reinstall the packages for any reason, will I lose all the changes made thru TES5Edit? Is there a way to ensure the esp overides stay in place? Thanks for the help and great work[/quote'] Not Neo, but I take every .ESP that I fix and make a backup of it. You could even rearchive the mod with the fixed .ESP. That way, whether you use MO, WB, or NMM, it's a simple overwrite in the event you have to start over. Link to comment
jasonstory44 Posted March 10, 2013 Share Posted March 10, 2013 Thank you...good suggestion Link to comment
walkman80 Posted March 10, 2013 Share Posted March 10, 2013 Just a follow-up: if you update a mod, say Guard Dialog Overhaul or something else with required edits, do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update. Link to comment
Azum Posted March 10, 2013 Share Posted March 10, 2013 Just a follow-up: if you update a mod' date=' say Guard Dialog Overhaul or something else with required edits, do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.[/quote'] You would, assuming the update doesn't incorporate the fixes that Neo has, and it's a direct .ESP edit. Otherwise, if the SR fix only involves creating a standalone patch for the mod in question, you'd be ok. Link to comment
Solist Posted March 10, 2013 Share Posted March 10, 2013 Just a follow-up: if you update a mod' date=' say Guard Dialog Overhaul or something else with required edits, do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.[/quote'] Yes, whenever you update a mod to a new version you have to redo any and all edits. When updating your mods, you should always be "replacing" them using ModOrganizer (if that's what you use), never the "merge" option. The only time to use "merge" when updating mods is if you're adding in optionals to the main mod. However as Azum noted above, patch changes may or may not be affected. Many times in the creation of patches there are other edits made, so just double-check to be safe. Link to comment
Azum Posted March 10, 2013 Share Posted March 10, 2013 On an unrelated note, I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes, since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why. Link to comment
WilliamImm Posted March 10, 2013 Share Posted March 10, 2013 On an unrelated note' date=' I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes, since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why.[/quote']Actually, he does forward unofficial patch changes in his mods. Or at least he tries to. Link to comment
walkman80 Posted March 10, 2013 Share Posted March 10, 2013 Just a follow-up: if you update a mod' date=' say Guard Dialog Overhaul or something else with required edits' date=' do you have to redo those edits? I thought this wasn't the case but now I'm questioning it since the .esp is saved after - which obviously would get overwritten in a mod update.[/quote''] Yes, whenever you update a mod to a new version you have to redo any and all edits. When updating your mods, you should always be "replacing" them using ModOrganizer (if that's what you use), never the "merge" option. The only time to use "merge" when updating mods is if you're adding in optionals to the main mod. However as Azum noted above, patch changes may or may not be affected. Many times in the creation of patches there are other edits made, so just double-check to be safe.Yup, I always do a replace in MO. Thanks. Link to comment
Neovalen Posted March 11, 2013 Author Share Posted March 11, 2013 Bizarre update on SR. Found issue with Bring out your dead. - what issue? On the BOYD install note section there is this line after the edits. Warning:If to edit BOYD in this way - CTD on main menu. Submitted by Iroha' date=' seems email feature doesn't works... Which IMO doesn't make any sense as SR doesn't crash in the way suggested with these edits. Did Neo actually add these notes? Confused. :o_O:[/quote']Wasn't me. I'll take a look ASAP. On an unrelated note' date=' I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes' date=' since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why.[/quote'']Actually, he does forward unofficial patch changes in his mods. Or at least he tries to.He does try and almost always does. He just lags behind sometimes due to being busy as you might expect. Link to comment
Neovalen Posted March 11, 2013 Author Share Posted March 11, 2013 I have removed the unsanctioned edits... hopefully I don't have to deal with that again. I simply overwrote with my last revision. Link to comment
Aiyen Posted March 11, 2013 Share Posted March 11, 2013 Does anyone else have a problem with "lightning during thunderstorms" after updating SkyUI to the latest version? It no longer shows up in my MCM menu. Link to comment
Neovalen Posted March 11, 2013 Author Share Posted March 11, 2013 Does anyone else have a problem with "lightning during thunderstorms" after updating SkyUI to the latest version? It no longer shows up in my MCM menu.Just noticed this as well. Not a big deal to me because I always used default settings anyhow... will see what the author has to say. Link to comment
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