Jump to content

Skyrim Revisited Pre-Release Feedback


Recommended Posts

A couple of intro questions re. setting up MOD ORGANIZER in your Wiki page:

 

You write "Check the box next to the DLC ESMs in the ESPs tab on the Mod Organizer main window."

1. Should the three HiRes Texture Pack ESPs also be checked?

2. Should all three or six of these also be checked in the BSA tab?

 

Below that you say to copy the profile and then write "Notice:Mod Organizer has just created an exact copy of the "Vanilla Skyrim" profile into a new profile named "Skyrim Revisisted". However, the activation state of the esm/esps are not included in this copy."

3. They are all already checked when I did this (using 0.12.6 and checking those items I questioned in 1 and 2 above).

Link to comment

When using RCRN with Skyrim Revisited, is there any particular load order it should be done in? I used the Auto Installer, and I activated the ESPs within Mod Organizer, but curious as to the proper way to install and then launch Skyrim when using RCRN.

 

Thanks.

Link to comment

A couple of intro questions re. setting up MOD ORGANIZER in your Wiki page:

 

You write "Check the box next to the DLC ESMs in the ESPs tab on the Mod Organizer main window."

1. Should the three HiRes Texture Pack ESPs also be checked?

2. Should all three or six of these also be checked in the BSA tab?

 

Below that you say to copy the profile and then write "Notice:Mod Organizer has just created an exact copy of the "Vanilla Skyrim" profile into a new profile named "Skyrim Revisisted". However, the activation state of the esm/esps are not included in this copy."

3. They are all already checked when I did this (using 0.12.6 and checking those items I questioned in 1 and 2 above).

1) No they don't need to be. If you've got the extracted textures (per the Optimizing the Bethesda Textures section) then it's redundant.

2) Checking BSA's doesn't matter, the game will load them anyways.

3) I'll check it out... that note was from an older version of MO.

When using RCRN with Skyrim Revisited, is there any particular load order it should be done in? I used the Auto Installer, and I activated the ESPs within Mod Organizer, but curious as to the proper way to install and then launch Skyrim when using RCRN.

 

Thanks.

 

Install as instructed on RCRN page then let BOSS do the sort. If I recall RCRN is just an esp and a dll so just run ATTK as usual and it should load fine.

You wrote: "Select all the ESM files in the /Data folder except Skyrim.esm and move them to the /overwrite directory."

 

These files were already in this folder.

 

Again I wrote the section when I started SR in the previous version MO install, you may very well be correct. Will see what I find.
Link to comment

In the General Edit it says:

 

"Open TES5Edit.

Select all the Bethesda ESMs then click [OK].

Expand "Worldspace" under Dragonborn.esm and select the "0000003C" node.

Right-click the column for Dragonborn.esm and select "Copy as override into...".

Select "" and click [OK]. In the resulting text box type "General Patch"...."

 

I selected the Skyrim ESM along with the DLC ESM and followed the instructions above, whereupon it says it needs to add Skyrim.esm as a master and asks if I wish to continue. I presume I am supposed to say yes here. Or was I never supposed to check the Skyrim ESM when launching TES5Edit? It does not ask a similar question about the "00000D74" process, perhaps because I have already accepted Skyrim ESM as a master.

 

PS - if you find it tedious when I note or ask about things I find odd as I go through the process let me know.

Link to comment

Hey there,

 

just something about new SkyUI... First, issue with Minty's Lightning was found, as you can see here. Above that, new SkyUI is in conflict with all mods with custom map.swf (like colored icons, altas markers etc.), so i am really curious how this will be resolved in the future. There is a lot of chatter about that in respective mods comments. Seems like updating to 3.2 of SkyUI is not really safe now, as there are new error/conflict reports every hour, and i really hope there will be some update to it soon. Although i love the new active effect gui and map search, it should be polished bit more (like what to do if you are on high level and have so many active effects on it bloats the whole screen), and I am not willing to give up neither on atlas markers nor the nice icon colors i have now...

 

I wonder if you neo have something in your sleeve for this :D

Link to comment

That means you already updated to 3.2 SkyUI? Cause in skyui nexus thread, there is a lot of comments about mods missing in MCM, probably leading to the point you will have to disable those mods, then uninstall old 3.1 SkyUI, install 3.2 and enable it again. I am afraid a bit to disable mods like RnD or Frostfall as i don't want to face possible consequences... And because there is still more ppl reporting MCM issues, i think i will wait with update until the situation settles down.

 

Oh, in Atlas, you can use custom colors and icon size optional - it has its own map.swf (ref: "Optional Download "Basic Map" HUD with smaller, evenly sized icons, some color and no bottom menu bar"). I used it as an example, cause in my case i am using map.swf from NACMIM.

 

EDIT: NACMIM patch is out, so i might go for a try with some basic unmodded save anyway :D the search map option and even unpolished active effects hud is tempting a lot...

Link to comment

Well, still think i will pass at least one more day :D Until that, i have another question concerning killmove mod - whats wrong with ski_playerloadgamealias.pex script? besides the fact it is hidden inside bsa archive (i am not unpacking all bsas by default, so i was a bit confused with the line in guide saying do not install this)...

 

if the statement is correct, maybe you should add to unpack bsa first :D

Link to comment

The guide is based on the idea of using MO, and the guide states right at the start of all the modding to say "yes" to always unpack the bsa files when the box comes up - so yes it is strongly suggested to unpack them.

 

"Notice:The first time a mod is installed that contains .bsa file Mod Organizer will ask if you wish to extract it. Respond yes and select to always do this."

Link to comment

Well, still think i will pass at least one more day :D Until that, i have another question concerning killmove mod - whats wrong with ski_playerloadgamealias.pex script? besides the fact it is hidden inside bsa archive (i am not unpacking all bsas by default, so i was a bit confused with the line in guide saying do not install this)...

 

if the statement is correct, maybe you should add to unpack bsa first :D

 

As the user above stated things will not work as intended without extracting. As for that script its a SkyUI script that should not have been included in the archive. Especially now that SkyUI has gone up a rev.

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.