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Installing ASIS and SkyRe with some additional stuff


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Posted

Noticed this little typo in the list of perks to exclude in AutomaticPerks.ini:

xxxALTBloodSacrice

should be

xxxALTBloodSacrifice

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Posted

Is anyone using Skyrim Immersive Creatures 6.0.0 RC with this? I do not have SkyRe but do have ASIS, and SIC and have been running into invisible Skeletons (SIC ones, not regular ones - those I can see). Has anyone else had any issues with this?

Posted
  'statmonster said:
Is anyone using Skyrim Immersive Creatures 6.0.0 RC with this? I do not have SkyRe but do have ASIS' date=' and SIC and have been running into invisible Skeletons (SIC ones, not regular ones - those I can see). Has anyone else had any issues with this?[/quote']

While it's probably a stupid question but I figured I'd start with it since it can be an easy mistake to make - did you grab the 5.1.1 file aswell and install that first? The 6.0.0 RC only includes the new/changed files atm, you need both as 5.1.1 package includes most of the textures, meshes etc

Posted

For Better Vampires, which is part of SR, there is a note on modpage:

 

  Quote

kyrim Redone is a modular, full gameplay overhaul for TESV-Skyrim. (install it first and then mine, say yes to have my files overwrite his)

You may want to incorporate that somehow into your guide. Not sure if in SR installation process BV is overwritten by anything - if it is, it would cause a problem with mod install order.

Posted
  Quote

For Better Vampires, which is part of SR, there is a note on modpage:

 

  Quote

kyrim Redone is a modular, full gameplay overhaul for TESV-Skyrim. (install it first and then mine, say yes to have my files overwrite his)

You may want to incorporate that somehow into your guide. Not sure if in SR installation process BV is overwritten by anything - if it is, it would cause a problem with mod install order.

There's no such conflict between them anymore as SkyRe doesn't mess with vampires. It used to do so pre-Dawnguard (and perhaps for some time after) but not anymore

Posted
  Quote

Is anyone using Skyrim Immersive Creatures 6.0.0 RC with this? I do not have SkyRe but do have ASIS, and SIC and have been running into invisible Skeletons (SIC ones, not regular ones - those I can see). Has anyone else had any issues with this?

So far, SIC has been running well for me (ASIS, SkyRe, High Level). I'm still hanging around Riverwood though so have only ran into a couple monsters from the mod. Loving the mod so far.

Posted
  Quote

Noticed this little typo in the list of perks to exclude in AutomaticPerks.ini:

xxxALTBloodSacrice

should be

xxxALTBloodSacrifice

thanks, corrected. Somehow there was symbol from another locale originally.

 

  Quote

So with everything installed and ready, I decided to go over files in TES5Edit to check for errors, including the Dynamic patches. Here's some errors I find rather weird that pop up in ASIS (I have only checked the Perks/Spells/Potions, and yes I have proper ini edits for SkyRe and Deadly Dragons as well as the Pre/Post ASIS patches from qotsafan):

 

https://i.imgur.com/vZTugN6.jpg

 

That shows up on all 3 LLI entries

 

On top of that there's some things that for some reason refuses to get copied over properly. One quick example is the EncBandit01TemplateMelee, that refuses to load IWLIBanditLHWeaponOrShield properly from Immersive Weapons and instead just spits out an "

 

Here's a list of errors I receive:

https://i.imgur.com/cbay8C0.jpg

 

Any ideas what can be causing these? The errors from IW are quite easy to fix in TES5Edit, the potions less so.

Just looked into mine asis.esp and didn't found any critical errors, several entries not carries all changes from another plugins but it's not a problem. Will look closely soon. Potion "errors" are still here. I think entries about potions are errors only for TES5Edit, not for script that actually calls these values(NPCPotions.pex, there is source as well, but I'm not good at scripting).

 

UPD. Looked into asis.esp (i use potions, perks, spells, didn't added any plugins to blocklist besides the guide except dynamic patches and plugins that loads after asis.esp - just for comfort.) No error messages if look entries, only 3 - "undeclared values" for "potions". There is only conflicts, all for unroviding changes from mostly high level enemies.esp, not many, I can live with it:) Do you use fixed Immersive weapons.esp from Balbro and soulsteels patches? (I use)

 

UPD2.

Looked at DSR patch, all seems fine.

Looked in Reproccer.esp There are only errors for some weapons - crossbows mostly. And all of them fixed in Qotsafans misc patch and other post-reproccer patches as I see(cheers:)). There are some conflicts also but they are are not errors.

 

UPD3. Someone were curious: "are NPC potions working?". Tested. Yes, they are working. I tweaked chance of injecting "virtual potions" in NPC types (in asis settings to 33) and builded patch. First two bandits I met used potions well. I use SkyRe_EnemyAI, so potions will work with other AI too (no bounds to customised ASIS AI, as I told earlier)

Posted

I'm just running through the install. I think I would make a note that BOSS will complain about automatic Perks. I don't think I read that. I'm also a little confused about the BASH patch.

 

Do you uncheck esps for rebuiding the patch and then re-add them, or do you just leave them unchecked?

 

I have (after BASHED)

 

Automatic Variants

ASIS-Dependency

ASIS

PostAsisPatch

SkyRe_EnemyAI

Dual Sheath Rudux

ReProccer

qotsafans ARS Metallica Patch

ReProccerDragonborn

 

I'm starting a new game. I know I uncheck Automatic Variants and Dual Sheath Redux, but I'm unclear of the others. Of the 9, which should be disabled before the rebuilding the BASH patch and do they remain unchecked after patching?

 

Could you add a little more idiot proofing to step 27?

Posted
  Quote

I'm just running through the install. I think I would make a note that BOSS will complain about automatic Perks. I don't think I read that. I'm also a little confused about the BASH patch.

 

Do you uncheck esps for rebuiding the patch and then re-add them, or do you just leave them unchecked?

 

I have (after BASHED)

 

Automatic Variants

ASIS-Dependency

ASIS

PostAsisPatch

SkyRe_EnemyAI

Dual Sheath Rudux

ReProccer

qotsafans ARS Metallica Patch

ReProccerDragonborn

 

I'm starting a new game. I know I uncheck Automatic Variants and Dual Sheath Redux, but I'm unclear of the others. Of the 9, which should be disabled before the rebuilding the BASH patch and do they remain unchecked after patching?

 

Could you add a little more idiot proofing to step 27?

 

The warning about automatic perks is covered in the guide with edits you need to make to automaticperks.ini

 

Use SUM instead and you shouldn't need to worry about disabling esps when running the dynamic patches, and it's quicker/easier too

Posted
  Quote

I'm just running through the install. I think I would make a note that BOSS will complain about automatic Perks. I don't think I read that. I'm also a little confused about the BASH patch.

 

Do you uncheck esps for rebuiding the patch and then re-add them, or do you just leave them unchecked?

 

I have (after BASHED)

 

Automatic Variants

ASIS-Dependency

ASIS

PostAsisPatch

SkyRe_EnemyAI

Dual Sheath Rudux

ReProccer

qotsafans ARS Metallica Patch

ReProccerDragonborn

 

I'm starting a new game. I know I uncheck Automatic Variants and Dual Sheath Redux, but I'm unclear of the others. Of the 9, which should be disabled before the rebuilding the BASH patch and do they remain unchecked after patching?

 

Could you add a little more idiot proofing to step 27?

you don't need to uncheck any plugins loaded after bashed patch for recreating bashed patch- it merging levelled lists only for those that loaded before.

You should create override rule for SkyRe_EnemyAI for loading normally (as if you dont have asis, because it won't be processed by asis anyway - it's in blocklist provided by qotsafan, but delete bashed patch from qotsafan's blocklists (in "SkyRe ReProccer Compatibility Patches" folder they are))

You have less plugins than must after bashed patch (one of miscellaneous qotsafans patches is must have).

 

PS. I can't use SUM myself, can anyone told me in which order it creates plugins. I don't know if SUM do it valid, if it is not - I will add notes how to make SUM to do work properly.

Posted
  Quote

Iroha Wrote

you don't need to uncheck any plugins loaded after bashed patch for recreating bashed patch- it merging levelled lists only for those that loaded before.

You should create override rule for SkyRe_EnemyAI for loading normally (as if you dont have asis, because it won't be processed by asis anyway - it's in blocklist provided by qotsafan, but delete bashed patch from qotsafan's blocklists (in "SkyRe ReProccer Compatibility Patches" folder they are))

You have less plugins than must after bashed patch (one of miscellaneous qotsafans patches is must have).

 

PS. I can't use SUM myself, can anyone told me in which order it creates plugins. I don't know if SUM do it valid, if it is not - I will add notes how to make SUM to do work properly.

Thank you.  I d/l'ed the wrong qotsafans patch, not the one in optional.  I also missed the note to create an override for EnemyAI.  I now have.

 

Automatic Variants

ASIS-Dependency

ASIS

PostASISPatch

Dual Sheath Rudux

ReProccer

qotsafans ARS Metallica Patch

qotsafans WIC Reproccer Patch (I didn't do craft only)

qotsafans Miscellaneous ReProccer + Destruction Tweak Atronach 50 Patch

qotsafans BringOutYourDead Patch***

ReProccerDragonborn

 

***Skyrim Revisited has Bring Out Your Dead. Should this guide also include this patch?

 

Now I just rebuild the BASH Patch and run SUM?

Posted
  Quote

The problem is SkyRe makes you kill everything 5x faster due to increased dmg. If you watch Gophers let's play you'll see him one shot wildlife all the time. The way SkyRe "balances" is that enemies can hit you harder back. Problem is if your playing an archer half the time they can't fight back because they are dead.

Ah but if you turn off the non-immersive crosshair then Archery becomes quite a skill - much greater chance of missing and of course if you miss then you are in trouble. I play without any crosshair or stealth indicator or enemy health indicator, means you haven't got a clue who you've picked on so have to scout them out first. Armour is also important as a fully armored foe will need more shots and that is realistic, IMHO.

 

:)

Posted

Quick thing about the guide:

 

Yes, qotsafan's files overwrite all the weaponfixes in Balbor's NONPLAYER fix, however, that fix also includes fixes to perks that ReProccer messes up. I'm keeping it in for that reason, but curious if you had a reason to remove those fixes or if you simply missed that part. :)

 

Could also add in that SkyRe_EnemyScaling.esp is fully compatible with High Level Enemies if you use the "vanilla" option in HLE rather than scaled, and add Relev tags in Wrye Bash to the 3 files. That also means you can use the PreASISPatch which is quite useful (as long as you also have JaySus Swords, but there's no reason not to have that ;) )

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