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Installing ASIS and SkyRe with some additional stuff


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Posted
  'rootsrat said:
Book Covers Skyrim' date=' recently added to SR requires creating a patch. A few records under BOOKS - some changes regarding skill learning need carrying over from Skyre, leaving the rest from BCS.[/quote']

I posted a guide to that on the previous page but it got buried quick :) 

 

Here

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

 

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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

 

Yes, however there are other mismatches with SkyRe:

 

- Magic Effects (0004DEE7 and 0009E0BB - patch required)

Posted

Looking over those 2, I'm not quite sure what the best practise would be with patching them. 0009E0BB should probably be left alone completely, while 0004DEE7 looks like it could safely have SkyRe's stuff imported. Thoughts?

Posted

PLACEHOLDER

 

I'll edit this when I'm back home in 8 hours  - will post what I've done to patch it.

 


::EDIT::

 

By all means, I am no modder. I know how to create patches, but I am not familiar with many types of events represented by records in ESP files. Many of them are self explanatory, so I tend to use common sense and exploratory techniques to figure out what yo patch. So:

 

Node 0004DEE7 - Calm

  • Copy SkyRe_Main as an override into a new file (BV-SkyRe Patch) - this ensures that all the functionality from SkyRe is retained
  • Right click on new Patch column, Conditions row and select ADD
  • Drag Condition "Not equal to 15" from Better Vampires.esp to newly created condition in the patch - all the conditions were copied from SkyRe, but Better Vampires.esp contains additional Condition (Not Equal to 15), which is not in vanilla Skyrim, therefore I'm guessing it was added to BV intentionally. Conclusion: the patch requires all conditions from SkyRe and BV for both mods to work correctly together.

 

 

Node 0009E0BB - Charm - Master of the Mind

  • Copy SkyRe_Main.esp into the patch created before.
  • Right click the the Patch column, Conditions row and select ADD twice
  • Drag the two overwritten Conditions from Better Vampires.esp to newly created Conditions in the patch
Same reasoning as the previous one. 

I think the above actions should do the trick, but I would appreciate if someone more experienced could confirm this.

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bpr5016, while uninstall SkyMoMod better turn it off in cell without NPCs, make "clean" save. remove skymomod, remove dg-db-skymomod- EBT compatibility patch and install dg-db EBT patch. install SIC 5.X, merge SIC 6RC with Sic 5.X, make TES5Edits per Neovalen's guide, rebuild bashed patch, rebuild dynamic patches, load, wait for 30 days(create food and water for yourself via console if you play with RND). and all should be fine

 

I walked through these steps yesterday afternoon, making sure to wait for 31days in an NPC free interior in between. I am still unfortunately finding invisible creatures. I thought this was limited to wolves at first (saw some visible, some invisible) so I disabled SkyTEST. This worked at first but after some traveling around I encountered some invisible giants: "Cave Giant" & "Tundra Giant". They were just floating clubs lol.

 

Makes me think this might be due to an issue with my dynamic patches (namely Automatic Variants) or maybe my save file is corrupt. I also uninstalled SkyMoMod in an area that had invisible creatures (before I knew better). I jumped to "coc qasmoke" and waited 31 days to clear all the zones; save/quit; load SIC (maybe I didn't reapply TES5Edit fix?); load game & wait 31days in qasmoke test area; coc WhiterunStables... run around and found invisible giants!

 

Edit: I also rebuilt dynamic patches after loading SIC

 

In an unrelated note I can't seem to get my Elys Uncapper custom .ini file to overwrite the default one. I have it listed as a separate mod at the bottom of my load order in MO, looks like it overwrites but in-game I still get default stat/perk progression. As always, thanks for your help and insight gang.

Posted

Make sure SIC 5.1.1 loaded its textures and meshes. I had the same problem when MO failed to load these. I had to use MO integrated FOMOD installer to do this. It's a bit tricky as if you merge SIC 6.0RC you will have some files in the folder just MIT all of them. Look and see if you have the ones for your giants.

Posted
  'bpr5016 said:
  'Iroha said:
bpr5016' date=' while uninstall SkyMoMod better turn it off in cell without NPCs' date=' make "clean" save. remove skymomod, remove dg-db-skymomod- EBT compatibility patch and install dg-db EBT patch. install SIC 5.X, merge SIC 6RC with Sic 5.X, make TES5Edits per Neovalen's guide, rebuild bashed patch, rebuild dynamic patches, load, wait for 30 days(create food and water for yourself via console if you play with RND). and all should be fine[/quote'']

 

I walked through these steps yesterday afternoon, making sure to wait for 31days in an NPC free interior in between. I am still unfortunately finding invisible creatures. I thought this was limited to wolves at first (saw some visible, some invisible) so I disabled SkyTEST. This worked at first but after some traveling around I encountered some invisible giants: "Cave Giant" & "Tundra Giant". They were just floating clubs lol.

 

Makes me think this might be due to an issue with my dynamic patches (namely Automatic Variants) or maybe my save file is corrupt. I also uninstalled SkyMoMod in an area that had invisible creatures (before I knew better). I jumped to "coc qasmoke" and waited 31 days to clear all the zones; save/quit; load SIC (maybe I didn't reapply TES5Edit fix?); load game & wait 31days in qasmoke test area; coc WhiterunStables... run around and found invisible giants!

 

Edit: I also rebuilt dynamic patches after loading SIC

 

In an unrelated note I can't seem to get my Elys Uncapper custom .ini file to overwrite the default one. I have it listed as a separate mod at the bottom of my load order in MO, looks like it overwrites but in-game I still get default stat/perk progression. As always, thanks for your help and insight gang.

I don't think that your save is corrupted.

your SIC folder should occupie about 1,61 Gb in space. SIC 6.0RC needs to be installed on top of SIC5.X

Then you uninstall SkyMoMod better recreate bashed patch too, load you character in empty cell and save. other steps as I told earlier If you see invisible creatures, you should look on they formid via console(if creature die from kill command you will be sure that you selected right place:)). Next step - load all your plugins (without skymomod, since it has been uninstalled already) in TES5Edit and find Form ID you saw in console. There is such function(field in left-top part of window as I recall) in TES5Edit. Do some magic with plugins you will find and/or post results here. If you won't find Form ID of invisible creature - perhaps it is trace of skymomod. Anyway, I'm curious and will wait your answer.

By the way, I'm personally decide to use skytest 1.30 for now (not latest version, available in "old versions") - as I don't need new spawnpoints a new bugs.

 

 

summary:

1. I don't think your saves are corrupted

2. You could install SIC in wrong way and therefore missed some meshes and textures

3. AV issue could happen. try to load save without av esp to test.

Posted

Excellent advice, thank you very much. I killed the two invisible giants in question last night, I was able to loot them and everything. I remembered the names (cave and tundra giants) and tried to find them on the SIC site under the listed creatures. They don't seem to be there... Maybe it is left over from SkyMoMod? Just a thought... I will work through the steps you outlined above when I get off work if I have time tonight. Thanks a million

 

Also, I did not disable SkyMoMod before I uninstalled it. Maybe this be causing some of my issues?

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That is definitely a possible explanation yes, as scripts are likely still running

 

Maybe starting new game could fix? Wouldn't be too hard to check, alternate start in Whiterun and see if they are still invisible

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That is definitely a possible explanation yes, as scripts are likely still running

 

Maybe starting new game could fix? Wouldn't be too hard to check, alternate start in Whiterun and see if they are still invisible

 

If the issue is lingering residue from skymomod then that would help/work indeed

Posted

Nice, rootsrat, I don't use better vampires myself (I already have vampire overhaul that fits one hundred percent to my taste). So I will wait for confirmation of your patching actions for better Vampires from somebody else. No offence, just in case anyone waiting for my comments about your post:)

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Excellent advice, thank you very much. I killed the two invisible giants in question last night, I was able to loot them and everything. I remembered the names (cave and tundra giants) and tried to find them on the SIC site under the listed creatures. They don't seem to be there... Maybe it is left over from SkyMoMod? Just a thought... I will work through the steps you outlined above when I get off work if I have time tonight. Thanks a million

 

Also, I did not disable SkyMoMod before I uninstalled it. Maybe this be causing some of my issues?

Cave Giants and Tundra Giants are definitely from SIC.  See the list of creatures https://skyrim.nexusmods.com/mods/24913.  Given that, I strongly suspect you did not install SIC 5.1.1 correctly (or at least it's exactly like what happened to me when it was not installed correctly by MO).  Do you have the meshes, etc. for these giants in your SIC folder on MO?  The 6.0 RC will provide the ESP that calls for these creatures but you need the meshes or textures from 5.1.1. so that they will not be invisible.
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