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Installing ASIS and SkyRe with some additional stuff


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Posted

Rename SUM.esp to ReProccer.esp and it's fine. Just remember to do it after every time you've rerun the skyproc patchers

Or, even better, use Wrye Bash to change the ESPs requiring ReProccer.esp (or another SkyProc patcher) to use SUM.esp instead. It works, and you don't have to reapply the change if you rerun SUM. I think ReProccerDragonborn.esp is the only one that has ReProccer.esp as a master, but they could be a few others.

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Posted

Just wanted to let you know that Forgotten Magic Redone uses "ForgottenMagic_Redone.esp" instead of "ForgottenMagic.esp" and isn't recognized by BOSS. I just renamed mine to ForgottenMagic.esp. Will that work or should I do something else?

Posted

Alright, little iffy on the latter end of the instructions (wrye bash, SUM, what .esp to disable etc).

 

The end of my load order reads like so

[X]Bashed Patch, 0.esp

[X]ASIS-Dependency.esp

[  ]SkyRe_EnemyAI.esp 

[  ]qotsafans Ars Metallica Patch.esp

[  ]qotsafans WIC-CraftOnly ReProccer Patch.esp

[  ]qotsafans Miscellaneous ReProccer + Destruction Tweak Atronarch 50 Patch.esp

[X]ReProccerDragonborn.esp

[X]Sum.esp

That look about right? Those that are disabled are disabled because of the instructions that said:     

Run Wrye Bash.

     AND disable all plugins loaded after Bashed Patch,0.esp

     I recommend to kill these esps (automatic variants and dual sheath redux patch). T3nd0 recommends to kill reproccer.esp if duplicate id's starting to happen and build new

     (for fresh install we don't need to kill reproccer.esp).

However, I didn't disable the automatic variants .esp because I didn't have one, nor did I disable the dual sheath redux .esp because it was way above the bashed patch. Should I disable it anyway and redo the bashed and SUM patch?
Posted

Alright, little iffy on the latter end of the instructions (wrye bash, SUM, what .esp to disable etc).

 

The end of my load order reads like so

[X]Bashed Patch, 0.esp

[X]ASIS-Dependency.esp

[  ]SkyRe_EnemyAI.esp 

[  ]qotsafans Ars Metallica Patch.esp

[  ]qotsafans WIC-CraftOnly ReProccer Patch.esp

[  ]qotsafans Miscellaneous ReProccer + Destruction Tweak Atronarch 50 Patch.esp

[X]ReProccerDragonborn.esp

[X]Sum.esp

That look about right? Those that are disabled are disabled because of the instructions that said:     

Run Wrye Bash.

     AND disable all plugins loaded after Bashed Patch,0.esp

     I recommend to kill these esps (automatic variants and dual sheath redux patch). T3nd0 recommends to kill reproccer.esp if duplicate id's starting to happen and build new

     (for fresh install we don't need to kill reproccer.esp).

However, I didn't disable the automatic variants .esp because I didn't have one, nor did I disable the dual sheath redux .esp because it was way above the bashed patch. Should I disable it anyway and redo the bashed and SUM patch?
disabling plugins is just reassurance and scribed because guide is a consequence of Skyrim Revisited (where av.esp was generated already)

You should enable all esp before running game. You missed creating override rule for SkyRe_EnemyAI.esp. You merged dynamic patch so you must rename SUM.esp to reproccer.esp or change master file of reproccer-dependent patches from reproccer.esp to sum.esp

Sorry for tautology.

Posted

disabling plugins is just reassurance and scribed because guide is a consequence of Skyrim Revisited (where av.esp was generated already)

You should enable all esp before running game. You missed creating override rule for SkyRe_EnemyAI.esp. You merged dynamic patch so you must rename SUM.esp to reproccer.esp or change master file of reproccer-dependent patches from reproccer.esp to sum.esp

Sorry for tautology.

Thank you, very much. I did miss that, because I changed my mind part way through about using SkyRe_EnemyAI.esp and forgot to go back and do that.  I changed the master file of ReProccerDragonborn.esp from Reproccer.esp to SUM.esp, and that's the only one I could see that was reproccer dependent.  Everything seems to be working fine now though!

 

And no apologies necessary. Thanks again for all of your work and sharing the fruits of your labor with us. I had wanted to try Skyrim Revisited for months but didn't want to give up my SkyRe. Was very happy to see this thread. 

 

(P.S. I don't know why but changing ForgottenMagic_Redone.esp to ForgottenMagic.esp seemed to mess it up. All of the entries in the configuration menu were unintelligible. I just changed it back and left it near the bottom of the load order and it seems to work fine so far. Fingers crossed.)

Posted

disabling plugins is just reassurance and scribed because guide is a consequence of Skyrim Revisited (where av.esp was generated already)

You should enable all esp before running game. You missed creating override rule for SkyRe_EnemyAI.esp. You merged dynamic patch so you must rename SUM.esp to reproccer.esp or change master file of reproccer-dependent patches from reproccer.esp to sum.esp

Sorry for tautology.

Thank you, very much. I did miss that, because I changed my mind part way through about using SkyRe_EnemyAI.esp and forgot to go back and do that. I changed the master file of ReProccerDragonborn.esp from Reproccer.esp to SUM.esp, and that's the only one I could see that was reproccer dependent. Everything seems to be working fine now though!

 

And no apologies necessary. Thanks again for all of your work and sharing the fruits of your labor with us. I had wanted to try Skyrim Revisited for months but didn't want to give up my SkyRe. Was very happy to see this thread.

 

(P.S. I don't know why but changing ForgottenMagic_Redone.esp to ForgottenMagic.esp seemed to mess it up. All of the entries in the configuration menu were unintelligible. I just changed it back and left it near the bottom of the load order and it seems to work fine so far. Fingers crossed.)

 

Just add the esp in BUM so it sorts after ForgottenMagic.esp

 

 

Sent from my iPhone using Tapatalk 2

Posted

disabling plugins is just reassurance and scribed because guide is a consequence of Skyrim Revisited (where av.esp was generated already)

You should enable all esp before running game. You missed creating override rule for SkyRe_EnemyAI.esp. You merged dynamic patch so you must rename SUM.esp to reproccer.esp or change master file of reproccer-dependent patches from reproccer.esp to sum.esp

Sorry for tautology.

Thank you, very much. I did miss that, because I changed my mind part way through about using SkyRe_EnemyAI.esp and forgot to go back and do that.  I changed the master file of ReProccerDragonborn.esp from Reproccer.esp to SUM.esp, and that's the only one I could see that was reproccer dependent.  Everything seems to be working fine now though!

 

And no apologies necessary. Thanks again for all of your work and sharing the fruits of your labor with us. I had wanted to try Skyrim Revisited for months but didn't want to give up my SkyRe. Was very happy to see this thread. 

 

(P.S. I don't know why but changing ForgottenMagic_Redone.esp to ForgottenMagic.esp seemed to mess it up. All of the entries in the configuration menu were unintelligible. I just changed it back and left it near the bottom of the load order and it seems to work fine so far. Fingers crossed.)

no problem, glad that guide useful.

About Forgotten magic I meant that Forgotten magic Redone (FMR) can work with Forgotten magic. 2 mods at once, with 2 esp of course. They works in different ways, so no conflicts, but in my opinion forgotten magic is not needed if installed FMR. Will add note to guide later for clarity. FMR should be loaded after forgotten magic. but if to load at bottom - fine too, mechanic of mod is very independent. Create rule for placing FMR after forgotten magic.esp as Vond said, order is good.

Posted

Doh, I should've thought to do that with forgottenmagic.esp. Yeah I think I'll forgo installing the original Forgotten Magic on top of everything. Between it, Apocalypse Spell Package and SkyRe's spells (not to mention playing a vampire), I'm feeling a bit overloaded on spells. :)

Posted

May I suggest to add in the guide the complete names of SkyRe ReProccer qotsafans patcher modules, just next to 01-01 (stats xml), 01-02 (blocklist for ASIS), 02-01 (Frostfall), etc. ? The fact is that non-MO users cannot understand the correspondent modules. For WB-only users for example, the numbering differs. I assume that the guide was first made for SR users (thus MO users), but this would at least let it readable for others.

 

BTW, there is a little typo error in the AutomaticPerks.ini section : [PERKEXCLUSIONSCONTAINS] instead of [PERKSEXCLUSIONSCONTAINS]

 

Thanks for this great guide !

Posted

Yeah this guide is for installing SkyRe and ASIS etc on top of an SR install, thus it's on this subforum :) Can agree that would probably save a few headaches for people however

Posted

As I was polishing my setup as I started to realise there was several conflict between the mod added in this guide and those in Skyrim Revisited that are not covered.

I decided to make some quick patch for my self and figured I might as well share them back if it can be useful for anyone else.

You can do whatever you want with the patch aslong as it stays in the forum.

 

Download patch pack here

 

I will not go into deep detail for every patch but i'll try to resume what was the conflict and where to put them in BUM.

 

Skyrim Redone

 

 

 

Warning: This mod does not forward some fixes from the unofficial patches.

------------------------------------------------------------------------

 

SkyRe-USP Patch.esp

SkyRe overwrite a lot of the unofficial patch. Ideally it should be added to SkyRe_Main.esp itself but,

there is so many change that it would be annoying to re-do this after every .esp update.

*WARNING*

A lot of weapon/armor change don't work due to ReProccer.esp. (Work fine without ReProccer.esp)

This can be considered as WIP and not 100% perfect.

All the conflicting records, or the majority of them, are in this patch.

However, some of those records might not be important enough to be worth patching.

So, If someone experienced want to review it, go ahead. :P

 

BUM Setting:

"BOTTOM" -> SkyRe

 

Warning: This mod has an ESP conflict with Acquisitive Soul Gems and Animated Weapons Enchantment.

---------------------------------------------------------------------------------------------------

 

ASG-AWE-SkyRe Patch.esp

One patch for a single condition on Soul Gems from SkyRe:

xxxRESAuraSoulConsumerChannelEffect "Soul Consumer" [MGEF:5E0DC054]

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

Warning: This mod has an ESP conflict with Destruction Bottles.

---------------------------------------------------------------

 

SkyRe-DB Patch.esp

About 6 bottle are overwritten by SkyRe.

 

BUM Setting:

"AFTER" -> qotsafans Miscellaneous ReProccer + Destruction Tweak Atronach 50 Patch.esp

*NOTICE* If you dont put it after this it will get overwritten by it.

 

Warning: This mod has an ESP conflict with Dawnguard Crossbow Explosive Bolts Visualized

----------------------------------------------------------------------------------------

 

SkyRe-EBV Patch.esp

SkyRe overwrite the bolts Model.

*WARNING* This is broken as it doesn't work at all with ReProccer.esp. (Work fine without ReProccer.esp)

 

UPDATE:

ReProccer should be able to forward the Model record with the latest SkyProc basecode.

You can also manually transfer the record from ExplosiveBoltsVisualized.esp to ReProccer.esp if you feel comfortable with TES5Edit.

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

Warning: This mod has an ESP conflict with Radiant and Unique Potions and Poisons

---------------------------------------------------------------------------------

 

SkyRe-RUPPB Patch.esp

Without this, about 80% of RUPPB will not work.

 

BUM Setting:

"BOTTOM" -> SkyRe

 

Warning: This mod has an ESP conflict with SkyTEST - Realistic Animals and Predators

---------------------------------------------------------------------------------

 

SkyRe-SkyTEST.esp

Pass 2 faction relation from SkyRe to SkyTest:

xxxWAYHarmonyGreatLandstridersFaction [FACT:5E0938A3]

xxxRESSpiritGuideRaceCowFaction [FACT:5E06EBA2]

 

Seems to be related to friend with nature perk or something lilke that.

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

 

High Level Enemies (non-scaled)

 

 

Warning: This mod has an ESP conflict with Cloaks of Skyrim.

-----------------------------------------------------------

 

HLE-CoS Patch.esp

Cloak of Skyrim overwrite a perk given to a couple boss that seems to augment their magic damage:

crExtraMagicDamagescaled "Augmented Magic" [PERK:2D00F215]

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

Warning: This mod has an ESP conflict with Immersive Weapons.

------------------------------------------------------------

 

HLE-IW Patch.esp

Immersive Weapons set Kematu max level to 50 while HLE previously set it to 0.

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

 

Immersive Weapons

 

 

Warning: This mod has an ESP conflict with Bring Out Your Dead.

--------------------------------------------------------------

 

IW-BOYD Patch.esp

Immersive Weapons overwrite several npc record previously declared by BOYD for it to work properly.

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

Warning: This mod has an ESP conflict with Werewolf Mastery and Bring Out Your Dead.

------------------------------------------------------------------------------------

 

WM-BOYD-IW Patch.esp

WerewolfMastery overwrite weapons for the Companions npc added by Immersive Weapons.

*NOTICE* This patch replace WM-BOYD Patch.esp

 

BUM Setting:

"BOTTOM" -> Compatibility Patches

 

 

 

I also re-positioned BCS-SkyRe Patch.esp after:

qotsafans Miscellaneous ReProccer + Destruction Tweak Atronach 50 Patch.esp

in my BUM.

 

It had one entry overwritten by qotsafans Miscellaneous ReProccer + Destruction Tweak Atronach 50 Patch.esp.

Not a big deal anyway. :)

Posted
Actually' date=' if you use the latest version of the ReProccer, Explosive Bolts Visualized processes correctly. Just saying.[/quote']

Are you talking about ReProccer 22?

 

Because this is what I have and right now I don't see the Model entries from ExplosiveBoltsVisualized.esp in ReProccer.esp.

I'll re-do sum and see if that change.

Posted

Are you talking about ReProccer 22?

 

Because this is what I have and right now I don't see the Model entries from ExplosiveBoltsVisualized.esp in ReProccer.esp.

I'll re-do sum and see if that change.

The new SkyProc basecode should have fixed problems with texture sets not being properly patched. If it still doesn't work for you, just use TES5Edit to copy the apporiate records over to ReProccer.esp afterwards.
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