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Installing ASIS and SkyRe with some additional stuff


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Posted
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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

  Quote

[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:     

  Quote

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
  Quote

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

  Quote

[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:     

  Quote

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
  Quote

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
  Quote
  Quote

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
  Quote
  Quote

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

 

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High Level Enemies (non-scaled)

 

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Immersive Weapons

 

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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
  'WilliamImm said:
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
  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.

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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