Jump to content

Installing ASIS and SkyRe with some additional stuff


Recommended Posts

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.

(snip)

 

 

High Level Enemies

 

 

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

 

Thanks.  Much appreciated.  I use HLE but not SkyRe, however I used the Scaled enemies version (which I assume you don;t as I recall that does not play nice with SkyRe).  I assume a similar patch will be required for HLE Scaled and Cloaks too.  Anothr ESP slot bites the dust....
  • Replies 595
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Well if you worry about esp-slots then just make a general override patch. Merging all the patches you made with SR together frees up a LOT of slots, can just be annoying (but only slightly) when you remove one of the mods you had patched in values for.

Posted

@Vond - Good idea - I just hesitate fearing I will screw it up!

 

@FCqt - Thanks for the HLE-CoS patch. I notice all the NPC (Actors) have

"AIDT - AI Data

Aggro

Unknown"

 

There seems to be no rhyme or reason for the values it takes on - sometimes it's 0 for HLE and 70 for Cloaks, others it's 46 for HLE and 0 for CoS. One or the other is always 0 it seems. The value carried over into the patch seems sort of random - sometimes it takes the HLE value, others the Cos value. What does it do?

 

Actually looking it in the non-scaled version it seems you always carry over the HLE value. At least I understand the pattern now. Since the scaled version of HLE has different values I think I will go into the patch and carry these forward from the HLE scaled version to the patch. Still the question remains - what does this field do?

 

Thanks again for the patch!

Posted

So I went and read that webpage and now my head hurts because I've been scratching it trying to figure out that it means. As near as I can figure out this is "junk" that seems to vary from one entry to the next for some unknown reason.

 

:confused:

Posted

So I went and read that webpage and now my head hurts because I've been scratching it trying to figure out that it means. As near as I can figure out this is "junk" that seems to vary from one entry to the next for some unknown reason.

 

:confused:

To be safe, I just copied the HLE value because Cloaks of Skyrim isnt supposed to make "AI" change anyway.

It's a gear mod afterall.

 

From what I understand in the page Neovalen linked,

The higher the value, the more "Aggresive" the mob will be.

 

EDIT:

Or maybe it's just junk too :wacko:

Posted

Yeah - I feel like a Cargo Cultist here. I have no idea what a runway and control tower do but if I just copy exactly all these changes in TES5Edit the airplanes full of supplies should start landing again.

Posted

Here's another fix for SkyRe:

 

Basicly every single damaging vanilla Spell would cause this issue when casted:

 

 

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakTouchOfCalamity on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakArcaneAssassin on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneaktouchofcalamitysneakmessage on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

 

 

Because the property name didn't match the property referenced in the xxxMagicSneak.psc script

The property name was xxxsneak* but should have been xxxSNE* instead.

This should greatly improve SkyRe performance in combat.

 

Download the Script Fix here (see edit)

 

BUM Setting:

"BOTTOM" -> SkyRe

 

I would not recommend using ASIS Automatic Spell with it as it might use the SkyRe_Main.esp setting and overwrite the patch.

I did not test with ASIS Automatic Spell but it's what I assume it will do.

 

EDIT:

I missed two property for the spell Frostbite and Fireball.

New version here.

 

I also received report that a "Flames" spell might still give this error but I checked them all and they were OK.

 

EDIT EDIT:

I fixed the remaining "Flames" node.

I think at the time of doing the initial patch I might have "hardpatched" it into my SkyRe_Main.esp and forgot about it afterwards.

 

Anyway new fix here.

Posted

Here's another fix for SkyRe:

 

Basicly every single damaging vanilla Spell would cause this issue when casted:

 

 

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakTouchOfCalamity on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakArcaneAssassin on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneaktouchofcalamitysneakmessage on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

 

 

Because the property name didn't match the property referenced in the xxxMagicSneak.psc script

The property name was xxxsneak* but should have been xxxSNE* instead.

This should greatly improve SkyRe performance in combat.

 

Download the Script Fix here

 

BUM Setting:

"BOTTOM" -> SkyRe

 

I would not recommend using ASIS Automatic Spell with it as it might use the SkyRe_Main.esp setting and overwrite the patch.

I did not test with ASIS Automatic Spell but it's what I assume it will do.

Good fix, thx. I will test Automatic Spells with it before adding link to guide. I don't think that ASIS will replace fixed values.

 

UPD. I inspected asis.esp, and I don't see any possibility of breaking scriptfix - ASIS manages spelllists (adds spells to casters), no mechanics altered. There is AI package and factions conflicts in the main, but this is another story.

Posted

So I noticed that for whatever reason, I cannot temper Dragonscale Gauntlets above Epic quality (150 smithing skill), whereas I can temper all other Dragonscale to Legendary just fine (also tested with Ebony gauntlets in case it was a gauntlet thing, they made Legendary fine as well). I looked in TES5Edit to see if there might be some conflict and for the life of me I can't find any. The 000EB0BF form ID for TemperArmorDragonscaleGauntlets shows no conflict and looks basically identical to the other Dragonscale tempering recipes. The only files it appears in are Skyrim.esm and Reproccer.esp. Any ideas?

Posted

It sounds like they are not associated with the correct smithing perk (i.e you do not have the perk associated with the gauntlets - they must either have another one or none at all associated with them).

Posted

Here's another fix for SkyRe:

 

Basicly every single damaging vanilla Spell would cause this issue when casted:

 

 

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakTouchOfCalamity on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakArcaneAssassin on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneaktouchofcalamitysneakmessage on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

 

 

Because the property name didn't match the property referenced in the xxxMagicSneak.psc script

The property name was xxxsneak* but should have been xxxSNE* instead.

This should greatly improve SkyRe performance in combat.

 

Download the Script Fix here

 

BUM Setting:

"BOTTOM" -> SkyRe

 

I would not recommend using ASIS Automatic Spell with it as it might use the SkyRe_Main.esp setting and overwrite the patch.

I did not test with ASIS Automatic Spell but it's what I assume it will do.

Good fix, thx. I will test Automatic Spells with it before adding link to guide. I don't think that ASIS will replace fixed values.

 

UPD. I inspected asis.esp, and I don't see any possibility of breaking scriptfix - ASIS manages spelllists (adds spells to casters), no mechanics altered. There is AI package and factions conflicts in the main, but this is another story.

Hey guys,

 

would you mind, if I add your script-fix to my Miscellaneous patches? So you wouldn't have to worry about it being overwritten and you wouldn't have to load and extra esp for this. Pretty neat edit indeed by the way (you should probably tell T3nd0 about this) :3

 

Regards qotsafan

Posted

 

Here's another fix for SkyRe:

 

Basicly every single damaging vanilla Spell would cause this issue when casted:

 

 

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakTouchOfCalamity on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneakArcaneAssassin on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

[05/21/2013 - 09:14:03PM] warning: Property xxxsneaktouchofcalamitysneakmessage on script xxxMagicSneak attached to Active effect 13 on  (00000014) cannot be initialized because the script no longer contains that property

 

 

Because the property name didn't match the property referenced in the xxxMagicSneak.psc script

The property name was xxxsneak* but should have been xxxSNE* instead.

This should greatly improve SkyRe performance in combat.

 

Download the Script Fix here

 

BUM Setting:

"BOTTOM" -> SkyRe

 

I would not recommend using ASIS Automatic Spell with it as it might use the SkyRe_Main.esp setting and overwrite the patch.

I did not test with ASIS Automatic Spell but it's what I assume it will do.

Good fix, thx. I will test Automatic Spells with it before adding link to guide. I don't think that ASIS will replace fixed values.

 

UPD. I inspected asis.esp, and I don't see any possibility of breaking scriptfix - ASIS manages spelllists (adds spells to casters), no mechanics altered. There is AI package and factions conflicts in the main, but this is another story.

Hey guys,

 

would you mind, if I add your script-fix to my Miscellaneous patches? So you wouldn't have to worry about it being overwritten and you wouldn't have to load and extra esp for this. Pretty neat edit indeed by the way (you should probably tell T3nd0 about this) :3

 

Regards qotsafan

Hi, qotsafan, I don't mind and I don't think that FCqt will be:) The less esp slots in use - the better:)
Posted

Hey guys,

 

would you mind, if I add your script-fix to my Miscellaneous patches? So you wouldn't have to worry about it being overwritten and you wouldn't have to load and extra esp for this. Pretty neat edit indeed by the way (you should probably tell T3nd0 about this) :3

 

Regards qotsafan

 

As Iroha said, I don't mind at all.

Use at will. :dance:

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.