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Installing ASIS and SkyRe with some additional stuff


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I did try this it was the first thing I did having watched Gopher's video. TES5Edit didn't crash just showed those errors under the reproccer.esp. That said I have just rebuilt a new profile with just SR mods and the ones advised by this guide. Everything is running fine now. So what I am doing now is to try to install other mods such as UFO to see if the problem reoccurs. It is a bit of a stumper though - the same mods have no issues in my Requiem version of SR (it has stability issues though).

If you think it's reproccer's fault in CTD - add to blocklist (in ModOrganizer\mods\SkyRe ReProccer Compatibility Patches\SkyProc Patchers\T3nd0_ReProccer\Files\) mod that you installed recently (companion mods if I unbderstanf clearly)

 

Also, errors in reproccer is normal.

I always delete old DP (Asis.esp is exception if already playing. Asis-dependency.esp essential too- it's constant).

And, I always build dynamic patches manually. Why? Well:

1. SUM method don't work for me. Too much java is special black magic.:)

2. I know priority of running skyproc patches better.

3. I'm sure that if something don't work - it's my fault.

4. Don't remember..o_O

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Posted

Thanks for the help guys -

 

@Iroha - using the blocklist is a good idea, hadn't thought of that.

 

@ Rune11 - I use all the modern tools everything is green in WB and I frequently rebuild the pacthes e.g. ASIS so that is not the problem - quality thoughts though.

 

All computers are slightly different and what works for Jim may not work for John - when I find the offending mod and if it is something that I just can't live without then I will try adding it to the blocklist. As you say @Iroha if the errors are normal for the reproccer then it is very likely something else - yet to find out what though.

 

:)

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@ Rune11 - I use all the modern tools everything is green in WB 

O_O How did you do it?? The way we build some of compatibility patches during SR install TES5Edit adds masters to patches in incorrect order (of load), and patches lightened with orange checkboxes in WB. Any way of altering master files order for esp files(TES5Edit/CK) can lead to unpredictable results - CTD, freezes, apocalypse:)

 

But if you mean that just font of mods is normal green or black then nevermind:)

Posted

@Iroha - Yeah the second one - some of the SR patches have masters the wrong way round, this is normal - what I meant to say was that there were no obvious conflicts.

 

I have a new issue though something is corrupting my new saves - when I load a save all my MCM changes and some of my character set up seems to be forgotten. Not a fan of having to re-doing that, shame though I had got most of them back in without the ctds.

 

Back to the start again.

 

P.S. Your guide seems to work fine by the way, I just seem to have some extra mod that my game doesn't like.

 

Edit: It seems Vilja was the culprit, with mod active crash at start up, without load as normal - not sure why. Anyway thanks again for all the suggestions.

 

:)

Posted

Found a (minor) issue when looking thru everything in TES5Edit:

 

If you install after following Neovalen's SR notes to the letter, you should have a General Patch.esp that sorts into the "Extra Late" section when running BOSS. This is perfectly fine when running SR without following the guide in this thread as well, but when running SkyRe + ASIS, Skyre_EnemyAI.esp is moved to sort after ASIS.esp. This ofc also means it loads after the General Patch.esp as that will still load before the Bashed Patch.

 

The problem with this is that it renders the file useless, as SkyRe_EnemyAI.esp includes changes that are supposed to be overwritten to the top worldspace (the entire reason the file exists at all). So maybe suggest people change the "Extra Late" section to "Non Dynamic Patches"? This will make it load dead last no matter what.

 

@Smile44: Looking through your modlist it seems to me you might simply have too many esm/esp files in your loadorder? Pasting it into notepad++ lists 287 lines. Now I assume a bunch of those are merged into the bashed patch. Can you check in Wrye Bash how many are listed active? 

 

Edit: I realize this might've just been for your first issue and not be whats causing issues now if you removed mods

Posted

After ReProccer and all others SkyRe files I have my SkyRe_Merged file which is in fact my general compatibility file (except levelled list - I have modified Bashed Patch for that, and NPCs are in separate file too). I merged all post-ReProcer patches into this file and all the compatibility issues I resolve using TES5Edit are put there.

Posted
  'Brighty said:
After ReProccer and all others SkyRe files I have my SkyRe_Merged file which is in fact my general compatibility file (except levelled list - I have modified Bashed Patch for that' date=' and NPCs are in separate file too). I merged all post-ReProcer patches into this file and all the compatibility issues I resolve using TES5Edit are put there.[/quote']

Any specific compatibility issues that arose after installing SkyRe that you've solved there? Would be nice to know if I missed anything. Sounds like a decent idea to do it that way.

Posted

It's always dependant on the mods you use.

There are some conflicts with UFO in Combat Style category (or Immersive weapons in two or three cases).

If you are using Better Skill and Quest Book names, there are some conflicts with SkyRe_Main.

If using mods like Immersive weapons, Unique uniques and/or aMidianborn's SkyForge weapons you have to manually set which model should be carried.

Some changes from Unofficial patches are not carried through (I'm not always sure if intentionally or not) like in Magic Effect category.

Mostly small stuff, but I like to keep things as tidy as posible.

Posted

Hm, so there are some issues with Immersive Weapons and aMidianborn's Skyforge Weapons even if you use the special reproccer patches? Might need to look into it if so

 

Edit: Noticed that Book of Silence actually wasn't in any of the patches, and that Reproccer fails to properly load the Skyforge weapons for example

 

@Iroha: That would be great if you could upload it somewhere. :)

Posted

I have a question. With Animated Weapon Enchants there is a few conflicts with SkyRe. This is with the Weapon Enchants loaded after it. With SkyRe the enhancements are no longer tied to a magic skill (destruction/restoration/illusion etc). Said mod adds them back in. A safe change? Nothing to worry about?

Posted

It's really awesome to see all you knowledgeable people working together to create a better Skyrim. Seems we are all very close to figuring out the perfect combination and tweaks and fixes. Glad you folks have put your expertise to good work here! Thanks!

Posted

Ok so after installing the enemies leveling module and getting into some fights in the Whiterun area, I have now had a much more difficult game than I previously mentioned.  As Iroha mentioned, I have discovered a simple equation: 2H weapon wielding enemy + 1 unblocked hit on lightly armored player = death cam.  Arrows are brutal too, I find myself trying to get cover a lot more than usual and letting Uthgerd bear the brunt of the damage while I try something else (hey don't judge me, she has heavier armor than me, just sayin').  AI seems solid so far too, I can see how getting into the higher levels will enable a lot more utility with the perks.

 

Anyway, it's been a lot more fun after installing the leveling module.  I hope everyone gets their installs figured out soon so you can all give it a try.  Still...my old combo of Skyrim Unleashed + Duel + select ACE modules calls out to me...but I suspect that this SkyRe setup might end up the louder one hah!

Posted
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Ok so after installing the enemies leveling module and getting into some fights in the Whiterun area, I have now had a much more difficult game than I previously mentioned.  As Iroha mentioned, I have discovered a simple equation: 2H weapon wielding enemy + 1 unblocked hit on lightly armored player = death cam.  Arrows are brutal too, I find myself trying to get cover a lot more than usual and letting Uthgerd bear the brunt of the damage while I try something else (hey don't judge me, she has heavier armor than me, just sayin').  AI seems solid so far too, I can see how getting into the higher levels will enable a lot more utility with the perks.

 

Anyway, it's been a lot more fun after installing the leveling module.  I hope everyone gets their installs figured out soon so you can all give it a try.  Still...my old combo of Skyrim Unleashed + Duel + select ACE modules calls out to me...but I suspect that this SkyRe setup might end up the louder one hah!

Glad you got everything to work and having more fun! The scaling does make a ton of difference =D
Posted

So, I finished my fresh install of SR and am going to go ahead with this guide (thank you so much!) I did go ahead and backup my Overwrites folder as well as made a new profile in MO (straight copy of SR). I would like to list the mods I chose and if anyone can just let me know all is well I'd appreciate it.

 

SkyRe - Main, Races, Encounter Zones, Survivalism (as well as the reproccer patches)

Duel

ASIS

Forgotten Magic

Apocolypse

High Level Enemies

 

I have not added any mods in addition to SR - no follower add-ons, weapons, etc. Will these give me the additional difficulty throughout the game, in addition to the later levels? Also, what steps would I take should something going wrong? Is it just a matter of deactivating the mods and re-running the .jar patchers from SR?

Posted
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Found a (minor) issue when looking thru everything in TES5Edit:

 

If you install after following Neovalen's SR notes to the letter, you should have a General Patch.esp that sorts into the "Extra Late" section when running BOSS. This is perfectly fine when running SR without following the guide in this thread as well, but when running SkyRe + ASIS, Skyre_EnemyAI.esp is moved to sort after ASIS.esp. This ofc also means it loads after the General Patch.esp as that will still load before the Bashed Patch.

 

Saw it myself. That's BOSS team trick for replace ASIS_AI by SKyRe_AI. But in guide I recommend to use ASIS AI instead, or DUEL AI, no installation of SkyRe_enemies. Physycally it should be loaded as usual if not using customizedAI option of ASIS. But it will be moved. Masterlist limited in opportunities.

 

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So, I finished my fresh install of SR and am going to go ahead with this guide (thank you so much!) I did go ahead and backup my Overwrites folder as well as made a new profile in MO (straight copy of SR). I would like to list the mods I chose and if anyone can just let me know all is well I'd appreciate it.

 

SkyRe - Main, Races, Encounter Zones, Survivalism (as well as the reproccer patches)

Duel

ASIS

Forgotten Magic

Apocolypse

High Level Enemies

 

I have not added any mods in addition to SR - no follower add-ons, weapons, etc. Will these give me the additional difficulty throughout the game, in addition to the later levels? Also, what steps would I take should something going wrong? Is it just a matter of deactivating the mods and re-running the .jar patchers from SR?

This is mechanic overhaul, but in general, yes, it will be more difficult than vanilla. Nothing should go wrong, but yes, you can deactivating troublesome mods or blocklist them and rerun patchers.

 

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I have a question. With Animated Weapon Enchants there is a few conflicts with SkyRe. This is with the Weapon Enchants loaded after it. With SkyRe the enhancements are no longer tied to a magic skill (destruction/restoration/illusion etc). Said mod adds them back in. A safe change? Nothing to worry about?

Safe change. Only aspect in such points - skyRe was not balanced for it. But anyway, it's not a problem.

 

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