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A Real Explorer's Guide to Skyrim


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Posted (edited)

Could it be worth adding esp merge lists like in SR:LE for newbs (like me) who aren't sure which mods will merge nicely to the guide?

Look for redirishlord posts in previous pages... He has a list somewhere

 

 

 

That idea came out of missjennabees ETaC plugin merging forum thread (hope I got that URL correct!)

 

However, despite what she says, if you are just merging patches, ESMifying their masters is totally unnecessary.

 

This is because by their nature, the patches are almost entirely made of FormIDs originating from other plugins (ie. their masters.)

 

If the patches were built correctly, with the correct masters in their headers, those FormIDs won't be renumbered regardless of the setting in Mator's script GUI.

 

Any unique form IDs in the patches - in other words new records that the patch plugin adds - will be affected by the merge scripts FormID Renumbering option.

 

Best practice is to allow the script to re-number those FormIDs unique to the patches because they may cross into range of IDs of one of the masters of the plugins.

 

The last and most important thing to remember is that all of the patches you plan to merge must be contiguous in the load order. In other words, none of their masters or even other plugins not being merged can be between two of the patches to be merged. That information comes direct from Mator, and is restated all over the place in his documentation, including Mator's brand new video on v1.7 of the script.

 

I myself have merged all kinds of sets of compatibility patches (REGS and ETaC inclusive) and have never had a problem following what I've just stated.

 

 

 

I remember on patch that also had new records that kept breaking (IM aural assortment CCO patch) I think it was.

It would break unless:

all the masters were before all the plugins, regardless of master requirement

RenumberIDs was off

this was right after 1.65 came out

The references would look fine until you add any plugin before the merge. Then everything would break.

honestly, I don't know why it happened but it did and it happened every time

 

This is when I was playing around with it early on so I had little understanding of it.

Things may be different now.

Edited by hishutup
Posted

Just been running through a SR:LE + REGS installation now I have the hardware to support it.

 

Do you plan on updating the conflict resolution guide any time soon as it makes references to Touring Carriages?

 

Also will you be including JK's Riften?

Posted

Just running through a full SR:LE/REGS install again, I've noticed that the Oblivion Series patch isn't listed to install for ETaC, does that mean we shouldn't or is it an oversight?

Posted

Just running through a full SR:LE/REGS install again, I've noticed that the Oblivion Series patch isn't listed to install for ETaC, does that mean we shouldn't or is it an oversight?

I believe it was included in REGS patch.
Posted

Ah, that's fine then. I think I might hold off carrying on until the v13 patches are out, I'm pretty sure that especially the ELFX mismatches are gonna irritate me

Posted

Ah, that's fine then. I think I might hold off carrying on until the v13 patches are out, I'm pretty sure that especially the ELFX mismatches are gonna irritate me

*Cough* You could try dropping ELFX and installing Relighting Skyrim instead *cough*.

Posted

Um CJ. You can use ELFX, Relighting Skyrim and Enhanced Lighting for ENB together. SR:LE uses both ELFX and Relighting Skyrim. It would be nice to have a patch for the two included.

Posted

Phazer11, in the guide neo has an older version of RS, which used to be compatible with elfx...

I think he uses the new version which he edited for compatibility with ELFX.

Posted

Um CJ. You can use ELFX, Relighting Skyrim and Enhanced Lighting for ENB together. SR:LE uses both ELFX and Relighting Skyrim. It would be nice to have a patch for the two included.

Relighting Skyrim covers places that ELFX doesn't.

AFAIK, the version of RS used in SRLE is a version that only has the cells that are not already covered by ELFX.

 

If you run the normal version of RS + ELFX, you'll have duplicate lights everywhere.

Posted

But then I'd have to fiddle around with the SR CR patch and I'm faaaaar too lazy for that

Actually it's not that many edits, I have in fact done this and it looks good.

 

::):

Posted

Oh well. I guess I'll stick with the version I have installed for now. I don't have time to figure out which entries I need to remove from the SR:LE patch.

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