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A Real Explorer's Guide to Skyrim


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Posted (edited)

While I'm here I have another question:

In REGS  Patch - Cities esp, CRF is after Skyrim Sewers as a master. Is it intended? Arthmoor says in the description of the mod to load it very early, so I'm wondering if I should modify my load order to place Skyrim Sewers before CRF.

Edited by Redferne
Posted

I have to run now, but the problem is almost certainly solved.

 

For those following the match at home, it indeed solved all issues - and BUM became way, way easier to understand once it actually worked (curiously enough). I can now enjoy the hard work behind the Explorers Packs and its assorted mods.

 

In the procedure to install a mod from Steam, it *may* be useful to note that launching the Skyrim Launcher might lead the game to resetting some video parameters -- which could spectacularly bork a game with an ENB as hardware aniso and anti-aliasing make their mephitic return.

 

It's minor, but since the page isn't crammed with text... it might help some folks.

Posted

I use BOSS 3 to sort my mods without dealing with the masterlists being frozen and whatnot, and it just so happens that BOSS 3's smart sorting put Skyrim Sewers higher up on the load order.

 

Just keep your load order as it is, it's not like the masters order matters much anyway. :)

Posted

Yes, I know that master order won't ruin my game but the actual order of both mod might. Well may be not "ruin" for those two but actually the real question was more to know if Skyrim Sewers should be load before CRF and let CRF override Skyrim Sewers.

I'm not a TESVEdit expert but I tried to see where are the conflict and it was behind my comprehension since it involves mostly navmeshes. So yeah I was wondering  :^_^:

Posted (edited)

If you are using the regular version of boss (2) it'll sort those mods automatically in the correct order. Moreover, both mods have overriding fixes from REGS Patch - Cities.esp so in the end it doesn't matter that much I guess.

 

But yeah, whether you use boss 2, like me, or boss 3, like CJ, the end result is the same.

Edited by Nearox
Posted

Hey guys,

 

The rentable Riverwood inn room (first room along the left-hand wall when you enter) has some very, very minor jumbling. Presumably it's the enhanced room rental mod thing.

 

Posted Image

Posted (edited)

Lol where does that chair and the candle come from :O. Must be RRR enhanced since nothing else changes the inn. Unless the ETaC - Inless version didnt delete that stuff. I'll check it later on when I get back to my gaming PC. 

In the meantime, in case you didn't know, you can click on the chair, open the console and type 'disable'.

Thx for reporting Ghostwise!

Edited by Nearox
Posted

Incidentally guys are you still planning on the quest side of your pack? If so will you be including the Fight Against the Thalmor series as CJ has fined tuned the plugins for that?

 

I'm looking at a pack based around Sands of Time and another on Vampires and werewolves both of which there is a lot of good info on as well as great playability. I had been planning a pack based on new territories but you have taken care of that far more convincingly than I would have managed, the additional quests idea looked really promising. I realise how much work is involved in these things so I would not be surprised if you have the second part of REGS on hold for now.

 

::):

Posted (edited)

In the beginning of the pack development we decided to indeed leave out quests and to potentially include them as a 2nd part. I would personally still like to include a few. It appears CJ has already been working on FATT even though he's officialy on a break :P Also don't forget there are already some quest mods in REGS (like Sea of Ghosts) which were easy to make compatible.

 

With regards to FATT, you cannot use it together with ETaC - DB South. I'm not sure what exactly CJ has patched in FATT though. If it were up to me, we'd also include Helgen Reborn eventually. 

 

At the moment though the focus is to iron out the last bugs, to sort out some new permissions, to potentially include a new mod for Sky Haven Temple, to further reduce the REGS custom esps, and to really finalize the pack in its current form. Already multiple user testing has proved very useful as we've received quite a few bug reports via PM (all of which have been solved in recent versions except for the Riverwood Inn one reported above). Personally from a stylistic perspective, I think all the areas which required REGS patches are now finished. Really happy with Whiterun, Windhelm and solitude exterior mod combinations in particular.

 

Anyways, when that is all working 100% (we are currently at like 98% I'd say) I am sure we can have a look at FATT, Helgen Reborn and maybe a few others.

Edited by Nearox
Posted (edited)

Great stuff when people team up to do things like this it all becomes so much more possible to really bring Skyrim alive. Thanks for all the effort so far.

 

::):

Edited by Smile44
Posted

The rentable Riverwood inn room (first room along the left-hand wall when you enter) has some very, very minor jumbling. Presumably it's the enhanced room rental mod thing.

Could you please install MFG Console and select the clipping items ingame with it in order to check which ESP added or moved that chair?

 

 

 

Incidentally guys are you still planning on the quest side of your pack? If so will you be including the Fight Against the Thalmor series as CJ has fined tuned the plugins for that?

For now I'm trying to finish South Park: The Stick of Truth.

Adding the FaTT mods as well as replacing the Sky Haven Temple mod are already planned, because I've done these quests partly in the past and know they're good quality. Will also add the ORS mods by mannyGT and MurderWrath (their patch is already included in the installer) as well as Manny's Temple of Black Rock mod, even though I haven't had the time to play any of them yet (I'm making an exception here, because mannyGT's mods are always good :P )

 

The problem with quest mods though is that they take to test and check out. I could easily just shove a list of promising mods that I've not played yet, but what if they actually turn out to be pretty bad, or buggy? :|

Posted (edited)

@Ghostwise: I just checked the Riverwood Inn. Everything appears normal in my install.

Posted Image

Are you sure there's no other mod intefering? In any case, check the objects in the room (also the bed) with MFG Console as CJ already said, then it's easy to determine what is the cause :)

Edited by Nearox
Posted (edited)
"This mod is best used with a new game (install this mod before you start the game, loading a save from Helgen is not a new game), to ensure all the beds and persistent furnitures stay in correct position. Installing/Removing this mod mid-game will most likely leave some stubborn furnitures stuck in weird places. If a particular inn is totally messed up, that's mod conflict." - perseid9
 
Could that be what you've done?
Edited by MonoAccipiter
Posted

I installed REGS the other day with SR:LE conflict resolution. Since then SR:Le's conflict resolution patch has been updated and it looks to me like some of your SR:LE patching is no longer needed. As I am trying to be better at using TES5EDIT I am wondering if there is an easy way to find these. If I would load the two conflict resolution patches (SR:LE's and REGS-SR:LE Patch) in TES5EDIT is there a function to find all identical records?

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