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Posted (edited)

I'm not sure anyone still reads this but I'm having a strange issue. The reason I post here is because I tracked it down to Interesting NPCs main plugin (3DNPC.esp) and because my mod list is loosely based on SR:LE + REGS, but tailored to my own liking. The issue is small, but I fear that its existence indicates that there is something bigger going on:

 

Upon initiation of Carlotta Valentina's dialogue in Whiterun during daytime (when the shops are open) her greeting/opening line is "Yes, my love?" or another similar line, as if we're married. She also uses such lines as greetings when I'm standing near her. Thing is, I just started a new game and AFAIK she can't even be married. I have no mod that changes potential marriage partners. After she says this I just get her usual dialogue options, including her lines as a shopkeeper. Her 'parting' lines also seem to be just normal. I spoke with nearly every other NPC in Whiterun and no one else greets me like this. I checked her spells/active effects through MFG console and saw nothing out of the ordinary. Same for my player character. Looking at her NPC record in xEdit, there is nothing that conflicts.

 

I then began systematically disabling plugins in batches and finally tracked it down to 3DNPC.esp. I'm using the v3.10 main file with the v3.18 update file. I already verified that it had nothing to do with the following plugins (that I considered potential culprits): Immersive Citizens and its patches, SRLE's or my own conflict resolution plugins, the 3DNPC EFF patch, or any other 3DNPC patches for that matter, just having 3DNPC.esp active seems to trigger this behaviour (probably in combination with something I've yet to figure out).

My next step will be plowing through the 3DNPC plugin in xEdit in search of any oddities.. but the sheer size of the plugin intimidates me :( I also don't know where to start, the Dialogue Topic section? The Quest section? Google isn't my friend here either it seems.

 

So my question is, does someone that has Interesting NPCs installed recognize this behaviour? With Carlotta or any other NPC? Or does anyone have an idea where to start searching in xEdit? Thanks in advance

yes this a casued by DFD from SRLE base you need to try the following in the DFD MCM Menu:

 

Dynamic Follower Dialogue

PLEASE NOTE THE CROSSHAIR MUST BE ON CARLOTTA VALENTIA

Configure Specific Actor:

Add Actor:

  • Click Add Actor Carlotta Valentia
  • Click Accept when asked

this should deactive her from DFD.

Edited by DarkladyLexy
Posted (edited)

yes this a casued by DFD from SRLE base you need to try the following in the DFD MCM Menu:

 

...

Well that was a quick response. Will try it out, thanks! EDIT: Works like a charm, thank you again!

Edited by Pretendeavor
  • 2 months later...
Posted

Just going to post this here.. It'd be a shame if this mod slips under the radar and I think it'd have fit in this guide: Clockwork

It really looks like a one of a kind quest mod of "The Forgotten City" quality. Its trailer is impressive as well.

  • 3 weeks later...
Posted

Hey guys, new here.  I just finished installing STEP: Extended and really wanted to use REGS.  How difficult would it be for me to get REGS working with STEP?

Posted

Not all that difficult but you would need to know what not to install. I may(probably not) get around to do a general update but I'll be removing quiet a few mods and I would not provide any patches.

Posted

Not all that difficult but you would need to know what not to install. I may(probably not) get around to do a general update but I'll be removing quiet a few mods and I would not provide any patches.

That would really alter the completeness of this pack. I wouldn't recommend doing that. I've been wanting to fix it up myself with patches and all, but haven't found the time to do so.
Posted

That would really alter the completeness of this pack. I wouldn't recommend doing that. I've been wanting to fix it up myself with patches and all, but haven't found the time to do so.

Some of the mods are just broken(ThirteenOranges), inconstant with the theme(No Snow under the Roof) or hit performance way too hard(ETaC/JK/Dawn).

I would make it what SRLE LotD(can we just call it SRLEX) is not. If people want to use the mods in SRLEX then they should probably lurk over there.

I rather focus on passive compatibility(no patches) with other packs, fair performance(systems like mine should be around 60 or be worth the hit), interesting and lively(fully voiced, custom NPCs, and unique features), semi-lore friendly(not immersion breaking) rather than strictly lore friendly.

 

 

If I ever get the inclination, which may or may not happen. I am selfish with these sorts of things and this would require I actually use these mods.

Im not going to patch it, people can do that. I rather investing time into teaching people how to use xEdit rather than telling what records to forward(SRLE(X)).

Posted

And all that would pull away from the original intent of the pack which is why I'm not really liking the idea.

What would pull away from the original intent of the pack?

Posted

The authors created the pack to be expansive and easy to install. Removing all the mods that are in another pack doesn't make sense. This pack as never made to be an addon to another pack, but a pack of its own built off of STEP:Core or Extended as its base. This one was actually one of the few true (and completed) "packs" from a STEP standpoint. Taking away the patches also takes away from the simplicity of installing the pack.

 

All in all, I would say no one that has Pack Author rights to edit the pack should depart from the original intent of the pack. If a more simple pack is desired, make it a new or alternative pack to REGS.

Posted

The authors created the pack to be expansive and easy to install. Removing all the mods that are in another pack doesn't make sense. This pack as never made to be an addon to another pack, but a pack of its own built off of STEP:Core or Extended as its base. This one was actually one of the few true (and completed) "packs" from a STEP standpoint. Taking away the patches also takes away from the simplicity of installing the pack.

 

All in all, I would say no one that has Pack Author rights to edit the pack should depart from the original intent of the pack. If a more simple pack is desired, make it a new or alternative pack to REGS.

 

Farmhouse Chimneys and Cutting Room Floor will need instructions altered and are pretty much included in STEP

1 mod removed

1 mods description altered

 

Wyrmstooth is gone

1 mod removed

 

Lainter Dale - Hearthfire Edition, And the Realms of Daedra, No Mercy, Sea of Ghosts, The Lost Wonders of Mzark, The Temple of Black Rock and a few others have errors that need to be fixed, some of which I have already done.

5+ mods need work or removal 

 

Since ICAIO is a thing, Better City Entrances and Nernie's City and Village Expansion need to go and Expanded Towns and Cities need to be edited

2 mods gone

1 mod needs instructions edited

 

CJ has disappeared quite awhile ago

Nearox is sometimes around

Ganda is around and I know he doesn't want to deal with this

 

As it sits it will not work with STEP as a whole.

 

I feel that Packs should attempt to be as compatible as they can by having a tight focus.

Posted

It's true the Pack needs some attention, however, it should be a continuation of what CJ and Nearox set up. Most of that above can be handled in a custom patch which is what the authors were providing. Once the Pack infrastructure is officially released, we'll be labeling all packs that aren't compatible anyway (which most aren't even finished or are out of date like this one). It just needs some love as long as it isn't butchered. :^_^:

 

Btw, I have some inside info on ICAIO and it's also getting more and more compatible with other mods as it's being developed.

Posted

I still use most of the mods in this pack along with STEP. including the STEP lighting choices and ICAIO. I found 3DNPC to be too script heavy for me so I don't use it. I haven't had to do much editing to make much of this pack work. Obviously Expanded Towns and Villages, as pointed out, needs to be installed using the modular version so 3 of the sites can be left out.

 

I like Inns and Taverns, especially when using Frostfall, so I installed it while removing one inn that causes problems. This was in REGS but removed because of that inn.

 

I did some of the patch editing for CJ, by the way, but the STEP compatibility patch isn't needed now.

Posted

It's true the Pack needs some attention, however, it should be a continuation of what CJ and Nearox set up. Most of that above can be handled in a custom patch which is what the authors were providing. Once the Pack infrastructure is officially released, we'll be labeling all packs that aren't compatible anyway (which most aren't even finished or are out of date like this one). It just needs some love as long as it isn't butchered. :^_^:

 

Btw, I have some inside info on ICAIO and it's also getting more and more compatible with other mods as it's being developed.

I wouldn't put the blame all on ICAIO either, some mods could be developed with compatibility in mind however, most are not.

"Butchered" is subjective, I would rather rip out low quality, incompatible, and bad performing(blame the engine) mods in favor of high quality, more focused, highly compatible, interesting mods.

 

I still use most of the mods in this pack along with STEP. including the STEP lighting choices and ICAIO. I found 3DNPC to be too script heavy for me so I don't use it. I haven't had to do much editing to make much of this pack work. Obviously Expanded Towns and Villages, as pointed out, needs to be installed using the modular version so 3 of the sites can be left out.

 

I did some of the patch creation for CJ, by the way, but the STEP compatibility patch isn't needed now.

 
I looked at the patches and some of them are not Pack + Step patches but rather internal pack patches
Posted

I still use most of the mods in this pack along with STEP. including the STEP lighting choices and ICAIO. I found 3DNPC to be too script heavy for me so I don't use it. I haven't had to do much editing to make much of this pack work. Obviously Expanded Towns and Villages, as pointed out, needs to be installed using the modular version so 3 of the sites can be left out.

 

I like Inns and Taverns, especially when using Frostfall, so I installed it while removing one inn that causes problems. This was in REGS but removed because of that inn.

 

I did some of the patch editing for CJ, by the way, but the STEP compatibility patch isn't needed now.

That's what I was trying to say. It's not a lot of work to get it working in mostly its current state. That's what I meant by it just needs a little love.

 

@hishutup

I agree that most of the town overhauls can be made compatible. All they have to do is start with ICAIO as a base. Unfortunately, this means a lot of re-work for the authors which is why I think it hasn't been done. It doesn't help that Shurah isn't the easiest person to work with. Nazenn did most of the work for JK Cities with JK Lite and Superlite, but ETAC still needs a lot of re-work to make it 100% compatible. I personally prefer Dawn of Skyrim because it seems to be the lighter choice of the three (or used to be...haven't looked in on it in quite a while).

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