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Requiem Pack (WIP)


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Posted

Intresting. This deleveling of leveled lists is new to me, I created Bashed Patch with only "Merge Patches" and the "Leveled Lists" options. Could you just explain in a few words why it's done? Is deleveling leveled lists not the same as unchecking the "Leveled Lists" option in Wrye?

 

If I use LOOT I never get the recommended load order as posted by azirok, or at the Requiem Pack site

 

 

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I allways resort LOOTS "dynamic" load order to match Smiles 44/aziroks recommendation. But Smile 44 uses BOSS for load order and you have switched to LOOT. Maybe you could tell us what to change/tweak for valid STEP-REQUIEM-LOOT load order, please?

Maybe You could even help adding a LOOT-section to the Pack-site?

 

This would be a great help as I find new things to change or tweak every day and it allways makes me scared when I find out that I play without this important patch or have not deleveled this or that... :;):

Posted (edited)
  On 8/15/2014 at 10:21 AM, Smile44 said:

LOOT does not sort Requiem correctly and you lose too many deliberate mod changes from Requiem AFAIK. Or has that changed? Interesting to have some knowledgeable assistance in here but I have been generally encouraging users not to use LOOT. So could you please let me know your thoughts on this as it could prove useful.

LOOT sorts Requiem correctly. I know. Helpful, right? It does though. Please stop discouraging people from using LOOT. You're killing me.BOSS actually sorts mods incorrectly!We already had a big discussion about LOOT. Here's me proselytizing.Here's my workflow (sans creating SEQ files with TES5Edit, running my deleveler, running the DSR patcher, and running the FNIS generator.) 
  On 8/15/2014 at 10:36 AM, BUBISHI said:

Intresting. This deleveling of leveled lists is new to me, I created Bashed Patch with only "Merge Patches" and the "Leveled Lists" options. Could you just explain in a few words why it's done? Is deleveling leveled lists not the same as unchecking the "Leveled Lists" option in Wrye?

You have to delevel the leveled lists in the bashed patch manually because Requiem's Skyrim is unleveled and other mods are made for a leveled Skyrim. When you create a bashed patch, the unleveled and leveled leveled lists merge. I recently saw Azirok recommend this in the new Patch Central comments and I realized that I've been playing Requiem for a year or so without deleveling the leveled lists. So there's a script. 
  On 8/15/2014 at 10:36 AM, BUBISHI said:

If I use LOOT I never get the recommended load order as posted by azirok, or at the Requiem Pack site.

If you're using LOOT, ignore "recommended" load orders. Those are for people who are still using BOSS, like instructions for people still using DOS. 
  On 8/15/2014 at 10:36 AM, BUBISHI said:

I always resort LOOTS "dynamic" load order to match Smiles 44/aziroks recommendation. But Smile 44 uses BOSS for load order and you have switched to LOOT. Maybe you could tell us what to change/tweak for valid STEP-REQUIEM-LOOT load order, please?

Let LOOT do its thing. Don't interfere. Then load up your entire load order in TES5Edit and apply the new filter to show conflict losers. Create a patch for every mod that needs a patch. I have 200+ mods in a Requiem Hard Times profile. Stable as a granite mountain. Edited by fireundubh
Posted (edited)

Have read your post about LOOT and your workflow shedule. Very interesting for a beginner like me.

 

I will use the script to delevel my Bashed Patch. I guess the answer to Thamantis question "Target Level"? What do I enter here?" is "1".

 

There are some mods in STEP that need special attention by adding "LOOT meta rules" (Realistic Water Two for instance). I find this LOOT rules here on the STEP guide. But if I add "Civil War Overhaul+Requiem patches" how can I be sure such a mod does not need a LOOT meta rule?

 

I would like to test you workflow shedule but point 6 & 7 are still new to me:

 

  • TES5Edit: Load the entire load order and check for conflicts.
  • TES5Edit: Load conflicting mods and create a patch, if necessary.

I only used TES5Edit for cleaning, sorting masters and deleting masters. Guess it about right-clicking on a mod and selecting "searching for errors", but then?

I'm studing the TES5Edit guide right now but maybe you could explain the two points to me... creating patches by myself... this could be a challenge to me.

Edited by BUBISHI
Posted (edited)

The version of TES5Edit on the Nexus might not have the new filter. I use the latest dev version.

 

But, yes, you'd just load all of your mods in TES5Edit and right-click anywhere in the left tree browser and select "Apply Filter to Show Conflict Losers."

 

This will show you every mod that is being overridden by another mod. You then go through each record in every plugin, from the bottom to the top, and inspect the conflicts.

 

The right window has a number of tabs. View is where you want to be. This tab will show you the records in detail.

 

The original record is the leftmost column and the last overriding record is the rightmost column.

 

When you find a conflicting record you want to correct, determine which record should be the template for that correction.

 

Right-click that column's header and select "Copy as override into..."

 

Choose new file and create a new file, named appropriately. That will be your patch plugin for a specific mod.

 

I recommend creating a patch for one mod at a time. You can merge the patches later.

 

Maybe I'll write up my workflow as a guide. This is a bit rough.

Edited by fireundubh
Posted

Thanks for posting this, looks pretty complicated. A guide is a fine idea. I use the TES5Edit version from Nexus, only this one is linked in the STEP guide. Guess I can make an update or run a second version in MO.

 

The way you write about it it seems very important to check for load order conflicts in TES5Edit and make patches, but it's the first time I read about it. It almost looks like a dev-thing.

Maybe it should be part of STEP. I wonder what happens if I just load a STEP extendet load order an check for conflicts... theoretically everything should be fine.

 

And cudos to all that share the knowledge here and have the patience to teach others over and over again.

Posted

THX a lot fireundubh + Smile, got it working now! My Draugr are Draugr now and the bandits have their OBIS faction names as intended. If I run into any other problems I'll let you know! :) 

Posted

Seems like it's not a good day for me ... saved the script as a .pas file and tried to apply it in TES5Edit, but I get the message "Error in unit 'UserScript' on line 30 : Undeclared Identifier 'ClearMessages'."

Could you please show mercy on a desperate noob again and tell me how to do this right? :(

Posted (edited)

Woow! Thanks a lot!

 

Let me see if i got this right..

 

Remove all my user data from LOOT and only leave the user data that STEP recommends in each mod on the warning section HERE, then let it do its thing, sort the way it wants..

 

Create the bashed patch and do all the other shenanigans (Dual Sheat Redux Patch, update FNIS..)

 

Copy the published script as a pas file on the Edit Scripts folder on TES5Edit and then load the Bashed Patch.esp on it and apply the script, using 1 on "Target Level"?

 

 

The complicated part for me is the "Apply Filter to Show Conflict Losers.", can i live without creating a patch for each conflicting mod?

 

 

 

  On 8/15/2014 at 6:07 PM, Thamantis said:

Seems like it's not a good day for me ... saved the script as a .pas file and tried to apply it in TES5Edit, but I get the message "Error in unit 'UserScript' on line 30 : Undeclared Identifier 'ClearMessages'."

Could you please show mercy on a desperate noob again and tell me how to do this right? :(

it worked without any issues for me here.. i saved the script on Notepad++, saved as Unlevel Level Lists, Use 1.pas on the Edit Scripts folder.. i have downloaded the latest TES5Edit from the linked thread..

Edited by Fell_MTK
Posted (edited)
  On 8/15/2014 at 6:07 PM, Thamantis said:

Seems like it's not a good day for me ... saved the script as a .pas file and tried to apply it in TES5Edit, but I get the message "Error in unit 'UserScript' on line 30 : Undeclared Identifier 'ClearMessages'."

Could you please show mercy on a desperate noob again and tell me how to do this right? :(

 

Must be a noob-problem. Got exactly the same message...

 

Here the TES5Edit bug report

 

 

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UPDATE:

Downloaded the new TES5Edit version as FELL_MTK sugested. Now it worked. Thanks, FELL_MTK.

 

 

 

Now that I have the new TES5Edit version I used the "Apply Filter to Show Conflict Losers" function.

The left panel is full with about twenty red-marked mods. Checked a few of them: the errors are different, ranging from gold entries, weapon entries NPC entries... honestly, this is too much for me for now. How can I find out what & how to change this.

Would be great to have a guide for this.

 

Now I'll test how this new load order behaves ingame.l

Edited by BUBISHI
Posted

Now it worked for me too - you have to download and install Notepad++, using the "normal" editor/notepad and saving or renaming the file as .pas does not work! Copy & paste it directly into Notepad++ and save it as .pas (you can choose .pas from the dropdown menu in Notepad++).

I also downloaded and installed the new TES5Edit version linked above by fireundubh. Everything works fine now, hope this helps :) 

 

Alas, but modding is never finished ... anticipating Requiem 1.8 and more additions + updates to come to SR:LE. But without the whole modding and trying to get even better results every time you think this is it - wouldn't that be a bit boring? And I'll try to get more experienced and not pose any more noob questions next time ;) 

 

Thanks again for all the good tips and being so patient with me, I'm off now enjoying the game (as should you) :D 

Posted (edited)

ClearMessages() was added to the dev build of TES5Edit per my request. This function clears the Messages pane so you can see the output better.

 

If you don't have the dev build, you can just comment out the function by inserting two forward slashes like so:

//ClearMessages();
Sometimes you can live without patches; sometimes you can't. With Requiem, conflicts generally mean that NPCs are much weaker, or items are more valuable, than they should be. Edited by fireundubh
Posted
  On 8/15/2014 at 11:23 PM, fireundubh said:

Sometimes you can live without patches; sometimes you can't. With Requiem, conflicts generally mean that NPCs are much weaker, or items are more valuable, than they should be.

 

That is bad, then i'd just keep following the LO presented on the guide or the one posted by Azirok Here

Posted

Azirok builds his own compatibility patch so he loads Requiem much earlier than advised by Requiem mod page which insists it should be near the end. My load order is based on Azirok's except that I place Requiem.esp much lower than he does.

 

Impossible to get LO right for everyone's set up so learning how to patch is important but if you follow the guide you will get a working game with few if any problems - again depends on your set up and how many heavily scripted mods you are running. How he is running SoT alongside Requiem beats me but he will be sharing that info soon in the form of guides and also providing merged patches for specific packs, which will be interesting.

 

You can use LOOT as fireundubh is very keen to point out but you will need to make a conflict resolution patch. I have not tried that yet as I use SR which is still based on BOSS, but I am working on converting that to LOOT at least for my game.

 

::):

Posted
  On 8/16/2014 at 6:40 PM, Fell_MTK said:

That is bad, then i'd just keep following the LO presented on the guide or the one posted by Azirok Here

There will be conflicts regardless of your load order. LOOT generates a load order that has the least number of conflicts.

 

Please don't follow "recommended load orders." They're not universally applicable, and they're not necessarily optimized.

 

Learn how to resolve conflicts. That's the only way you'll get the game you want to play.

 

Last night, I installed every single mod supported by the Skyrim Mod Combiner alongside Requiem, including Open Cities, bringing my total number of active plugins to 197. Essentially, I added 

13.8 GB worth of mods to my load order. In order for these mods to work together, I had to create a "superpatch" that resolves conflicts between 283 records across 24 mods.

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