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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

 

 

Skyrim.esmUpdate.esmUnofficial Skyrim Patch.esp [Version 2.0.5a]Dawnguard.esmUnofficial Dawnguard Patch.esp [Version 2.0.5]HearthFires.esmUnofficial Hearthfire Patch.esp [Version 2.0.5]Dragonborn.esmUnofficial Dragonborn Patch.esp [Version 2.0.5]ClimatesOfTamriel.esmmoonpath.esmFalskaar.esmLanterns Of Skyrim - All In One - Main.esmSkyrim Project Optimization - Full Version.esmWyrmstooth.esp [Version 1.11]RSkyrimChildren.esmSkyTEST-RealisticAnimals&Predators.espSkyMoMod.esmETaC - RESOURCES.esmEFFCore.esmLootandDegradation.espSBF All In One + DLC.espCutting Room Floor.esp [Version 1.0.7]DragonShoutVoice.espSMIM-DragonbornTernFix.espSMIM-DungeonsCliffsIceSkirts.espSMIM-FarmhouseFlickeringFix.espSMIM-FurnitureChestSnowFix.espSMIM-ShackRoofFixes.espSMIM-ShackRoofFixesDragonborn.espBuildingMaterialsMoreMetals.espFootprints.espFootprints - Ash.espVividian - Lanterns of Skyrim Preset.espSkyrim_Ice_Shader_Fix.espRelightingSkyrim.espRelighting Skyrim - Update.espRelighting Skyrim - HearthFire.espWeapons & Armor Fixes_Remade.espClothing & Clutter Fixes.espChesko_Frostfall.espParalysis.espPilgrimsDelight.espBetter Dynamic Snow.espAOS.espIHSS.espImproved Combat Sounds v2.2.espAOS_ICS Patch.espORM-Arvak.espmintylightningmod.espMintyLightningMod_COT_Patch.espTradeBarter.espAshRocks.espBirdsHFclean.espBirdsofskyrim.espDead Body Collision.espEpisodeParallax.espMoss Rocks.espMoss Rocks_DB.espWEBS extended.espMVABasic.espImmersive Patrols II.espOBIS.espOBISDB.espPopulus.espSkyrim Flora Overhaul.espSkyrim Immersive Creatures.esp [Version v6.5.2a]Skyrim Immersive Creatures - DLC2.esp [Version v6.5.2a]SleepingDangers-SandsofTime.espDSAMG - Miraak.espSkyUI.esp1nivWICCloaks.esp [Version 2.3]Hothtrooper44_ArmorCompilation.espImmersive Weapons.espComplete Crafting Overhaul_Remade.espCCO_Frostfall_Patch.espHelgen Reborn.esp [Version 105.3]Guard Dialogue Overhaul.espGuardAnimationsGDO.espSkyrimCoinReplacerRedux.espImproved Closefaced Helmets_Legendary.esp (from WAF page)Requiem.espRequiem - Resources.espRequiem - Hard Times.espRequiem - HearthFires.espRequiem - Dragonborn.espRequiem - Falskaar.espRequiem - Wyrmstooth.espRequiem - Helgen Reborn.espRequiem - Cutting Room Floor Patch.espRequiem - Loot and Degradation Patch.espRequiem - Hard Times - SCRR Patch.espRequiem - Frostfall.espRequiem - Immersive Weapons.espRequiem - Immersive Armors.espRequiem - Immersive Armors Battlemage Gear.espRequiem - Immersive Patrols II.espRequiem - OBIS.espRequiem - DB - OBIS.espRequiem - Momod Patch.espRequiem - SIC Patch.espRequiem - SIC Patch - DLC2.espRequiem - MoMod - SIC Patch.espRequiem - MoMod - SIC DLC2 Patch.espRequiem - Dragonborn - CCOR Patch.espRequiem - Dragonborn - SIC - CCOR Patch.espRequiem - WAF+Clothing and Clutter Fixes Patch.espRequiem - SoT Patch.espRequiem - SoT - Hard Times Patch.espRequiem - DB - SOT.espRequiem - OBIS - SoT Patch.espRequiem - DB - SOT - OBIS Patch.espRequiem - SoT - CRF Patch.espExplosiveBoltsVisualized.espRequiem - Immersive Armors - Addon.espRequiem - Improved Closefaced Helmet Legendary Patch.espRequiem - Trade and Barter Vendor Least Gold.espRequiem - SBF PatchRequiem - SBF - Hearthfires PatchRequiem - SBF - Dragonborn PatchRequiem - IW - SBF PatchRequiem - SoT - SBF PatchAOS2_Requiem1.7.3 Patch.espClimatesOfTamriel-Sound.espGildergreen Regrown.esp [Version 1.2.6]Inconsequential NPCs.espInconsequential NPCs - CRF Compatibility Patch.espRequiem - Inconsequential NPCs.espInconsequential NPCs - Enhancement.espSkyFalls + SkyMills + DG + DB + FS + WT.espSkyFalls DB + FS Small Waterfalls.espmoonpath_questdata.espRequiem - Moonpath Patch.espRun For Your Lives.esp [Version 2.0.3]WetandCold.espBook Covers Skyrim.espBlockSparkles.espAOS_BlockSparkles Patch.espWetandCold - Ashes.espWetandCold - Holidays.espAOS2_WetandCold Patch.espCivil War Overhaul.espCivil War Overhaul - Requiem Patch.espAOS_CWO Patch.espSFO - Dragonborn.espUnique Grasses.espGrass Field.espSkyTEST-RealisticAnimals&Predators-Dawnguard.espSkyTest RealisticAnimals&Predators - Requiem Patch - Dragonborn.espSkyTest RealistAnimals&Predators - Requiem Patch - Hard Times.espRequiem - SoT - Skytest.espConvenient Horses.espSOT10-CHorses5Patch.espAnimated Weapon Enchants.espRequiem - Animated Weapon Enchants Patch.espRealisticRoomRental.esp3DNPC.esp [Version 3.06.9]Clothing and Clutter_3DNPC_PatchRRR_3DNPC-Patch.esp3DNPC - Requiem Patch.espdD - Enhanced Blood Main.espdD-DG-DB-Immersive Creatures EBT Patch.espAOS2_EBT Patch.espmanny Lantern Caretakers.espProvincial Courier Service.esp [Version 1.2.3]Tes Arena - Skyrim Frontier Fortress.espPopulated Cities Towns Villages.espRequiem - Populated Towns and Cities Patch.espPopulated Lands Roads Paths.espPopulated Forts Towers Places.espRequiem - Populated Forts Patch.espPopulated Skyrim Prisons Cells.espPopulated Dungeons Caves Ruins for USKP.espRequiem - Populated Dungeons Patch.espPopulated Skyrim Civil War.espETaC - Complete.espETaC - Dragon Bridge South.espETaC - BDS Patch.espETaC - Complete LoS Patch.espETaC - Complete Moon Patch.espETaC - Complete Requiem Patch.espETaC - Complete WC Holidays Patch.espETaC - Falskaar Patch.espRSChildren - Complete.espRSChildren_PatchUSKP.espRequiem - RSChildren Patch.espRequiem - SoT - RSChildren Patch.espORM Convenient Alsvid.espExpandedSnowSystems-CoT.espSoS - The Dungeons.esp [Version 1.23]SoS - The Wilds.esp [Version 1.13]SoS - Civilization.esp [Version 1.02]SoS - Civilization-PatchCoT.espSoS - Civilization -PatchCoTSounds.espEnhancedLightsandFX.espELFX - Dawnguard.espELFX - Dragonborn.espRRR_ELFX-Patch.espETaC - Complete ELFX Patch.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espSupreme Storms - Cot Version.espCoT-WeatherPatch.espCoT-WeatherPatch_DB.espCoT-WeatherPatch_SupStorms.espCoT-WeatherPatch_NL4.espCoT-WeatherPatch_ESS.espCoT-WeatherPatch_Snow-40.espELFX - Moonpath.espDark Dungeons for Dawnguard.espFurther Dark Dungeons for ENB.espRemove Interior Fog V2 - Dawnguard.espRemove Interior Fog V2 - Dragonborn.espRemove Interior Fog V2 - Skyrim.espVividian - Weather Patch - ESS + SS.espVividian - Diverse Weathers - AOS.espVividian - Windy Clouds - CoT.espRealShelter.espiNeed.espBFSEffects.espDeadlySpellImpacts.espAOS_DSI Patch.espDragonCombatOverhaulDragonborn.espDragonCombatOverhaulDragonborn - Requiem Patch.espAOS2_DCOd Patch.espHoldBorderBanners.espCombatDramaOverhaul.espImportantInformationOverhaul.espBeards.espTheEyesOfBeauty.esp [Version 9]FCO - Follower Commentary Overhaul.espInigo.espRequiem - Inigo.espHothFollower.espRequiem - Hoth Patch.espEMCompViljaSkyrim.espEMViljaInSolstheimAddOn.espRequiem - Vilja.espRequiem - Vilja - SBF Patch.espmoveitLWT.espThe Paarthurnax Dilemma.esp [Version 1.2.8]Reduced Distance NPC Greetings.espSPTConsistentOlderPeople.esp [Version 2.2]Requiem - SPTOlderPeople All-in-one Patch.espBreezehome_Fully_Upgradable.espELFX-BFU-Patch.espLakeview Patch.espEFFDialogue.espUIExtensions.espRealisticWaterTwo.espRealisticWaterTwo - Legendary.espAOS2_RealisticWaterTwo Patch.espWatercolor_for_ENB_RWT.espASIS-Dependency.espAutomatic Variants.espASIS.esp

 

 

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)

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.) 

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. 

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. 

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?

 

 

 

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)

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

 

 

date/time : 2014-08-15, 22:17:06, 22mscomputer name : XXXXXuser name :XXXXXregistered owner : XXXXXXoperating system : Windows 7 x64 Service Pack 1 build 7601system language : XXXXsystem up time : 57 minutesprogram up time : 1 minute 34 secondsprocessors : 4x Intel® Core i5-3450 CPU @ 3.10GHzphysical memory : 5064/8087 MB (free/total)free disk space : (C:) 33,49 GB (G:) 163,86 GBdisplay mode : 1920x1080, 32 bitprocess id : $e3callocated memory : 913,28 MBexecutable : TES5Edit.exeexec. date/time : 2014-05-27 09:23version : 3.0.32.0compiled with : Delphi XEmadExcept version : 4.0.5callstack crc : $d003c4a4, $84854b96, $b03d1039exception number : 1exception class : EJvInterpreterErrorexception message : Error in unit 'UserScript' on line 30 : Undeclared Identifier 'ClearMessages'.main thread ($534):0095ab7b +01b TES5Edit.exe JvInterpreter JvInterpreterErrorN009642b6 +242 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue00966649 +05d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier009659b1 +0e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement00966781 +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin009659f8 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement00966840 +054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf00965a01 +135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement00966781 +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin0096564a +052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction00969b8f +0c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction00969e3d +145 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunctionEx00969cbe +062 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunction00a0a672 +206 TES5Edit.exe frmViewMain 5374 +39 TfrmMain.ApplyScript00a0af0c +104 TES5Edit.exe frmViewMain 5463 +13 TfrmMain.mniNavApplyScriptClick00525d7f +0a7 TES5Edit.exe Menus TMenuItem.Click0052727b +013 TES5Edit.exe Menus TMenu.DispatchCommand0052845a +082 TES5Edit.exe Menus TPopupList.WndProc005283a9 +01d TES5Edit.exe Menus TPopupList.MainWndProc004c4e38 +014 TES5Edit.exe Classes StdWndProc75cf7885 +00a USER32.dll DispatchMessageW005b201b +0f3 TES5Edit.exe Forms TApplication.ProcessMessage005b205e +00a TES5Edit.exe Forms TApplication.HandleMessage005b2389 +0c9 TES5Edit.exe Forms TApplication.Run00a38bd7 +05f TES5Edit.exe TES5Edit 73 +7 initialization76563388 +010 kernel32.dll BaseThreadInitThunkthread $18b8 (TWorkerThread):77b7f8ca +0e ntdll.dll NtWaitForSingleObject75ca14a5 +92 KERNELBASE.dll WaitForSingleObjectEx7656118f +3e kernel32.dll WaitForSingleObjectEx76561143 +0d kernel32.dll WaitForSingleObject005d20d1 +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute00472ca3 +2b TES5Edit.exe madExcept HookedTThreadExecute004c2172 +42 TES5Edit.exe Classes ThreadProc0040754c +28 TES5Edit.exe System 2510 +0 ThreadWrapper00472b85 +0d TES5Edit.exe madExcept CallThreadProcSafe00472bef +37 TES5Edit.exe madExcept ThreadExceptFrame76563388 +10 kernel32.dll BaseThreadInitThunk>> created by main thread ($534) at:005d1fb9 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Createthread $1b48:77b81f3f +0b ntdll.dll NtWaitForWorkViaWorkerFactory76563388 +10 kernel32.dll BaseThreadInitThunkthread $d78:77b80156 +0e ntdll.dll NtWaitForMultipleObjects76563388 +10 kernel32.dll BaseThreadInitThunkthread $1b64:77b81f3f +0b ntdll.dll NtWaitForWorkViaWorkerFactory76563388 +10 kernel32.dll BaseThreadInitThunkthread $1198:77b81f3f +0b ntdll.dll NtWaitForWorkViaWorkerFactory76563388 +10 kernel32.dll BaseThreadInitThunkthread $1b80:77b81f3f +0b ntdll.dll NtWaitForWorkViaWorkerFactory76563388 +10 kernel32.dll BaseThreadInitThunk

 

 

 

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

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

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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