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Requiem Pack (WIP)


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Posted

In Helgen and outside low level enemies e.g.

guards go down with one shot, not sure how the script could possibly decrease the number of arrows used. Did you have stats checked in your bashed patch? You should only check merge plugins and levelled lists. The script fixed that for you I suspect.

 

::):

Posted

Is there any kind of ETA on the new version of requiem? I'm thinking of using this pack and SRLE to start a new playthrough but i'm not sure if i should hold off until the new version is out

Posted (edited)

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.)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 you're using LOOT, ignore "recommended" load orders. Those are for people who are still using BOSS, like instructions for people still using DOS.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.

Based on this I ditched BOSS in favor of LOOT. However a lot of mods overwrite a lot of the things Requiem changes so I made my own conflict resolution patches which were fine. I just had a question regarding the patches though. Should I be "blindly" copying keywords from the conflicting mod into the patch?Off the top of my head, I recall LOOT sorting weapons and armor fixes further down from Requiem which obviously overwrites a lot of the changes Requiem makes to weapons. While going through all the records, I've noticed that WAF contains it's own unique keywords and I wasn't sure if I should include them in the patch. Correct me if I'm wrong, but I'm assuming that these keywords are used to define logic in the script relevant to the mod?EDIT: Spelling (on my phone) Edited by supra93
Posted (edited)

Requiem overrides WAF, but I'd get rid of WAF. Use CCO instead because Azirok's CCO patch includes WAF and Clothing & Clutter Fixes.

That's weird. LOOT always places WAF higher than Requiem for me so I'd always have to make a patch for it. Should I also get rid of CCF? I'm using CCO, WAF and CCF with all 3 of Azirok's Requiem patches for them. All three are placed higher than Requiem by LOOT though. If it helps, I'll place my LO tonight once im home. I haven't changed any of the metadata for LOOT either. Only thing I changed was to place the "more active AI" below my bashed patch as including the additional AI in bashes tweak section causes a lot of unexpected results (lots of items with wrong stats)EDIT:link to mod: https://www.nexusmods.com/skyrim/mods/50823/? Edited by supra93
Posted

Have seen Goophers the load order videos and have figured out how to interpret the conflicts TES5Edit shows. I have taken a closer look at the LOOT load order I posted earlier and examined the Requiem file: there are a few overwritten entries but I have found one I fully understand and tried to fix it.

 

In perks the name and description of Requiems "War Axe Specialisation" has been overwritten by "Weapons and Armor Fixes_Remade" to "Hack&Slash". So I have chosen the Requiem column and right clicked "Copy as overwrite into" and created a new patch file. With this file activated ingame description of the perk is the one from Requiem again.

 

Is this how patching works? In this case not only the name and description has been changed, some values as Condition/CTDA/comparison Value have been also reverted back to Requiem values. So I can't just pick some values from the overwritten .esp and let them "win", I must always restore all overwritten values, right?

 

But my main question is: should I wait for a guide about patching and quit messing with TES5Edits functions or am I on a good way to understan this stuf?

Posted

Yes to both. Trial and error is a great way to learn, just make sure that you only save changes to the new patch you are making, never an actual mod plugin and that way you can always correct mistakes easily.

 

::):

Posted (edited)

Only thing I changed was to place the "more active AI" below my bashed patch as including the additional AI in bashes tweak section causes a lot of unexpected results (lots of items with wrong stats)

1. None of the options available to you when generating a bashed patch can modify item stats.

 

2. More likely, you have mods installed whose items are distributed via leveled lists and those items are not patched for Requiem, so when you merge leveled lists, you finally get to see those items. When you delevel the merged leveled lists in the bashed patch, you just see them earlier.

 

3. If you don't want to see those items, uninstall those mods. After all, other leveled lists are taking precedence. There's no point in keeping mods whose content you don't want and will never see.

 

4. That mod you linked does the exact same tweak that Wrye Bash does, so your problem is #2, not the tweak in Wrye Bash. You can get rid of that plugin.

 

Posted Image

Have seen Goophers the load order videos and have figured out how to interpret the conflicts TES5Edit shows. I have taken a closer look at the LOOT load order I posted earlier and examined the Requiem file: there are a few overwritten entries but I have found one I fully understand and tried to fix it.

 

In perks the name and description of Requiems "War Axe Specialisation" has been overwritten by "Weapons and Armor Fixes_Remade" to "Hack&Slash". So I have chosen the Requiem column and right clicked "Copy as overwrite into" and created a new patch file. With this file activated ingame description of the perk is the one from Requiem again.

 

Is this how patching works? In this case not only the name and description has been changed, some values as Condition/CTDA/comparison Value have been also reverted back to Requiem values. So I can't just pick some values from the overwritten .esp and let them "win", I must always restore all overwritten values, right?

 

But my main question is: should I wait for a guide about patching and quit messing with TES5Edits functions or am I on a good way to understan this stuf?

If you just want to change one cell, you can click and drag the cell with the value you want to the cell with the value you want to change.

 

What you did was copy the entire record with the name you wanted and now that record takes precedence. Sometimes you want to do that. Others times you just want to carry specific changes over.

Edited by fireundubh
Posted

1. None of the options available to you when generating a bashed patch can modify item stats.

 

2. More likely, you have mods installed whose items are distributed via leveled lists and those items are not patched for Requiem, so when you merge leveled lists, you finally get to see those items. When you delevel the merged leveled lists in the bashed patch, you just see them earlier.

 

3. If you don't want to see those items, uninstall those mods. After all, other leveled lists are taking precedence. There's no point in keeping mods whose content you don't want and will never see.

 

4. That mod you linked does the exact same tweak that Wrye Bash does, so your problem is #2, not the tweak in Wrye Bash. You can get rid of that plugin.

 

Posted Image

I've done precisely that when creating my bashed patch but that's what was causing me problems with item stats.

 

For example, when I would check the tweaks option and set the ai to 100 and combat ai to 80 and have only leveled lists checked and run the game, many basic vanilla items that requiem changes have the wrong stats. The most noticeable being bows and arrows.

Iron arrows which are rated with a damage of 80 are now rated something in the 40/50s. I can't quite remember.

 

I've also made sure it's not another mod conflicting by checking the iron arrow record in the Requiem esp to ensure it was the conflict winner.

 

The stats of the arrow would go back to its normal Requiem value only if I were to recreate the bashed patch without checking tweaks.

Posted (edited)

I've done precisely that when creating my bashed patch but that's what was causing me problems with item stats.

 

For example, when I would check the tweaks option and set the ai to 100 and combat ai to 80 and have only leveled lists checked and run the game, many basic vanilla items that requiem changes have the wrong stats. The most noticeable being bows and arrows.

Iron arrows which are rated with a damage of 80 are now rated something in the 40/50s. I can't quite remember.

 

I've also made sure it's not another mod conflicting by checking the iron arrow record in the Requiem esp to ensure it was the conflict winner.

 

The stats of the arrow would go back to its normal Requiem value only if I were to recreate the bashed patch without checking tweaks.

I'm telling you that the Wrye Bash tweaks are NOT the problem. 

 

A bashed patch is indistinguishable from every other plugin. It is just an ESP named "Bashed Patch, #" that is ordered last. That is all.

 

It doesn't behave any differently from any other plugin.

 

The exact GMST records added by Wrye Bash to the bashed patch plugin function identically to the GMST records in that mod you linked.

 

It is IMPOSSIBLE for those GMST tweaks to do anything else.

Edited by fireundubh
Posted

I'm telling you that the Wrye Bash tweaks are NOT the problem. 

 

A bashed patch is indistinguishable from every other plugin. It is just an ESP named "Bashed Patch, #" that is ordered last. That is all.

 

It doesn't behave any differently from any other plugin.

 

The exact GMST records added by Wrye Bash to the bashed patch plugin function identically to the GMST records in that mod you linked.

 

It is IMPOSSIBLE for those GMST tweaks to do anything else.

I went back and re-read what you previously said, more specifically your 2nd point regarding leveled lists. I guess I was just confused as to why the stats of the arrows were changing with the tweak options enabled in the bashed patch when clearly it is irrelevant to anything other than exactly what it's intended to do (increase the AI limit).

 

Is there any advice you could provide me with in terms of looking at leveled list records in TES5Edit and whether or not I should even touch them? I'm going to go through the Creation Kit wiki to see if I could get some more information with regards to how they work and what not, but do you know any other resources I could check out to possibly get a better idea of how exactly they work (instead of just the basic things I've understood about them)?

Posted (edited)

The easiest thing you can do is to create a bashed patch with merged leveled lists, use my script in TES5Edit to delevel the lists, and install Mfg Console.

 

In the game, when you come across an item that doesn't belong, use the Mfg Console to identify the Form ID of that item.

 

Then quit the game and load your entire load order in TES5Edit (you can hold the Shift key when you click the OK button to not load strings and speed up the load.)

 

Go to that Form ID in TES5Edit to identify the mod whose un-Requiem-ified item is being distributed by the merged leveled list. If the Form ID links you to a plugin early in your load order, check if there's a "Referenced By" tab at the bottom of TES5Edit. If there is one, go to that tab to see all of the overrides. Check each overriding record in each plugin for the matching stats. If there isn't a "Referenced By" tab, you've already identified the right plugin.

 

Once you identify the offending plugin, consider uninstalling that mod.

 

Or, find the offending record in TES5Edit and single click (or twice slowly) the Record Flags cell in the appropriate column. Check NotPlayable and InitiallyDisabled. That will disable the item from appearing in the game, despite being included in the merged leveled list. This is the simplest option.

 

Or, remove that item from all of the merged leveled lists in which that item appears. Without a script to automate this process, this option sucks.

 

Or, create a Requiem patch for that mod. This option requires some knowledge of how to balance items for Requiem.

Edited by fireundubh
Posted (edited)

As for how leveled lists work, well, there are three kinds of leveled list: LVLI (Items), LVLN (Actors), and LVLS (Spells). They all work the same way.
 
A leveled list is a table. LVLI is a loot table, for example. The game makes a dice roll and one or all of the items in that table are added to the game world.
 
In TES5Edit, you can see that their structure looks like this:

LVLD - Chance NoneLVLF - FlagsLVLG - GlobalLLCT - CountLeveled List Entries    Leveled List Entry        LVLO - Base Data            Level            Reference            Count

Here's what these elements mean:

    [*]LVLD is the chance that none of the references will be selected when the game looks at the leveled list to add an item to the game world. 0 = 100% chance that an item will be selected. [*]LVLF are flags that determine how the game uses the list. The wiki links define the available flags. [*]LVLG is an alternative to LVLD. You can use a Global (GLOB) record to set the chance. You can manipulate globals with scripts. [*]LLCT is just the number of leveled list entries. You can ignore this. [*]Leveled List Entries is the parent group of entries. [*]Leveled List Entry is the child item. [*]LVLO describes the entry. [*]Level is the player's level and it is treated differently depending on the list's flags. [*]Reference is the item, actor, or spell that will be added to the game world when the entry is selected. [*]Count is the number of items, actors, or spells that will be added to the game world when the entry is selected.

Leveled Lists don't exist in a vacuum, however. They have to be assigned to something, like an actor. The following screenshot is of part of a warlock record. The "Items" group defines the items that will be added to the warlock when the warlock spawns in the game world.

Posted Image

When the warlock spawns, the game will:

  • look at the LItemWarlockDagger list and add one (or all, if the list is flagged so) of the daggers on that list to the warlock;
  • look at the LItemStaffChainLightning50 list and add one or all of the staves to the warlock; and then
  • look at the LootWarlockRandom list and add one or all of those items to the warlock.

That's how leveled lists distribute items, or actors, or spells in the game world.

Edited by fireundubh
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