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Requiem Pack (WIP)


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Posted

Can you also explain how the Use All flag works? That one seems to escape me.

Per the wiki, "Use All causes the list to always return all of its contents."

 

In English, that means that when the game looks at the leveled list to add an item, the game will add all of the items on the list to the game world.

 

This flag is exclusive, so the calculate flags will be ignored if Use All is checked.

Posted

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.

I actually have your delevel script that you posted earlier in this thread and use it every time I create a bashed patch. Really useful script. Also have Mfg Console and found it to be really useful even though I'm still learning a lot of things. 

 

I will definitely give this a try and see if I can figure it out on a basic level to then apply to more complex situations. I think the first option of setting the flags would be the easiest for now. I'm pretty decent at scripting, however, I don't think I would be able to write anything useful in terms of a script for TES5Edit as I still don't fully understand everything in and out to be able to do so.

 

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.

Thank you so much for explaining this. Makes a lot more sense now!  :thumbsup:

 

Thanks for all the help. Just reading most of your replies in this thread have been really useful.

Posted

@smile

 

First off thanks for all your work and support on the packs you've put out.  There's no way I'd be able to get close to the game I want without these great packs !

 

I'm wondering what I have to do to fix this...  I've installed Improved closed faced helmets and Weapons and Armor fixes remade where now the the Weap and Armor fixes_remade.esp replaces  all of the Improved Helmet esp's.

 

Now when I install the Requeim - closed faced helmets patch the esp's from the patch are looking for missing masters -->  imp_helm.esp , imp_helm_dawn.esp and imp_helm_dbrn.esp.   Those 3 esp's were rolled into the weapons and armor fixes_remade.esp.    

 

Just don't know where to turn here.   Thanks

Posted

@smile

 

First off thanks for all your work and support on the packs you've put out.  There's no way I'd be able to get close to the game I want without these great packs !

 

I'm wondering what I have to do to fix this...  I've installed Improved closed faced helmets and Weapons and Armor fixes remade where now the the Weap and Armor fixes_remade.esp replaces  all of the Improved Helmet esp's.

 

Now when I install the Requeim - closed faced helmets patch the esp's from the patch are looking for missing masters -->  imp_helm.esp , imp_helm_dawn.esp and imp_helm_dbrn.esp.   Those 3 esp's were rolled into the weapons and armor fixes_remade.esp.    

 

Just don't know where to turn here.   Thanks

Are you using the patch from Azirok's Patch Central page? If I'm not mistaken, you're possibly using his older patch from when he had multiple pages where he would store his patches.

 

I'm pretty sure I ran into this problem myself but eventually solved it by using the Improved Closefaced Helmets_Legendary.esp from the WAF download then using Azirok's Requiem - Improved Closefaced Helmets Legendary Patch.esp

 

Hope this helps.

Posted

@supra,

 

Yes I have the updated v1.61 patch dated aug 17.   Could it be as simple as not activating or installing the 2 esp's that are missing the masters ?    Should I just install the Requiem - Improved Closedfaced Helmets Legendary Patch.esp ?  

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

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.

Sorry to bother you again lol. I was able to solve my other issues and don't see anything of interest in terms of conflicts with my current setup. Everything seems smooth and stable as well.

 

The only game breaking issue I'm having goes back to our earlier discussion of the mod I linked before in regards to increasing the AI limit and the tweak through the bashed patch.

 

For some odd reason, even though I have the tweak option selected when creating my bashed patch, once I create the patch and load it through TES5Edit, I don't see the Game Setting parent in the patch. Only Leveled Item and Leveled NPC. I tried to manually create the parent + sub records in TES5Edit using the other mods as a template, but still I haven't noticed any difference in my game.

 

So I'll launch Skyrim, coc to whiterun and spawn 30 draugr but not all of them have an active AI (unless I move very close/interact with them).

 

Do you have any idea why this could be happening?

Posted

I don't really understand your setup (or your post, honestly), so I'll suggest some general things to try:

  • If you're using MO, search your mods folder for any bashed patches and delete them. Also, delete the bashed patch from the overwrite folder.
  • If you're not using MO, delete the bashed patch wherever that may be.
  • Download and install the latest Wrye Bash.
  • Re-create the bashed patch.
  • Verify that Tweak Settings is checked.
  • Verify that "AI: Max Active Actors" and "Combat: Max Actors" are checked.
  • Verify that you've customized the settings for both tweaks. I have them set to 100 and 40, respectively. They shouldn't be equal and combat should be less than max active.
  • If you're loading a save, ensure that you reset the cells you've already loaded. Find a cell you haven't entered and then wait for 10 days or 30 days or whatever you've set the cell respawn time to in Requiem. Wait an extra day to be certain. Then leave the cell and go test.
Posted

 

I don't really understand your setup (or your post, honestly), so I'll suggest some general things to try:

  • If you're using MO, search your mods folder for any bashed patches and delete them. Also, delete the bashed patch from the overwrite folder.
  • If you're not using MO, delete the bashed patch wherever that may be.
  • Download and install the latest Wrye Bash.
  • Re-create the bashed patch.
  • Verify that Tweak Settings is checked.
  • Verify that "AI: Max Active Actors" and "Combat: Max Actors" are checked.
  • Verify that you've customized the settings for both tweaks. I have them set to 100 and 40, respectively. They shouldn't be equal and combat should be less than max active.
  • If you're loading a save, ensure that you reset the cells you've already loaded. Find a cell you haven't entered and then wait for 10 days or 30 days or whatever you've set the cell respawn time to in Requiem. Wait an extra day to be certain. Then leave the cell and go test.

 

Sorry, I should have been more specific with what I'm running at the moment.

 

Running Wyre Bash 304.4 within MO. Have deleted prior patch's and made new ones. Only options selected are merged, tweaks and leveled lists.

 

For tweaks, I have it set to 100/80.

 

Haven't started actually playing the game so I usually just delete any saves inside the Skyrim save folder whenever I make changes to my mod config.

 

I have AS-LAL, however, I usually just for the sake of testing use coc riverwood/whiterun from the main menu without starting a new game. I don't know if this would change anything.

 

But the issue is that regardless, when I create the patch and run TES5Edit, I don't see anything relevant to game settings. Only leveled items and leveled NPCs.

Posted

But the issue is that regardless, when I create the patch and run TES5Edit, I don't see anything relevant to game settings. Only leveled items and leveled NPCs.

The only way I can imagine that happening is if you didn't tick the "Tweak Settings" checkbox. Or some weird Python error that isn't presenting itself.

 

In any case:

  • You can create records in TES5Edit by right-clicking the file, selecting Add, and choosing the appropriate record group type. In this case, choose GMST.
  • Then, right-click the newly created Game Setting group, select Add, and choose GMST again.
  • Click OK when prompted for a New Form ID.
  • Right-click the EDID cell and select Edit. Input the name of the game setting you want to configure.
  • Right-click the Int cell and select Edit. Input the integer value that you want assigned to the game setting.
  • You can also single click, or slowly double click, cells to use inline editing.
  • Repeat steps 2 through 5 for each game setting you want to add.
Posted

I'm honestly not so sure why it isn't creating it. I'm 100% sure it's activated as I've gone back to look at my existing patch and recreating new ones ensuring that I selected it.

 

In any case, thanks for the information on creating the record. Thankfully I was able to do as you just listed by following the other mods template and testing it out.

 

Thanks again for the help!

Posted

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

I have noticed that without custom patching WAF overrides pretty much of Requiems smithing system and there is no need of smithing books anymore as they are overwritten.

 

I'm not sure how to understand your post: in a STEPextended setup where I have WAF and CCO installed and the Requiem Dragonborn CCOR Patch I can deinstall WAF in an current game?

Posted (edited)

I have noticed that without custom patching WAF overrides pretty much of Requiems smithing system and there is no need of smithing books anymore as they are overwritten.

 

I'm not sure how to understand your post: in a STEPextended setup where I have WAF and CCO installed and the Requiem Dragonborn CCOR Patch I can deinstall WAF in an current game?

It is my understanding that changes made by WAF Remade and Clothing & Clutter Fixes are already integrated into the CCOR patch, but Azirok may have been saying that you still need the masters. If you want to be on the safe side, just install WAF Remade, Clothing & Clutter Fixes, CCOR, and Azirok's patches for each.

Edited by fireundubh
Posted (edited)

If LOOT sorts WAF & CCF after Requiem, you will need to create a conflict patch.I've had conflicts with weapon and armor stats as well as smithing and perks.

 

There were also some conflicts with consumables (specific wines). CCF would overwrite Requiem's effect and description.

Edited by supra93
Posted (edited)

If LOOT sorts WAF & CCF after Requiem, you will need to create a conflict patch.I've had conflicts with weapons and armor's as well as smithing and perks.

You don't need to create a patch if Azirok's patches are sorted after Requiem.

 

Also, you can edit LOOT's metadata. I didn't say "never edit the metadata." Just remember that you did.

 

By the way, if you use TES5Edit to clean unnecessary masters, you're just removing one extra thing that LOOT uses to sort plugins. With my patches, I generally add masters that aren't necessary to make this easy for LOOT, but really, the right way is to edit the metadata when you absolutely need to force a certain order.

Edited by fireundubh
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