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Dreadflopps Modular patches


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Posted

Thanks guys for pointing out possible ways to resolve this. I forgot that i just downloaded ROTE2016 and haven't installed it while it's not translated to my ntaive language. Installed it, rebuilt MLU and Dreadlopps merges...seems that everything is ok now. Sorry for consuming your time

one more question for now. Should i do something with this?

 

67qyki.jpg

 

this is common situation... maybe i've done something wrong?

EDIT:Seems that I forget to add bash tags after rebuilding a merge.

EDIT2: It's strange but after adding tags and rebuilding BP all remained as before. Not exactly this case but other leveled lists from Dreadflopps modular patches merged are overwritten with BP and cut off

 

one more edit: Do i still need "Rebirth monster - SIC patch" in loadorder?

Don't worry about it, user feedback and questions is what keeps the pack stable since it forces me to check and recheck that everyting is in order.

 

I'll take a look at the leveled lists this weekend. It's nothing major, you'll just miss out a couple of items from Jaysus. They will be back in the game once I have worked a little on the leveled lists.

 

Don't use the Rebirth monster - SIC patch, it is outdated.

  • +1 1
Posted (edited)

The SRLE__RotE.esp patch has SPTConsistentOlderPeople.esp as master..also I found there is a SRLE_RotE_SIC and a SRLE_SIC_RotE patch..is there a mistake..are these patches for the 2016 version of RotE? And there is an error in SRLE__RotE__SIC.esp (dunHalldirsBoss_HalldirStorm [NPC_:000642C3]   NPC_ \ Actor Effects \ SPLO - Actor Effect -> [0343E9B0] < Error: Could not be resolved >) ..probably didn't forwarded properly the actor effects from Rebirth Monster.esp

Edited by mavanaic
Posted

The SRLE__RotE.esp patch has SPTConsistentOlderPeople.esp as master..also I found there is a SRLE_RotE_SIC and a SRLE_SIC_RotE patch..is there a mistake..are these patches for the 2016 version of RotE? And there is an error in SRLE__RotE__SIC.esp (dunHalldirsBoss_HalldirStorm [NPC_:000642C3]   NPC_ \ Actor Effects \ SPLO - Actor Effect -> [0343E9B0] < Error: Could not be resolved >) ..probably didn't forwarded properly the actor effects from Rebirth Monster.esp

I also see a similar error while merging SRLE_RotE_MLU:

dunKilkreathGhostSonsMissile [NPC_:000E77DB]
    NPC_ \ TPLT - Template -> [0268F36B] < Error: Could not be resolved >
  dunKilkreathGhostImperialMissile [NPC_:000E77DA]
    NPC_ \ TPLT - Template -> [0268F36B] < Error: Could not be resolved >
 
But hey, just saw that you're getting married so you've got much bigger things to focus on!

 

I also see a similar error while merging SRLE_RotE_MLU:

dunKilkreathGhostSonsMissile [NPC_:000E77DB]
    NPC_ \ TPLT - Template -> [0268F36B] < Error: Could not be resolved >
  dunKilkreathGhostImperialMissile [NPC_:000E77DA]
    NPC_ \ TPLT - Template -> [0268F36B] < Error: Could not be resolved >
 
But hey, just saw that you're getting married so you've got much bigger things to focus on!

 

My mistake, just saw this addressed in a prior post.  

Posted

The SRLE__RotE.esp patch has SPTConsistentOlderPeople.esp as master..also I found there is a SRLE_RotE_SIC and a SRLE_SIC_RotE patch..is there a mistake..are these patches for the 2016 version of RotE? And there is an error in SRLE__RotE__SIC.esp (dunHalldirsBoss_HalldirStorm [NPC_:000642C3]   NPC_ \ Actor Effects \ SPLO - Actor Effect -> [0343E9B0] < Error: Could not be resolved >) ..probably didn't forwarded properly the actor effects from Rebirth Monster.esp

 

I also see a similar error while merging SRLE_RotE_MLU:

dunKilkreathGhostSonsMissile [NPC_:000E77DB]
    NPC_ \ TPLT - Template -> [0268F36B] < Error: Could not be resolved >
  dunKilkreathGhostImperialMissile [NPC_:000E77DA]
    NPC_ \ TPLT - Template -> [0268F36B] < Error: Could not be resolved >
 
But hey, just saw that you're getting married so you've got much bigger things to focus on!

My mistake, just saw this addressed in a prior post.  

I'm guessing you are getting errors because RotE isn't up to date. They are for the 2016 version of RotE. I'm not seeing any errors. Check your RotE version and that you have my latest patches. If you still get errors I'd appreciate a screenshot :)

 

SPTConsistentOlderPeople.esp is a master to the RotE patches and it isn't a misstake. My patches for SR:LE requires some mods to be added on top of SR:LE, as per instructions from my page:

https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches#Use_SR:LE_instead_of_STEP

 

SRLE_RotE_SIC is the main RotE/SIC patch. SRLE_SIC_RotE patch was added because some records needed to be later in the patch order. Use both. I'll merge them in the future but the end result will be the same.

Posted

I'm guessing you are getting errors because RotE isn't up to date. They are for the 2016 version of RotE. I'm not seeing any errors. Check your RotE version and that you have my latest patches. If you still get errors I'd appreciate a screenshot :)

 

SPTConsistentOlderPeople.esp is a master to the RotE patches and it isn't a misstake. My patches for SR:LE requires some mods to be added on top of SR:LE, as per instructions from my page:

https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches#Use_SR:LE_instead_of_STEP

 

SRLE_RotE_SIC is the main RotE/SIC patch. SRLE_SIC_RotE patch was added because some records needed to be later in the patch order. Use both. I'll merge them in the future but the end result will be the same.

I double checked that I have the latest version of RotE 2016 (v. 2.01 dated Jan. 31) and your latest patches (downloaded just now).  I think what I am seeing is an unresolved record that the merged plugins tool chokes on.  I loaded all patches in alphabetical order at the end of my load order, fired up TES5Edit, and saw the following for the SRLE_MLU_RotE.esp:

 

https://www.dropbox.com/s/5e5zvi2teadr0l9/SRLE_RotE_MLU%20TES5Edit%20screenshot.png?dl=0

 

I see this unresolved TPLT - Template record for <dunKilkreathGhostImperialMissile> and <dunKilkreathGhostSonsMissile> in the SRLE_MLU_RotE and I also see the unresolved Actor Effect in SRLE__RotE__SIC.esp \ Non-Player Character (Actor) \ 000642C3 <dunHalldirsBoss_HalldirStorm> that mavaniac noted.  I just copied over each relevant record from RotE to clear these up and move forward with merging.

Posted

I double checked that I have the latest version of RotE 2016 (v. 2.01 dated Jan. 31) and your latest patches (downloaded just now).  I think what I am seeing is an unresolved record that the merged plugins tool chokes on.  I loaded all patches in alphabetical order at the end of my load order, fired up TES5Edit, and saw the following for the SRLE_MLU_RotE.esp:

 

https://www.dropbox.com/s/5e5zvi2teadr0l9/SRLE_RotE_MLU%20TES5Edit%20screenshot.png?dl=0

 

I see this unresolved TPLT - Template record for <dunKilkreathGhostImperialMissile> and <dunKilkreathGhostSonsMissile> in the SRLE_MLU_RotE and I also see the unresolved Actor Effect in SRLE__RotE__SIC.esp \ Non-Player Character (Actor) \ 000642C3 <dunHalldirsBoss_HalldirStorm> that mavaniac noted.  I just copied over each relevant record from RotE to clear these up and move forward with merging.

I redownloaded RotE and I was finally able to see the errors, they should be fixed now. Patches updated. Thanks for your help.

Posted

Hi Dreadflopp,

I've been diggin in TES5edit for some possible unresolved conflicts again, and came up with a few remarks. 

 

  1. On your modular patches page, you say to reinstall RWT and ELE_Lite if you add falskaar and wyrmstooth. Perhaps you could add the same note for Farmhouse chimneys and Skyfalls & Skymills. Don't think it matters much, but for the sake of completeness ...
  2. There is a small conflict between Thunderchild and Disparity, with regards to the Battle Fury shout. Doesnt absolutely need a patch, but might be desireable. See here: https://forums.nexusmods.com/index.php?/topic/2639274-disparity-racial-adjustments-and-character-enhancements/page-93&do=findComment&comment=29933395
  3. STEPExt_Alternate start.esp: Changes 2 records in 'Dialog Topic'; however, 'Dialog Topic -> 0002BDDD -> 000EA261' doesn't forward all the changes alternate start makes. In particular, the VMAD Record and a few conditions. I read in the conflict resolution guide for Skyrim Revisited that this is recommended.
  4. If you use the 'ammunition fix' from 'Weapons and Armor Attributes', they overwrite 3 records from explosive botls visualized. Very simple to fix.
  5. Small issue with General Tullius: he gets 2 sets of armor because my bashed patch merges the leveled lists from Immersive Armors and Complete Ctrafting Overhaul
  6. The same thing happens with stormcloak soldiers (3 records), but for Cutting Room Floor and CCOR, so it is not specific to any of you packs.
  7. May I ask why you split the pack into 3 packs? Wouldn't it be easier to just update 1 pack and use only your modular patches?
  8. Wouldn't it also be more practical to name your patches after the exact mods it patches? So for example, 'STEPExt_Alternate start.esp' to 'Alternate Start - GDO - ELE' or something similar.

Thats about all I found, and I looked hard. I have some more conflicts, but they relate to STEP, not your packs.

I really hope that, this time, your answer won't be something along the lines of "that conflict is already patched", cause I really did my best to follow you guide to the letter ;)

 

Keep up the good work.

Posted

Thanks for your help, it's really appreciated!

 

1) Will fix it

2) I've seen it but I have been uncertain about what to do about it. I'll probably make a patch like in the link you provided

3) I'll fix it. The SR:LE Conflict resolution guide is always right :)

4) I don't use the ammunition fix but I'll make that patch (or you send it to me if you made one...)

5,6) I've seen things like that in the bashed patch and it is hard to get around. The bashed patch in inconsistent sometimes. I have manually fixed things like that before but the errors are few and I believe one can live with them.

7) I thought it was better for the community. This way I can make pre-merged patches for those not wanting to merge their own patch. There were already a survival pack so I could drop support for those mods and let someone else do it (or so I thought. Smile44 isn't around much anymore which means I'm keeping the survival pack updated).

I also thought that STEP needed a little more packs and thought that my big pack split into smaller packs would make excellent candidates for that. Also, if I for some reason disapear from these forums, which I'm not planning too, it's easier for someone else to pick up the torch and continue supporting the packs.

8) I have tried different naming schemes and have done like you suggested before. That keeps the patches even more modular which is a good thing and I might move in that direction again. The reason I have changed the naming scheme to what I'm using now is that people thought it was hard to understand which patches to use. At least some people thought so.

Posted

Your appreciation is appreciated.

 

2) I've yet to use it ingame, so I'm not sure either, will let you know if I get to it

3) good to know, there are some other thing I think the STEP doesn't cover in there. Small things, but I'm a stickler for the details.

4) I'll send it over

5) I simply made a patch that goes after the bashed patch. So when I rebuild the bashed patch, the fix is still applied.

8) Yes, I think I remember when I tried your patches earlier, but I didn't really go into detail back then. I seem to remember being confused by the abbreviations. Or maybe that was somewhere else.

 

In fact, I'm still sometimes confused which patches I should use, and which I shouldn't. Some of your patches are completely overwritten by others, usually things like ****MLU overwritten by ****MLU_ELE or something. Sometimes I'm missing a master. That sort of stuff.

Posted

STEP seems to wait with making small updates to the patches for now since they will be moving to Mator smash which will replace most of the patches and I will follow. This will hopefully make the patches much easier to maintain and easier to understand. I'm especially looking forward to ELE being patched automatically by Mator smah since it has so many conflicts.

 

I used to have a post-bashed patch to. The problem is that you must keep double checking that it is up to date every time you rebuild your bashed patch which I do pretty often. I finally decided to ditch it.

 

Thanks for sending the patch!

Posted

Consider the current beta of Wrye Bash for ELE conflicts. It's quite stable for CELL conflicts. You have to tag the mods manually.

I probably should have switched to the beta long ago before I made all patches. Now, I'm switching to Mator Smash instead. I will probably start messing with it soon.
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