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Dreadflopps Modular patches


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Posted

If I'm gonna install:

Does it matter what order to do them in? (using M.O)

 

Should I:

  • Install the three packs one at a time
  • Use all of your patches for each pack one at a time as above
  • Do a TES5Edit Merged patch
  • Then do the Bashed Patch
  • Use Deleveled Post Wrye Bash for scarcity

Any words of wisdom to help me get going on this?  :)

I can't speak for Dreapflopp, but i doubt the order of installation matters very much. However, sometimes patches for a mod in one pack should be installed while installing another pack. For example: morrowloot ultimate has patches for ordinator, which is part of the Dovahkiin reborn pack.

 

So when you install the MLU patches, make sure to install the patches for all mods you use and will be using, not just the ones from the deleveled loot pack.

I find it easiest to install dovahkiin reborn, then gameplay rebalanced and then deleveled loot.

 

Also, don't install any of the patches of the individual packs. Dreadflopp clearly states: "If you only install some mods from the pack, or if you install mods from the Other skills section, or if you have other packs installed, please merge your own patch with instructions found here."

I installed the modular patches after installing all of the packs, didn't do a merged patch, but did do a bashed patch.

 

You should install the Deleveled loot pack before you make a bashed patch. Scarcity shouldn't be included in a TES5Edit merged patch, but it should be in your bashed patch.

Posted

Yup it's perfect thank you!

 

I had to re-read the line:

 

If you only install some mods from the pack, or if you install mods from the Other skills section, or if you have other packs installed, please merge your own patch with instructions found here."

a bunch of times but once I started going through the packs it made total sense. Thank you very much for the guide mister flopp!

 

One wee question though, I dont want to repost but can I draw your attention to this post I made below?

 

https://forum.step-project.com/topic/7482-deleveled-loot/page-7

 

It's just regarding to differences with what's said in the forum and what's in the guide

Posted

Yup it's perfect thank you!

 

I had to re-read the line:

 

If you only install some mods from the pack, or if you install mods from the Other skills section, or if you have other packs installed, please merge your own patch with instructions found here."

a bunch of times but once I started going through the packs it made total sense. Thank you very much for the guide mister flopp!

 

One wee question though, I dont want to repost but can I draw your attention to this post I made below?

 

https://forum.step-project.com/topic/7482-deleveled-loot/page-7

 

It's just regarding to differences with what's said in the forum and what's in the guide

I answered your question in the other topic. I'll make the necessary modifications to the guide now and start to work on the patches since some mods have been updated. Sorry for the late answer, saw deadpool yesterday and had to drink beer afterwards to celebrate. Weren't able to make sense of anything yesterday :)

Posted (edited)

Found an error in you STEPExt_CACO Patch. In Container DLC2fcTernGO, the new texture under alternate textures is something that clearly doesn't belong. Definitely not a texture.

 

edit: Found something else while installing hunterborn. The hunterborn - campfire patch adds FrostfallWarmFoodDrinkKeyword [KYWD:01CC0E08] to some ingestibles from hunterborn. The CACO hunterborn patch removes these keywords again. This might be something that needs an extra modular patch.

Edited by FlyingFox
Posted

Found an error in you STEPExt_CACO Patch. In Container DLC2fcTernGO, the new texture under alternate textures is something that clearly doesn't belong. Definitely not a texture.

 

edit: Found something else while installing hunterborn. The hunterborn - campfire patch adds FrostfallWarmFoodDrinkKeyword [KYWD:01CC0E08] to some ingestibles from hunterborn. The CACO hunterborn patch removes these keywords again. This might be something that needs an extra modular patch.

Thanks, I'll fix everything tomorrow, I have a day off from work then. Feel free to add more stuff if you find any :)
Posted

Thanks, I'll fix everything tomorrow, I have a day off from work then. Feel free to add more stuff if you find any :)

No probs.

  • STEPExt__Combat Evolved: Weapon -> CrGiantClub "Giant Club" [WEAP:000461DA]

    The keyword WeaponTypeSword is replaced by WeaponTypeMace by WAFR. Combat evolved and your patch for it turn it back into WeaponTypeSword. Is this intentional?

    Same goes for the other 2 giant club records: DA06GiantClub "Giant Club" [WEAP:000C334F] and C00GiantClub "Giant Club" [WEAP:000CDEC9]

  • Complete Alchemy & Cooking overhaul: 2 records in ingestible (00064B31 & 00064B32) are overwritten by STEP extended patch.

    Magic Effects 00082A50 and 0009AA3F are overwritten by STEP ext patch

  • STEPExt__CACO: In magic effect 000E5F5B, CACO has no magic skill associated with it, the patch add destruction as associated skill, like the vanilla game.
  • I noticed a lot of instances of 'XCWT - Water' from realistic water two being overwritten. Don't know if this matters.
  • Moon and Star: There are many conflicts in Worldspace -> 0000003C Tamriel -> 00009BBC -> 0000ABBC Landscape with better fast travel

    Worldspace -> 0000003C Tamriel -> 00009C59 -> MossCreekCamp02: EDID - Editor ID being overwritten by Frostfall (maybe load M&S after Frostfall?)

    Worldspace -> 0000003C Tamriel -> 0000BBA6 -> 0000CBA6 Landscape: Conflicts with Oblivion gates

    Don't know if these conflicts even need resolving.

  • I told you earlier about a small conflict with disparity and Ordinator, but now read this post by EnaiSiaion about this: "Disparity should always win no matter what the conflict is. "
  • Helgen Reborn: Worldspace => 0000003C - Tamriel => 00009C59 POIPineForest33 => 0000AC59 conflicts with Moon and Star

    Worldspace => 0001A26F - WhiterunWorld => 0001A270 Cell => 000F823C Placed object conflicts with Alternate Start - Live Another Life

  • A lot of food disabled by You Hunger is enabled again by other mods
Posted

 

No probs.

  • STEPExt__Combat Evolved: Weapon -> CrGiantClub "Giant Club" [WEAP:000461DA]

    The keyword WeaponTypeSword is replaced by WeaponTypeMace by WAFR. Combat evolved and your patch for it turn it back into WeaponTypeSword. Is this intentional?

    Same goes for the other 2 giant club records: DA06GiantClub "Giant Club" [WEAP:000C334F] and C00GiantClub "Giant Club" [WEAP:000CDEC9]

I don't see these, what version of WAFR are you using and did you use the STEP options when you installed it? WAFR doesn't change those records for me.

 

 

  • Complete Alchemy & Cooking overhaul: 2 records in ingestible (00064B31 & 00064B32) are overwritten by STEP extended patch.

    Magic Effects 00082A50 and 0009AA3F are overwritten by STEP ext patch

 

I just updated the STEP patch and none of these are true for me. STEP doesn't touch these records.

 

 

No probs.

  • STEPExt__CACO: In magic effect 000E5F5B, CACO has no magic skill associated with it, the patch add destruction as associated skill, like the vanilla game.

Fixed!

 

  • I noticed a lot of instances of 'XCWT - Water' from realistic water two being overwritten. Don't know if this matters.

Do you use my LOOT rule for RW2? If you do, can you give some examples?

 

 

  • Moon and Star: There are many conflicts in Worldspace -> 0000003C Tamriel -> 00009BBC -> 0000ABBC Landscape with better fast travel

    Worldspace -> 0000003C Tamriel -> 00009C59 -> MossCreekCamp02: EDID - Editor ID being overwritten by Frostfall (maybe load M&S after Frostfall?)

    Worldspace -> 0000003C Tamriel -> 0000BBA6 -> 0000CBA6 Landscape: Conflicts with Oblivion gates

    Don't know if these conflicts even need resolving.

The landscape conflicts needs to be fixed in the Construction Kit, if they even need to be fixed. I have seen the oblivion gate near MaS and everything looked fine. There is nothing game breaking with these conflicts, unless something gets placed where it shouldn't and blocks your way. I don't think it does and it doesn't cause any serious conflicts. I wouldn't worry about it.

The Editor ID conflict doesn't need to be fixed.

 

  • I told you earlier about a small conflict with disparity and Ordinator, but now read this post by EnaiSiaion about this: "Disparity should always win no matter what the conflict is. "

Is it the Concentrated poison conflict? I think it looks good as it is. In my install it gets overwritten by CACO and then the CACO - Ordinator patch, which it should.

 

  • Helgen Reborn: Worldspace => 0000003C - Tamriel => 00009C59 POIPineForest33 => 0000AC59 conflicts with Moon and Star

    Worldspace => 0001A26F - WhiterunWorld => 0001A270 Cell => 000F823C Placed object conflicts with Alternate Start - Live Another Life

The landscape conflict, see above. As for the conflict between Alternate start and Helgen Reborn, it is stated on the Helgen Reborn nexus page that the two mods are 100% compatible. That's why I haven't fixed this. I don't know that it means for Helgen Reborn that the persistance flag is overwritten.

 

  • A lot of food disabled by You Hunger is enabled again by other mods

 

This is expected. You hunger conflicts with so much and making patches is tiresome and could end up with even more conflicts. I don't patch you hunger, it still remove lot's of food.

 

 

Found an error in you STEPExt_CACO Patch. In Container DLC2fcTernGO, the new texture under alternate textures is something that clearly doesn't belong. Definitely not a texture.

 

Really? This texture is from the STEP compilation in the STEP: Core & Extended patches and from SMIM in the SR:LE patches. It works for me.

 

edit: Found something else while installing hunterborn. The hunterborn - campfire patch adds FrostfallWarmFoodDrinkKeyword [KYWD:01CC0E08] to some ingestibles from hunterborn. The CACO hunterborn patch removes these keywords again. This might be something that needs an extra modular patch.

Fixed!

 

I added your WAA ammo fix, I'll need some more time with the IA8 patch. In the IA7 patch there are records that modifies the default MCM menu settings. These needs to be verified to still be relevant and correct.

Posted (edited)

I don't see these, what version of WAFR are you using and did you use the STEP options when you installed it? WAFR doesn't change those records for me.

 

I just updated the STEP patch and none of these are true for me. STEP doesn't touch these records.

 

Fixed!

Do you use my LOOT rule for RW2? If you do, can you give some examples?

 

The landscape conflicts needs to be fixed in the Construction Kit, if they even need to be fixed. I have seen the oblivion gate near MaS and everything looked fine. There is nothing game breaking with these conflicts, unless something gets placed where it shouldn't and blocks your way. I don't think it does and it doesn't cause any serious conflicts. I wouldn't worry about it.

The Editor ID conflict doesn't need to be fixed.

Is it the Concentrated poison conflict? I think it looks good as it is. In my install it gets overwritten by CACO and then the CACO - Ordinator patch, which it should.

The landscape conflict, see above. As for the conflict between Alternate start and Helgen Reborn, it is stated on the Helgen Reborn nexus page that the two mods are 100% compatible. That's why I haven't fixed this. I don't know that it means for Helgen Reborn that the persistance flag is overwritten.

This is expected. You hunger conflicts with so much and making patches is tiresome and could end up with even more conflicts. I don't patch you hunger, it still remove lot's of food.

 

 

Really? This texture is from the STEP compilation in the STEP: Core & Extended patches and from SMIM in the SR:LE patches. It works for me.

 

Fixed!

 

I added your WAA ammo fix, I'll need some more time with the IA8 patch. In the IA7 patch there are records that modifies the default MCM menu settings. These needs to be verified to still be relevant and correct.

I'll check the things you can't find later when DynDOLOD Has finished. But for now, I just remembered I merged quite a few things into the STEP extended patch, which could be causing these issues. Didn't think of that while I was checking for conflicts, sorry about that.

 

As for Disparity and Ordinator, I meant to say Disparity and Thunderchild. They have a conflict in Battle fury. 

Edited by FlyingFox
Posted

I'll check the things you can't find later when DynDOLOD Has finished. But for now, I just remembered I merged quite a few things into the STEP extended patch, which could be causing these issues. Didn't think of that while I was checking for conflicts, sorry about that.

 

As for Disparity and Ordinator, I meant to say Disparity and Thunderchild. They have a conflict in Battle fury. 

Ah yes now I remember, LOOT sorts Disparity after Thunderchild, which means no patch is nescessary.

Posted (edited)

I don't see these, what version of WAFR are you using and did you use the STEP options when you installed it? WAFR doesn't change those records for me.

I'm using WAFR 5.2, the latest version. I don't exactly use the STEP settings (I use all options), but that makes no difference for this record.

These changes are specific to the 5.2 version though, so you wouldn't see it if you use 5.1.

 

I just updated the STEP patch and none of these are true for me. STEP doesn't touch these records.

You are correct. Neither are these changes touched by anything I merged into the STEP patch, so I don't have a clue how this happened. Probably happened somehow by accidents when making small changes to the STEP Patch.

 

The magic effects are overwritten by ragdoll paralysis (which I had merged into STEP extended). I suppose CACO should come later in the load order. I might have missed a loot rule somewhere.

 

Fixed!

Do you use my LOOT rule for RW2? If you do, can you give some examples?

I use the loot rule, but AOS, combat evolved, CACO, ordinator, MLU and CACO patches,... .

There are a lot less conflicts than I remeber though (a few of them were from Relighting skyrim, which I already forwarded to STEP extended patch). There are now only 3 conflicts left, with CACO, under Worldspace -> Tamriel:

[CELL:00009B73]

[CELL:0000BCD6]

[CELL:0000BCF7]

 

The landscape conflicts needs to be fixed in the Construction Kit, if they even need to be fixed. I have seen the oblivion gate near MaS and everything looked fine. There is nothing game breaking with these conflicts, unless something gets placed where it shouldn't and blocks your way. I don't think it does and it doesn't cause any serious conflicts. I wouldn't worry about it.

I assumed as much. Thank you for confirming.

 

You hunger conflicts with so much and making patches is tiresome and could end up with even more conflicts. I don't patch you hunger, it still remove lot's of food.

A lot of work, I agree. I tried once and got tired of it pretty soon. Won't really be noticeable in game if you don't patch anyway, you're right.

 

 

Really? This texture is from the STEP compilation in the STEP: Core & Extended patches and from SMIM in the SR:LE patches. It works for me.

I redownloaded your patch, and you're right. Edited by FlyingFox
Posted

Found an error in you STEPExt_CACO Patch. In Container DLC2fcTernGO, the new texture under alternate textures is something that clearly doesn't belong. Definitely not a texture.

This is really strange. I reinstalled all your patches again, and now I do get this error. This is what is in the place where the texture should be:

Cicero_OkieDokie [iNFO:AB00690A] ('Okie dokie, Listener.' in GRUP Topic Children of BetterStealthCiceroShared [DIAL:AB006908])

 

It has to do with the fact that I merged thing into STEP extended patch. I'm gonna merge thing seperate from the STEP patch, that should prevent problems like this.

Still strange though.

Posted

That is strange. No idea why that happened.

 

I found the Giant club keywords that were missing. Something must have been wrong with my filter settings cause now they are there. The keywords from WAFR are overwritten by AOS. This should be fixed by the STEP patch if it needs fixing. I'm guessing it doesn't matter much since EssArrBee hasn't patched it. I'll add it to my patches anyway.

Posted (edited)

That is strange. No idea why that happened.

One of the mysteries of the universe I suppose. But still, it is my own doing. Should really be more careful with which "conflicts" I report.

 

I found the Giant club keywords that were missing. Something must have been wrong with my filter settings cause now they are there. The keywords from WAFR are overwritten by AOS. This should be fixed by the STEP patch if it needs fixing. I'm guessing it doesn't matter much since EssArrBee hasn't patched it. I'll add it to my patches anyway.

You make a good point. There is the possibility they simple haven't gotten around to patching this yet. I forwarded it to my own custom patch just to be sure.

 

I found another small thing in the CACO patches. The CACO hunterborn patch adds some items to the leveled lists:

CACO_IngrRestoreHealth4th [LVLI:01CCA054]

CACO_IngrRestoreMagicka1st [LVLI:01CCA055]

CACO_IngrDamageHealth1st [LVLI:01CCA063]

CACO_IngrDamageStamina2nd [LVLI:01CCA072]

 

These are overwritten by the CACO Wyrmstooth patch. This is fine, because the bashed patch merged this. Except, when you merge them into one single patch as per your guide.

The solution would be either to exclude CACO_wyrmstooth from the merge, fix it in on of your patches, or make a small patch and merge it with the others into "CACO Patches merged".

 

I'm also using Clothingcraft by the way, which also edits some of these lists. Same issue, same solutions.

 

Edit: a small question. Do editor ID conflicts ever need patching? Because the EDID from the benefactor perk get overwritten and restored a few times by ordinator, CACO, CACO ordinator and their MLU patches.

Edited by FlyingFox
Posted

 

I use the loot rule, but AOS, combat evolved, CACO, ordinator, MLU and CACO patches,... .

There are a lot less conflicts than I remeber though (a few of them were from Relighting skyrim, which I already forwarded to STEP extended patch). There are now only 3 conflicts left, with CACO, under Worldspace -> Tamriel:

[CELL:00009B73]

[CELL:0000BCD6]

[CELL:0000BCF7]

In my load order RW2 is sorted after CACO which means that there are no conflicts. The reason for the LOOT rule is to solve all these conflicts in XCWT - Water. I think it was a merged version of Farmhouse chimneys that had Alternative start as a master that made me add this rule. Even though I don't use this version of Farmhouse Chimney anymore, other plugins can cause the same thing: a plugin makes a lot of changes to subrecords and is supposed to be overwritten by RW2 to solve XCWT - Water conflicts BUT since the plugin has a master that is loaded late (like Alternative start) RW2 will be overwritten instead.

If XCWT - Water records from RW2 gets overwritten and the LOOT rule is in place, try to figure out why plugins are moved after RW2 in the load order by LOOT.

 

I checked your IA8 - MLU plugin. I haven't double checked anything, I just tried to see what you have done on a few records. From what I see:

* Compared IA7 and IA8 to see what armors IA8 added WAFR keywords to and forwarded these to the new MLU patch

* Compared IA7 and IA8 to see what constructible objects IA8 added CCO keywords to and forwarded these to the new MLU patch

 

Everything I checked looked good. I would change that conflicting keyword. IA8 and WAFR both uses the version without the _Kry extension. I don't know if it matters. I'll add the patch later today. I just need to make a WAA patch since it changes most of the IA keywords and should overwrite the MLU - IA patch.

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