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Dreadflopps Modular patches


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Posted

I see you added a warning to the guide saying Immersive Citizens isn't compatible with city mods. However, in the compatibility article on the mod page, it says the mods IS compatible with Dawn of Skyrim.

It is? I was sure it wasn't. I'll remove the note then. I saw on the nexus that shurah is working on his own city mod.
Posted

It is? I was sure it wasn't. I'll remove the note then. I saw on the nexus that shurah is working on his own city mod.

Well, I'm not sure the compatibility article is up to date, but Dawn of Skyrim is definitely on the compatible list. JK skyrim would be incompatible, while the lite and superlite version would probably be more compatible.
Posted

I've noticed something in the Faction -> DragonFaction record. STEP extended Patch flags several factions as enemies to dragons (which makes sense). However, these are removed by your STEPext deadly dragons patch.

I've checked and shouldn't be missing any patches this time.

Posted

I've noticed something in the Faction -> DragonFaction record. STEP extended Patch flags several factions as enemies to dragons (which makes sense). However, these are removed by your STEPext deadly dragons patch.

I've checked and shouldn't be missing any patches this time.

Are you using the version I uploaded today? It is updated because of the new version of deadly dragons. The patch just forwards changes from USLEEP and merges them with Deadly Dragons and NARC:

https://www.dropbox.com/s/jiewvwa7u949re3/Sk%C3%A4rmklipp%202016-02-22%2017.38.43.png?dl=0

Posted (edited)

Are you using the version I uploaded today? It is updated because of the new version of deadly dragons. The patch just forwards changes from USLEEP and merges them with Deadly Dragons and NARC:

https://www.dropbox.com/s/jiewvwa7u949re3/Skärmklipp%202016-02-22%2017.38.43.png?dl=0

But it appears there might be a fault in my STEP extended patch. I'll reinstall it and find out. Edited by FlyingFox
Posted

Dreadflopp, 

 

I think the instructions for installing the STEP patches on top of a SRLE base install on your modular patches wiki pages may be missing a mod - Elemental Staves.esp (from the Elemental Staffs mod, strangely enough) is a master of the STEP Extended.esp patch, and is not included in the SRLE guide or listed in the mods to install on top.  

Posted

Dreadflopp,

 

I think the instructions for installing the STEP patches on top of a SRLE base install on your modular patches wiki pages may be missing a mod - Elemental Staves.esp (from the Elemental Staffs mod, strangely enough) is a master of the STEP Extended.esp patch, and is not included in the SRLE guide or listed in the mods to install on top.

Thanks, I'll add it.
Posted (edited)

Hey, just refining and troubleshooting a STEP: Core (full) with bits of Extended install, plus my own gameplay/weather/items pack, which is based mostly on the packs here.  I'm guessing for any serious insight I need to be specific, so

 

STEP: Extended Mods

 

2D

CCOR

Realistic Ragdolls and Force

 

2E

IHUD

 

2G

aMidianBorn Caves&Mines, Whiterun

re-defined Dungeons

 

2H

Birds and Flocks

 

2I

TDN Vampire Armor retexture

 

2J

Animated Weapon Enchants

D13 Faster Get Up Stand Up

Deadly Spell Impacts

Dual Weild Block Animations

EBT

Lightning During Thunderstorms

Skryim Enhanced Camera

Smaller Ice Spike and Spear

Wonders of Weather

 

2K

Book Covers Skyrim

Realistic Instruments

 

2L

Immersive Thunder

 

2M

Bring out Your Dead

Dual Weild Parrying

Hearthfire Extended

Lock Overhaul

The Choice is Yours

Thieves Guild Requirements

Timing is Everything

Wet and Cold

Even Better Quest Objectives

 

Then my own pack, which I'll list in the exact order in the left MO pane I have them:

Unlimited Bookshelves

Mammoth Manor

Immersive Horses

Better Fast Travel

Perseids Inns and Taverns - basic

Cloaks of Skyrim

Winter Is Coming - Cloaks

Immersive Weapons & Armors

Dawngaurd Arsenal

Warmonger Armory

Paladin Armor Set and Artifacts

Morrowinds Legendary Rings

Legendary Artifacts

3DNPC V3.10 with 3.17Patch File... Do I need Dawngaurd meshes for Vampire INPC's? 

Disparity

Thunderchild

Combat Evolved

TTRSO

Smithing Perks Overhaul

Stealth Skills Rebalanced

Realistic Humanoid Movement Speed

Backup Movement Speed Reduction

Revenge of the Enemies

Campfire

Frostfall

Hunterborn

Hunterborn-Campfire Patch (I'm assuming I don't need this with your modular patches)

Ineed

Wiseman Flora Fix

CACO

CACO Patches - Disparity, Hunterborn, USLEEP, CCOR

More Patches for CACO - CACO-CRF

Dreadflopps CACO - CACO_Hunterborn_lvl list

You Hunger

Scarcity

Loot and Degradation

Apocalypse

Deadly Dragons

Moonlight Tales

Better Vampires

Predator Vision

OBIS - Guessing I don't need the Alt Start Patch?

Immersive Patrols

Alt Start

 

And then my Weather and Lighting mods I installed following PNENB recommendations, with:

Climates of Tamriel v5

True Storms v1.5

Natural Lighting and Atmospherics

Expanded Snow Systems

Phinix Natural ENB with PNENB_CoT-AOS-TS-ESS-NLA-DGDB patch

 

Jaxonz Positioner

STEP Compilation (STEP Extended with ELE) (I keep this at the bottom of installed mods, before patches/patchers? or after STEP, before my pack?)

 

Dreadflopps Modular Patches:

STEPExt_Alt Start

_Better Fast Travel

_CACO (MO Tells me I need Coin Replacer for this one?)

_CACO_Better Vampires

_CACO_Hunterborn_Campfire

_Combat Evolved

_Combat Evolved_CACO

_Deadly Dragons

_Immersive Armors_CCOR17

_Immersive Patrols

_OBIS

_OBIS_Alt Start

_RotE

_SSR

_SSR_TTREnchanting

_SSR_TTR Heavy Armor

_SSR_TTR Light Armor

_Thunderchild

_Thunderchild_TTRSO Speech

_Traps are Dangerous

_WarmongerArmory

_xSTEP forward

_TTRSO Alteration

_TTRSO Destruction

_TTRSO Enchanting

_TTRSO Heavy Armor

_TTRSO Light Armor

_TTRSO One Handed

_TTRSO Smithing

_TTRSO Speech

_STEP patch fix

 

*haven't merged yet, unsure of if i've missed or included overlapping patches?

 

Then Patchers:

Real Shelter

Bashed Patch

ASIS/Improved INI

Dual Sheath Redux

LeanWolf's Better Shaped Weapons

FNIS

DynDOLOD

 

So yeah.  I'm not new to modding or even the STEP Guide, but this is my first serious attempt at a complex, but properly integrated load order, and I can only use the amazing community tools because of the amazing community guides - very much a layman.  Definitely new to the forums.  Forgive me if I've said or done things in a stupid way, and let me know so I can be less stupid in the future.

 

I'm looking for advice with the modular patches specifically, but general thoughts on the load order/mods installed are welcomed as well (I'm wondering if people see redundancies, unnecessary conflicts, or questionable additions (the Paladin Armor Set I just grabbed cause I saw it on the Nexus Main Page and am planning on a Paladin-Character playthrough.  Not one that would wear that armor though... the weapons/artifacts/quest is more what I'm interested in)

 

I'm also looking hard at;
Vigor - Combat and Injuries (worried about overdoing features, also not entirely sure about the way it randomly assigns injuries... damn you Bethesda! put locational damage in the next TES!)

 

Skyrim Immersive Creatures - I've played with this mod every modded playthrough I've done, without thinking about it.  I love the new wolves, giants, trolls and stuff that it brings in, but a lot of the other creatures, the animations/textures/etc.  even in the Lore Purist version, there are things like Werewolves reskinned as Daedroth that just really don't look good (and, perhaps before  your modular patches, didn't play nice with Hunterborn).  Especially in a highly modded gorgeous Skyrim like I am rocking.  I want to include this mod, but I don't want half-assed, immersion-breaking creatures in my game.  

 

Morrowloot Ultimate - ...as I'm writing this I'm looking at the page for MLU and thinking it sounds like the final piece to this setup.  Seems like a lot of work to get working with everything else though?

 

...is there anything else that fits with what I'm doing here that I'm overlooking?

 

*EDIT - I did not merge TTRSO esp's, as at the time I wanted to avoid using Merge Plugins (seemed intimidating) and I was well below the max plugin count (EDIT - I've gone over this post several times as I did some of my own troubleshooting.  Total plugin count has gone up to 219 now w/o merged modular patches or TTRSO modules, or a new Bashed Patch, which I think will further reduce the order a couple esp's - will likely come in well under 200 total esp's after merging modular patches + creating bashed patch) so I can avoid the TTRSO Merged Manual Fix part in your Patches Guide? Or should I just not be lazy and do the extra work?

Edited by baronaatista
Posted

There seems to be a conflict between immersive dayspring pass and relighting skyrim that isn't resolved.

Wordspace -> 02001DB8 - Dayspring Canyon -> ONAM - World Map Offset Data and Object bounds are overwritten.

Posted

There seems to be a conflict between immersive dayspring pass and relighting skyrim that isn't resolved.

Wordspace -> 02001DB8 - Dayspring Canyon -> ONAM - World Map Offset Data and Object bounds are overwritten.

You're right, there are some other conflicts too. I'm removing my Relighting Skyrim - Immersive Dawnguard Dayspring Pass patch and I'll adding a LOOT rule instead.

Posted

Hey, just refining and troubleshooting a STEP: Core (full) with bits of Extended install, plus my own gameplay/weather/items pack, which is based mostly on the packs here.  I'm guessing for any serious insight I need to be specific, so...

 

That was a long post :)

I have read it but I haven't studied it in detail since that would require me to mirror your install and check things in TES5Edit, which is too time consuming as you probably understands :)

I wrote down the answers to the questions I could find. Nothing else struck me as odd but I could have missed something. Feel free to answer follow up questions if I missed something or if anything else is unclear.

 

Q: Do I need Dawngaurd meshes for Vampire INPC's

A: I don't know if they are needed but you should install them

 

Q: Hunterborn-Campfire Patch (I'm assuming I don't need this with your modular patches)

A: Yes you do

 

Q: OBIS - Guessing I don't need the Alt Start Patch?

A: No you don't

 

Q: STEP Compilation (STEP Extended with ELE) (I keep this at the bottom of installed mods, before patches/patchers? or after STEP, before my pack?

A: Before you're pack is safest

 

Q: _CACO (MO Tells me I need Coin Replacer for this one?

A: You do, it is from STEP Extended.

 

Q: Skyrim Immersive Creatures - there are things like Werewolves reskinned as Daedroth that just really don't look good (and, perhaps before  your modular patches, didn't play nice with Hunterborn).

A: You can deactivate cretures you don't like in the MCM menu. I haven't patched anything between SIC and Hunterborn. I'll check what  can be done about it in my next playthrough.

 

Q: Morrowloot Ultimate - ...as I'm writing this I'm looking at the page for MLU and thinking it sounds like the final piece to this setup.  Seems like a lot of work to get working with everything else though?

A: It has a lot of conflicts with other mods. If you dont feel like/don't know how to do conflict resolution yourself, I'd suggest you install my packs and ask about other mods you want. I can't promise I'll know if they are compatible though.

 

Q: I did not merge TTRSO esp's

A: They do need to be merged if you intend to use my patches since the merge becomes a master to several patches.

Posted (edited)

There's a patch for Wintermyst and MLU in one of your files, but this only fixes 1 conflict. How do you deal with the leveled lists giving out high leveled gear? Do you use the Wintermyst patcher?

Edited by FlyingFox
Posted (edited)

There's a patch for Wintermyst and MLU in one of your files, but this only fixes 1 conflict. How do you deal with the leveled lists giving out high leveled gear? Do you use the Wintermyst patcher?

It's not 100% fail proof but I deactivate wintermyst (the mod), rebuild the bashed patch, remove the bashed patch from wintermysts block list, reactivate wintermyst and run its patcher. All entries in records that were removed from the leveled lists should be removed in the bashed patch and forwarded with new enchantments by the patcher. Edited by dreadflopp
Posted (edited)

It's not 100% fail proof but I deactivate wintermyst (the mod), rebuild the bashed patch, remove the bashed patch from wintermysts block list, reactivate wintermyst and run its patcher. All entries in records that were removed from the leveled lists should be removed in the bashed patch and forwarded with new enchantments by the patcher.

Thanks.

I was experimenting a bit myself. What I tried was first run the wintermyst patcher (without the bashed patch), then add delev tag to the resulting patch, then run bashed patch. The result seems to be all-most completely identical to your method.

Though to be honest, while I've used relev and delev tags before, I'm still not quite sure what exactly they do.

Edited by FlyingFox
Posted

That was a long post :)

I have read it but I haven't studied it in detail since that would require me to mirror your install and check things in TES5Edit, which is too time consuming as you probably understands :)

I wrote down the answers to the questions I could find. Nothing else struck me as odd but I could have missed something. Feel free to answer follow up questions if I missed something or if anything else is unclear.

Appreciate the help, and yeah I realize that because I'm not using your packs exactly that giving too much specific advice is difficult.  

A couple quick questions;

 - The big one really was do I seem to be missing patches or installing unnecessary ones from your modular patches/CACO patches (CACO is really the reason for my coming to your guide in a more direct sense... I used directions and mod-lists from your packs to figure out what I wanted to use after my STEP Extended Install, at least for the most part, and had a pretty solid setup going - was getting the occasional CTD, but otherwise really solid framerate and smooth gameplay, but CACO, and the hope that perhaps these modular patches might help sort out that CTD issue, brought me here)

 - Is there a decent user-friendly guide to conflict resolution?

 - Are there some general principles behind the organization of mods in the left pane? I understand the basics of priority, but in terms of attempting to create my own pack, I'm not always 100% which mods should be taking precedence.

 

On Immersive Creatures;

 - Last I played with it, which was not long ago, you could only disable "lore-unfriendly" creatures, and the nature of "lore-friendliness" is a bit contentious in terms of how the author sees it, as I understand.  I was playing on the lore purist version when I came across that werewolf skinned as a Daedroth, that provided me with werewolf hide, and meat.  It's not terrible or anything, it just felt out of place in the world.

 

MLU;

 - Every mod I listed there are the mods I'm using in addition to STEP: Core.  There are maybe 3-5 mods that I use that I haven't seen in your/smile44's packs (Unlimited Bookshelves, Mammoth Manor, Immersive Horses (way better than Convenient, if you ask me... though admittedly, slightly less convenient) Dawngaurd Arsenal, Morrowind's Legendary Rings, Legendary Artifacts, and Loot and Degradation).

     - now I know I'd have to take out Legendary Artifacts as MLU does it's own artifact re-balancing, I'm fine with that.  Unlimited Bookshelves/Mammoth Manor I can't imagine there'd be an issue? Pretty sure MLR places it's rings in the world, so I don't see why there'd be a conflict there?  If Dawngaurd arsenal and that Paladin armor/quest mod don't work, I'd drop them in a heartbeat too (though I do particularly like the look of the DG Arsenal stuff).  Loot and Degredation maybe an issue?  I know it is changing NPC leveled lists so they can have access to tempered weapons and stuff?  That one I really don't want to let go of.  Anyway, it doesn't seem like it should be THAT big a deal?  But I don't know, and I don't really know how to tell.  I am willing to learn these things, it's just... guides help.  I'm not a programmer, and highly technical information goes over my head sometimes - I need it spelled out.

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