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Dreadflopps Modular patches


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Posted (edited)

Thanks for the patches, dreadflopp. If there is one thing I learned about patching in the last weeks, it is: Don't add them all into a single file. Even if it's just for your own playthrough.

 

I've now pretty much finished my separate ELE Interior Lighting patch. It's now compatible with the mods in Garfink's setup -- too many ELE effects were overwritten using those mods.

 

If anyone else uses ELE with LOOT: Manually load ELE after mods like Skyrim Coin Replacer Redux (included in SRLE and STEP Extended) and Morrowloot. More than 30 otherwise necessary additions to an ELE patch are not needed any longer with this adapted load order.

 

Of course, a later placement of ELE makes it absolutely necessary to add all the Skyrim Unofficial patch changes to an ELE patch.

Edited by thommaal
Posted
  On 5/5/2014 at 12:04 PM, thommaal said:

Thanks for the patches, dreadflopp. If there is one thing I learned about patching in the last weeks, it is: Don't add them all into a single file. Even if it's just for your own playthrough.

 

I've now pretty much finished my separate ELE Interior Lighting patch. It's now compatible with the mods in Garfink's setup -- too many ELE effects were overwritten using those mods.

 

If anyone else uses ELE with LOOT: Manually load ELE after mods like Skyrim Coin Replacer Redux (included in SRLE and STEP Extended) and Morrowloot. More than 30 otherwise necessary additions to an ELE patch are not needed any longer with this adapted load order.

 

Of course, a later placement of ELE makes it absolutely necessary to add all the Skyrim Unofficial patch changes to an ELE patch.

You mean just ELE Interior Lighting only right?

Posted (edited)

Here is my load-order for your viewing, confusion and analytic pleasure, comments, questions and aid are all welcomed:  

 

  Reveal hidden contents
Edited by Garfink
Posted
  On 5/5/2014 at 12:04 PM, thommaal said:

Thanks for the patches, dreadflopp. If there is one thing I learned about patching in the last weeks, it is: Don't add them all into a single file. Even if it's just for your own playthrough.

 

I've now pretty much finished my separate ELE Interior Lighting patch. It's now compatible with the mods in Garfink's setup -- too many ELE effects were overwritten using those mods.

 

If anyone else uses ELE with LOOT: Manually load ELE after mods like Skyrim Coin Replacer Redux (included in SRLE and STEP Extended) and Morrowloot. More than 30 otherwise necessary additions to an ELE patch are not needed any longer with this adapted load order.

 

Of course, a later placement of ELE makes it absolutely necessary to add all the Skyrim Unofficial patch changes to an ELE patch.

I made my own ELE (interior) USKP patch using SR:LE and merged all plugins to not have to worry about it anymore. Always deselcts it when doing conflict resolution, otherwise it floods TES5Edit with water height conflicts that means nothing (that I know of).

 

  On 5/5/2014 at 12:26 PM, Garfink said:

Awesome, I have uploaded my very first file to the nexus!  Geek!

 

https://www.nexusmods.com/skyrim/mods/53771/?

 

Morrowloot support for immersive weapons.

 

SkyRe coming when T3nd0 gives me permission to do so.

Great work! Downloaded and endorsed!

Posted (edited)
  On 5/5/2014 at 12:47 PM, Garfink said:

You mean just ELE Interior Lighting only right?

ELE Interior + addons for the DG, DB and HF addons -- but IIRC only the HF one missed entries from the unofficial HF patch.

 

It's much better to make separate patches for mods and merge them afterwards if needed. The result is far more flexible. I had the effect mods in my all-inclusive patch and had to cut them out again (from a copy, of course, I might need the original one again). Next mod I will cut out of my all-inclusive patch is Realistic Water. I want to try out Pure Waters again with my current ENB and it's just annoying that my own entries in the patch don't allow me to simply deactivate the mod (missing master). Also, with the new patches from AOS my own entries are not needed any longer, if my cursory glance isn't misleading me.

 

"Bring Out Your Dead" is another candidate -- but this one is added to so many patches that it will take a while to play without the mod.

Edited by thommaal
Posted (edited)

Just discovered another broken ASIS + SkyRe perk that makes enemy archers UBER.

 

Testing this perkexclusion to fix it, there maybe a little more... but we'll see after my tests:

 

xxxMARCoupDeGrace2
xxxMARPowerDraw2
xxxMARPowerDraw3
xxxMARPowerDraw4
 
Also just added profession for playtesting, this is a MUST I think to fix the economy and make smithing, harvesting, alchemy type activity use real time.   I am also testing harsher Scarcity settings and also the setting for Gold Adjustments.
Edited by Garfink
Posted (edited)

Fixed it, add the follow to the PerkExclusionContains:

 

xxxLIWKendo
xxxMARCoupDeGrace
xxxMARPowerDraw
xxxMARFocus2
xxxMARFocus3
xxxMARFocus4
DualFlurry30
DualFlurry50
xxxLIWMyrmidon
xxxLIWStonefistDisciple
xxxLIWWindfistDisciple
 
Still getting a high level weapon leak, going through Tes5edit to find the culprit(s) once and for all!
 
Man....  it appears Armor and Weapon Fixes is a MAJOR culprit, I missed a couple of entries in Immersive Weapons and I have no idea how the Lore Weapon Patch removed lore weapon High level Items but if it doesn't work then Lore Weapon Patch adds a ton of stuff as well.  Terrible. just terrible.
Edited by Garfink
Posted

@garfink looked at your loadorder. You should put it in a spoiler, many people dislike loadlists being posted like that☺

 

I think it looks quite good. You should check in TES5Edit though cause I believe cloaks might overwrite revenge of the enemies/endgame NPC's. You should also check alternate start since it has some conflicts and need a custom patch. If I remember correctly the conflicts are in factions and you should merge those records. Realistic needs and diseases probably has conflicts too with the STEP potions mod.

Posted (edited)

How do I put it in a spoiler?  I am not used to this forum.

 

I just made Weapon and Armor Fixes Remade compatible with morrowloot, I made sure the CCOR will NOT add anything back to the bash because I cleaned it up too and I found a couple of things I missed in SkyRe_Main.esp and immersive weapons!  There are even a couple of things in the USKP gotten rid off!

Edited by Garfink
Posted

[ spoiler ] [ /spoiler ] before and after. Remove spaces. Whats wars missing from waf in morrowloot? Do you mean patches are needed for CCOR and USKP?

Posted (edited)

I just upload the SkyRe patch to the nexus as well, got permission from T3nd0.

 

I honestly don't know if patches are needed for waf, CCOR and USKP, but I did note that all three makes changes to the level lists and have high level items and I am not sure if these actually need a replacement esp or not.  I will do some testing and we will soon find out.

 

:)  I made the patches for ALL three anyhow.

Edited by Garfink
Posted (edited)
  On 5/5/2014 at 4:48 PM, Garfink said:

 

Fixed it, add the follow to the PerkExclusionContains:

 

xxxLIWKendo
xxxMARCoupDeGrace
xxxMARPowerDraw
xxxMARFocus2
xxxMARFocus3
xxxMARFocus4
DualFlurry30
DualFlurry50
xxxLIWMyrmidon
xxxLIWStonefistDisciple
xxxLIWWindfistDisciple
 
Still getting a high level weapon leak, going through Tes5edit to find the culprit(s) once and for all!
 
Man....  it appears Armor and Weapon Fixes is a MAJOR culprit, I missed a couple of entries in Immersive Weapons and I have no idea how the Lore Weapon Patch removed lore weapon High level Items but if it doesn't work then Lore Weapon Patch adds a ton of stuff as well.  Terrible. just terrible.

 

thanks mate. although raulfin wrote this:

 

  Quote
Adding these lines to your Perk Exclusions should help:

xxxMARFocus2 ;increases bow draw speed/damage by 20%, crossbow ap =80%

xxxMARFocus3 ;25% ap=90%

xxxMARFocus4; 30%, ap=100%

;DualFlurry30 ;SkyRe users should remove the first ;

;DualFlurry50 ;SkyRe users should remove the first ;

xxxLIWStonefistDisciple ;increases unarmed damage by X ;comment out one or the other Disciple perk if you want foes that attack faster or hit harder, but don't let both in.

xxxLIWWindfistDisciple ;Increases unarmed attack speed by X%

 

I have the xxxMARFocus# lines in mine to prevents archers from easily one shotting me, I can do a CWO siege and easily take several arrows/bolts before I die. It caps archer bow draw speed/damage at +15% and crossbow AP at 70%.

The Fist Disciple perks are meant to only be able to take either one (taking one perk just disallows taking the other), but it's likely that ASIS is adding both. Since the effects of one doesn't cancel the other, you end up with unarmed foes attacking 25% faster & hitting for +25 damage/hit.

These setting will calm down archers, weapon dual wielders & monk types, Briarhearts are monks.

 

 

so you don't really need to add both disciple perks, one is enough. opinions about which one? for now I'm blocking windfist since it seems like the most noticeable one ( as you had already recommended adding wind to the exclusions ) 

Edited by Gekko64
Posted (edited)

I say Windfist as that seems to be the most common one applied to NPCs from what I can see.  I am almost certain that more problem perks will pop up as I play.... at least I know how to fix it now.

Edited by Garfink
Posted (edited)
  On 5/5/2014 at 7:12 PM, Garfink said:

I just upload the SkyRe patch to the nexus as well, got permission from T3nd0.I honestly don't know if patches are needed for waf, CCOR and USKP, but I did note that all three makes changes to the level lists and have high level items and I am not sure if these actually need a replacement esp or not. I will do some testing and we will soon find out.:) I made the patches for ALL three anyhow.

Since they don't add anything new (new meaning not in master, skyrim.esm) that shouldn't be there, simply removing relev should be enough. Keep names, stats tags. Load WAF before CCOR. Edited by dreadflopp
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