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Couple questions regarding conflicts


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Posted

I followed the guide all the way through, and added the SR Conflict Resolution.esp etc. (the premade one, was too lazy to make my own at this point as I'm just testing things out)

 

I'm just wondering about a couple conflicts. I ran TES5EDIT and loaded every single mod, and a lot of them are marked in red (which I assume is bad), but I also assume the last mod loaded will overwrite without issues, so no worries there.

 

The question I'm having is regarding RealisticWaterTwo.esp, the Sound Descriptors.

RealisticWaterTwo adds certain new sounds for things, such as AMBWaterRiverLPSD etc. All those sound files are located in realisticwatertwoxxx (for instance, water_river.wav).

The issue I'm having is that SR Conflict Resolution.esp is "overwriting" those with the default "fxambwaterexterioramb_water_river_lp.wav" file. Is this intentional? I would assume that the sound files from RWT is the ones I want.

 

As a slight follow-up, should I pay attention to the conflicts highlighted in red text colour, or aren't those critical?

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Posted

Yes it intentional... I want to use the sounds from AOS2 instead. :)

 

As for the color, as long as you load the CR esp just before the bash patch it should be fine.... But post an example if you want me to look closer.

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Posted (edited)

Ok, thanks. I haven't had any issues in game yet, so that's fine.

 

I have another question, though. I made a new profile (a copy of the SRLE profile), and added Stealth Skills Rebalanced, Apocalypse Spells and Empowered Magic. Going for a stealth / illusion playthrough. The problem I'm having is that for some reason, weapon damage is incredibly low. (Steel Dagger with 3 dmg, Steel Sword with 3 dmg. They were around 12-14 dmg on my other character.) I wouldn't have thought either of those three would cause any problems such as that. Load order is the exact same, with those three mixed in there. Tried making a new bashed patch too.

 

EDIT: OK... so I just disabled and re-enabled the three mods and Steel Sword is up to 8 dmg now, which SEEMS low, but it might be what it was. Still weird.

 

EDIT2: Another question, sorry. Regarding TES5EDIT conflicts; RRR_ELFX-Patch.esp (and pretty much every other mod changing this cell except Skyrim.esm) has some changes to interior of certain Inns, such as RiftenBeeandBarb. XCLW - Water Height is set to "-2147483648.000000" in that .esp, but is overwritten by ELE-Interior Lightning Merged.esp, which has set it to 0 (zero). I was wondering if this is how it's supposed to be, or if that's an issue. Seeing as all the other .esp's, including the patch, has it set to that negative number. Just for clarifications sake.

Edited by iGomoosrsly
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Posted (edited)

Hi iGomoosrsly,

 

Regarding your "EDIT2"...the negative number and 0 mean exactly the same thing in-game and they do not need any conflict resolution.

 

Regarding your weapons issue, although I am not using these 3 mods that you mention, so I can only assume that one of their esp is overwriting some records from WAFR; thus, resulting in different damage values among others.

Why don't you fire up TES5Edit and see if there is something "fishy"?

Edited by Astakos
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Posted (edited)

I just checked it out, and there are no between them. It got fixed after disabling and enabling the mod either way it seems, so all good now, although it is pretty weird. Seems fine in that regard. I did find some issues with other things such as Leveled Items, though, in Stealth Skills Rebalanced.

 

LItemEnchNecklaceLockpicking for instance, certain items are in SSR, but not in the bashed patch, and are thus marked in red. Do I have to add these to the bashed patch manually by dragging them over / create a new patch which includes both, or will they still be in the game? Another TES5EDIT guide I read stated that if it's marked in red it won't be carried over, and thus not be available in game, even if it's not "overwritten" by the bashed patch per se. Dragged them over, and now it's highlighted in green. Is this a required step, or is it just for the sake of it now being green and all pretty like?

 

EDIT: Another question. Yeah, a lot of these, sorry. It's regarding the 'Count' value in the conflict between Stealth Skills Rebalanced and Bashed Patch.

Both seem to have the exact same entries (in WIThiefLoot), so that's no conflict, but SSR has a 'Count' of 2, whilst the BP has a 'Count' of 5. The entries I count are actually 9. Should I change both these values to 9, change both to 5, both to 2 or just leave them alone? I really dislike the color red, especially when I'm uncertain of the solution, or if there is any.

EDIT2: Nevermind. Those values were not related to the entries apparently.

 

EDIT3: They keep just piling on, huh? Just wondering if Weapons & Armor Fixes / Clothing & Clutter Fixes should override Improved Closefaced Helmets? It seems WAF/CCF are both getting overwritten quite a bit by ICH (BOD2 - Biped Body Template values, on certain Armor). WAF/CCF has values such as '30 - Head, 31 - Hair, 42 - Circlet, 43 - Unnamed' etc, while ICH only ever has a single value; '31 - Hair'. Should this be how it is, or should I perhaps move ICH in the load order, so that WAF/CCF loads afterwards?

 

As a slight follow-up, what does this value do exactly? Does it mean the headgear take up all the slots mentioned, so that I can not use - for instance - a Circlet with it, or is it the other way around (If it mentions a slot, it can be used alongside it)?

Edited by iGomoosrsly
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Posted

ShameFUL "bump", with another question (it won't let me save after editing the previous post anymore, I guess the website dislikes all my extra questions ;_;). 

 

I'm having some weird issues, which happen at random, but seems to only happen during Thieves Guild repeatable quests (burglary etc.) Sometimes people are awake at 2am - 5am, just doing their regular routine in their store etc, but still throwing me out; obvious as it's the middle of the night. Sometimes the items that I am supposed to loot keep gliding across the floor towards one end of the house, dragging nearby clutter with it. It just glides along the floor, as if the floor is skewed, and everything glides slowly towards (for instance) the east wall. Sometimes it falls through the ground, and leaving & re-entering the house leaves clutter randomly spread around on the floor, with the quest items LUCKILY respawned.

 

I have Stealth Skills Redone, but even if I disable it it happens from time to time.

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