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Posted

Hello Shurah,

 

Thank you very much for this update.

 

Apologies for posting these sort of questions here but the comments section in Nexus is locked...

 

  1. Having a look at TES5Edit I noticed that in some of your quest edits, the conditions from Hearthfire that are not forwarded (especially the ones that check if a child, mostly Britte and Sissel, belongs to an adopt-faction). Is this intentional? I am asking this because you do not list HF as a requirement for your mod so I do not know if you have checked up against it when editing your quests.
  2. There seems to be an NPC (actually a horse; xx7180F3 <EnnisHorse>) that has a very weird name (non-English alphabet - Bjφrnbδr) and is not referenced (used) anywhere. Is it needed for some purpose?
  3. There is a quest conflict with AS-LAL at conditions at "001034DF <WERoad01>". I remember you saying that you mod is compatible with AS-LAL...what's the deal for this conflict? I am loading ICAIO after LAL.

Thank you!  ::):

Posted
  On 12/19/2015 at 12:48 AM, TheLolrus said:

With yesterday's update covering the CRF patch, are we good to use it, or are its fixes already rolled into the STEP Compilation?

I'll be updating the STEP patches today or tomorrow. The current STEP patches are fine to use until then. 

Posted (edited)
  On 12/18/2015 at 2:41 PM, TechAngel85 said:

As long as you're using ENBoost, you won't have to worry about the 3.1GB memory cap.

On a low rig, without using ENBoost, even by filling all the aliases, I couldn't see a increase use of RAM in game with Skyrim Performance Monitor, once the plugin loaded in a save. If some people have doubts, it's easy to check by yourself anyway.

 

  On 12/18/2015 at 10:16 PM, Astakos said:

Hello Shurah,

 

Thank you very much for this update.

 

Apologies for posting these sort of questions here but the comments section in Nexus is locked...

 

  1. Having a look at TES5Edit I noticed that in some of your quest edits, the conditions from Hearthfire that are not forwarded (especially the ones that check if a child, mostly Britte and Sissel, belongs to an adopt-faction). Is this intentional? I am asking this because you do not list HF as a requirement for your mod so I do not know if you have checked up against it when editing your quests.
  2. There seems to be an NPC (actually a horse; xx7180F3 ) that has a very weird name (non-English alphabet - Bjφrnbδr) and is not referenced (used) anywhere. Is it needed for some purpose?
  3. There is a quest conflict with AS-LAL at conditions at "001034DF ". I remember you saying that you mod is compatible with AS-LAL...what's the deal for this conflict? I am loading ICAIO after LAL.

Thank you!  ::):

1. It's intended, because it will require to use Hearthfire as a master file to forward these conditions. You can forward them if you want, but in practice, you won't see any differences because these extra conditions are unnecessary.

2. This horse was intended to help Ennis to travel from Rorikstead to Whiterun, but I got a ton of problems to bypass to get a satisfying result. Once I figured out the limits of the game engine, I stopped to work on that feature. I kept it in the plugin, because maybe with the help of some little scripts, I will be able to get the result I want.

3. I forgot to forward this change, you can do it by using TES5edit. Not a big deal if you don't. If you don't, you will be able to encounter 2 farmers who fled from an dragon attack, even if you didn't inspect Helgen.

Edited by shurah
Posted

Thank you very much Shurah for your reply.

Will do as you recommend!

 

Great update by the way...I just need to find some time to redo everything ETaC-oriented as to exclude Rorickstead!

Posted (edited)

hello I throught I would just mention that ever since I updated to v0.2.3, I have noticed that the miners in the Quicksliver mine in Dawnstar don't actually do anything they just stand inside the mine near the enterance you can talk to them and the will responsed but they dont move i.e they dont mine any ore. I have noticed this both on an old save game and a new character.

 

EDIT: I can confirm that it is ICAIO cos deactiving the mod and the miners are well mining, reactiving and there just standing around near the enterance of the mine doing nothing.

Edited by Darth_mathias
Posted
  On 12/22/2015 at 2:34 PM, Darth_mathias said:

hello I throught I would just mention that ever since I updated to v0.2.3, I have noticed that the miners in the Quicksliver mine in Dawnstar don't actually do anything they just stand inside the mine near the enterance you can talk to them and the will responsed but they dont move i.e they dont mine any ore. I have noticed this both on an old save game and a new character.

 

EDIT: I can confirm that it is ICAIO cos deactiving the mod and the miners are well mining, reactiving and there just standing around near the enterance of the mine doing nothing.

Do you have any mods editing NPCs besides ICAIO? Can you check for conflicts using TES5Edit?

 

I haven't started a new game yet with my STEP install, but I know that there is only one NPC conflict in STEP, but it's nothing breaking. Just some stat changes forwarded from Cutting Room Floor.

Posted
  On 12/22/2015 at 3:38 PM, TechAngel85 said:

Do you have any mods editing NPCs besides ICAIO? Can you check for conflicts using TES5Edit?

 

I haven't started a new game yet with my STEP install, but I know that there is only one NPC conflict in STEP, but it's nothing breaking. Just some stat changes forwarded from Cutting Room Floor.

I use SRLE so any conflicts are taken care of with Neo's patch I also do have immersive Wenches I have installed the compatibility patch. This little bug is by no mentions game breaking just "immersion breaking" 

just throught Shurah should be aware.

Posted
  On 12/22/2015 at 2:34 PM, Darth_mathias said:

hello I throught I would just mention that ever since I updated to v0.2.3, I have noticed that the miners in the Quicksliver mine in Dawnstar don't actually do anything they just stand inside the mine near the enterance you can talk to them and the will responsed but they dont move i.e they dont mine any ore. I have noticed this both on an old save game and a new character.

 

EDIT: I can confirm that it is ICAIO cos deactiving the mod and the miners are well mining, reactiving and there just standing around near the enterance of the mine doing nothing.

Hello,

 

It works perfectly fine on my side. So either you have a plugin clashing with ICAIO at the navmesh level or you did a unsupported use of ICAIO such at merging the compatibility patches for ICAIO together or with ICAIO.

Posted (edited)
  On 12/23/2015 at 8:40 AM, shurah said:

Hello,

 

It works perfectly fine on my side. So either you have a plugin clashing with ICAIO at the navmesh level or you did a unsupported use of ICAIO such at merging the compatibility patches for ICAIO together or with ICAIO.

OK I dont what it was they just stood there for like 20 mins, after I quit and reloaded they started behaving normally again.

 

the only mod i can think of is immersive whences ICAIO patch

Edited by Darth_mathias
Posted (edited)
  On 12/23/2015 at 8:49 AM, Darth_mathias said:

OK I dont what it was they just stood there for like 20 mins, after I quit and reloaded they started behaving normally again.

 

the only mod i can think of is immersive whences ICAIO patch

 

Note that, for now, my plugin doesn't edit the AI used by the Dawnstar's citizens, except if they are in a combat state or if it's raining or snowing. So it may be a vanilla bug.

 

 

Btw, I found this: https://forum.step-project.com/topic/9313-can-i-ignore-these-errors-during-the-merging/

So it's official, the merge script from Mator damages my plugin and my compatibility patches (apart the ones for ELE & ELFX) by breaking several connections between navmeshes.

Edited by shurah
  • 2 weeks later...
Posted

A few interesting analyses regarding compatibility of this mod with other mods, were published by a few authors over at Reddit. Mostly Arthmoor, Thalassa and Nazenn (of JK Lite). 
 
I'm not posting this here as a discredit to the author, but rather to forward you some of the insights that said authors have given regarding the compatibility with city mods. Some are rather critical of the communications they had with shurah though but that is not the point. The point is that there is substantial debate concerning the idea that compatibility might not be as big as an issue as shurah thinks/claims it to be. Again, I'm way below their (shurah, Arthmoor, Nazenn etc.) skill level, but I think it is good to realize there are different opinions. Not about the quality of the mod, nobody questions that, but rather about the claims of incompatiblity. All in all, it makes me a little more optimistic for being able to complete SRLE - EE and/or REGS  one day. 
 
Either way, I did find the thread quite interesting, so posting it here for reference.
 
EDIT: For you hopefuls out there, just to highlight a quote from Arthmoor:
 
Link Removed
 

  Quote

So far as I can tell, there's no reason Nazenn's work on JKs shouldn't be entirely compatible.

 
The below has been edited to remove some of the unnecessary to impolite comments from these posters.

 
A few excerpts:
 
Thalassa:

  Reveal hidden contents


 
Arthmoor:

  Reveal hidden contents


 
 
Arthmoor

  Reveal hidden contents


 
Nazenn

  Reveal hidden contents


 
Nazenn

  Reveal hidden contents


 
Nazenn

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  • +1 1
Posted

Yeah. I have plans to revive it, but I'm sort of waiting to see how this compatibility thing goes. From what I know about modding with plugins and in the CK, what they are saying above is not wrong and I see their points.

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