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Posted
  On 4/20/2016 at 6:18 AM, dreadflopp said:

Do you have any more information, if so it needs to be addressed (by me) in the Survival pack as well?

 

 

  On 4/20/2016 at 6:33 AM, Darth_mathias said:

I was informed about this from Astakos:

 

"I was examining last night the "You Hunger" mod as I was thinking of adding it to my working mod list.

 

Upon a very quick look I have noticed that its Realism-Complete edition is severely outdated regarding Falskaar and Wyrmstooth.

It is outdated to the extend that it contains orphan records referencing Falskaar and Wyrmstooth Masters and also quite a few of its parent cells referencing these 2 mods are not updated to their latest version (i.e. 1.2.1final for Falskaar & 1.16 for Wyrmstooth).

 

If this specific plugin is used as is now presented in the guide it can re-introduce bugs and maybe CTDs especially when the orphan records are referenced."

 

He has informed the Mod author about it. I havn't had a chance to have a serious look at it in xedit been busy with the skill menu lag issue which I now have decided what I am going to do about.

As I have mentioned to Darth the specific plugin is outdated. It is nothing major to fix (I have already fixed it); please note the word "maybe" when I referred to CTDs. Although these orphan records are disabled (they have the Initially Disabled flag) and thus the case of a CTD is extremely rare or maybe close to 0, I am still not so keen on having them around especially in a heavy mod list as mine. Thus my recommendation.

 

The other outdated records are parent CELL and some parent WORLDSPACE records from the latest versions of both Wyrmstooth and Falskaar. IIRC from both mods changelog, the modifications made in these CELL records (and not present in You Hunger) were minor bugfixing ones i.e. looping sounds in a specific CELL space or bad region in some WORLDSPACE.

Not anything game breaking or the like but still the bugs fixed will be re-introduced since You Hunger.esp is loading after these mods.

 

Do not "panic" in any way lol...I have brought it up to the author and he replied that he will update the mod when he has some more time.

Posted
  On 4/20/2016 at 7:33 AM, dreadflopp said:

To bad, hopefully it'll get updated. I'll add a recommendation to use the non Falskaar & Wyrmstooth version in the Survival pack, it should function as intended.

 

that could also be a option for me too i'll looking into it once I have rebuilt my profile without Interesting NPC.

Posted
  On 4/20/2016 at 10:45 AM, Razorsedge877 said:

Hi Darth. The guide says to use WArf patch for faction crossbows. I'm guessing you mean Faction Crossbows comp patch & leveled Lists. If so the nexus page says we need NPO?

we're using it without the Leveled list so we can get away with not needing NPO.

Posted

I have added Warburgs Paper map and the paper for Falskaar and Wrymstooth I managed to merge all te plugins togethr succesfully. Please pay attention to the loot rule as the resulting plugin MUST be last in the Load Order.

Posted (edited)
  On 4/21/2016 at 8:49 AM, paul666root said:

I have an issue with Paper map. When I try to place a map marker it places it upper than the place i click on the map. I guess it's something about map coordinates ?

possibility i'm not having this issue just checked. personally I don't use custom markers

Edited by Darth_mathias
Posted
  On 4/21/2016 at 10:33 AM, Darth_mathias said:

possibility i'm not having this issue just checked. personally I don't use custom markers

well it seems that making the change in xEdit as suggested in merge plugin standalone after the merge ruins the paper map coordinates. I remade the merge and didn't do those changes and it seems now markers work better. Anyway they are still a bit off but just by a few. If you did something else in xEdit please let me know.

Posted
  On 4/21/2016 at 11:25 AM, paul666root said:

well it seems that making the change in xEdit as suggested in merge plugin standalone after the merge ruins the paper map coordinates. I remade the merge and didn't do those changes and it seems now markers work better. Anyway they are still a bit off but just by a few. If you did something else in xEdit please let me know.

I havn't done anything other then what I have described in the guide. 

Posted
  On 4/21/2016 at 12:53 PM, paul666root said:

And your markers are precise? Not a bit off?

custom markers (the ones user can place) are a little bit off yes but I can live with it since I rarely use those anyway.

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