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  1. I posted this in the wrong place...moving it here... I have all my environmental mods/texture mods/body+skeleton/armor mods/etc. I'm now on to the tricky stuff. I have installed (but not yet patched): Perkus Maximus ASIS Automatic Variants FNIS and have not yet installed: PCaPP DSR (waiting to do this the very last) I'm following GamerPoets videos, which indicate to create my Merged (TES5Merged) Patch, followed by my Bashed Patch, and then all other patchers. (As his video has one unchecking all the patches other mods create, and then remaking them, I assume this is the same process for the first time through.) Questions: 1. Where in this process should I install PCaPP? 2. Am I really understanding it correctly that before I make my TES5Merged patch, I should deactivate (at left) "...any mods that have their own patchers..." (per GamerPoets video), and by that, their corresponding ESPs/ESMs in the plugins window? As in, I should have ASIS, Perkus Maximus, Automatic Variants, and FNIS deactivated completely, before I run TES5 Edit to make my patch? Or does it only mean the PATCHES for those mods should be disabled? 3. After I make my Merged Patch, I'm going to make my Bashed Patch. I have a lot going on, and I can't find tutorials that gives direction for (all of these together), so I'm trying to find the right order in which to create these subsequent patches: PCaPP Patcher FNIS Patcher ASIS Patcher Automatic Variants Patcher PerMa Patcher DSR Patcher (the above is my current best guess). Does that look right? Thanks for any help.
  2. I have all my environmental mods/texture mods/body+skeleton/armor mods/etc. I'm now on to the tricky stuff. I have installed (but not yet patched): Perkus Maximus ASIS Automatic Variants FNIS and have not yet installed: PCaPP DSR (waiting to do this the very last) I'm following GamerPoets videos, which indicate to create my Merged (TES5Merged) Patch, followed by my Bashed Patch, and then all other patchers. (As his video has one unchecking all the patches other mods create, and then remaking them, I assume this is the same process for the first time through.) Questions: 1. Where in this process should I install PCaPP? 2. Am I really understanding it correctly that before I make my TES5Merged patch, I should deactivate (at left) any mods that "have their own patchers", and by that, their corresponding ESPs/ESMs in the plugins window? As in, I should have ASIS, Perkus Maximus, Automatic Variants, and FNIS deactivated completely, before I run TES5 Edit to make my patch? 3. After I make my Merged Patch, I'm going to make my Bashed Patch. I have a lot going on, and I can't find tutorials that gives direction for (all of these together), so I'm trying to find the right order in which to create these subsequent patches: FNIS Patcher ASIS Patcher Automatic Variants Patcher PerMa Patcher PCaPP Patcher DSR Patcher (the above is my current best guess). Does that look right? Thanks for any help.
  3. I just made my TES5Merged patch, and am not clear- should I activate it before making the Bashed Patch? After, once I've made my Bashed Patch, should I keep it (or both it, and the Merged Patch) active for the rest of my patching (Pre PaMa -> Patchus Maximus -> SUM -> FNIS -> DSR)? Should I be activating each Patch that's generated along the way, as it's generated? Or should I do all of them and then activate all patches? (For reference, patches will be Pre PaMa, Patchus Maximus, Automatic Variants, ASIS, FNIS, and DSR, in that order, as I understand it.) Thanks for help.
  4. I've run into a weird glitch with a shield mesh. I'm using Mod Organizer and I installed this Mod recently. http://www.nexusmods.com/skyrim/mods/61818/? I installed the Mod with its built in DualSheath option in its installer. I also use PerMa (including the Pre PaMa Patches). I also use ASIS and DualSheath Redux, I have generasted the MergePatch in TES5Edit and also a Bashed patch in Wrye Bash for leveled lists. I also made Patches for PerMa, ASIS and Dual Sheath respectively. Now about the glitch: I can see the correct Shield Mesh of the Mod above as long as I have it equipped and drawn. I also see the Mods shield mesh during the unequip animation. However on my back I then have the vanilla ebony shield. This is my current Load Order: https://modwat.ch/u/metaforce I checked my mod priorities and the Mod above correctly overwrites the meshes provided by DualSheath Redux (the ones for the ebony shield on my back)
  5. Hello there Nexus, I am having trouble getting ASIS to work. I am using MO. When I try to run ASIS through MO, a command prompt comes up, saying: The system cannot find the path specified. Press any key to continue... And it closes when I do. I have tried to reinstall ASIS, updating it, and throwing it into both the MO directory and Skyrim data directory, with both yielding the same result. What do I do? Thanks. Image for reference to what I am running into if necessary: https://i.imgur.com/ITFITfu.png
  6. There are settings for 'Increased Spawns' and 'Spawn Randomizer'. http://imgur.com/a/S74lg Just need to know how these sliders affect the spawn rate so that I can manually customize it to my preference. Read the mod readme but still couldn't understand. Like if I want every enemy group to have 4 extra members, how do I do that? In vanilla, most enemy groups have only 2 members, which is too easy.
  7. I have found out that ASIS.esp is causing my game to freeze on the dragon logo after the Bethesda logo. The new game or load game options do not come up. I do have the latest version of ASIS and I have tried running the patcher. My load order is fine and I have also tried using the previous version of ASIS that worked before I updated. Any ideas on how to fix?
  8. So after more than a year not playing Skyrim, I decided to come back, made a fresh install came to nexus to grab some mods and BAM! everything is different in the mod scene now. I grabbed the essentials (I did have experience using Mod Organizer when it was in the early stages of the project), followed the core setup from S.T.E.P. and decided what mods I wanted to personalize my game how I want it to be. Still, I think my questions are fairly general and could help others too. I'm no noob to modding Skyrim, but some times even the best need help from others. :laugh: Here are my main doubts regarding patches mainly, I did researched through the forums and the web but I can't find a solid answer, even less for my specific situation and would be deeply thank full I some one can help me to grasp a better understanding of what is the best way to sort these problems. Many thanks in advance: 1.- What kind of mods I shouldn't patch with ASIS? ("Automatic Spells, Increased Spawns") 2.- What kind of mods I shouldn't patch with ReProccer? ("Generates an automatic patch for the Skyrim Redone overhaul.") 3.- What kind of mods I shouldn't patch with Dual Sheath Redux? ("Left handed sheathes and more") 4.- What kind of mods I shouldn't patch with Lootification? ("Automatically enchants and distributes mod-added items.") (maybe is the the same answer for 1, 2, 3 and 4?) 5.- Should I use SUM ("A SkyProc mod that automatically generates multiple SkyProc patches. Before you would have to run each patcher one by one while following the tedious Multiple SkyProc Patcher Protocol.") to patch the game with the mentioned above or are there some drawbacks related? 6.- I'm using T3ndr0s Skyrim Redone (a.k.a Skyre) and there are many mods that have compatibility patches for Skyre. Should I include them when patching with ReProccer? 7.-Should I also use the Bashed Patch or there are conflicts when making one if you are already using SkyProc patchers? 8.- At what point in this process of setting up the mods and patching them should I run FNIS? 9.- The patchers show me an error that there are maters missing even though they are installed and active (Side note: this happens a lot with compatibility patches) and read that there are some problems with the USKP and where solve by using the latest version of each patcher and MO 1.3.8, I still have the problem, but I have all the mods up to date and MO 1.3.11: 9.1.- I there a special way in which I have to setup SUM and the other patchers so I can run them through MO? 9.2.- Do I have to disable certain mods or is there something else I'm failing to do before in the setup process? 10.- If and only if is not a bother, could you refer me to a guide or something? But probably I've already been there earlier but it didn't help. Well that would be all, I consider my self not a pro but a veteran when it comes to mod games, but I felt overwhelmed when I returned to Skyrim, sorry for long post and excuse my English, is not my first language. Thank you again. Here's a cute kitty for all the hassle <3
  9. If these have been asked before, I'm sorry in advance. Just please point me to where I can find the answers I'm seeking. 1. Could someone explain to me what the Customized GMST option does? It isn't very clear. 2. Does the Customized AI option conflict with AI changes made by Immersive Citizen: AI Overhaul and Duel's Combat Realism, etc? 3. In regards to perks and followers. I use AFT to manage my followers, AFT also auto levels my followers. Can AFT work with ASIS and choose perks for my followers? 4. What controls the selection of perks for followers? 5. Does the NPC class have anything to do with which perks a follower would choose? If so, if I were to change the NPC class via console would that cause them to choose different perks? 6. I tried to add a perk via console to a follower, I saw no confirmation/error message and when checking via AFT. I didn't see the perk. Furthermore, if I use hasperk <perk_code>, I see perk level 0. Is this not possible? 7. I use Apocalypse Magic, are these spells distributed via ASIS? Lastly, 8. When does the distribution of spells and perks take place? Dynamically during playthrough or only when I run the patcher? Thanks if you can help answer these questions.
  10. Hi im unable to get ASIS to work properly, I have it downloaded and followed all the instructions but when I try to run asis.jar it tells me that asisdependency.esp is required to be in my load order, but it is in my load order, any reason why its saying that when it's there? And how to fix this? Thanks.
  11. I picked up the Lost Grimoire of Skyrim (http://www.nexusmods.com/skyrim/mods/60796/?), ASIS (http://www.nexusmods.com/skyrim/mods/18436/?), and Apocalypse - Magic of Skyrim (http://www.nexusmods.com/skyrim/mods/16225/?) mods awhile back, but I'm only now using them with a new PC. I noticed that all of the new magic spells are available to purchase right from the get-go, but the higher-level vanilla spells aren't (which is normal). I'm just wondering if the authors of the two magic mods made them this way, or if ASIS is making them available before they should be.
  12. When i run the patches this is what i get after a minute. .
  13. I'm making small mod. Goal: make guards stronger. Way: create and distribute special perk to guards. Conditions for perk: GetInFaction IsGuardFaction==1 //should work for guards only and GetInFaction CompanionsFaction==0 //because Bethesda added Companoins to GuardFaction and GetInFaction CWSoldierNoGuardDialogueFaction==0 //avoid turning Civil War soldiers to unkillable deathmachines Distributing: added Guard at the end of NPCInclusions (full AutomaticPerks.ini: http://pastebin.com/1x7q7UzQ) and run ASIS patcher. Problem: everybody who fits masks in NPCInclusions got that perk too and it works for them. Possible cause: conditions are wrong (doubtfully - I checked GuardFaction in uesp and excluded inappropriate NPCs) or ignored (but why?). I tried to google guide for ASIS, but found only basic troubleshooting information fit for mod users rather than mod authors. I hope you can help me.
  14. I'm having trouble with ASIS and my bashed patch. If I run sum when 3DNPC.esp is active and then run tesvedit I get errors with sum.esp regarding something like darksteal stuff from 3dnpc.esp. This happens even though I have 3dnpc.esp in my blocklists.txt for ASIS. The next problem is that if I disable 3dnpc.esp I then have to redo my bashed patch. When I do however, it re-enables it and if I hide the esp with MO then the bashed batch still has it as a missing master file after I redo do it. So, anyone know why this is happening? I keep disabling all my 3dnpc patches along with the esp itself. Also do I need my bashed patch enabled to run my skyproc patches? I'd assume if I disabled it the patches would miss out on all that it does. And if anyone knows why ASIS keeps adding stuff as masters when they are blocked that what be good to know. Same thing happens with everything else that's blocked including things I've added to all the exclusions in all the ini files. Also, I think it's related but I'm not sure, A few of my esps get confused with the master files i.e. I have to sort masters with tesvedit for sum each time I patch, and a few others had to be sorted (they didn't have missing masters or anything just thought that some or all my esms were in a different order even though they had't been touched). -Edit Here are the errors that show after loading everything with tevedit: And this is what is the result of 'check for errors' for sum.esp:
  15. So I'm interested in seeing if ASIS, SkyRe (combat module in particular), and Ultimate Combat work together. From what I've ready, it should be theoretically possible. ASIS and SkyRe seem to have reached compatibility, and Ultimate Combat claims to be compatible with both. If anyone's aware that these are not, in fact, compatible then the remainder of my post is irrelevant. Assuming that these mods are compatible, the question remains, will combat be too difficult? While I like combat to be fast paced, one-hit-kills take some of the fun out. If anyone's used this combination, how was combat? Too fast, too slow, easy, difficult? Were there a lot of bugs or lag? For reference, I used to run with High Level Enemies, ASIS, SkyRe (sans combat module), Monster Mod, Immersive Creatures, Deadly Combat, Dodge Mod, and Dual Wield Parry on Legendary difficulty. I'm cutting back on mods, but I'm hopping to maintain a similar level of difficulty. I'm planning on using SkyRe, ASIS, Immersive Creatures, Ultimate Combat, Dodge Mod, and Dual Wield Parry on Legendary difficulty.
  16. Is there a way to stop Draugr Wights (and other Draugr spellblade NPCs) trying to use both hands to cast spells? SInce they have no left hand casting animations they bug out and just run around doing nothing.
  17. Something that has always kind of irritated me about Skyrim is the lack of variety in good un-leveler mods. They're also all usually plagued with incompatibility to new-content mods and require lots of painful manual edits. Lastly, most of them are basically the same, they just set levels based on zone. I liked how Requiem does it where enemies are level 'by type'; so you'll never see a dragon less than 50, or a bandit over 20, or a drauger less than 15 etc (pulled numbers out of my ass). So my question authors, how difficult would it be to create a plugin that you can basically easily define and change the different level'd settings for NPCs via the INI? My thought would be able to modify them by race and encounter zone, probably allow faction and region restrictions as well. And then obviously have specific NPC overrides. Guess I ask because I'm not sure what exactly SUM/ASIS is capable of and how extensible it is.
  18. Hey all I was wondering if someone could help me with a bug i'm experiencing with Perkus Maximus and maybe just my load order in general. I'm somewhat experienced with modding bug having trouble getting my load order just right to work with Perkus. Anyway here is my problem i'm having with Perma.. When I gain a level and select to increase my Magicka and cast spells like Frostbite, Flames, Sparks, etc. when my Magicka hits zero i'm still able to cast these spells indefinatley. Sort of like i'm in God mode(TGM). Now I've tested out increasing my base Health and Stamina instead and my magicka works as inteded. So it only occurs when I increase my base Magicka. Like I said ANY help would be greatly appretiated! BTW here is my load order sorted by LOOT... Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Skyrim Project Optimization - Full Version.esm Falskaar.esm Wyrmstooth.esp ClimatesOfTamriel.esm Lanterns Of Skyrim - All In One - Main.esm MFVM.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp BetterQuestObjectives-Hearthfire.esp Dragon Combat Overhaul.esp Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-4.esp CombatDramaOverhaul.esp AMatterOfTime.esp 83Willows_101BUGS_V4_LowRes.esp Guard Dialogue Overhaul.esp ClimatesOfTamriel-Dragonborn-Patch.esp CoT-WeatherPatch_DB.esp Convenient Horses.esp Dead Body Collision.esp EnhancedLightsandFX.esp ELFX - Dragonborn.esp CoT-WeatherPatch.esp CoT-WeatherPatch_NL2.esp Extended UI.esp Footprints.esp SplashofRain.esp Epic Music Overhaul.esp Hothtrooper44_Armor_Ecksstra.esp ELFX - Dawnguard.esp No Skill Limit.esp Footprints - Ash.esp SkyUI.esp Reduced Distance NPC Greetings.esp SMIM-DragonbornTernFix.esp Supreme Fog - CoT.esp Weapons & Armor Fixes_Remade.esp TradeBarter.esp WetandCold.esp AOS.esp NoSneakAttackSound.esp 3DNPC.esp Prometheus_No_snow_Under_the_roof.esp Better Dynamic Snow.esp Prometheus_NSUTR BDS Patch.esp Clothing & Clutter Fixes.esp Scarcity - Less Loot Mod.esp Scarcity - 4x Merchant Item Rarity.esp Scarcity - 6x Loot Rarity.esp MFVM_Hearthfire_Patch.esp Skyrim Immersive Creatures.esp Better Vampires.esp Predator Vision.esp Cloaks - Dawnguard.esp ELFXEnhancer.esp HarvestOverhaul.esp Helgen Reborn.esp Rebirth Monster.esp CCF_Revenge of Enemies_Patch.esp SkyFalls + SkyMills + DG + DB.esp SkyFalls DB + FS Small Waterfalls.esp SkyFalls + SkyMills Falskaar.esp RealisticWaterTwo - Waves - Falskaar.esp RealisticWaterTwo.esp RealisticWaterTwo - Wyrmstooth.esp OBIS.esp RealisticWaterTwo - Falskaar.esp Clothing & Clutter_3DNPC_Patch.esp RealisticNeedsandDiseases.esp TTYM - Think to Yourself Messages.esp CCF_RND_Patch.esp Traps Are Dangerous.esp Thunderchild - Epic Shout Package.esp Remove Interior Fog V2 - Full Version.esp Skyrim Immersive Creatures - DLC2.esp Thunderchild - Wyrmstooth Compatibility Patch.esp AOS2_TAD Patch.esp AOS2_WetandCold Patch.esp AOS2_CoT3_1_patch.esp ClimatesOfTamriel-Dawnguard-Patch.esp Supreme Storms - Cot Version.esp CoT-WeatherPatch_SupStorms.esp AOS2_SupremeStorms_CoT Patch.esp AOS2_RealisticWaterTwo Patch.esp WetandCold - Ashes.esp WetandCold - Holidays.esp PerkusMaximus_Master.esp DeadlyDragons.esp PerkusMaximus_Thief.esp PerMa Expansion 1 - Wintermyst.esp PerkusMaximus_Mage.esp BetterQuestObjectives.esp AmazingFollowerTweaks.esp Immersive Weapons.esp Animal Tweaks.esp Animal Tweaks - OBIS Patch.esp OBIS DG Faction Patch.esp Animal Tweaks - SIC.esp High Level Enemies - SIC.esp Height Adjusted Races with True Giants.esp Imperious - Races of Skyrim.esp Imperious - PerMa Compatibility Patch.esp OBISDB.esp OBIS Loot.esp Rebirth Monster - SIC Patch.esp High Level Enemies - SIC Falskaar.esp WeaponsArmorFixes_ImmersiveWeapons_Patch.esp BetterQuestObjectives-Dawnguard.esp BetterQuestObjectives-AFTPatch.esp Radiant and Unique Potions Poisons and Booze.esp RND_UniqueBoozeBottles-Patch.esp PerMa_USKP master patch.esp PerkusMaximus_Warrior.esp PerMaDefluffedPerkDescriptions.esp Thunderchild - PerMa Compatibility Patch.esp Hothtrooper44_ArmorCompilation.esp Pre PaMa CCF Wintermyst Patch.esp aMidianborn_Skyforge_Weapons.esp Unique Uniques.esp AOS2_WAF Patch.esp WeaponsArmorFixes_ambSkyforge_Patch.esp Inconsequential NPCs.esp RealisticWaterTwo - Legendary.esp RND_Dragonborn-Patch.esp Run For Your Lives.esp Cloaks.esp 1nivWICCloaks.esp Inconsequential NPCs - Enhancement.esp SMIM-FarmhouseFlickeringFix.esp 1nivWICSkyCloaksPatch.esp OBISCloaks&IA7.esp RND_Dawnguard-Patch.esp Immersive Patrols II.esp SMIM-ShackRoofFixes.esp Chesko_Frostfall.esp PerMa_Survivalism.esp TTYM - Frostfall Module.esp RND_HearthFires-Patch.esp RealisticWaterTwo - Waves - Wyrmstooth.esp Prometheus_NSUTR Falskaar Dock.esp SMIM-ShackRoofFixesDragonborn.esp When Vampires Attack.esp Wyrmstooth - PerMa Patch.esp PerMa Fixes.esp dD - Enhanced Blood Main.esp dD-DG-DB-Immersive Creatures EBT Patch.esp AOS2_EBT Patch.esp iHUD.esp moveitLWT.esp Alternate Start - Live Another Life.esp Pre PaMa WAFR Patch.esp Bashed Patch, 0.esp ASIS-Dependency.esp PatchusMaximus.esp ASIS.esp
  19. Which options should I disable from ASIS patcher if I use it with Requiem? When I googled about this I found very mixed answers, e.g. some suggesting to use only AI and some suggesting to use everything except AI. Some also said that perk and spell options do not work with Requiem, which made me even more confused. :confused:
  20. I have two questions regarding ASIS, help with either or both would be brilliant. 1. When I load my mods in tesvedit I get the following errors: And when I check sum.esp for errors I get this: With 3dpcs and all patches for it disabled before running sum I get none of those errors but when I check sum.esp for errors I get these: 2. Does anyone know if I have my ini files set up correctly for ASIS? Blocked mods seem to still get added as masters and I'm not sure if I have the right things blocked etc. I have copied each additional bit from the SkyRe ASIS ini files found here and the Sands of time ones from here. I've also added some mods to the blocked list and to the spell inclusions. I disable sands of time and its patches before reproccing so I haven't added any of the sands of time ini edits because some of them make asis not patch correctly and it still gets added as a master. I was also thinking these might help but I'm not sure. - Edit Tried not merging them with Sum to see which specific things are throwing the errors and I got this: Sorry, I was positive that it was ASIS but I should have not merged the patches for troubleshooting and posted this in the beginning.
  21. Sorry, accidentally double posted because my browser froze. Please respond to this one instead. Also if I can delete this post or if someone else can please let me know how to or do so. Thanks.
  22. I've just updated ASIS, added 'The Staff Machine' and added all the entries from the Sands of Time's asis files and the 'Skyre Asis Inis' and now ASIS won't work. I've tried google but none of the results helped. I tried taking SoT's esp from random spawns and I've tried removing the added npc names too, I also tried reinstalling ASIS to get the default inis but nothing is working anymore. before I was using ASIS v1.34. I tried using a fresh install of both that version and the new one both don't work. I either get 'java.lang.NullPointerException' or 'java.util.nosuchelementexception' Can't see why the staff machine would kill asis and it is loaded after it anyway. My load order: My ASIS debug thing: Would really appreciate any help with this as I can't play at all now. Also I can't make any sense of the debug file at all.
  23. Hi! I was wondering if anyone could help me out with my installation, please? :smile: I've been trying to get SkyRe and ASIS running smoothly together, but I'm pretty sure I messed up somewhere along the way. The sources I used to glean information from all seem all over the place. For some reason my game crashes if I try to run it with the ASIS.esp active, and I'm pretty sure that's not supposed to happen. Also, when I run the game without ASIS.esp (but with ASIS-dependency.esp) my Tolfdir decided he was too good for magic and picked up an ancient nordic bow to fight with instead. Again, pretty sure something is wrong. There might also be some issues in regards to the Immersive college of Winterhold mod. Basically, what I'm trying to do is keep most of the changes made with SkyRe, and then make sure NPC's can use the perks of SkyRe, drink potions, and use spells from Apocalypse. I've so far been using a guide on STEP that someone pointed out to me that explains the process, which may or may not work (top of the guide says it's outdated...):http://forum.step-project.com/topic/1957-installing-asis-and-skyre-with-some-additional-stuff/ Since there's so much else in that post it gets very confusing. I've ran the ReProccer to make sure all my item mods ar compatible, then I ran ASIS.jar. I deselected the ASIS customized AI, as someone told me this was needed. Once I did this, I downloaded and overwrote the old ASIS ini with this one: http://www.nexusmods.com/skyrim/mods/38238/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D38238%26preview%3D&pUp=1 At last, I ran BOSS. Unfortunately for me, I really have no clue what kind of load order I should be using (and my google fu has failed me so far, which is why I'm here), so I have to rely on BOSS alone, and hope it's correct. Now, can anyone tell me if I've done everything correctly? Here's my load order (export to clipboard from NMM after running BOSS, so I assume this is my load order, at least.) GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Unofficial Skyrim Patch.esp=1 Dawnguard.esm=1 Unofficial Dawnguard Patch.esp=1 HearthFires.esm=1 Unofficial Hearthfire Patch.esp=1 Dragonborn.esm=1 Unofficial Dragonborn Patch.esp=1 ApachiiHair.esm=1 ApachiiHairFemales.esm=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 Unofficial High Resolution Patch.esp=1 ApachiiHelmetWigs.esp=1 Character Creation Overhaul.esp=1 IMAGINATOR - Visual Control for Skyrim.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 SkyUI.esp=1 IMAGINATOR - MCMenu.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 Hothtrooper44_ArmorCompilation.esp=1 HarvestOverhaul.esp=1 HarvestOverhaulCreatures.esp=1 FloraRespawnFix.esp=1 DeadlyDragons.esp=1 SkyRe_Main.esp=1 SkyRe_Combat.esp=1 SkyRe_EncounterZones.esp=1 SkyRe_EnemyScaling.esp=1 SkyRe_Perk_Tomes.esp=1 SkyRe_StandingStones.esp=1 CollegeOfWinterholdImmersive.esp=1 CWIDawnguardPatch.esp=1 CWIDragonbornPatch.esp=1 Run For Your Lives.esp=1 The Paarthurnax Dilemma.esp=1 Apocalypse - The Spell Package.esp=1 SmartCast_1_0.esp=1 Dual Wield Parrying_SKSE.esp=1 No Skill Limit.esp=1 Acquisitive Soul Gems.esp=1 SGEyebrows.esp=1 3DNPC.esp=1 UFO - Ultimate Follower Overhaul.esp=1 UFO - Dragonborn AddOn.esp=1 My Home Is Your Home.esp=1 CerwidenCompanion.esp=1 CerwidenAppearancePatch.esp=1 Alternate Start - Live Another Life.esp=1 CCO - Diverse Races And Genders.esp=1 SkyRe_Races.esp=1 ethereal_elven_overhaul.esp=1 EEO patch.esp=1 CWIApachiiSkyHairPatch.esp=1 ASIS-Dependency.esp=1 ASIS.esp=0 ReProccer.esp=1 SkyRe_EnemyAI.esp=1 Apocalypse - SkyRe Compatibility Patch.esp=1 HarvestOverhaul_SkyRe_Patch.esp=1 GrassOnSteroids_NaturalEdition_Vanilla.esp=1 WestWindMisfit.esp=1 And BOSS log: These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action. Skyrim.esm Active Update.esm Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Contains dirty edits: 92 ITM, 3 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. Unofficial Skyrim Patch.esp Version 2.0.3 Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Dawnguard.esm Active Contains dirty edits: 619 ITM, 82 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. Bash Tag suggestion(s): {{BASH: Delev, Relev}} Unofficial Dawnguard Patch.esp Version 2.0.3 Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} HearthFires.esm Active Contains dirty edits: 184 ITM, 11 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. Unofficial Hearthfire Patch.esp Version 2.0.3 Active Dragonborn.esm Active Contains dirty edits: 61 ITM, 8 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. Unofficial Dragonborn Patch.esp Version 2.0.2 Active Bash Tag suggestion(s): {{BASH: Delev}} ApachiiHair.esm Version 1.4 Active ApachiiHairFemales.esm Version 1.3 Active HighResTexturePack01.esp Active HighResTexturePack02.esp Active HighResTexturePack03.esp Active Unofficial High Resolution Patch.esp Version 1.1.6 Active ApachiiHelmetWigs.esp Version 1.0 Active Character Creation Overhaul.esp Active IMAGINATOR - Visual Control for Skyrim.esp Active Contains dirty edits: 26 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. RaceMenu.esp Active RaceMenuPlugin.esp Active Note: RaceMenuPlugin is optional and provides support to alter Height, Breast, Glute and Biceps. If you experience issues with it, disable RaceMenuPlugin.esp and inform the author. SkyUI.esp Version 4.1 Active IMAGINATOR - MCMenu.esp Active Hothtrooper44_Armor_Ecksstra.esp Active Hothtrooper44_ArmorCompilation.esp Version 7.1 Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} HarvestOverhaul.esp Version 2.8.2 Active HarvestOverhaulCreatures.esp Version 2.8.2 Active FloraRespawnFix.esp Active DeadlyDragons.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} SkyRe_Main.esp Active Bash Tag suggestion(s): {{BASH: Relev, Delev}} Note: If lockpicking is not work then try to delete 'interface\lockpickingmenu.swf'. Note: If you have a problem with aiming try to install this mod. Note: To make aiming easier add the following lines to Skyrim.ini: Note: [Actor] Note: fVisibleNavmeshMoveDist=12288.0000 Note: [Combat] Note: f1PArrowTiltUpAngle=0.64 Note: f3PArrowTiltUpAngle=0.64 Note: fMagnetismStrafeHeadingMult=0.0 Note: fMagnetismLookingMult=0.0 SkyRe_Combat.esp Active SkyRe_EncounterZones.esp Active SkyRe_EnemyScaling.esp Active Bash Tag suggestion(s): {{BASH: Relev}} SkyRe_Perk_Tomes.esp Active SkyRe_StandingStones.esp Active CollegeOfWinterholdImmersive.esp Active CWIDawnguardPatch.esp Active CWIDragonbornPatch.esp Active Run For Your Lives.esp Version 1.2.4 Active The Paarthurnax Dilemma.esp Version 1.2.7 Active Apocalypse - The Spell Package.esp Active SmartCast_1_0.esp Version 1.0 Active Dual Wield Parrying_SKSE.esp Active Note: Use only one Dual Wield Parrying*.esp. No Skill Limit.esp Active Acquisitive Soul Gems.esp Active SGEyebrows.esp Active 3DNPC.esp Active UFO - Ultimate Follower Overhaul.esp Version 1.2j Active Note: For safe install need dismiss all your followers, save, delete all included mods, load again, save and install UFO. For safe uninstall or update see special instructions on mod page. UFO - Dragonborn AddOn.esp Active My Home Is Your Home.esp Version 1.21 Active Contains dirty edits: 3 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. CerwidenCompanion.esp Active CerwidenAppearancePatch.esp Active Alternate Start - Live Another Life.esp Version 2.3.5 Active CCO - Diverse Races And Genders.esp Active SkyRe_Races.esp Active ethereal_elven_overhaul.esp Active Contains dirty edits: 6 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. EEO patch.esp Active CWIApachiiSkyHairPatch.esp Active ASIS-Dependency.esp Active ASIS.esp Active ReProccer.esp Active SkyRe_EnemyAI.esp Active Note: Deactivate 'SkyRe_EnemyAI.esp' before creation of ASIS patch and activate only after creation of ASIS patch.
  24. So, I'm well over the 255 esp limit. I've merged RWT, Better Sorting and RND so I only have one esp for each which has taken the number of esps down by like 20 or something but I'm still having to disable a bunch and miss out on some really good looking mods simply because they have too many esps. So I was hoping you could answer some questions which will help me reduce the number of esps I have: I'm using ASIS. So I was wondering if JSwordsDistributionBalancePlugin.esp and warmongerarmory_leveledlist.esp are made redundant? I think ASIS does the same thing as the distibution plugin and maybe I can get wrye bash to merge the leveled list into my bashed patch or something? I've gone through the this page and looked at what can be merged but can you see if there is anything in my load order that can be merged further? Also he says at the bottom that the parthanax dilemma can be merged but doesn't say what with. Does that mean any esp that can be merged can be merged with any other mod that can be merged and not just the 'sets' that are listed? Anyway, if you see any uneccicary esps, have any ideas or if you see anything it'll all be really helpful, thanks. P.S. please keep in mind that I don't want to start messing with form ID's and whatnot, I'm only comfortable with running the tesvedit merged esps script that I got of nexus.
  25. Hello, Does anyone know how to install Skyre + Asis correctly? Thanks,
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