As noted in another post, my LE machine actually died, and I got a new PC, and it was good enough for SE/AE, so I moved on to that, and don't have an LE setup any longer to do an update like what was requested here. Someone else should feel free to take this patch and make an updated version for the new AIO LE. Afterward, just let me know, and I'll hide this one as obsolete.
First, thank you for answering my previous question which was important and second, I was wondering if you have any plans to backport patches from se for RDO, Cutting Room Floor, and maybe make a patch for Immersive World Encounters (or teach me how) since it incorporates fixes for ai packages. I want get the most of those mods with this mod, thank you.
This is a better question for the original backporter of AIO (SpiderAkiraC); I just made the USLEP patch for it.
I won't be doing any direct backporting myself, and am moving to Special/Anniversary Edition. My Legendary setup died last week, and I now have a PC capable of running SE, so I have no real reason to build another LE game.
As for learning how to do patches in xEdit, see previous post below with a pointer to a tutorial. You would probably need to let CRF override AIO when CRF has a non-vanilla AI package that AIO does not (AIO isn't aware of the restored gameplay content in CRF), and you might lose some RDO dialogue options if RDO doesn't override AIO in the event that RDO has non-vanilla AI packages that AIO lacks. IWE packages may not conflict with AIO in the first place; I'm not really sure. If they do, I think I would again let IWE take precedence. AIO just makes some NPCs do more sensible or interesting things *within the original vanilla+DLC milieu*; it can't anticipate what other mods will add.
PS: I was running with all the mods you mentioned and did not notice any problems. It's probably just that some NPC's AI routines were controlled by AIO, and some by IWE or RDO or CRF (whichever loaded later). It's not like any NPCs will just be standing still forever, or running around in circles, or otherwise malfunctioning. They'll all have some set of AI packages, be it from vanilla, from AIO, or from some other mod.
Making your own patches for most mods isn't that hard if you know how to make patches with TES5Edit. Backporting mods from SE isn't that easy; the LE version actually followed a slightly different path from the SE version. I ran into this while I was backporting the patch for Obscure College of Winterhold. I found that it was calling an idle marker that wasn't in the LE version. I could find nothing in the patch notes, so I downloaded and installed the SE version and renamed its esp so I could compare the two. As I suspected, the SE version apparently had a new idle for 'read ledger' that wasn't a part of the LE version. I added it in, though I didn't bother to place it in all the areas that the SE version adds it (it adds over 20 new idle markers).
Sadly, I can't seem to find much information if ai overhaul needs patches for JK's lite or arthmoor's towns. There strangely isn't a dedicated patch for Arthmoor's towns, though there are ones for it combined with mods (mostly jk's skyrim). TES5Edit isn't showing any conflicts, but that doesn't mean there aren't overlapping idles or objects. Either way, it wouldn't be easy for me to re-make a mod that edits the world map, especially one where its not apparent which mod the fix is supposed to be for. AI Overhaul does place new idles in the areas around Dawnstar, Karthwasten, and Winterhold (decided to run JK's winterhold just for the ruins). Doesn't seem to touch any of the other areas though. Even if they do cause issues, honestly I couldn't do much about it anyway. Guess I could run all of arthmoor's other towns as long as I don't run those two? I don't know. Then again, apparently the SE patches for Cities of the North have to patch for it. Fml. I really want to run Ai overhaul, but despite its better compatibility I still can't seem to avoid compatibility issues with it. At least the MO allows patches to be made I guess, too bad they're all only for SE it seems...
Unknown. It probably is compatible, since Requiem changes perk trees and other game mechanics, and AIO adjusts AI routines for NPCs. They don't seem related.
Edit: I see that's part of the new 1.4 version of the base mod. I tried working with it, but it's broken and has a hard dependency on some SSE mod. The backporter is going to have to fix it before I can do anything with it.
Thanks for the update! But one question: SpiderAkiraC writes in his patch notes " It should include the unofficial patch changes "... so would you still recommend using your patched version?
Yeah, since the original doesn't actually include the Unofficial Patch changes. LOL To be fair, it includes a handful of them. SpiderAkiraC should probably just take my version and make it theirs and build on it, and then my re-patch page here would be obsolete.
Will u update it to AI Overhaul LE current version (1.3)? if not, can I ask you a few questions? can I contact you in a more convenient way?
Tbh, currently I'm trying to make the patch of AI Overhaul - USLEEP/The Ordinary Women/Bijin series and I know AI Overhaul still doesn't forward USLEEP records. Thanks.
No, I would ask about that at the LE AIOverhaul page. This is just a USLEP compatibility patch for it. I'm not running SSE, so I'm not in a position to port anything.
No idea. You'd have to install and see. I would ask at the original AI Overhaul mod's page; this is just a USLEP compatibility patch for it. If anyone's already tried this combination, they'd be more likely to respond over at the original mod's Posts page (and at the Posts pages of ETaC and IC).
PS: At a guess, I would not think that ETaC would have any issues, since it is expanding settlements beyond their original bounds, while this mod is about NPC AI within the original settlement area. In both cases, I would load this mod before the other two, since it is just making minor AI tweaks, and the other mods are making more sweeping changes, so you'd want them to "win".
46 comments
The AI Overhaul LE was updated again today by SpiderAkiraC. :)
Would you be so kind and update the patch again? <3
Thank you!!! :)
I won't be doing any direct backporting myself, and am moving to Special/Anniversary Edition. My Legendary setup died last week, and I now have a PC capable of running SE, so I have no real reason to build another LE game.
As for learning how to do patches in xEdit, see previous post below with a pointer to a tutorial. You would probably need to let CRF override AIO when CRF has a non-vanilla AI package that AIO does not (AIO isn't aware of the restored gameplay content in CRF), and you might lose some RDO dialogue options if RDO doesn't override AIO in the event that RDO has non-vanilla AI packages that AIO lacks. IWE packages may not conflict with AIO in the first place; I'm not really sure. If they do, I think I would again let IWE take precedence. AIO just makes some NPCs do more sensible or interesting things *within the original vanilla+DLC milieu*; it can't anticipate what other mods will add.
PS: I was running with all the mods you mentioned and did not notice any problems. It's probably just that some NPC's AI routines were controlled by AIO, and some by IWE or RDO or CRF (whichever loaded later). It's not like any NPCs will just be standing still forever, or running around in circles, or otherwise malfunctioning. They'll all have some set of AI packages, be it from vanilla, from AIO, or from some other mod.
Sadly, I can't seem to find much information if ai overhaul needs patches for JK's lite or arthmoor's towns. There strangely isn't a dedicated patch for Arthmoor's towns, though there are ones for it combined with mods (mostly jk's skyrim). TES5Edit isn't showing any conflicts, but that doesn't mean there aren't overlapping idles or objects. Either way, it wouldn't be easy for me to re-make a mod that edits the world map, especially one where its not apparent which mod the fix is supposed to be for. AI Overhaul does place new idles in the areas around Dawnstar, Karthwasten, and Winterhold (decided to run JK's winterhold just for the ruins). Doesn't seem to touch any of the other areas though. Even if they do cause issues, honestly I couldn't do much about it anyway. Guess I could run all of arthmoor's other towns as long as I don't run those two? I don't know. Then again, apparently the SE patches for Cities of the North have to patch for it. Fml. I really want to run Ai overhaul, but despite its better compatibility I still can't seem to avoid compatibility issues with it. At least the MO allows patches to be made I guess, too bad they're all only for SE it seems...
Edit: I see that's part of the new 1.4 version of the base mod. I tried working with it, but it's broken and has a hard dependency on some SSE mod. The backporter is going to have to fix it before I can do anything with it.
Tbh, currently I'm trying to make the patch of AI Overhaul - USLEEP/The Ordinary Women/Bijin series and I know AI Overhaul still doesn't forward USLEEP records. Thanks.
Edit: This is going to take a while. I basically need to redo the patch from scratch because so much changed between 1.2 and 1.3 of the original mod.
Update: Done NPCs; doing packages next.
Update: Completed and uploaded. I think I got everything, but let me know if you see any discrepancy.
PS: At a guess, I would not think that ETaC would have any issues, since it is expanding settlements beyond their original bounds, while this mod is about NPC AI within the original settlement area. In both cases, I would load this mod before the other two, since it is just making minor AI tweaks, and the other mods are making more sweeping changes, so you'd want them to "win".