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1. Frequently Asked Questions (1 comment)

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  1. missjennabee
    missjennabee
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    ETaC's Read-Me (includes manual install, uninstall, and patch file instructions) is available as .pdf file for download under "Files/Miscellaneous"; Or, if you prefer, a browser version is available for your reading pleasure HERE.


    No, ETaC can be installed at any point during your play-through. Just make sure that you first get yourself to an un-edited interior cell (like Whiterun's Bannered Mare or etc) beforehand. This will also be true of updating the mod. As long as you're saved somewhere untouched - you'll be fine.


    While you are always taking a risk uninstalling something mid-playthrough, provided you've taken necessary precautions, ETaC should be ok to remove. Make sure that you have gotten yourself to un-edited interior cell (like Whiterun's Bannered Mare or etc) before saving and exiting the game, and, absolutely do NOT try and do this if you have an active ETaC quest. First either complete the quest or terminate the quest manually (info on that below.)

    Then you should be good to go.


    (a/k/a This mod has not been activated.) For reasons that are not entirely clear to me, NMM sometimes struggles with large files (particularly on 32bit systems) which can cause said files to not properly install. If you're really set on using NMM, try manually downloading the file to your desktop, then importing to NMM from there. See if that makes any difference vs. using the "download with manager" or "update through manager" options.

    Alternatively, you could get yourself Mod Organizer which is what I, personally, use and which is not afflicted with this particular install issue. OR, you can try extracting the ETaC files that you're going to want, and put them in a smaller, more specific .rar file, and load THAT into NMM. Which will hopefully make the file compact enough that NMM will stop having seizures. OR-OR, if you are confident you know what you're doing, you could just manually install ETaC. There are instructions on how to do this available on the downloads tab, as well as a browser version available on the read-me tab.

    Unfortunately there isn't too much I can do to fix this on my end. As the problem is within NMM itself, and not within the mod.


    The houses were originally only provided by request and back when the mod was significantly smaller in scope - This thing takes a whole ton of time to make and maintain, and unfortunately I've yet to master the ability to clone myself, so I eventually reached a point where (for my sanity) I had to start cutting some of the more... frivolous things that were originally included to focus on what was the *actual* intent of ETaC (namely expanding the towns.)

    (Plus, and perhaps more importantly... I have never particularly enjoyed, or been good, at making player homes, lol. There are NUMEROUS, other, significantly more awesome, player house mods out there, a whole bunch of which are either compatible with ETaC, or which have been patched for ETaC, that should more than meet your player house related needs.)

    And if you happen upon one you like that needs, but doesn't have, a patch - Let me know and I'll see about getting a patch out :)


    ETaC's quests have a built in option to self-destruct available to you at any point prior to accepting the quest (done via selecting the "Sorry, I can't help you" dialogue option.) If you have already accepted the quest, and want to terminate it simply type the following into the console (opened by pressing the "~" key):

    Falkreath | Forgotten Relics
    Type: SetStage MJBQ01 200

    Morthal | Terror in the Mist
    Type: SetStage MJBQ02 200

    Dawnstarl | The Burning Queen
    Type: SetStage MJBQ03 250

    Again, this will purge the quest from your game - It fails all objectives, stops the scripts and disables any quest objects that are out there in the world to prevent you from getting stuck with them.


    I always do my absolute best (at the expense of both time and sanity) to patch things for you guys whenever possible. If there is no patch available for a mod you are using, and you do not see any information on the "Compatibility" forum regarding it, feel free to post your request there (Compatibility Forum) and I'll see what I can do.


    ETaC definitely DOES have a lot of patches lol so that's really not a point I can argue. Building them all in is kind of tough nut to crack though, for several reasons...

    FIRST! If I do an "ETaC Complete with All Patches.esp" I'm effecting BUILDING those changes in to ETaC, meaning I'm now having 1.5 million files to update every time I move or change even the slightest thing in ETaC. I already have like 45 files to do that with and I'm BARELY able to keep up with that lol.

    SECOND! Not everyone uses ALL of those mods, if I make a version with all of them, I'm going immediately start getting emails ala "Can I get a merged patch file without x, y, or z? I use this but not that, I need one that has these things, and this other thing, but not that other stuff, I need them for the modular towns, if you did this for this file, why can't you do this for..."*jenna's head explodes*

    THIRD! Some of the mods I've patched for ETaC are not actually compatible with EACH OTHER. So ... that would be exceedingly problematic lol. Then I'd have to have patches for my patches, and if my head hadn't already exploded, it would after all that.

    The reason we've got so many files is actually for your benefit, and less so for mine. I could cut this whole thing down to like 5 required files if I didn't offer modular options, baked in some of the smaller patches to ETaC, and advised "some of these things will just not work together" (i.e. mods that both alter the same space, ImpeREAL Falkreath, EWDR, etc.) There are essentially so many files just so that you guys have options. You don't actually HAVE to use any of the patches, or any towns that become a pain in the ass for you lol.

    I know it can be frustrating, and please believe that I try and do everything I possibly can to make it so you guys can use this mod with minimal decisions having to be made. But sometimes, you've just got to make tough choices. If you've got towns that require a lot of patches, you might just want to skip installing those towns, or uninstall some of the files that require the patches that you aren't terribly attached to or can live without.

    BUT. For my part, I can make adjustments so that some of the smaller patches are not required. I realize that's probably not the answer that you were hoping for, and you have my apologies, there's just no viable way to do what you're describing while holding on to what little is left of my own sanity lol.


    Were I to do that, I would immediately be inundated - more so than already - with requests for Riverwood-less versions, Falkreath-less versions, Morthal-less versions. As it is right now, whenever I make even the smallest adjustment to this mod I have to update 30 (actual number) different ETaC versions, and then various patches of which there are now 122 (actual sickening number). I just don't have the kind of time it would demand to add all of those additional file versions to be adjusted whenever I move a bucket.

    If you would like a Complete.esp without a particular town, you are, however, free to merge whatever Modular files you like for your own use --- A walkthrough on how to properly merge ETaC's town files and patch files can be found here under the "Forums" tab.


    Firstly - Not a question. Secondly - ETaC has EXTENSIVE resources at your disposal for resolving these kinds of issues. There is a sticky note at the top of the comments thread with a couple quick and highly recommended things that you try, and there is a whole well of awesome game-saving information on the Bugs/Troubleshooting thread. A lot of people have volunteered a lot of information to help you guys get your games running optimially, and even if you don't end up keeping ETaC I would still highly recommend checking that thread out.

    If you can't find help for your particular issue over there, then leave a comment or shoot me a PM. I'm happy to help however I can.. I will just need more information that "Mod iz broken. Computer iz Melts." lol.


    A crash on start-up almost ALWAYS means you're missing a master file. If you are using one of the ETaC's patches packs, please confirm that you have installed the proper patches for the mods you're running. If, for example, you grabbed an ELFX Exteriors version patch and are not using ELFX's Exteriors.esp - You will crash on start. If you grabbed a HearthFires version patch, and are not using the HearthFires version of whatever mod - You will crash.

    So, again, make sure you've got the right patches for your ETaC version and also for whatever other mods you're using that require the patch. If you've updated from an older version of ETaC/Patches, make sure you don't have any of the outdated patches lingering in your data folder. I know the installer can be a bit lengthy and also confusing, but it's always best to try and eliminate these kinds of accidental mix-ups first. When in doubt, run your active mods through TES5Edit (it will tell you which file is missing), or if you've got Wyre, check your mod list for the RED file, and then take a peek under the "masters" heading to see where the issue is.