A question, AndrealphusVIII. On the ETaC mod page, it says that this mod conflicts with both Ivarstead and Winterhold. Your modification claims to up compatibility with any Winterhold changers, but does it impact Ivarstead too? I'm just wondering what the incompatibility is.
For some reason in my game, the door to the Shrine of Stendarr is still where it would be without ETaC, and I can't access the shrine in its new position even with the patch. Is this a load order issue?
May I make a quick question about out of order masters? Have you checked this with "sort masters" in TES5Edit context menu? I make this question because when I set up all my mods to play Skyrim I noticed that TES5Edit makes changes to a lot of them when I select this option in the editor so I assume they have out of order masters but I'm afraid to make changes in case I mess up something and there's not much information about this feature in detail in the xEdit's tutorials I've googled. Also I would like to know when is best to use "clean masters" option as well.
Thanks and apologies for bringing this out of topic question.
Yes, I used the "sort masters" option in TES5Edit. You can check if a plugin has out of order masters in Wrye Bash. (The box in front of the plugin being orange means out of order masters.)
Hi Andre tnx & congrats for the great work with this mod, without it I could not be able to play AoRM since I do not want to play Skyrim without mods that enhance and expand Winterhold.
One thing I noticed is that AoRM overwrites many navigation meshes that Expanded Towns and Cities creates in its compatibility patch for Expanded Winterhold Ruins (ETaC - Winterhold EWDR Patch.esp). One of the undesired effects of this is that any follower get stuck on the main entrance gate of Winterhold and cannot follow the player, they get pretty stuck all over Winterhold as well, specially in the exterior ruins.
For now I've solved it copying nav meshes from ETaC patch to my bashed patch but I think the interaction between ETaC, EWDR and AoRM needs to be explored in more detail by someone with more modding knowledge than me. If you have some time, could you check how these esps interact for the next update of your mod pls?
im in the same shoes, but problem is, ETAC is still incompatible with a ton of other existing and possible future quest and house mods...decisions decisions lol
Hello and thank you for this. Now I don't know if the problem is that I installed this mid game but in my game the shrine is moved successfully. The marker for the shrine, however, still resides at its original position. It's no biggie though and might be caused by installing it mid game.
So I'm currently troubleshooting an issue. Specifically, I'm not finding the note on a board to start the quest. I've checked the Riverwood and Solitude Inn. The first time I tested this mod I found the note on the Riverwood board, so all was working.
My question is: Should it be there without fail? Or does that notice get placed in the leveled list and not always appear? If that is the case, then I may not have an issue at all.
I'm thinking it's more likely my Bashed Patch hiccuped, or a bad TES5Merge Job of these tweaks. However, I did follow your advice and have the Notice Board Start last for the merge.
Of note: I merged the esp that does not have a delayed start (so it isn't that) and also includes the chapel fixes.
You can see the conflict there, the lowest patch in the load order has its note placed on the board. What tags should I be using with the Bashed Patch? Clearly, I must be missing something there. I've tried relev, delev, names, stats, none of those seem to carry anything over to the bashed patch.
Are you using the lastest version of my patches? Accourding to the screenshot, I think you're using an older version of both my Agent of Righteous Might and Beyond Reach notice board patches. (Slay Beast and Escaped Criminal aren't in theor lists yet, so I assume they're older versions)
You can make a manual patch; Go to the Notice Board ESP, then copy the formID list as a overwrite into a new ESP. From there, add the 2 new quests (from both Beyond Reach and Agent of Righteous Might) to that list. Then, load the new ESP last (or merge, but make sure to load last).
If I have time, I'll send you some better instructions, but atm I'm a little busy.
Yeah, no problem. It's not urgent, thank you for taking any time to help sort this out.
I'm not at my gaming pc currently, so I can't be sure. However, I'm rather sure I updated all your mods to their most recent version last night. Still, I may have accidentally installed another version, and I can't rule this out until I check it.
Thanks for those instructions. I think I follow your directions and may try that. Do these form ID's fall outside the realm of the TES5EditMerged patch or Bashed Patch? I imagine that's the case if neither of those are scooping them up.
Followed you directions, and have successfully merged the fix into my TES5EditMerged.esp.
Really appreciate the help
So, were you to release more of these Notice Board delayed quest starts, would users have to do this process? The Bashed Patch doesn't appear to do anything with Form IDs.
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The author has locked this comment topic for the time beingEdit: I have checked and I've made a patch which will make ETaC Falkreath/Full compatible with AoRM's changes to Ivarstead.
Edit 2: Uploaded them.
When installing, it ask to override meshs from Wyrmstooth - Tweaks and Enhancements. Primarily the Stendarr Statue.
I assume both are the same so I override Wyrmstooth - Tweaks and Enhancements with this mod.
Is it ok?
Edit: done!
Thanks and apologies for bringing this out of topic question.
One thing I noticed is that AoRM overwrites many navigation meshes that Expanded Towns and Cities creates in its compatibility patch for Expanded Winterhold Ruins (ETaC - Winterhold EWDR Patch.esp). One of the undesired effects of this is that any follower get stuck on the main entrance gate of Winterhold and cannot follow the player, they get pretty stuck all over Winterhold as well, specially in the exterior ruins.
For now I've solved it copying nav meshes from ETaC patch to my bashed patch but I think the interaction between ETaC, EWDR and AoRM needs to be explored in more detail by someone with more modding knowledge than me. If you have some time, could you check how these esps interact for the next update of your mod pls?
Thank you so much!
So I'm currently troubleshooting an issue. Specifically, I'm not finding the note on a board to start the quest. I've checked the Riverwood and Solitude Inn. The first time I tested this mod I found the note on the Riverwood board, so all was working.
My question is: Should it be there without fail? Or does that notice get placed in the leveled list and not always appear? If that is the case, then I may not have an issue at all.
I'm thinking it's more likely my Bashed Patch hiccuped, or a bad TES5Merge Job of these tweaks. However, I did follow your advice and have the Notice Board Start last for the merge.
Of note: I merged the esp that does not have a delayed start (so it isn't that) and also includes the chapel fixes.
Cheers,
-Treaka
Try loading your entire loadorder in TES5Edit and then check manny_up_list_quests FormID List.
See this screenshot for instructions: http://imgur.com/1YYkYrl
http://imgur.com/kP9sBpb
You can see the conflict there, the lowest patch in the load order has its note placed on the board. What tags should I be using with the Bashed Patch? Clearly, I must be missing something there. I've tried relev, delev, names, stats, none of those seem to carry anything over to the bashed patch.
You can make a manual patch; Go to the Notice Board ESP, then copy the formID list as a overwrite into a new ESP. From there, add the 2 new quests (from both Beyond Reach and Agent of Righteous Might) to that list. Then, load the new ESP last (or merge, but make sure to load last).
If I have time, I'll send you some better instructions, but atm I'm a little busy.
I'm not at my gaming pc currently, so I can't be sure. However, I'm rather sure I updated all your mods to their most recent version last night. Still, I may have accidentally installed another version, and I can't rule this out until I check it.
Thanks for those instructions. I think I follow your directions and may try that. Do these form ID's fall outside the realm of the TES5EditMerged patch or Bashed Patch? I imagine that's the case if neither of those are scooping them up.
As always, I appreciate the detailed help.
Really appreciate the help
So, were you to release more of these Notice Board delayed quest starts, would users have to do this process? The Bashed Patch doesn't appear to do anything with Form IDs.
Best,
-Treaka