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EnaiSiaion -w- Humanbean234

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16 comments

  1. humanbean234
    humanbean234
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    Locked
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    Reserving this post as a "sticky".
    Moderators - Please refer to conversation between EnaiSiaion and myself for permissions granted.
    https://forums.nexusmods.com/index.php?/topic/2830519-more-apocalypse-a-magic-of-skyrim-expansion/page-19
  2. deleted150923488
    deleted150923488
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    Damn: no patch for this and elemental staffs.
  3. yamato1777777
    yamato1777777
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    Just what i need... hehehehe.....

    Thank you.....
  4. ultraviolentboy
    ultraviolentboy
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    thank you, you're a lifesaver <3
  5. Pelopida
    Pelopida
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    There will be any problems if i just revert the esp name to the original? So other apocalypse patches will still find it master (plus loot will still know where to sort it)
    1. humanbean234
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      I don't know how well that will work; renaming the .esp and .bsa might work, and then-again it might CTD, or it might only mess-up the summoning spells (since the facegen meshes and textures would be in a misnamed folder inside the .bsa).
      I hadn't planned to use any other mods that required it (Requiem, etc.) so I hadn't considered that possibility.
      I'll check that tonight, and see how it goes... if necessary, I'll upload a fix.

      Question: What patches are you intending to use? It might almost be easier for me to issue an adjusted version of *those* than to tinker with this merged-file I've got.
    2. Pelopida
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      Well, for example there is the compatibility patch for Skysunder Metamagics...
    3. humanbean234
      humanbean234
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      This mod can probably only be integrated with the basic 'Skysunder' patch. I doubt you can use Perkus Maximus and Ordinator together.

      The Skysunder patch is almost fully compatible, as all the RefID#s of the Apocalypse spells that get Metamagic effects added are the same.
      You could fix that patch yourself.
      All you need to do is load it and "Apocalypse Ultimate" in TES5edit, add "Ultimate" as a master, remove 'Apocalypse - The Spell Package' from the patch's Masters list, and save.
      Then rebuild your Bashed Patch.

      For whatever its' worth, Skysunder Metamagics base .esp has its' Masters list out-of-sequence with USLEEP standards (DG-HF-DB), which I've found creates unneeded stress on the CPU when running the game. That's easily corrected by running 'Sort Masters' on it in TES5edit.
    4. Pelopida
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      wait im talking about this https://rd.nexusmods.com/skyrim/mods/77397 but yeah, i can certainly adopt your solution. I just hope its safe
    5. humanbean234
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      It should work just fine; I did a test of this process myself before editing my previous reply.
      I just don't want to negotiate with SkysunderGuy for permissions to redistribute an altered version of his .esp, when it's an easy " Do It Yourself" fix for the user.

      Detailed instructions - Helps if you have WryeBash, and your load-order previously sorted by LOOT.
      If you've already got 'Apocalypse - The Spell Package', 'Ordinator - Perks of Skyrim', 'Skysunder Metamagics', and 'Skysunder Metamagics Apocalypse Compatibility Patch', installed... to begin with, leave those in your Data folder. You'll need all of these for this process to work.
      (1). Copy/Paste the .esp and .bsa of 'Apocalypse-Ultimate' into your Data Folder.
      (2). Start WryeBash, and manually move 'Apocalypse-Ultimate' into position just-above or just-below 'Apocalypse - The Spell Package'. Close WryeBash without any further actions.
      (3). Start TES5edit. Right-click on the mods-list to clear all checkboxes, then select 'Apocalypse-Ultimate' and 'Skysunder Metamagics Apocalypse Compatibility Patch' to load. Wait for the message "Background Loader finished" to show on the right-side panel.
      (4). Select 'Skysunder Metamagics Apocalypse Compatibility Patch' and right-click on it. That should give you a drop-menu with the option to Add Masters. Using that option, you should be allowed to add 'Apocalypse-Ultimate' as a new Master to it.
      (5). Expand the tree for the Compatibility Patch (clicking on the + box). In the 'File Header' section, you should see the current list of Masters. 'Apocalypse-Ultimate' at the very bottom; if it's not there, you did something wrong in Step-4. If it IS there, then just remove/delete 'Apocalypse - The Spell Package' from the list of Masters. 'Ultimate' will effectively take its' place in the order, and should match-up just fine. Exit and Save the 'Compatibility Patch' file.
      (6). At this point, you can delete from your Data folder the three .esp and two .bsa files that 'Apocalypse-Ultimate' replaces. Activate the 'Ultimate' .esp in whatever Managers you use, rebuild your Bashed Patch, and you should be good-to-go.
    6. byacine
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      First, thank u so much for your efforts
      and I wanted to add that I did the same for "Patches central for Invisibility Glitch" adding apocalypse Ultimate instead of the regular apocalypse and it worked in case anyone is interested to do so too
  6. DOlmos
    DOlmos
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    Apocalypse mod it's already on v. 9.45, will this merge be continuously updated along with the original Apocalypse or will it just stay like that?
  7. Eleum909
    Eleum909
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    Thank you for your effort, really appreciate it.
  8. darklightsjester
    darklightsjester
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    Unfortunately I'm already mid-playthough after restarting multiple times sorting out mods so I can't use this but I will certainly keep an eye on it for future games. The point of this post is any modder(s) willing to make combined packs deserves nothing but praise as it's something that really helps cut down amount of mods/esp's. Thanks for this dude.
  9. Lebowskichild
    Lebowskichild
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    Just wanted to applaud your efforts. I myself will probably never use this merge as I'm not really bothered about MoreApocalypse, however anyone willing to put in the time to combine multiple mods and release them on the nexus for potential consumers is a winner in my mind.

    Thank you for your contribution to the community.
  10. AlanPaul
    AlanPaul
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    It will require to be reworked if Enai updates ether of those mods, but this will help those who are not merge-savvy. So thanks :)