does anybody use this with 3tweaks? will it make the npcs use the insight potions? i used npcs use potions, but it made the enemies use the insight potions, and i couldnt level up.
If you really want to patch a mod that have esl as a master (like Requiem), you can do another trick. Go to Data folder and find esl file that annoys you. Make a backup copy of it, and then change its name to .esp After that, you need to open Wrye Bash, find all plugins that used that .esl file as a master and then switch master to the new .esp file. Just left click will do, or click right mouse button and then Change master. The main point of esl mods is that you can have over 4000 of them, while only 254 normal mods. If you are aproaching the limit, copy back your backup. Otherwise, open the mod with SSedit and remove esl flag from it and you can leave it.
ASIS SE STILL WORKS, but it needs a lot of work and I figured out how.
Every time you run the patcher, you'll encounter a "missing masters" problem. That's because for some reason, ASIS can't read light plugins (ESLs).
On the ASIS folder, open this folder: "ASIS SSE/SkyProc Patchers/ASIS/Files" and open the file "Blocklist.txt"
Now, inside this text file, list every mod that ASIS pops up as an error. Example:
Unofficial Skyrim Special Edition Patch.esp has some missing masters: - ccBGSSSE001-Fish.esm - ccQDRSSE001-SurvivalMode.esl.esp - ccBGSSSE037-Curios.esl.esp - ccBGSSSE025-AdvDSGS.esm
Put USSEP in Blocklist.txt like this:
==MOD BLOCKS== //Add a mod names or keywords to look for to block //One per line Unofficial Skyrim Special Edition Patch.esp
Rinse and repeat on every error ASIS throws up. Don't forget to blacklist other mods that spawn NPCs too like Skyrim at War, Immersive Encounters, Immersive Patrols, etc.
Cheers! It'll be hard, but ASIS still is the best increased spawns mod out there (for the spells, use SPID)
A TIP? If you're only using this for increased spawns, blacklist all mods except for those that add new worlds/spawns zones (like Bruma, Beyond Reach, etc)
If you're using spells, then that would be much more work, since you'll need to patch every NPC you could possibly have.
MODS AND PATCHES THAT RELY ON USSEP/USMP, OR ANY OF THE CC MODS THAT COME WITH AE SHOULD BE ADDED TO Blocklist.txt.
BE SURE YOU OPEN XEDIT AFTERWARDS AND FORWARD ALL USSEP/USMP AND PATCH RECORDS, OTHERWISE, ASIS WILL CONFLICT AGAINST THEM.
You are a godsend brother. I have been using this mod for many years and had to always uncheck these mods before, but lately had a problem crop up where that was no longer a solution. This fixed that problem, thanks a ton!
How to speed up the process before letting ASIS throw errors -> disable every single esl file in your LO. every mod that has a missing masters error as a result needs to be added to the blocklist. ASIS by itself will not attempt to read esl files I think, its only when an esp has an esl as a master that it runs into this.
Forwarding ussep/usmp means opening them up in xedit and making sure their changes are carried over.
So there are many mods that can make the opening Helgen scene glitchy. Thankfully, my experience with ASIS is that I've only seen one Helgen glitch, it didn't stop the game, and I've made a workaround for it regardless. In the glitch, Hadvar gets attacked by wolves so he's not there to ask you your name, comment on your race, etc. It's jarring to have the other NPC talk to thin air, even though the game proceeds. So I made a mod that bumps the spawn level of the wolves attacking Hadvar to 2- so they won't spawn and affect your carriage ride. https://www.nexusmods.com/skyrimspecialedition/mods/115547 This isn't the only mod that can cause this, but it's the only one I've seen it with so far. It's super tiny, less than a kilobyte, and shouldn't affect anything sensitive like navmeshes, so it should be safe. Only tested against Anniversary Edition so far. If the author wants to recommend my mod with ASIS, maybe it'll help others avoid this error. Anyway, thanks for the awesome mod and hope this helps!
I've seen a few posts about this, so figured i share my fix.
if you have something similar to this happening when you try to patch
[1] [OPEN DEBUG FILE] Opening Debug File [2] [EXCEPTION] skyproc.exceptions.MissingMaster: Unofficial Skyrim Special Edition Patch.esp has some missing masters: - ccBGSSSE001-Fish.esm - ccQDRSSE001-SurvivalMode.esl.esp - ccBGSSSE037-Curios.esl.esp - ccBGSSSE025-AdvDSGS.esm at skyproc.SPImporter.checkMissingMasters(SPImporter.java:641) at skyproc.SPImporter.importMod(SPImporter.java:550) at skyproc.SPImporter.importMods(SPImporter.java:470) at skyproc.SPImporter.importActiveMods(SPImporter.java:328) at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:933) at java.lang.Thread.run(Unknown Source) [3] [SUM] Exit requested. [4] [DEBUG] Closing Debug File. Time was: 112059
the fix is to simply move the conflicting .esp file somewhere else, then patch again, it may come up with a different .esp file next. keep moving each one until the patch can finish it's task properly without an error message, then once complete move .esp files back to Data where you took them from.
This mod is okay. It most certainly needs balancing to be good, but it does have the potential to be something really great.
My main problem with this mod is that the enemies, especially nord dungeons get really tough, because they all can spawn +1 skeleton who has frost magic. So in a room where in vanilla you had 5 enemies, now you have 8, who all can shoot frost magic at you, which also slows you down so there literally is no escape lol. It would be better if there was a set rarity to how the spawning magic can be given to the NPC's so that it doesnt turn into a shitshow. Overall a good concept for a mod just the execution could be better.
ASIS seems to be confused while patching mods which have new Anniversary Edition esl files set as masters. It shows an error stating that certain mod has a missing master (esl file from AE). Which is installed and activated. Also in the error description ASIS adds .esp extension to the .esl files which are supposed to be missing. I found a quick band aid solution to this - add those mods (such as Unnoficial patch) to the BlockList.txt file which is in ASIS folder.
Trying to run the patcher, I get a message saying that some masters are missing: Fish, SurvivalMode, Curios, & AdvDSGS. I check LOOT, and they are indeed active. Anybody know why it isn't seeing these active masters?
Same issue with me as well. I'm tinkering with the files to see if i can't get USSEP to stop reqesting or stop not seeing them. Tried renaming the two .esl's to .esp's and removing the ESL header with xEdit to no avail. Tried adding them to the blocklist. Tried manually editing the load order and active plugins .txt files. Nothing seems to be working thus far.
Edit: For some reason, my patcher is looking for mods with masters that have two file extensions. Like "Ecotone Dual Sheath Patch.esl.esp" Looks like someone was asleep when they were working on this apparently.
says file mod name as offsite requirement. Does that mean you need a mod installed for asis to work or is there a discontinued link to mod "file mod name"?
Does this work properly with summermyst enchantments??? As in do the facking npc spawn the enchantments on a level list(merchants do). 80000 fking reloads & none of the robes spawned in an entire conjurer filled cave on a single npc, not fking one until i disabled ASIS.
408 comments
After that, you need to open Wrye Bash, find all plugins that used that .esl file as a master and then switch master to the new .esp file. Just left click will do, or click right mouse button and then Change master.
The main point of esl mods is that you can have over 4000 of them, while only 254 normal mods. If you are aproaching the limit, copy back your backup. Otherwise, open the mod with SSedit and remove esl flag from it and you can leave it.
Every time you run the patcher, you'll encounter a "missing masters" problem. That's because for some reason, ASIS can't read light plugins (ESLs).
On the ASIS folder, open this folder: "ASIS SSE/SkyProc Patchers/ASIS/Files" and open the file "Blocklist.txt"
Now, inside this text file, list every mod that ASIS pops up as an error. Example:
Put USSEP in Blocklist.txt like this:
Rinse and repeat on every error ASIS throws up. Don't forget to blacklist other mods that spawn NPCs too like Skyrim at War, Immersive Encounters, Immersive Patrols, etc.
Cheers! It'll be hard, but ASIS still is the best increased spawns mod out there (for the spells, use SPID)
A TIP? If you're only using this for increased spawns, blacklist all mods except for those that add new worlds/spawns zones (like Bruma, Beyond Reach, etc)
If you're using spells, then that would be much more work, since you'll need to patch every NPC you could possibly have.
MODS AND PATCHES THAT RELY ON USSEP/USMP, OR ANY OF THE CC MODS THAT COME WITH AE SHOULD BE ADDED TO Blocklist.txt.
BE SURE YOU OPEN XEDIT AFTERWARDS AND FORWARD ALL USSEP/USMP AND PATCH RECORDS, OTHERWISE, ASIS WILL CONFLICT AGAINST THEM.
Forwarding ussep/usmp means opening them up in xedit and making sure their changes are carried over.
This isn't the only mod that can cause this, but it's the only one I've seen it with so far. It's super tiny, less than a kilobyte, and shouldn't affect anything sensitive like navmeshes, so it should be safe. Only tested against Anniversary Edition so far. If the author wants to recommend my mod with ASIS, maybe it'll help others avoid this error. Anyway, thanks for the awesome mod and hope this helps!
if you have something similar to this happening when you try to patch
[1] [OPEN DEBUG FILE] Opening Debug File
[2] [EXCEPTION] skyproc.exceptions.MissingMaster:
Unofficial Skyrim Special Edition Patch.esp has some missing masters:
- ccBGSSSE001-Fish.esm
- ccQDRSSE001-SurvivalMode.esl.esp
- ccBGSSSE037-Curios.esl.esp
- ccBGSSSE025-AdvDSGS.esm
at skyproc.SPImporter.checkMissingMasters(SPImporter.java:641)
at skyproc.SPImporter.importMod(SPImporter.java:550)
at skyproc.SPImporter.importMods(SPImporter.java:470)
at skyproc.SPImporter.importActiveMods(SPImporter.java:328)
at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:933)
at java.lang.Thread.run(Unknown Source)
[3] [SUM] Exit requested.
[4] [DEBUG] Closing Debug File. Time was: 112059
the fix is to simply move the conflicting .esp file somewhere else, then patch again, it may come up with a different .esp file next. keep moving each one until the patch can finish it's task properly without an error message, then once complete move .esp files back to Data where you took them from.
hope this helps
My main problem with this mod is that the enemies, especially nord dungeons get really tough, because they all can spawn +1 skeleton who has frost magic. So in a room where in vanilla you had 5 enemies, now you have 8, who all can shoot frost magic at you, which also slows you down so there literally is no escape lol. It would be better if there was a set rarity to how the spawning magic can be given to the NPC's so that it doesnt turn into a shitshow. Overall a good concept for a mod just the execution could be better.
Edit:
For some reason, my patcher is looking for mods with masters that have two file extensions.
Like "Ecotone Dual Sheath Patch.esl.esp"
Looks like someone was asleep when they were working on this apparently.
https://www.reddit.com/r/skyrimmods/comments/9pxv0x/creation_club_esl_to_esp_fully_functionnal_asis/