I can't seem to get this mod to work. I'm running the latest version of SKSE (required by Left Hand Rings), and with no other mods installed, right-clicking versus left-clicking on the ring in the inventory always equips rings on the right hand. Is there something I'm missing?
I had it work once, but trying it now on another base-game vanilla ring, it won't do it any more. Using Vortex. Going to try reintsalling the mod in case it got de-prioritized or some-such.
I'm using Mod Organizer 2. I've tried this on several different rings, including the Ring of Namira. I'll try reinstalling later tonight and get back to you.
Actually, I am unable to get this mod to work, either. So I want to help. I only have medium skills; I admire your talent like you would not believe!
Before I list all the factors I can think of, I have a lot of patience. I saw your other comment and you are far more important than this. Sometimes I make posts like this mostly just to record the info before I forget.
-Your other mod, Creation Club Left Hand Rings Swap, DOES work (and is obviously cool!) so the idea is working. Others could maybe try that, too.
-I am using MO2. I have a massive load order. Now, I AM doing this on an existing test save. I am (semi-permanently) building a load order and will start a new experimental save soon.
-I tried both with and without the LeftHandRings-1stPersonView.esp from the original Left Hand Rings Modified mod. I flagged it ESP-FE. It did not need compacting to do so. The first person view is working with Creation Club Left Hand Rings Swap. I was not sure if Ring Swap was compatible with the 1st person view addon .
-I tried using a few different rings, though I had trouble knowing what ring would be a good test. I cheated in a bunch of rings and dropped them on the floor, then looked at them in More Informative Console to see which rings were from vanilla game. If we can decide on a good couple of base rings to focus on it would help with troubleshooting. I see that @mercuryt tried the gold ring, silver ring, and ring of Namira. I will try those, too.
-Yeah, obviously Ring Swap will need patches for other mods. I am not currently using any of the mods mentioned on the Description page under patches: IJ, WACCF or CCOR.
-For the record I use the other version of the mod others are talking about here - JS Unique Utopia SE - Rings (there are two versions on two separate pages and a lot of patches. Really beautiful!). But I disabled it to try to get this working.
None of the above got Ring Swap to function. I know we can get this puzzle to work since the other CC mod works. And it is sooo cool! But if we have to pause this, at least I documented this while it was on my mind.
Sorry so long. Thanks for everything, CyborgArmGun! Now take a break!
I see your method and I think there would be a better and faster way to produce a more stable test set, so hear me out.
I use the MO2 profile system like a addict, I have a profile called "Minimal u lil sh*t" specifically so I know I'm not supposed to over mod it, because I've got to have a stable test bed.
Get one of these boys whipped up, and get you bare minimum going, i.e.: SKSE, BEES, Engine Fixes, Address Library, Unofficial patches, SkyUI, etc. Get that minimum backed up, then only test with ringswap and it's masters enabled. THEN you can load more in.
Alternate Start or a similar mod is super useful, as is using the console for [coc qasmoke] or [coc riverwood] so you don't need the opening intro, but just test, and go. AddItemMenu and Portables are two mods I always have loaded in to use for testing. More Informative Console is also a saving grace.
There is also a method I use that evolves from my Sims 1 & 2 days, called the 50/50 method.
In MO2 it looks like this:
You turn off all ESPs except the mod your testing and it's masters. Works? Conflict. go to 2. if the error occurs, skip to 3
From the top of your load order, enable half of your mods, if that load order works, enable more in groups until you find the conflicting esp.
It's a non esp issue, and you need to back up your load order and look for conflicts.
This really only benefits esp conflicts, sadly.
Best to test in a near-vanilla environment with minimal conflicts and start there though.
Hopefully that's coherent.
PS: I used Left Hand Rings Modified ESPFE SPIDfied in the past but there are FormID conflicts, so that is a patch I am actually planning on myself. I just didn't have the energy at the time to test both.
Hi Cyb! Yeah, I have too many MO2 profiles, too. And I do have a "Minimum Mods" one configured almost exactly like you. I did add BEES and MIC to it based on your advise, though! I have had to do a version of your 50/50 method a few times. I like how your system is more formalized. Thanks for sharing.
So I tested Ring Swap via the stripped down MO2 profile on a new save. Still no luck. I tried with the gold ring, silver ring, and ring of Namira. I tried both with and without LeftHandRings-1stPersonView.esp.
Your Creation Club Left Hand Rings Swap - Fishing mod still works, though.
I did not try to load Left Hand Rings Modified ESPFE SPIDfied. Man, I sure hope you can later get that ESP-FE action going! It is important to get mods ESLed from the beginning since people start making patches and you want them based on the ESL version. Also, it is a little frustrating installing a mod, then having to wait for a new play through for an early update.
OTOH, LHRM ESPFE SPIDfied wants us to not include LHRM in the Bash Patch. I see why, but that is annoying, too. There has to be a work around for that.
Also, feel free to DM me if that makes sense. If you want me to test something, just let me know.
Edit: How would this mod effect NPCs? Will they be wearing left handed rings?
You did it! I have been waiting for this since I saw you were going to work on it! I am pretty excited to test it! Thanks for caving to peer pressure building this cool mod!
Oh... So... can you make a patch for JS Unique Utopia Standalone SE - Rings, please? I have try to make a left-handed patch for it before but turns out I don't have the necessary skills.
MO2 shows me a script conflict between your 2 ring swap mods , since im no coder i thought i just ask , does it matter in which order i place them in left / right pane of MO2 ?
32 comments
I'm getting my mental health in order right now but I'm paying attention, I promise.
I also plan on writing a patch tutorial once I have the energy, too.
Going to try reintsalling the mod in case it got de-prioritized or some-such.
Before I list all the factors I can think of, I have a lot of patience. I saw your other comment and you are far more important than this. Sometimes I make posts like this mostly just to record the info before I forget.
-Your other mod, Creation Club Left Hand Rings Swap, DOES work (and is obviously cool!) so the idea is working. Others could maybe try that, too.
-I am using MO2. I have a massive load order. Now, I AM doing this on an existing test save. I am (semi-permanently) building a load order and will start a new experimental save soon.
-I tried both with and without the LeftHandRings-1stPersonView.esp from the original Left Hand Rings Modified mod. I flagged it ESP-FE. It did not need compacting to do so. The first person view is working with Creation Club Left Hand Rings Swap. I was not sure if Ring Swap was compatible with the 1st person view addon .
-I tried both with and without the Left Hand Rings Modified ESPFE SPIDfied - Thaumaturgy Patch. It is an ESLed ESP replacer for the original Left Hand Rings Modified that does some extra tweaks. I am not sure if Ring Swap is designed for that mod (I really hope so because... ESL!). I am not currently using Thaumaturgy.
-I tried using a few different rings, though I had trouble knowing what ring would be a good test. I cheated in a bunch of rings and dropped them on the floor, then looked at them in More Informative Console to see which rings were from vanilla game. If we can decide on a good couple of base rings to focus on it would help with troubleshooting. I see that @mercuryt tried the gold ring, silver ring, and ring of Namira. I will try those, too.
-Yeah, obviously Ring Swap will need patches for other mods. I am not currently using any of the mods mentioned on the Description page under patches: IJ, WACCF or CCOR.
-For the record I use the other version of the mod others are talking about here - JS Unique Utopia SE - Rings (there are two versions on two separate pages and a lot of patches. Really beautiful!). But I disabled it to try to get this working.
None of the above got Ring Swap to function. I know we can get this puzzle to work since the other CC mod works. And it is sooo cool! But if we have to pause this, at least I documented this while it was on my mind.
Sorry so long. Thanks for everything, CyborgArmGun! Now take a break!
I use the MO2 profile system like a addict, I have a profile called "Minimal u lil sh*t" specifically so I know I'm not supposed to over mod it, because I've got to have a stable test bed.
Get one of these boys whipped up, and get you bare minimum going, i.e.: SKSE, BEES, Engine Fixes, Address Library, Unofficial patches, SkyUI, etc.
Get that minimum backed up, then only test with ringswap and it's masters enabled. THEN you can load more in.
Alternate Start or a similar mod is super useful, as is using the console for [coc qasmoke] or [coc riverwood] so you don't need the opening intro, but just test, and go. AddItemMenu and Portables are two mods I always have loaded in to use for testing. More Informative Console is also a saving grace.
There is also a method I use that evolves from my Sims 1 & 2 days, called the 50/50 method.
In MO2 it looks like this:
This really only benefits esp conflicts, sadly.
Best to test in a near-vanilla environment with minimal conflicts and start there though.
Hopefully that's coherent.
PS: I used Left Hand Rings Modified ESPFE SPIDfied in the past but there are FormID conflicts, so that is a patch I am actually planning on myself. I just didn't have the energy at the time to test both.
So I tested Ring Swap via the stripped down MO2 profile on a new save. Still no luck. I tried with the gold ring, silver ring, and ring of Namira. I tried both with and without LeftHandRings-1stPersonView.esp.
Your Creation Club Left Hand Rings Swap - Fishing mod still works, though.
I did not try to load Left Hand Rings Modified ESPFE SPIDfied. Man, I sure hope you can later get that ESP-FE action going! It is important to get mods ESLed from the beginning since people start making patches and you want them based on the ESL version. Also, it is a little frustrating installing a mod, then having to wait for a new play through for an early update.
OTOH, LHRM ESPFE SPIDfied wants us to not include LHRM in the Bash Patch. I see why, but that is annoying, too. There has to be a work around for that.
Also, feel free to DM me if that makes sense. If you want me to test something, just let me know.
Edit: How would this mod effect NPCs? Will they be wearing left handed rings?
caving to peer pressurebuilding this cool mod!This covers all vanilla rings though.
Thank you so very much for this!