If someone is want's to make patches for this mod to work with other mods, do it. No need to ask for permission. Only one request. Upload them to the Nexus so that other users can benefit from them after you've got permission from the author from the mod that is patched. And no need to ask for permission to translate this mod.
Installed V4 of this mod mid game but prior to visiting Solstein. It shows up as an .esp in my plugin list. When I place books onto their pedestals, one of three results: 1. Book is placed as it should be 2. Book is placed but shows up on another book's pedestal 3. Book is placed but disappears from view Books can all be retreived back into inventory from their correct pedestal, and work as they should, so this is merely inconvenient/odd and not a real problem.
Edit: Tried placing the three Elder Scrolls. Result was that two disappeared and could not be retrieved. Only "Dragon" worked correctly
Should I assume the odd placement behaviour is a result of not installing the mod on a new game?
Yup. You're right. I thought it was just fine to fuse the two seperate files together and was unaware of the flaws the fusion caused. When i asked the author of Elder Scrolls HD to create a patch for BBB he got the same issues. Then i checked the Papyrus log and alot of errors with it.
So back to the two seperate files to use without problems. Sorry everyone for this problem.
Some Thoughts and Considerations Re: Eslification: I have noticed that your files page says "Do not install mid-game. Start new game to use ESPLite."
By "ESPLite" I assume that you mean an espfe (Elder Scrolls Plugin Flagged ESL), and not ESL (Light Master) as the file shows as ".esp", not ".esl" (just clarifying here.)
It is my personal conviction, based on experience, that it is not necessary to start a new game after esl-ification - it is true that you cannot continue with a save made from an esp that gets flagged as esl (some advise that that is true only if FormID's were compacted before esl-ification, while others say simply flagging it as esl is enough to cause that save to break, if you try to use it with the new espfe.)
Regardless, it is possible to make a Clean Save, which should allow the install. I would also like to note here that this applies only when updating from the original .esp version. If this is a first-time installation of the mod, then there should be no need to restart your game.
CLEAN SAVE: -Go outdoors, to an exterior cell - a place marked "Skyrim" when viewed with vanilla region naming. -Save and Quit to Desktop. -Remove mod from Load Order. -Start game. -Enter an inn, or other vanilla interior cell that has nothing of the mod in it. -Save and Quit to Desktop. -Restart game. -Exit the inn. -Make a new save.
This is now a "Clean Save", and you can safely install the plugin newly converted to espfe. If you want to be extra sure, then run ReSaver, bundled in Fallrim Tools, and remove any Unattached Scrip Instances from the save in question. It will be safe to install the update at this point..
I was a long time user of both Black Book Begone 2.0 esps. I tried to update to version 4.0 using the above clean save method and ran into problems: 2 books and 2 scolls were invisible on the racks; the scrolls disappeared from the game upon attempt to pick them up again; the 2 invisible books could be picked up again but remain invisible if put back on the racks.
Anyway, wanted to share my experience in hopes to provide useful information; (my outcome suggests toostruus is correct)
And that is why i don't support ESPFE plugins that needs forms to have compacted before flaggin. There is a script for XEdit what tells you which plugins can safely be flagged as ESL withou compacting forms. If compacting is needed i would leave them alone.
EDIT: That script is in XEdit by default so i read.
toostruus; upon closer examination it turns out that many of the script properties on the activators were missing or wrong. I suspect "esl-ification" threw them off? Opening up BBB in CK and auto-filling the script properties of the activators fixed the issue for me.
It turns out that with a clean save, there doesn't seem to be a problem going from esp to esl in the same game... and version 4.0 of BBB seems to have a problem with it's activator script properties... unless that issue was local to me?
Version 4.0 is just a Merge of the 2 mods. Nothing done with it further. The mod works just fine on a new game and i have no issues what so ever with 4.0.
As i understand correctly, you updated from 2.0 to 4.0 version midgame? Version 2.0 is very old as i can recall and verion 3.0 is already flagged as esl. If i recal right, the 2.0 version were normal esp's. And updating from that to 4.0 what are ESPFE plugins and has another esp name isn't such a good idea. And there is no such thing as a clean save when mods are removed from that save. Even with tools like Falmrim you can't completely clean a save.
Yes, I attempted (and succeeded finally) to go from the old 2.0 esps to the new combined 4.0 version midgame. The fact that it works for new games is very interesting; I was so sure that I had found a bug.
Thanks for porting this mod; it's certainly one of my favorites
A recent comment above brings me back here. I wrote that nearly 2 years ago. My apologies for my tone - I do not remember my state of mind at the time. I must note here that I have long since changed my tune re: Clean Installs. There has been too much info to show that they're never completely clean, and that Save corruption can fester and cause later problems. I would NOT make the same recommendation now - I would say "for a new game only". We live and learn.
NOTE: I will mention that I have had good experience recently using Save Cleaner - CTD Fix and Cell Reset - but only for mod updates mid-game, and one new mod. I would not eslify an existing mod mid-game now for anything.
Just popping by to say that I have gone to the manor and double-checked - and I can report that your (original esp) plugins work great when contained in a merge. Oh, and, re: my first post - I said it a little kinder, as requested. Thanks again for an incredibly handy mod!
Even when Compacting FormID's, as long as it is a clean save, mod fully removed, then no restart of the game should be necessary. If unsure after making a clean save, just run ReSaver from Fallrim Tools, on that save and remove Unattached Script Instances. Should be no problem, if done right. Thanks again
My apologies for my tone when I posted about restarting the game after esl-ification. It's not the first time I've made such an apology - always for the same reason, frankly. I have chronic pain, and migraines on top of that, and when it's bad, it makes one... intolerant. (I'm aiming for "cantankerous", but I've probably got another decade or two before I can qualify... er... um...)
Regardless, I am now going to make a clean save and try it. I had these two files in a merge, so I will rebuild the merge without them and go from there. Because of this situation, I am going to enable Logging when I do this, so as to see exactly what's happening.
If you want, I can report back here how it went when installed on a clean save (I must note that I have not yet reached Severin Manor in the game. I abhor the thought of restarting because of other complexities, and because I've had to do so too many times already on this playthrough. So I will be depending on the logs to inform me of any issues with the update. I had been there when playtesting this setup, and discovered how essential your mod is, but I have not yet been there now that I'm in my "real" game.)
Anyhoo, as you like regarding my reporting back on the success or failure of the update mid-game, and again, I am sorry.
EDIT: Ooh. I just, after posting this, digested that you said you left the "regular" version there. Is that what is in the "Old" files? Is the esl-ification the only update?
Because if that is true, I can just leave it in the merge. Which means I didn't need to open my mouth attall. Sigh.
Flagged as esl was the only update. Further nothing new. Caus flagging is such a thing now a days i'm providing it. I'm not a fan of that clean save thingy and that is why i warn people that if they want to use the flagged version it is best to start a new game. If it didn't require compacting form id it would be safe to replace.
But if youbwant you can report back on how it went with clean save and replace. Much appreciated and informative. So thnx if you do so. And again. It's ok and no apologizes needed.
Okay thanks. In truth, I will not be using the update if it is only that. This mod, both files, is already in a merge and working perfectly - I thought that there was a new update, and while updating, you added the esl-ification. Again, sorry and thanks for a great mod. Happily endorsed!
Really wanted this mod to work - and it did, for the most part. However, it seems that it broke the USSEP Severin Manor music fix, and reverted to the depressing dungeon soundtrack. Reinstalled USSEP, reinstalled this mod, resorted multiple times with LOOT - no change. Uninstalling this mod fixed the music bug. Apologies. I spend a lot of time in Raven Rock - and living with the dungeon dirge makes me want to go back to the mainland...
49 comments
Only one request. Upload them to the Nexus so that other users can benefit from them after you've got permission
from the author from the mod that is patched. And no need to ask for permission to translate this mod.
Installed V4 of this mod mid game but prior to visiting Solstein. It shows up as an .esp in my plugin list.
When I place books onto their pedestals, one of three results:
1. Book is placed as it should be
2. Book is placed but shows up on another book's pedestal
3. Book is placed but disappears from view
Books can all be retreived back into inventory from their correct pedestal, and work as they should, so this is merely inconvenient/odd and not a real problem.
Edit: Tried placing the three Elder Scrolls. Result was that two disappeared and could not be retrieved. Only "Dragon" worked correctly
Should I assume the odd placement behaviour is a result of not installing the mod on a new game?
I thought it was just fine to fuse the two seperate files together and was unaware of the flaws the fusion caused.
When i asked the author of Elder Scrolls HD to create a patch for BBB he got the same issues.
Then i checked the Papyrus log and alot of errors with it.
So back to the two seperate files to use without problems.
Sorry everyone for this problem.
Thank you kindly.
Seperate files still can be downloaded.
I have noticed that your files page says "Do not install mid-game. Start new game to use ESPLite."
By "ESPLite" I assume that you mean an espfe (Elder Scrolls Plugin Flagged ESL), and not ESL (Light Master) as the file shows as ".esp", not ".esl" (just clarifying here.)
It is my personal conviction, based on experience, that it is not necessary to start a new game after esl-ification - it is true that you cannot continue with a save made from an esp that gets flagged as esl (some advise that that is true only if FormID's were compacted before esl-ification, while others say simply flagging it as esl is enough to cause that save to break, if you try to use it with the new espfe.)
Regardless, it is possible to make a Clean Save, which should allow the install. I would also like to note here that this applies only when updating from the original .esp version. If this is a first-time installation of the mod, then there should be no need to restart your game.
CLEAN SAVE:
-Go outdoors, to an exterior cell - a place marked "Skyrim" when viewed with vanilla region naming.
-Save and Quit to Desktop.
-Remove mod from Load Order.
-Start game.
-Enter an inn, or other vanilla interior cell that has nothing of the mod in it.
-Save and Quit to Desktop.
-Restart game.
-Exit the inn.
-Make a new save.
This is now a "Clean Save", and you can safely install the plugin newly converted to espfe.
If you want to be extra sure, then run ReSaver, bundled in Fallrim Tools, and remove any Unattached Scrip Instances from the save in question.
It will be safe to install the update at this point..
For any who may wish to learn more about esl-ification, I suggest reading this guide: ESLify (A Guide to ESL Flag Your Plugins And Maintain Your Plugin Limit)
Hope this is useful to someone
It is safer to start a new game when replacing ESP with a Flagged as ESL version.
Besides. I left the regular version to download.
Anyway, wanted to share my experience in hopes to provide useful information; (my outcome suggests toostruus is correct)
There is a script for XEdit what tells you which plugins can safely be flagged as ESL withou compacting forms.
If compacting is needed i would leave them alone.
EDIT: That script is in XEdit by default so i read.
It turns out that with a clean save, there doesn't seem to be a problem going from esp to esl in the same game... and version 4.0 of BBB seems to have a problem with it's activator script properties... unless that issue was local to me?
Nothing done with it further. The mod works just fine on a new game and i have no issues what so ever with 4.0.
As i understand correctly, you updated from 2.0 to 4.0 version midgame?
Version 2.0 is very old as i can recall and verion 3.0 is already flagged as esl.
If i recal right, the 2.0 version were normal esp's. And updating from that to 4.0 what are ESPFE plugins and has another esp name isn't such a good idea. And there is no such thing as a clean save when mods are removed from that save. Even with tools like Falmrim you can't completely clean a save.
Thanks for porting this mod; it's certainly one of my favorites
And good to know that your problems that you gladly solved wasn't the end of the 4.0 version.
I wrote that nearly 2 years ago. My apologies for my tone - I do not remember my state of mind at the time.
I must note here that I have long since changed my tune re: Clean Installs. There has been too much info to show that they're never completely clean, and that Save corruption can fester and cause later problems. I would NOT make the same recommendation now - I would say "for a new game only".
We live and learn.
NOTE: I will mention that I have had good experience recently using Save Cleaner - CTD Fix and Cell Reset - but only for mod updates mid-game, and one new mod. I would not eslify an existing mod mid-game now for anything.
Again, sorry guys...
But nice and thanx for the comment.
Oh, and, re: my first post - I said it a little kinder, as requested.
Thanks again for an incredibly handy mod!
Even when Compacting FormID's, as long as it is a clean save, mod fully removed, then no restart of the game should be necessary.
If unsure after making a clean save, just run ReSaver from Fallrim Tools, on that save and remove Unattached Script Instances.
Should be no problem, if done right.
Thanks again
My apologies for my tone when I posted about restarting the game after esl-ification. It's not the first time I've made such an apology - always for the same reason, frankly. I have chronic pain, and migraines on top of that, and when it's bad, it makes one... intolerant.
(I'm aiming for "cantankerous", but I've probably got another decade or two before I can qualify... er... um...)
Regardless, I am now going to make a clean save and try it.
I had these two files in a merge, so I will rebuild the merge without them and go from there.
Because of this situation, I am going to enable Logging when I do this, so as to see exactly what's happening.
If you want, I can report back here how it went when installed on a clean save (I must note that I have not yet reached Severin Manor in the game. I abhor the thought of restarting because of other complexities, and because I've had to do so too many times already on this playthrough.
So I will be depending on the logs to inform me of any issues with the update. I had been there when playtesting this setup, and discovered how essential your mod is, but I have not yet been there now that I'm in my "real" game.)
Anyhoo, as you like regarding my reporting back on the success or failure of the update mid-game, and again, I am sorry.
EDIT: Ooh. I just, after posting this, digested that you said you left the "regular" version there. Is that what is in the "Old" files? Is the esl-ification the only update?
Because if that is true, I can just leave it in the merge. Which means I didn't need to open my mouth attall.
Sigh.
Flagged as esl was the only update. Further nothing new. Caus flagging is such a thing now a days i'm providing it. I'm not a fan of that clean save thingy and that is why i warn people that if they want to use the flagged version it is best to start a new game. If it didn't require compacting form id it would be safe to replace.
But if youbwant you can report back on how it went with clean save and replace. Much appreciated and informative. So thnx if you do so. And again. It's ok and no apologizes needed.
Again, sorry and thanks for a great mod.
Happily endorsed!
A box containing positive vibrations is coming your way.
Apologies. I spend a lot of time in Raven Rock - and living with the dungeon dirge makes me want to go back to the mainland...
Sincere thanks for responding.