It looks like your "SkyTEST Appropriate Aggression.esp" plugin is looking for "Skytest Creature Extension.esp" as its master. That plugin is from the SkyTEST Integration Project and I'm pretty sure it's obsolete with the new version of SkyTEST (version 1.65.02). After looking at the records I'm thinking the master can now just be switched from "Skytest Creature Extension.esp" to "SkyTEST-RealisticAnimals&Predators.esp" since all the records it overwrites are in that plugin. (Please correct me if this is wrong...)
From my understanding the Skyrim creature extension is sill required as it edits some races and creatures skytest doesn't touch specific to Dawnguard and Dragonborn DLC.
I'd have to double check and compare the plugins in xEdit, but if that was not the case there'd be no reason that appropriate aggression needs it as a master.
I did some digging in xedit and found that the Skytest patch in SIC SE - Add-Ons includes the extended records from the creature extension, making it redundant if using that patch. Since I'm using that patch, I don't need the creature extension. I'll have to write that down in my modlist documentation so I remember that.
So you are right, the Creature Extension is still needed unless using the SIC Skytest patch. [EDIT: It looks like I might be able to change the master from the Creature Extension to the "SIC - Skytest Integration.esp" to solve my problem.]
Generally you need to make sure all the records that point to the old master get changed to point the new master. Directions:
1. In xedit, right-click the plugin and choose Add Master and add the other plugin as a master alongside the original master. SAVE YOUR CHANGES AT THIS POINT. 2. Now you have to painstakingly change the IDs in the plugin you're changing so that they point to the new master. You only have to change the ones that are pointing to the old master. 3. Once the records point to the new master, SAVE YOUR CHANGES. 4. Right-click the plugin and choose Clean Masters. This should remove the old master from the header. If it doesn't, there are still record(s) that are pointing to the old master.
fyi if anyone is using WeirdChamp Animals Fix from the Useless Patches Collection, be sure to add the Actors.AIPackages bash tag to it and rerun your bashed patch, otherwise the changes will get overwritten by the main SkyTEST plugin which has that tag in it. This assumes you're using the bashed patch for more than just leveled lists (which you should). See pic. Thought I'd post this in both places since more people might see it.
I would like to see that, too. I will use that updated mod on my next play thru. But this long play thru is still going strong so don't abandon the original SkyTEST, either.
I have your other, older SkyTest Mortal Enemies Patch. I see you now have a similar patch here, but with a different named ESP. What is the difference, and should I remove the older patch from my game and install the new one here?
I see that the esp name for this new patch here is Mortal Enemies Patch - Realistic Animals Predators.esp. That is the same name as the patch on the original Mortal Enemies SE page, that you indicated is out of date on your SkyTest Mortal Enemies Patch? page.
I am guessing that it is OK to uninstall your older MortalSkyTestPatch.esp from your older page and install this new Mortal Enemies Patch - Realistic Animals Predators.esp from this page, but I don't understand the difference between the two patches.
Yes, I should have mentioned I have that, too. The main mod from this page.
It sounds like I should use the patch from here (Mortal Enemies Patch - Realistic Animals Predators.esp). Should I remove the older MortalSkyTestPatch.esp? Or use it, also?
Can I ask about the AI packages? Both your mod and the WeirdChamp fix that you recommend removes the "SearchFlora" AI packages from deer/elk. What's the reason to get rid of them (from the SKYTest description page, I thought they sounded quite nifty)?
Is it possible to edit the aggression of a specific animal rather than all animals of that species? The bear in the caves during the Helgen opening scene runs away when you attack it and it's a bit immersion breaking, if possible it might help immersion to turn that bear's aggression back to vanilla settings
Actually after checking back over this mod's description I'm guessing a better fix for my issue would be Lexy's Less Fear patch. Am I correct in thinking that you don't have to actually install all of her LOTD guide to use it? Couldn't really find that specified on any of her stuff
Thanks - I actually did, but I'm probably being dense, since I don't think I get it...
Is the point that users who experience lots of the particular papyrus errors, as shown in the example log, should download the fix? Or is this something that everyone should expect, so that the fix is something every SkyTEST user simply ought to get?
I ask because I don't think I've experienced the papyrus error at stake (but then, I'm not certain I would notice if I did), and I'm always worried about "fixing" Skyrim things that aren't broken...
PS. Thanks for the SkyTEST patch. Very much appreciated!
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I'd have to double check and compare the plugins in xEdit, but if that was not the case there'd be no reason that appropriate aggression needs it as a master.
So you are right, the Creature Extension is still needed unless using the SIC Skytest patch. [EDIT: It looks like I might be able to change the master from the Creature Extension to the "SIC - Skytest Integration.esp" to solve my problem.]
1. In xedit, right-click the plugin and choose Add Master and add the other plugin as a master alongside the original master. SAVE YOUR CHANGES AT THIS POINT.
2. Now you have to painstakingly change the IDs in the plugin you're changing so that they point to the new master. You only have to change the ones that are pointing to the old master.
3. Once the records point to the new master, SAVE YOUR CHANGES.
4. Right-click the plugin and choose Clean Masters. This should remove the old master from the header. If it doesn't, there are still record(s) that are pointing to the old master.
That's the safe way of doing it anyway.
I have your other, older SkyTest Mortal Enemies Patch. I see you now have a similar patch here, but with a different named ESP. What is the difference, and should I remove the older patch from my game and install the new one here?
Thanks!
Edit: I currently am using current SkyTEST - Realistic Animals and Predators SE ver. 1.65.02
I currently have your MortalSkyTestPatch.esp patch from your SkyTest Mortal Enemies Patch page.
I see that the esp name for this new patch here is Mortal Enemies Patch - Realistic Animals Predators.esp. That is the same name as the patch on the original Mortal Enemies SE page, that you indicated is out of date on your SkyTest Mortal Enemies Patch? page.
I am guessing that it is OK to uninstall your older MortalSkyTestPatch.esp from your older page and install this new Mortal Enemies Patch - Realistic Animals Predators.esp from this page, but I don't understand the difference between the two patches.
Thanks to anyone who can help clarify!
Yes, I should have mentioned I have that, too. The main mod from this page.
It sounds like I should use the patch from here (Mortal Enemies Patch - Realistic Animals Predators.esp). Should I remove the older MortalSkyTestPatch.esp? Or use it, also?
Thanks - I actually did, but I'm probably being dense, since I don't think I get it...
Is the point that users who experience lots of the particular papyrus errors, as shown in the example log, should download the fix? Or is this something that everyone should expect, so that the fix is something every SkyTEST user simply ought to get?
I ask because I don't think I've experienced the papyrus error at stake (but then, I'm not certain I would notice if I did), and I'm always worried about "fixing" Skyrim things that aren't broken...
PS. Thanks for the SkyTEST patch. Very much appreciated!