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Weapon and Armor Fixes (by kryptopyr)

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#31 Omolong

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Posted 08 August 2013 - 06:38 AM

I'd agree, it's a good fix, and I'm using it in my game. The only thing I've found is that it's not included in the BOSS list yet.
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#32 WilliamImm

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Posted 08 August 2013 - 10:56 AM

I would include it in my curent game (do agree that it should be added). Gonna add that to the BOSS masterlist really quickly.
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#33 z929669

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Posted 13 August 2013 - 11:36 PM

@kryptopyr

I am seeing some inconsistencies in WB regarding the masters for this one. Is the BOSS sort order correct? What about plugin changes?

Sorry, I am not a TES5Edit guru yet and lack the time to troubleshoot right now. This could also be a bug in WB.
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#34 Neovalen

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Posted 14 August 2013 - 02:33 AM

The masters as sorted in the header are not matching to your load order. There is no impact to the game itself, just Wrye throwing a warning. If it bugs you enough: Simply open in TES5Edit, right click the file and select "Sort Masters". Save and your done. Just makes it look pretty.
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#35 kryptopyr

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Posted 14 August 2013 - 08:36 AM

Yeah, I've been made aware of this, but haven't gotten around of uploading a new version. I may just end up dropping the Multi-Mod patches, as I've been working on a different route for compatibility, and trying to maintain the Multi-Mod patches will get to be increasingly more difficult. Then again, maybe I'll keep it around and just include the STEP-recommended mods in the patch. @Neo For some reason I've not been able to get the "Sort Masters" function to work for me in TES5Edit. What I've had to do is to click on the masters listed in the File header, then move them up or down to sort them manually. Any idea why Sort Masters wouldn't be working?
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#36 rootsrat

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Posted 14 August 2013 - 09:20 AM

@Neo
For some reason I've not been able to get the "Sort Masters" function to work for me in TES5Edit. What I've had to do is to click on the masters listed in the File header, then move them up or down to sort them manually. Any idea why Sort Masters wouldn't be working?


What happens when you select the option from the context menu?
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#37 kryptopyr

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Posted 14 August 2013 - 11:05 AM

Where is the context menu?
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#38 rootsrat

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Posted 14 August 2013 - 11:08 AM

Right-click on the esp in the left pane. The way I do it is bulk - Ctrl+A to highlight all the mods, then right click and select Sort Masters. So what happens when you select that option? If it worked - the names of the ESPs that were modified should be in bold font and when you close the program, T5E should ask you if you want to save them - select YES.
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#39 kryptopyr

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Posted 15 August 2013 - 11:21 AM

Ah, righting-clicking on the mod in the left pane is what I've been doing (though only for a single mod, not in bulk). I tried it again both individually and in bulk. When I select Sort Masters, I get an error message "Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 3112)." It also asks if I want to view a bug report. Here is the printed bug report:
I don't have any problems if I try to manually sort the masters by selecting them in the right pane and moving them up or down, so the failure to get Sort Masters to work has never been a critical issue for me. However, since it seems to work okay for others, it would be nice to know why I'm getting an error. Also, maybe someone can help me with another question.  I'm running into a bit of a problem when I try to make a bashed patch that includes both Weapons & Armor_TrueOrcish&DaedricWeapons.esp and Complete Crafting Overhaul_Remade.esp. Both of these files add & subtract from the same leveled lists. However, if I add DELEV and RELEV tags to both of them, then whichever one is loaded last undoes some of the changes from the other. Is there a way around this using Wrye Bash, or do these mods need to have a manual patch made in order so that their leveled lists will play nicely?
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#40 z929669

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Posted 15 August 2013 - 12:00 PM

I can't get the Sort Masters functionality to work either, but no errors for me. RE BP: I am not fluent enough in the mechanics of LL and plugin conflicts to answer. You would know more about the possibilities than I, but there may be some BP-specific idiosyncrasies (or missing functionality in Wrye Smash as yet) that only the WB devs would know about. I would ask over on the current WB relz thread and hope that whomever is currently working on the project would know the answer.

#41 Kelmych

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Posted 15 August 2013 - 01:51 PM

Based on other times I've looked at the bashed patch results in TES5Edit, I not sure the logic for the bashed patch in Wrye Bash is smart enough to handle what you want, namely that the DELEV and RELEV are always handled serially vs. at the end. I've seen the bashed patch make some choices that I feel are strange (e.g., choosing a text name in a subrecord from Skyrim.esm even though multiple later loading mods changed this name). You will probably need to write a compatibility patch, or possibly have a merged version of the two (which would also eliminate an esp :D). I've had to make some post-bashed-patch patches in a few cases.
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#42 kryptopyr

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Posted 15 August 2013 - 02:37 PM

Thanks for the help. I may still ask over at the WB relz thread, but I sort of suspected that a patch would be necessary. I was just hoping maybe there was a trick or two I was missing. I do intend to eventually release a combined file (WAF+CCO), but not until CCO has developed a bit more. However, the next time I update WAF, I'm probably going to release a second version that incorporates the True Orcish & Daedric Weapons directly into the main file so at least that would eliminate one esp.
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#43 rootsrat

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Posted 15 August 2013 - 02:38 PM

As a future proof question - do you anticipate any compatibility issues with Ars Metallica? I do not dare to ask about Skyrim Redone...
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#44 kryptopyr

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Posted 15 August 2013 - 04:11 PM

Weapons & Armor Fixes should never conflict with Ars Metallica, unless Ars Metallica starts editing weapons & armor records (which I strongly doubt, since any changes Arthmoor considers necessary would end up in USKP rather than Ars Metallica). Complete Crafting will almost certainly conflict, if not directly, than at the very least it will create duplicate recipes for many items. I admit that I've never used Ars Metallica (I don't like the extra skill advancement), so other than the extra skill advancement, I'm not entirely sure what features Ars Metallica has that aren't already included in CCO. I've no idea about Skyrim Redone. I'm sure that there are probably a lot of conflicts since my impression is that Skyrim Redone touches just about everything. What I'm not sure about is if the conflicts are such that you could use the ReProccer to make a suitable patch.
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#45 rootsrat

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Posted 15 August 2013 - 04:18 PM

Thanks for your reply. I'm quite interested to see what your CCO will have to offer. I remember using the original one ages ago, but I totally forgot what features it offered. SkyRe does touch pretty much everything, including crafting perks. ReProccer is mainly used to adapt weapon/armor stats to SkyRe's philosophy using an XML file with predefined conversion values. It also merges keywords (as SkyRe changes some of those as well) etc., but to be honest I do not know the details. P.S. My posts may seem chaotic, I've been at work since 8 AM and it's 22:20 here now, and I'm still in the office, so apologies in advance if what I say makes no sense :)
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