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Compatibility Patch Request Page


thereallgr

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<snip>

(1) Patch request for [Mod name, filename, version]:

 

Mage equipment 2_1

 

Latest version of Slofs Oblivion robe trader (preferably the one that's been made compatible with HGEC as a result of the above mod being completed)

 

(2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]:

 

Not using currently due to issue at hand

 

(3) Describe the general issues you experienced here:

Please always be clear and precise, this saves us a lot of time searching the problems, which we instead can use fixing them.

 

Mage equipment 2_1 Replaces mage armours, clothing, robes of Oblivion with it's own variants in addition to a few weapons.

These variants have their own pre-set enchantments on them similar to how Skyrim handled robes and clothing.

 

Slofs Oblivion Robe trader also does this to mage related robes, (doesn't have pre-enchanted items though)

When both are used togther, one overwrittes the other and destroys the unique diversity each mod had to offer, such as the regular necromancer robes in Mage_equipment being the Adept necromancer robes in Slofs Oblivion robe trader (they use the same model) so you'd have a game where for some reason regular necromancers worse robes with skull shoulders that had enchantments on them, yet the adept ones had said robes but unenchanted for some reason.

 

Now, there was a mod that solved clashes like this by making sure both armours and robes from both mods featured in the game and were to be present on the NPC's that wuld equip them, but this was made for mages equipment 2_1 and an OLDER version of Slof Oblivion Robe trader.

 

It's no longer on the nexus, as my searches have not yielded the results but what the fix did was esnure examples like the above didn't happen as to not mess up any power hierachy or such, so you could have both Slofs Oblvion robe trader content and Mage Equipment 2_1 content without conflict, as new additions to the game equally distributed across the world

 

The only additional thing I would bring up about this compatiblity patch, is that it adds in Robes for mannimarco, and robes for Imperial battlemages, and other NPCS which, wouldn't work with Mods like Mannimarco Revisited on, or mods that changes what said NPCs wear, hence why featuring both equally distributed across the game, with only one acting as a replacer if need be and the other a variant and addition would solve compatibility issues.

 

That's what I recall thatr the mod did if I remember correctly.

 

(3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post]

If you know how to find cell grid info or form-ID-numbers, please provide them:

 

(3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them:

 

(3c) If it's armour/weapon stats that are messed up, name the items in question. If you know how to find item IDs please provide them:

 

(4) Additional annotations which won't fit in one of the afore mentioned categories:

<snip>

Hello. Is the existing patch mod you're talking about this one: Mage Equipment 2 - lite by Aknevrec edited by Dewshine?

 

It may not be as it's an altered version of the Mage Equipment ESP which (and I haven't examined it) "cuts the NPCs altered by half", so I believe that only half of the NPCs originally affected by Mage Equipment are altered leaving those others to use vanilla equipment, or that provided by SLof's mod if present.

 

Slof's mod isn't a master for this plugin.

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This - as the description states is a rough workaround. Of course until someone claims the patch that's probably the best workaround we have right now.

From the description:

 

To use either altered file you must have Mage Equipment 2.1 installed. It can be found here: http://www.tesnexus.com/downloads/file.php?id=18875

 

This is released with permission by the original mod creator. All the hard work is his. Go thank him, OK?

 

Using this you can use Slof's Robe trader alongside Mage Equipment. How? Well, this esp cuts the NPCs altered by half. I went through and deleted every other edit, roughly.

So half of the NPCs should show Aknevrec's robes and half should use the default (Or Slof's if you have that loaded)when you load this below Slof's Robe trader.

 

 

To explain it in short, both mods edit NPCs directly - which conflict wise is bad. Thus this patch removes half of the edits to free those NPCs up to be edited by another mod. (So you are right with your assumption).

 

A needed workaround/compatibility patch would revamp and remove all NPC edits and replace those edits either with leveled lists or scripts. The best possible solution would include the option to merge those leveled lists via a bashed patch so all robes from all mods get added to the appropriate NPCs, whilst those who need their unique robes get them added by scripts. (This would need a closer look if it's possible, but it should be.) It'll only take it's time to finish as you need to restructure the whole file(s) so no vanilla items are overwritten.

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Crossposting this:

 

So a bit of an interest poll here.. there's a request for "Mage Equipment - BAB version". It turns out however that most of the meshes were for bab, and not any other body. (I'll consider doing this if a bab user will list whatever they specifically want converted here. I can see issues with a couple meshes that might have issues, but there's quite a few that are definitely bab and not something else, and I'd rather not go through 49 sets of things trying to figure out what works and what doesn't for a body mod I don't personally use).

 

My question is this though. How much interest is there for an HGEC patch? I'm currently doing a TGND patch for myself, which I do plan on releasing. But I recently found out that some of these robes are (apparently?) included in OOO.. which has HGEC patches already. And then, what size do people want? If it's DMRA or Guts, or something else people are mostly interested in, I'll just let the people who normally cover those bodies so that because I don't exactly have the experience to deal with those. I don't usually add polys when I'm doing conversions, and with those I'd have to.

Edited by nakakita
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But which 'normal' size? EVE alone does two different 'normals'.

Urk, forgot about that. Oblivion has too many bodies...

 

I'm using the Normal E-cup upper body (not EBE / Fighter) and the Medium lower body. Uh, hopefully I haven't missed something with a variation there... :unsure:

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(1) Patch request for [Mysterious Bears Epic Necromancy , 1.3]:

http://www.nexusmods.com/oblivion/mods/40964/?

 

(2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]:

 

N/A

 

(3) Describe the general issues you experienced here:

Please always be clear and precise, this saves us a lot of time searching the problems, which we instead can use fixing them.

It's been a long time ago since I've used this mod, But I ran into an issue with this mod and what it does to necromancer clothing and attire in that you get made a part of the necromancer faction if you put it on, which messed with Mods such as The Cyrodill upgrade overhauls's The Necromancer, and Mannimarco Resurrection to boot. But if you look at the comments section, the mod has been reported for numerous bugs and issues pertaining to land tears, landscape sinkholes, and other issues.

 

The mod effectively needs to be sweeped up and polished for compatibltiy with the Mods The Necromancer, Mannimarco Resurrection, and possibly Necromancy Revive and Subdue NPCs, and The Dark Arts Initiative - Necromancy and Summoning if they too share incompatibilities in any shape or form, but stick to the ones mentioned in the Comments section of the mod for now.

 

(3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post] If you know how to find cell grid info or form-ID-numbers, please provide them:

 

See the User comments on the mod's page, they are numerous, detailed and the mod author has helped address a few even though he/she is no longer active with solutions and starting help.

 

(3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them:

 

Most likely breaks Quests in Mannimarco resurrection due to the necrofaction application on armour.

 

(3c) If it's armour/weapon stats that are messed up: name the items in question:

 

For rescuing Random I received a full armour set (helmet, chest, gauntlets, boots and shield) called "Random's Really Powerful Armor" but it's stats are even weaker than leather gear and as heavy as Daedric armour

 

(4) Additional annotations which won't fit in one of the afore mentioned categories:

http://www.nexusmods.com/oblivion/mods/42632/?

 

Above is apparantly a 1.4 Patch, dor some minor conent, but the contents are left very vague, needs to be looked into and implemented as part of the patch if content is indeed fixes as they are intend.

 

Persoanlly, If It were in my power, I'd see Epic Necromancy, Dan's Necromancy, Necromancy, Revive and subdue NPCs, The Dark arts initive The Necromancer and Mannimarco Resurrection merged into a single compatible functional mod, but it's out of my power, so, I'll stick to asking for Epic Necromancy to be made non CTD happy.

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I've seen this request Death lok, I only gonna add it as a landscape conflict when I've read through the description and found all of them for now.

For the rest I've to contact the author's first and and have a look at the mods mechanics which patches make sense.

 

Persoanlly, If It were in my power, I'd see Epic Necromancy, Dan's Necromancy, Necromancy, Revive and subdue NPCs, The Dark arts initive The Necromancer and Mannimarco Resurrection merged into a single compatible functional mod, but it's out of my power, so, I'll stick to asking for Epic Necromancy to be made non CTD happy.

 

This on the other hand will not happen. Not only that Giskard's work is not to be touched, but merging all those mods together probably won't be accepted by the authors. (I personally wouldn't allow it.) There is a small borderline between patch-worthy and the user having to decide which mod to drop.

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