Sayne Posted January 19, 2013 Share Posted January 19, 2013 (edited) Hello, I've been modding Skyrim since... well since the day it came out, but I've always used too few and too innocuous of mods to require using Wrye Bash. However in my recent re-install I've gotten a bit more ambitious and I have a whole lot of mods running. My primary question is about Cloaks of Skyrim and Winter is Coming - Cloaks. When running Boss and using WryeBash, Wrye Bash only recommends a "Relev" tag on 1nivWICCloaks.esp, nothing on Cloaks.esp or 1nivWICSkyCloaksPatch.esp (the compatibility patch for WIC and Cloaks of Skyrim). I found that odd, but played on in the game, figuring WryeBash was smarter than me. Well I got to Whiterun in my new game to find that none of the guards were wearing either yellow Whiterun cloaks or WIC fur cloaks. I added Relev to Cloaks.esp and 1nivWICSkyCloaksPatch.esp, rebuilt the bashed patch, loaded a save well outside of Whiterun and walked to the city only to find that the guards still aren't wearing cloaks. What's going on? Not every guard will wear a cloak, but usually I could run around the city and eventually find one. There weren't any. Also, if any kind soul is willing, I'd appreciate any advice on my load order and the other Manual Bashed Tags I put in (in red below). The game seems stable in this order, BOSS did it for me, but I know that BOSS isn't perfect. Here's my load order: Update.esmDawnguard.esm {Delev, Relev}HearthFires.esmETaC - RESOURCES.esmLanterns Of Skyrim - All In One - Main.esmmoonpath.esmSPIKE.esmWinterholdDestruction.esmUnofficial Skyrim Patch.esp {Delev, Relev}Unofficial Dawnguard Patch.esp {Delev, Relev}Unofficial Hearthfire Patch.espBetter Dynamic Snow.esprandomthunder.espskyrimsoundtrackexpansion.espStaticMeshImprovementMod.espBLESSINGS - Altar Descriptions.espChesko_WearableLantern.espChesko_WearableLantern_Guards.espChesko_WearableLantern_Caravaner.espDungeonQuestAwareness.espImproved Container Names.espImmersive Battles.espImmersive Brigands.espImmersive Patrols.espImmersive Travelers.espLanterns Of Skyrim - All In One - RCRN Classic.espUnlimitedBookshelves.espShootingStars.espSkyrim Flora Overhaul.espConvenient Horses.espChesko_LoreBasedLoadingScreens.espDYNAVISION Dynamic Depth of Field.espFootprints.espIMAGINATOR - Visual Control for Skyrim.espWetandCold.esp -- could this be preventing guards from wearing cloaks unless it's cold out? SkyUI.espiHUD.espCloaks.esp {Relev} -- My manual tag1nivWICCloaks.esp {Relev} -- Automatic Tag1nivWICSkyCloaksPatch.esp {Relev} -- My manual TagRaistlinRobes.esphothtrooper44_ArmorCompilation.esp {Delev, Relev}SpaceWikingArchmageEnchantment.espTrissArmorRetextured.espDr_Bandolier.espDr_BandolierDG.espBandolierForNPCMasterFile.esp -- Should this have a bashed tag?BandolierForNPCsWIC_V2.esp -- Should this have a bashed tag?DeadlyDragons.esp {Delev, Relev}moonpath_questdata.espRiversideLodge.espWinterhold_Improvements.esp {Delev, Relev} -- Manual tag... no idea if this is necessary or not. It does add some cloaks and stuff to the leveled lists. Advice?Immersive Weapons.esp {Delev}SkyTEST-RealisticAnimals&Predators.espTwoRings.espETaC - Villages Complete.espExpandedWinterholdRuins.espCampingKitNorthernRanger.espPopulated Cities 2.espdD - Realistic Ragdoll Force - Reduced.espSkyRealism - Time and Travel.espApocalypse - The Spell Package.espDeadlySpellImpacts.espDeadlySpellImpacts - Two Fire.espForgottenMagic.espCrimson Tide - Blood.espSkyRe_Main.esp {Delev, Relev}SkyRe_Combat.espSkyRe_EncounterZones.espSkyRe_EnemyAI.espSkyRe_EnemyScaling.esp {Relev}SkyRe_StandingStones.espdD-No Spinning Death Animation.espUFO - Ultimate Follower Overhaul.espUFO - Dawnguard AddOn.espUFO - Heartfire AddOn.espSpousetocustomhome.espSkyRe_Races.espethereal_elven_overhaul.espEEO patch.espWATER.espRaceMenu.espRaceMenuPlugin.espBashed Patch, 0.espAutomatic Variants.espReProccer.esprcrnShaders.espRCRNvolumetric.esp Could Wet and Cold be preventing the guards from wearing the cloaks when it's not cold out? Thanks for any help! I've never used WryeBash before. Edited January 19, 2013 by Sayne Link to comment Share on other sites More sharing options...
Cait833 Posted January 20, 2013 Share Posted January 20, 2013 (edited) You should run BOSS first of all and then create a bashed patch with Wrye Bash to merge all of your leveled lists. Tutorial. Wet and Cold will not prevent guards from wearing cloaks all the time since 'cloaks of skyrim' does not contribute to it, only Winter is Coming. Edited January 20, 2013 by Cait833 Link to comment Share on other sites More sharing options...
ripple Posted January 20, 2013 Share Posted January 20, 2013 (edited) I don't use 'Wet n' Cold', so I don't know how it affects the cloak mods. But generally speaking, you should not need to alter the Bash tags of esp's already tagged by the mod authors. You certainly don't need to do it for popular mods like Bandoliers, Cloaks of Skyrim, and Winter is Coming. The plugins from those authors are all properly tagged (support patches made by others may be a different matter). Leveled lists distribution is only part of the method used to distribute gears to respawning NPCs. The other thing that needs to be edited is the outfit records for the NPCs which, unlike leveled lists, Wrye Bash will not merge. This is why there is a compatibility patch for 'Cloaks..' and WiC (which merges the outfit records, not the levled lists that Wrye Bash can easily handle). So basically, what I am suggesting is that as far as these popular mods go (which receive feedback from many users), it's probably better that you leave their bash tags alone. As for why the cloaks aren't appearing on the respawning NPCs in your game, it may be something as simple as needing to wait for them to respawn with the new items, if you didn't start a new game with a Bashed Patch. Use the console to spawn a few bandits and guards, and see if they show up with cloaks (from both CoS and WiC). If they do, then the issue isn't the leveled lists or the Bashed Patch. Edited January 20, 2013 by ripple Link to comment Share on other sites More sharing options...
Sayne Posted January 20, 2013 Author Share Posted January 20, 2013 (edited) Awesome! Thanks for the responses. I'll do the merge thing with Wrye Bash and remove my own tags before rebuilding the bashed patch, so I won't eff anything up any farther. I didn't start my new game with any mods enabled, per this recommendation http://s1.zetaboards.com/bbenlibrary/topic/5032314/1/ because I was getting CTDs with startling frequency in the Helgen intro sequence. However I have a mod-free clean save made about 2 seconds after I exited the Helgen cave. After making that save, I quit the game, went back to Wrye Bash, rebuilt my bashed patch and SkyProc Patchers, loaded the save an continued on. Maybe I just need to wait a day or so for the guards to respawn with their cloaks. Thanks! Edit: HA! Nothing is mergeable! Well now I know, at least. Edited January 20, 2013 by Sayne Link to comment Share on other sites More sharing options...
Sayne Posted January 20, 2013 Author Share Posted January 20, 2013 It was Bandolier for NPCs. I deactivated that mod and guards have cloaks again. I'll just remove Bandolier for NPCs, don't really need it anyhow. Link to comment Share on other sites More sharing options...
ripple Posted January 20, 2013 Share Posted January 20, 2013 (edited) This is caused by the conflicting outfit records I mentioned earlier. 1nivWICSkyCloaksPatch.esp <-- merges the conflicting outfit records between CoS and WiC. BandolierForNPCsWIC_V2.esp <-- merges the conflicting outfit records between Bandoliers and WiC, but not CoS. So if you run these two as it is, some guards will have fur cloaks from WiC, but none will have cloaks from CoS (you can still craft the CoS cloaks, and some unique NPCs that have been assigned CoS cloaks as part of their outfits may still have them, if no other mod overwrites their outfit records). You can manually make a compatibility patch using TES5Edit though. Edited January 20, 2013 by ripple Link to comment Share on other sites More sharing options...
Sayne Posted January 21, 2013 Author Share Posted January 21, 2013 Oh I see. Well thanks for the explanation. I'm fine without the Bandoliers on NPCs. While cool as loot, the cloaks are much more noticeable and I think make the guards look cooler. I doubt I'll make a compatibility patch, I've never made a mod before (well I made some brain-dead mod adding a ring to a barrel in Morrowind) and I'm afraid I'll do more harm than good. I really appreciate your help, I thought I had done something wrong. Link to comment Share on other sites More sharing options...
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