incrediblysecure Posted August 11, 2014 Posted August 11, 2014 @Veladarius Gotcha, I just saw that too. I actually went ahead and edited the properties in TES5edit to see if I'd have to open the CK and unless there is a new script for TESedit, I will have to open CK and do a recompile. I seem to remember that editing script properites is a shortcoming of TESedit but it has been a while since I've made any mods with it. Pretty sure I filled in all the appropriate fields too. The first instance property referes to the inventory item and the next references the scripted one. The ScriptArmor points to the armor addon. At least I know I can find the buttons in CK its not too different from the GECK, I just never wrote any scripts by myself and the ones I did were poor hack jobs of FNV scripts. I know when I find the recompile button and save the esp it should have a working belt. So I have to install the mods to my skyrim folder, I will do that tomorrow and make another attempt But right now I have a belt that should work but since I need to recompile the script for the belt to show, the belt is now invisible. Technically TESedit broke those two script refs when I altered them, don't know if someone has made a recompile script for TESedit. I wish someone would haha. You shouldn't need to recompile the scripts in the CK just fix the properties. If you try to recompile the script you will run into problems as you need to have all the source scripts installed for SexLab, Aroused, Integration, SkyUI, SKSE and ZAZ Animations (maybe not on ZAZ). If you don't then it won't be able to compile and will break the script. i think it's just SLA + skse that aren't just magically in the right folder anyway
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 @ Gameplayer @ aqqh Thanks for the advice, folks. I guess if I want this, I'm going to have to sit down and learn a bit more... However, as I am pretty clueless about the tech aspects of all this, rather than go messing about trying to extract and merge the more complicated Tes Arena stuff itself, would it make more sense to merge the CD addon esps? I still have about 10 of those, plus all the clothing sets etc that they refer to as seperate entities. And maybe merge the clothing mods too, either seperately, or even put those in with the addon esps? I could probably free up at least 18 places at that rate? @ Veladarius Thanks for the comments. Just a quick futher query. That little corner of the world is already getting quite crowded. Will your further land grab plans be likely to conflict with Fox Cafe and/or Mammoth Manor? I'm running both of those too, and they're rather nice LOL
vladdt Posted August 11, 2014 Posted August 11, 2014 Exellent addon! Found a few bugs. If you switch on masturbation after chastity belt release - punishment scene will stuck. In my case, my Painslut start to masturbate, and then ends up not in the mountain cage, but somewhere under textures. Did you planning add more tortures in expansion? Like slow, and painful type? In will be easy with fire or burning coils. Simply put girl on a rack on 1 hour, and put some brazier under her feet. After that - she must be able only walk slowly 1 day, or use healing to heal the wounds. Also - hang her in to strappado position, and put the brazier under her tits. It can be a secret cellar, for most perverted sadistic customers. If the girl willing to be tortured by them to death, for big sum of money. Like in Alicia Painslut mod - sacrifice to Sanguine. When she will almost dead, (or after death), she will be teleported to Sanguine realm for the reward, and then returned to main realm. And big and thrilling questIine to unlock it. DB discovered, that one of the slaves are missing. Nobody told her anything, but one of the slaves will found crying outside. She will told the DB, that missing girl already dead, tortured to death by one of the customers. This made DB angry and she start to dig out the truth. Short detective story, to speak with everyone, to find - who was this customer. Everyone will tell only small part, but everyone will admit, that this slavegirl was most masochistic of all slaves, and agree to do this willingly. DB will try to find who is this, and speak with the Master about him. But master explained, that this customer is so rich and powerful, that he can close the shop and throw into jail everyone, if his sadistic demands will not be fulfilled. DB offer herself, as the sacrifice, but Master refuses, telling that she is not so masochistic yet. At this point DB will uncover secret dungeon, with torture devices and Sanguine altar. And start to meet secret customer, who start to torture her more severely. Like braziers under feet and tits. And when she hanged or restrained like this - this man made sex with one of the slaves (or his sadistic and beautiful lover), enjoying sounds of the DB screams. But in the ends, Master always plea to him, to stop the torture, before is too late. At some point of this sessions, DB will hear offer form Sanguine, to be his painslave. Sanguine will offer to DB be immune to painful death. And big endurance and recovery after tortures. In exchange, DB must be tortured and executed, at least one time of the 3 month. Beheaded, hanged, impaled or burned at stake. DB agrees. Meanwhile Mater says DB, that mysterious sadist demands to torture her to death. Master tells DB, that she must run away and do not sacrifice her life to the Master. But DB refuses. Master have a last sex with DB. After that she's explain, that last girl was not so hardy, and at some point start to beg for mercy. And this time sadist demand to gag DB with ring gag, that she can scream, but cant beg for mercy and spoil all the enjoyment to him. DB will be gagged, and spend rest of the day in the cage. Periodically some of the NPC's come to her, and pitying her. Some of them will cry and say farewell to her, and how they love her. (Muscle man from the shop will fuck her, saying, that he don't want to waste such a good meet. And this is her last fuck.) After dark, she will be walked to dungeon, where tortures begins. Whipping, burning, rack torture, hot iron branding. At some point customer will take a break, and will have a dinner, enjoying the scrams of DB, hanging in the metal cage over the fire. When she will cant walk, and and not react to new tortures, sadist will bored of this games, and ordered her execution. At this point, the execution will be chosen randomly, but in next sacrifices, DB will not gagged. And can make the comments about her torments. And will be able to chose her execution. Misteroius sadist will have a good sex with his wife/lover, while DB will be executed before him. And climaxed when she dies. After that everyone will leave the dungeon, leaving the body of DB. Sanguine revive her, and give her reward for the good show. DB will thanks her new master, for being able to experince most horrible tortures without fear of death. Sanguine says - until the next time than, and disappears. DB will walk away from the dungeon, scares everyone. She's explains to the Master about Sanguine. And offer herself as shop's painslut. To fulfil most sadistic and perverted dreams of customers, and do whatever they like to he. Sorry about my English.
Veladarius Posted August 11, 2014 Author Posted August 11, 2014 Exellent addon! Found a few bugs. If you switch on masturbation after chastity belt release - punishment scene will stuck. In my case, my Painslut start to masturbate, and then ends up not in the mountain cage, but somewhere under textures. Did you planning add more tortures in expansion? Like slow, and painful type? In will be easy with fire or burning coils. Simply put girl on a rack on 1 hour, and put some brazier under her feet. After that - she must be able only walk slowly 1 day, or use healing to heal the wounds. Also - hang her in to strappado position, and put the brazier under her tits. It can be a secret cellar, for most perverted sadistic customers. If the girl willing to be tortured by them to death, for big sum of money. Like in Alicia Painslut mod - sacrifice to Sanguine. When she will almost dead, (or after death), she will be teleported to Sanguine realm for the reward, and then returned to main realm. And big and thrilling questIine to unlock it. DB discovered, that one of the slaves are missing. Nobody told her anything, but one of the slaves will found crying outside. She will told the DB, that missing girl already dead, tortured to death by one of the customers. This made DB angry and she start to dig out the truth. Short detective story, to speak with everyone, to find - who was this customer. Everyone will tell only small part, but everyone will admit, that this slavegirl was most masochistic of all slaves, and agree to do this willingly. DB will try to find who is this, and speak with the Master about him. But master explained, that this customer is so rich and powerful, that he can close the shop and throw into jail everyone, if his sadistic demands will not be fulfilled. DB offer herself, as the sacrifice, but Master refuses, telling that she is not so masochistic yet. At this point DB will uncover secret dungeon, with torture devices and Sanguine altar. And start to meet secret customer, who start to torture her more severely. Like braziers under feet and tits. And when she hanged or restrained like this - this man made sex with one of the slaves (or his sadistic and beautiful lover), enjoying sounds of the DB screams. But in the ends, Master always plea to him, to stop the torture, before is too late. At some point of this sessions, DB will hear offer form Sanguine, to be his painslave. Sanguine will offer to DB be immune to painful death. And big endurance and recovery after tortures. In exchange, DB must be tortured and executed, at least one time of the 3 month. Beheaded, hanged, impaled or burned at stake. DB agrees. Meanwhile Mater says DB, that mysterious sadist demands to torture her to death. Master tells DB, that she must run away and do not sacrifice her life to the Master. But DB refuses. Master have a last sex with DB. After that she's explain, that last girl was not so hardy, and at some point start to beg for mercy. And this time sadist demand to gag DB with ring gag, that she can scream, but cant beg for mercy and spoil all the enjoyment to him. DB will be gagged, and spend rest of the day in the cage. Periodically some of the NPC's come to her, and pitying her. Some of them will cry and say farewell to her, and how they love her. (Muscle man from the shop will fuck her, saying, that he don't want to waste such a good meet. And this is her last fuck.) After dark, she will be walked to dungeon, where tortures begins. Whipping, burning, rack torture, hot iron branding. At some point customer will take a break, and will have a dinner, enjoying the scrams of DB, hanging in the metal cage over the fire. When she will cant walk, and and not react to new tortures, sadist will bored of this games, and ordered her execution. At this point, the execution will be chosen randomly, but in next sacrifices, DB will not gagged. And can make the comments about her torments. And will be able to chose her execution. Misteroius sadist will have a good sex with his wife/lover, while DB will be executed before him. And climaxed when she dies. After that everyone will leave the dungeon, leaving the body of DB. Sanguine revive her, and give her reward for the good show. DB will thanks her new master, for being able to experince most horrible tortures without fear of death. Sanguine says - until the next time than, and disappears. DB will walk away from the dungeon, scares everyone. She's explains to the Master about Sanguine. And offer herself as shop's painslut. To fulfil most sadistic and perverted dreams of customers, and do whatever they like to he. Sorry about my English. The issue with Masturbate on belt removal is known. Any things like that have the chance of stopping the scenes completely and it is guaranteed to stop if they give control back to the player. I will be adding more punishments with the expansion (especially since I have 2 dungeons to play in).
Veladarius Posted August 11, 2014 Author Posted August 11, 2014 @ Gameplayer @ aqqh Thanks for the advice, folks. I guess if I want this, I'm going to have to sit down and learn a bit more... However, as I am pretty clueless about the tech aspects of all this, rather than go messing about trying to extract and merge the more complicated Tes Arena stuff itself, would it make more sense to merge the CD addon esps? I still have about 10 of those, plus all the clothing sets etc that they refer to as seperate entities. And maybe merge the clothing mods too, either seperately, or even put those in with the addon esps? I could probably free up at least 18 places at that rate? @ Veladarius Thanks for the comments. Just a quick futher query. That little corner of the world is already getting quite crowded. Will your further land grab plans be likely to conflict with Fox Cafe and/or Mammoth Manor? I'm running both of those too, and they're rather nice LOL If you use Wrye Bash the addon esp's can be merged into the Bashed Patch and deactivated so they won't use a space. You could merge all the addon's and armor's together as well, I don't see any problems with that as the addon's just modify the leveled lists for the clothing and such (which were made for the addon's). I will be using the area directly around the shop: When I chose the location a year ago when I started I didn't know of any mods that used this area.
Gameplayer Posted August 11, 2014 Posted August 11, 2014 @ Gameplayer @ aqqh Thanks for the advice, folks. I guess if I want this, I'm going to have to sit down and learn a bit more... However, as I am pretty clueless about the tech aspects of all this, rather than go messing about trying to extract and merge the more complicated Tes Arena stuff itself, would it make more sense to merge the CD addon esps? I still have about 10 of those, plus all the clothing sets etc that they refer to as seperate entities. And maybe merge the clothing mods too, either seperately, or even put those in with the addon esps? I could probably free up at least 18 places at that rate? @ Veladarius Thanks for the comments. Just a quick futher query. That little corner of the world is already getting quite crowded. Will your further land grab plans be likely to conflict with Fox Cafe and/or Mammoth Manor? I'm running both of those too, and they're rather nice LOL If you use Wrye Bash the addon esp's can be merged into the Bashed Patch and deactivated so they won't use a space. You could merge all the addon's and armor's together as well, I don't see any problems with that as the addon's just modify the leveled lists for the clothing and such (which were made for the addon's). I will be using the area directly around the shop: 2014-08-11_00001.jpg2014-08-11_00002.jpg 2014-08-11_00003.jpg2014-08-11_00004.jpg When I chose the location a year ago when I started I didn't know of any mods that used this area. @DonkeyWho Just download the script for TES5edit, it merges the locations from Skyrim Areana. I downloaded it installed the manual placed locations minus the one on Captured Dreams Shop. Opened TES5edit, Selected only the Fortress esp's Then selected each esp with CTRL key Then I ran the script, it asked make new esp, I entered a name for new esp mergedFortresses It made the esp in like 1 minute. I saved it, then deleted all the fortress esps but the new one. I now have the forts in game under one esp. Took longer to tell you about it than to make it. Can't just upload it cause it retags some texture data otherwise I would hand you the esp right now via upload file.
Gameplayer Posted August 11, 2014 Posted August 11, 2014 @ Veladarius Alright man, Im going to install some stuff and look for properties in CK, going to have special panties.
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 @DonkeyWho Just download the script for TES5edit, it merges the locations from Skyrim Areana. I downloaded it installed the manual placed locations minus the one on Captured Dreams Shop. Opened TES5edit, Selected only the Fortress esp's Then selected each esp with CTRL key Then I ran the script, it asked make new esp, I entered a name for new esp mergedFortresses It made the esp in like 1 minute. I saved it, then deleted all the fortress esps but the new one. I now have the forts in game under one esp. Took longer to tell you about it than to make it. Can't just upload it cause it retags some texture data otherwise I would hand you the esp right now via upload file. Thanks very much for the help. It's much appreciated, as I scrabble about trying to make sense of it all Forgive my ignorance, but can I do that running TES5Edit from within Mod Organizer, which is what I use to manage all my mods? Having read a little bit more about that when I was looking to see if I could modify some other mod, my understanding was that with that sort of set up, there were some things you couldn't do with TES5Edit, and I really don't know enough to even begin to know if I'm wasting my time, let alone yours ;-)
Gameplayer Posted August 11, 2014 Posted August 11, 2014 @DonkeyWho Just download the script for TES5edit, it merges the locations from Skyrim Areana. I downloaded it installed the manual placed locations minus the one on Captured Dreams Shop. Opened TES5edit, Selected only the Fortress esp's Then selected each esp with CTRL key Then I ran the script, it asked make new esp, I entered a name for new esp mergedFortresses It made the esp in like 1 minute. I saved it, then deleted all the fortress esps but the new one. I now have the forts in game under one esp. Took longer to tell you about it than to make it. Can't just upload it cause it retags some texture data otherwise I would hand you the esp right now via upload file. Thanks very much for the help. It's much appreciated, as I scrabble about trying to make sense of it all Forgive my ignorance, but can I do that running TES5Edit from within Mod Organizer, which is what I use to manage all my mods? Having read a little bit more about that when I was looking to see if I could modify some other mod, my understanding was that with that sort of set up, there were some things you couldn't do with TES5Edit, and I really don't know enough to even begin to know if I'm wasting my time, let alone yours ;-) I use Mod Organizer TOO! Empty out your OverWrite Folder. When you run TES5edit with the script I mentioned It will place the esp and the re-ordered textures and stuff into the overwrite folder. So clean it out and then you basically make a new mod. With the new mod you open its folder and the TES areana Folder. Drag and drop the contents into the Areana folder. Delete the now empty new mod folder you made. Then delete all the esp's you don't want. Play game and have fun Edit There are some things you cant do with TES5edit, if you read my posts to Vel. I cant just change script properites, Im trying to make an esp for special Devious items that don't have the Devious Integration yet. So right now I'm getting the mods downloaded and loaded up into Nexus Mod Manager to install them into my poor clean virgin Skyrim Folder...SOB....No Master don't make me do it. But I have to, I really want these items to behave like Devious items so its going to be some installing blah.
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 If you use Wrye Bash the addon esp's can be merged into the Bashed Patch and deactivated so they won't use a space. You could merge all the addon's and armor's together as well, I don't see any problems with that as the addon's just modify the leveled lists for the clothing and such (which were made for the addon's). I will be using the area directly around the shop: 2014-08-11_00001.jpg2014-08-11_00002.jpg 2014-08-11_00003.jpg2014-08-11_00004.jpg When I chose the location a year ago when I started I didn't know of any mods that used this area. Thank you I've had a quick look at my current setup. The Fox Cafe and Mammoth manor are both on the opposite side of the road from your real estate, which looks mighty impressive, so I think that should be OK. But, anyway, on seeing this I'm now definitely convinced that the Tes Arena Keep has just got to go, as will anything else in the way, regardless, if it has to!... However, there only seems to be one small building on the other side, (which I think is the place called Half Moon Mill?) and I'm guessing that's not your doing :-) Even if it is, I think there will be just enough space for everything to squeeze in I've not yet tried the Wrye Bash thing on Skyrim, but that might be the alternative if it turns out that the TES5Edit script thingie that Gameplayer suggested can't be used from within MO Thanks again
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 BTW is there anything you can do in that mod except heckofalot of sightseeing? Er, with the right set of mods installed, you can set yourself the somewhat entertainingly stealthy task of, without undue cheating, having every houseowner placed on display outside their front door in a cage, or the like, whilst avoiding the entire population and defence forces turning on you in the process. At the same time avoiding all the other baddies doing something similar to your PC
qwerl123 Posted August 11, 2014 Posted August 11, 2014 Many thanks for your work, if you would like to know when can we expect a continuation of this mod?
Gameplayer Posted August 11, 2014 Posted August 11, 2014 @Veladarius Gotcha, I just saw that too. I actually went ahead and edited the properties in TES5edit to see if I'd have to open the CK and unless there is a new script for TESedit, I will have to open CK and do a recompile. I seem to remember that editing script properites is a shortcoming of TESedit but it has been a while since I've made any mods with it. Pretty sure I filled in all the appropriate fields too. The first instance property referes to the inventory item and the next references the scripted one. The ScriptArmor points to the armor addon. At least I know I can find the buttons in CK its not too different from the GECK, I just never wrote any scripts by myself and the ones I did were poor hack jobs of FNV scripts. I know when I find the recompile button and save the esp it should have a working belt. So I have to install the mods to my skyrim folder, I will do that tomorrow and make another attempt But right now I have a belt that should work but since I need to recompile the script for the belt to show, the belt is now invisible. Technically TESedit broke those two script refs when I altered them, don't know if someone has made a recompile script for TESedit. I wish someone would haha. You shouldn't need to recompile the scripts in the CK just fix the properties. If you try to recompile the script you will run into problems as you need to have all the source scripts installed for SexLab, Aroused, Integration, SkyUI, SKSE and ZAZ Animations (maybe not on ZAZ). If you don't then it won't be able to compile and will break the script. Alright I got the right downloads for esp's loaded into the main folder, Got the multiple masters fix done, Load up all the esp's no problem. Find a Devious Padded Belt, Open it up but I don't see properties. So my question is how do I alter the VMAD properties correctly so that the item shows up in game. I did a duplicate attempt of Padded Iron and its scriptinstance item in CK, I changed its nif paths. Then tried it in game didn't work, and opened it in TES5edit revealed that the VMAD data was not duplicated so it didn't have part of what it needed to function at all. Are there missing component downloads I need? like an update?
Kendo 2 Posted August 11, 2014 Posted August 11, 2014 Many thanks for your work, if you would like to know when can we expect a continuation of this mod? I think he said October 2014.
darkfender666 Posted August 11, 2014 Posted August 11, 2014 OMG so long to wait >.< may i suggest to use some of the zaz animation that no mod still uses on main character. There are a lot of them really and only we see is pillory
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 @ I use Mod Organizer TOO! Empty out your OverWrite Folder. When you run TES5edit with the script I mentioned It will place the esp and the re-ordered textures and stuff into the overwrite folder. So clean it out and then you basically make a new mod. With the new mod you open its folder and the TES areana Folder. Drag and drop the contents into the Areana folder. Delete the now empty new mod folder you made. Then delete all the esp's you don't want. Play game and have fun Edit There are some things you cant do with TES5edit, if you read my posts to Vel. I cant just change script properites, Im trying to make an esp for special Devious items that don't have the Devious Integration yet. So right now I'm getting the mods downloaded and loaded up into Nexus Mod Manager to install them into my poor clean virgin Skyrim Folder...SOB....No Master don't make me do it. But I have to, I really want these items to behave like Devious items so its going to be some installing blah. Thanks. OK, I've read up a bit more and think that I have got the basic idea, and in this case, if I've got it right, I'd simply use the Fomod option in Tes Arena to import and create a MO entry with all the location esps excluding the one I don't want, and then use the TES5Edit Script merge to merge those esps into a mod called say 'Tes Arena No North Keep' (how quaintly original!), and activate it. That seems straightforward so far BUT, one thing I DON'T understand for sure is the idea of how you go about actually cleaning out the existing MO 'Overwrite' directory. If I have got the concept of the Merge Script right, it uses the Overwrite directory to 'save' all the new merged info/mod data, from the esps you selected for merger, as this should then appear in the Skyrim data folder. One is then expected to just right click the MO 'Overwrite' row and 'create a 'new mod'', which consists of one new esp which can then be used, to take the place of the formerly single, now merged, esps But, before doing that, as the MO Overwrite will already have stuff in it that's generated from the other installed mods overwrites, as those exist within MO's basic organisation, I am assuming that if this info weren't cleaned out first, saving the Overwrite would incorrectly also merge that info into the new merged esp's data, meaning that the new esp would have spurious info from other non merged mods built into it. Hence your stating that the Overwrite folder needs to be emptied first BUT, if I delete all that, how and when does it then get recreated? That I am not clear about, and everything I can find written seems to assume it's self evident. I'd like to, firstly, be sure that it hasn't appeared again before I select and merge the esps I want to, and secondly, to make sure that the correct overwrites for other mods are then 're-instated'. Is it just as simple as deleting it, running the merge script, saving the 'new mod' out of the Overwrite, deleting the Overwrite again, and then restarting MO again to get the original overwrite info recreated/put back there again? If it is, fine And while looking at the Overwrite current contents, There are also folders for 'meshes' 'Scripts' 'skse' and 'tools'. Do you just delete them all, and they will then all magically reappear? Naturally, I'd back them up anyway, but I'd rather check first than screw up my setup and then have to try to put whatever sorry mess I'd created back together again I also have a couple of backed up esps in a folder called TES5Edit Backups that I had already changed using TES5Edit - nothing esoteric, merely single data values - and I assume those would have to be backed up seperately and then copied back in, as surely these won't be recreated? Forgive my lack of grasp of what I am sure is to you something pretty basic and simple, but I'm old and slow, not to say anything about also being far too pedantic for anyone's good..... LOL
Gameplayer Posted August 11, 2014 Posted August 11, 2014 @ I use Mod Organizer TOO! Empty out your OverWrite Folder. When you run TES5edit with the script I mentioned It will place the esp and the re-ordered textures and stuff into the overwrite folder. So clean it out and then you basically make a new mod. With the new mod you open its folder and the TES areana Folder. Drag and drop the contents into the Areana folder. Delete the now empty new mod folder you made. Then delete all the esp's you don't want. Play game and have fun Edit There are some things you cant do with TES5edit, if you read my posts to Vel. I cant just change script properites, Im trying to make an esp for special Devious items that don't have the Devious Integration yet. So right now I'm getting the mods downloaded and loaded up into Nexus Mod Manager to install them into my poor clean virgin Skyrim Folder...SOB....No Master don't make me do it. But I have to, I really want these items to behave like Devious items so its going to be some installing blah. Thanks. OK, I've read up a bit more and think that I have got the basic idea, and in this case, if I've got it right, I'd simply use the Fomod option in Tes Arena to import and create a MO entry with all the location esps excluding the one I don't want, and then use the TES5Edit Script merge to merge those esps into a mod called say 'Tes Arena No North Keep' (how quaintly original!), and activate it. That seems straightforward so far BUT, one thing I DON'T understand for sure is the idea of how you go about actually cleaning out the existing MO 'Overwrite' directory. If I have got the concept of the Merge Script right, it uses the Overwrite directory to 'save' all the new merged info/mod data, from the esps you selected for merger, as this should then appear in the Skyrim data folder. One is then expected to just right click the MO 'Overwrite' row and 'create a 'new mod'', which consists of one new esp which can then be used, to take the place of the formerly single, now merged, esps But, before doing that, as the MO Overwrite will already have stuff in it that's generated from the other installed mods overwrites, as those exist within MO's basic organisation, I am assuming that if this info weren't cleaned out first, saving the Overwrite would incorrectly also merge that info into the new merged esp's data, meaning that the new esp would have spurious info from other non merged mods built into it. Hence your stating that the Overwrite folder needs to be emptied first BUT, if I delete all that, how and when does it then get recreated? That I am not clear about, and everything I can find written seems to assume it's self evident. I'd like to, firstly, be sure that it hasn't appeared again before I select and merge the esps I want to, and secondly, to make sure that the correct overwrites for other mods are then 're-instated'. Is it just as simple as deleting it, running the merge script, saving the 'new mod' out of the Overwrite, deleting the Overwrite again, and then restarting MO again to get the original overwrite info recreated/put back there again? If it is, fine And while looking at the Overwrite current contents, There are also folders for 'meshes' 'Scripts' 'skse' and 'tools'. Do you just delete them all, and they will then all magically reappear? Naturally, I'd back them up anyway, but I'd rather check first than screw up my setup and then have to try to put whatever sorry mess I'd created back together again I also have a couple of backed up esps in a folder called TES5Edit Backups that I had already changed using TES5Edit - nothing esoteric, merely single data values - and I assume those would have to be backed up seperately and then copied back in, as surely these won't be recreated? Forgive my lack of grasp of what I am sure is to you something pretty basic and simple, but I'm old and slow, not to say anything about also being far too pedantic for anyone's good..... LOL Before you do anything, get the new merge script. www.nexusmods.com/skyrim/mods/37981/? Name of File Header "Merge Plugins xEdit Script" Forgive me for not putting it in before Im behind on updates to OS and internet so copy paste isn't working right. Next, The stuff in the overwrite folder is just data that is generated each time the game is run, some of it can be stuff like a setting but its not severe and wont hurt you to just delete it and move on. Stuff that gets written there, temp stuff like HDT heels setting, its not real important as it will regenerate on each run, also it kinda helps just to toss that out now and then. After cleaning out the Overwrite Folder. Launch TES5edit with your selected plugs to merge. Best procedure is to clean them 1st, only one of the plugs actually needed cleaning cant remember which. SAVE and Exit after Cleaning. Re-Start TESedit CTRL each plug to be merged Right click anywhere, select scripts from tab... Pick Merge Ver 1.6 or latest from scroll down tab Follow prompts, it'll ask what to apply you don't have to check a thing its all set, hit ok Next it asks "NEW Plug" hit ok Name the Plug Save and Exit Delete all old plugs Create mod from Overwrite Folder..."TEMP MOD" Open TEMP and Areana MOD folders Drag and drop the TEMP contents into Areana folder Check mark new plug and LOOT ready that thing, Play GAME (Works with almost everything, trouble with items is that it re-orders items like armor/weaps to be nice and tidy with the Hex Numbers and prevent problems, this means in an existing game that those items change ID and therefore are gone and have to be re-added via consul commands.) Number One way to merge mods quickly and painlessly to optimize your game. Only thing to steer away from with merging is packs with scripts right now...It also wont merge MCM stuff obviously cause they have scripts will break them. Most Mods though don't actually have scripts, 99.9% of armor and weaps don't have scripts...Most followers, most landscape mods...Though with homes you start to see scripts and some follower type stuff.
redlove108 Posted August 11, 2014 Posted August 11, 2014 OMG so long to wait >.< may i suggest to use some of the zaz animation that no mod still uses on main character. There are a lot of them really and only we see is pillory October is not that long of a wait. It's 2 months. Not like he's getting paid 8hrs a day to complete this mod. He does it on his free time. Besides no need to rush him. There will be bugs that will need to be ironed out, especially after the public gets their hands on it. So it'll take another few weeks before this is stable. So best to casually wait and explore other mods in the meantime. There's plenty out there. So many neat mods on the next. That 255 limit is a crime against humanity I tell you.
vipermagi Posted August 11, 2014 Posted August 11, 2014 ...That 255 limit is a crime against humanity I tell you. Here is hoping that future Bethesda games are 64bit.
Veladarius Posted August 11, 2014 Author Posted August 11, 2014 If you use Wrye Bash the addon esp's can be merged into the Bashed Patch and deactivated so they won't use a space. You could merge all the addon's and armor's together as well, I don't see any problems with that as the addon's just modify the leveled lists for the clothing and such (which were made for the addon's). I will be using the area directly around the shop: 2014-08-11_00001.jpg2014-08-11_00002.jpg 2014-08-11_00003.jpg2014-08-11_00004.jpg When I chose the location a year ago when I started I didn't know of any mods that used this area. Thank you I've had a quick look at my current setup. The Fox Cafe and Mammoth manor are both on the opposite side of the road from your real estate, which looks mighty impressive, so I think that should be OK. But, anyway, on seeing this I'm now definitely convinced that the Tes Arena Keep has just got to go, as will anything else in the way, regardless, if it has to!... However, there only seems to be one small building on the other side, (which I think is the place called Half Moon Mill?) and I'm guessing that's not your doing :-) Even if it is, I think there will be just enough space for everything to squeeze in I've not yet tried the Wrye Bash thing on Skyrim, but that might be the alternative if it turns out that the TES5Edit script thingie that Gameplayer suggested can't be used from within MO Thanks again The building on the other side is the Half Moon Mill, I won't be taking any more space than what is shown in the screen shots. The expansion planned for Tavish's manor (sometime in the future) will have its own world space and be larger than this one. ...That 255 limit is a crime against humanity I tell you. Here is hoping that future Bethesda games are 64bit. The problem is that they only gave 2 digits to identifying the mod the items came from in the item ID number. Had they added a 3rd digit the max would have been 4095 and everyone would be trying to figure out how to load that many of them.
Kimy Posted August 11, 2014 Posted August 11, 2014 ...That 255 limit is a crime against humanity I tell you. Here is hoping that future Bethesda games are 64bit. Heh, yeah. People still developing 32bit applications should be locked into a basement without electricity to get a taste for the stone age era their minds are obviously stuck in. Nobody in their right mind still has a 32bit OS installed on any computing device more powerful than a toaster. This is 2014.
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 @ I use Mod Organizer TOO! Empty out your OverWrite Folder. When you run TES5edit with the script I mentioned It will place the esp and the re-ordered textures and stuff into the overwrite folder. So clean it out and then you basically make a new mod. With the new mod you open its folder and the TES areana Folder. Drag and drop the contents into the Areana folder. Delete the now empty new mod folder you made. Then delete all the esp's you don't want. Play game and have fun Edit There are some things you cant do with TES5edit, if you read my posts to Vel. I cant just change script properites, Im trying to make an esp for special Devious items that don't have the Devious Integration yet. So right now I'm getting the mods downloaded and loaded up into Nexus Mod Manager to install them into my poor clean virgin Skyrim Folder...SOB....No Master don't make me do it. But I have to, I really want these items to behave like Devious items so its going to be some installing blah. Thanks. OK, I've read up a bit more and think that I have got the basic idea, and in this case, if I've got it right, I'd simply use the Fomod option in Tes Arena to import and create a MO entry with all the location esps excluding the one I don't want, and then use the TES5Edit Script merge to merge those esps into a mod called say 'Tes Arena No North Keep' (how quaintly original!), and activate it. That seems straightforward so far BUT, one thing I DON'T understand for sure is the idea of how you go about actually cleaning out the existing MO 'Overwrite' directory. If I have got the concept of the Merge Script right, it uses the Overwrite directory to 'save' all the new merged info/mod data, from the esps you selected for merger, as this should then appear in the Skyrim data folder. One is then expected to just right click the MO 'Overwrite' row and 'create a 'new mod'', which consists of one new esp which can then be used, to take the place of the formerly single, now merged, esps But, before doing that, as the MO Overwrite will already have stuff in it that's generated from the other installed mods overwrites, as those exist within MO's basic organisation, I am assuming that if this info weren't cleaned out first, saving the Overwrite would incorrectly also merge that info into the new merged esp's data, meaning that the new esp would have spurious info from other non merged mods built into it. Hence your stating that the Overwrite folder needs to be emptied first BUT, if I delete all that, how and when does it then get recreated? That I am not clear about, and everything I can find written seems to assume it's self evident. I'd like to, firstly, be sure that it hasn't appeared again before I select and merge the esps I want to, and secondly, to make sure that the correct overwrites for other mods are then 're-instated'. Is it just as simple as deleting it, running the merge script, saving the 'new mod' out of the Overwrite, deleting the Overwrite again, and then restarting MO again to get the original overwrite info recreated/put back there again? If it is, fine And while looking at the Overwrite current contents, There are also folders for 'meshes' 'Scripts' 'skse' and 'tools'. Do you just delete them all, and they will then all magically reappear? Naturally, I'd back them up anyway, but I'd rather check first than screw up my setup and then have to try to put whatever sorry mess I'd created back together again I also have a couple of backed up esps in a folder called TES5Edit Backups that I had already changed using TES5Edit - nothing esoteric, merely single data values - and I assume those would have to be backed up seperately and then copied back in, as surely these won't be recreated? Forgive my lack of grasp of what I am sure is to you something pretty basic and simple, but I'm old and slow, not to say anything about also being far too pedantic for anyone's good..... LOL Before you do anything, get the new merge script. www.nexusmods.com/skyrim/mods/37981/? Name of File Header "Merge Plugins xEdit Script" Forgive me for not putting it in before Im behind on updates to OS and internet so copy paste isn't working right. Next, The stuff in the overwrite folder is just data that is generated each time the game is run, some of it can be stuff like a setting but its not severe and wont hurt you to just delete it and move on. Stuff that gets written there, temp stuff like HDT heels setting, its not real important as it will regenerate on each run, also it kinda helps just to toss that out now and then. After cleaning out the Overwrite Folder. Launch TES5edit with your selected plugs to merge. Best procedure is to clean them 1st, only one of the plugs actually needed cleaning cant remember which. SAVE and Exit after Cleaning. Re-Start TESedit CTRL each plug to be merged Right click anywhere, select scripts from tab... Pick Merge Ver 1.6 or latest from scroll down tab Follow prompts, it'll ask what to apply you don't have to check a thing its all set, hit ok Next it asks "NEW Plug" hit ok Name the Plug Save and Exit Delete all old plugs Create mod from Overwrite Folder..."TEMP MOD" Open TEMP and Areana MOD folders Drag and drop the TEMP contents into Areana folder Check mark new plug and LOOT ready that thing, Play GAME (Works with almost everything, trouble with items is that it re-orders items like armor/weaps to be nice and tidy with the Hex Numbers and prevent problems, this means in an existing game that those items change ID and therefore are gone and have to be re-added via consul commands.) Number One way to merge mods quickly and painlessly to optimize your game. Only thing to steer away from with merging is packs with scripts right now...It also wont merge MCM stuff obviously cause they have scripts will break them. Most Mods though don't actually have scripts, 99.9% of armor and weaps don't have scripts...Most followers, most landscape mods...Though with homes you start to see scripts and some follower type stuff. A Quick 'Heads Up' for anyone following this saga, and tempted to try this too Being a cautious old so and so, I did delete the Overwrite folder contents, and then, just to see if the game would run from there, kicked it off again. It started, but then wittered on with some strange messages, (of the sort that appear in black bordered boxes) saying that FNIS was missing and needed reinstalled etc ... Whoops! So, thankful for being cautious, I copied back the last contents of the Overwrite folder from where I had just backed them up, and eventually, after a couple of false starts, the game settled down to run again. So, if you're maybe thinking on trying this, I'd avoid a straight deletion with no backup to fall back on! FWIW, I also tried 'Create Mod' on the existing Overwrite folder contents, and lo and behold, the entire folder contents, just as they were, were TRANSFERRED, not just copied, to the new mod folder, with the addition of the usual meta.ini file. I didn't try running the game from that, as that didn't sound like too good an good idea....at least not as an ongoing solution Thanks again to Gameplayer for his time and trouble. He's given me another idea in what he wrote, and I shall try and see how that does, and if that succeeds, I'll pass back anything that might be worth knowing LOL Anyone else ever think that there's more fun in doing this than actually playing the game?
DonQuiWho Posted August 11, 2014 Posted August 11, 2014 @ Veladarius, on 11 Aug 2014 - 1:00 PM, said: 'The building on the other side is the Half Moon Mill, I won't be taking any more space than what is shown in the screen shots. The expansion planned for Tavish's manor (sometime in the future) will have its own world space and be larger than this one.' Thanks. That's good news. Much appreciate the time and trouble taken to reply
Princessity Posted August 11, 2014 Posted August 11, 2014 ...That 255 limit is a crime against humanity I tell you.Here is hoping that future Bethesda games are 64bit. Heh, yeah. People still developing 32bit applications should be locked into a basement without electricity to get a taste for the stone age era their minds are obviously stuck in. Nobody in their right mind still has a 32bit OS installed on any computing device more powerful than a toaster. This is 2014. Pshhhhh I tried to teach my toaster to play skyrim but it didn't want to! It said it's like interfacing with a campfire.
Gameplayer Posted August 11, 2014 Posted August 11, 2014 @ donkeywho Er sorry, I didn't consider that you might not have created a FNIS Folder for your MO profile, Yep you should really start with an empty overwrite folder then run FNIS finish that, Then Right Click Overwrite Folder, Create Mod, Name that "FNIS 8/11/2014" then just check that box, from there your FNIS stuff is safe pretty much until you decide its time to get new animations. Sorry about that. Ditto of the above with Bashed Patch, pretty much anything you run app wise will appear in the Overwrite folder, like ReProccur apps.
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