[RELZ]Storms & Sound Patches

Post » Thu Oct 21, 2010 5:44 pm

Will these patches work with the Enhanced Weather version of the Storms and Sound mod (EW-Storms * Sound SI.esp)?
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Thu Oct 21, 2010 11:45 pm

Will these patches work with the Enhanced Weather version of the Storms and Sound mod (EW-Storms * Sound SI.esp)?

yes. you just need to rename EW-Storms & Sound.esp to Storms & Sound.esp

or you can do a manual install. the problem with the different named esp's is only with the omod install script as it looks for Storms & Sound.esp. if you use the Storms & Sound omod version, all esp's are renamed to Storms & Sound.esp.


i will be thinking about the install script. i like that it force loads the patch esp's to make sure load order is correct. since i am redoing the patches, it will force load the patches after the mods to be patched so this means i can remove the check for the Storms & Sound.esp and all versions of SS and all the different names will work with no problems.


this will resolve all issues with different named esp's.
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Fri Oct 22, 2010 4:58 am

It should only be a matter of re-arranging the master using Wrye Bash.
Reight click on the masters and Change the second master to the third and vice versa.


I believe you can simply use TES4Edit's Sort Masters function too instead if you want.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Fri Oct 22, 2010 4:43 am

@ Foghorne,

If the install script misreading S&S due to various esp names why not just not offer it as an omod but as an omod-ready mod. I (and others) hardly ever use OBMM (the only mod I use as an omod is Detailed Terrain), instead I use BAIN. If you offer the omod conversion data then those who use OBMM can use the OMOD and those like me can just use the BAIN/manual method. I'll end up using BAIN either way since I can just extract the files in the omod, but I'm still suggesting this in case you wanna consider it.

-Francisco-
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Fri Oct 22, 2010 2:36 am

i think i will just remove the check for Storms & Sound.esp. then anyone can install it.

in process of redoing all patches. i'll change the script for version 1.1. isn't modding fun?
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Thu Oct 21, 2010 5:56 pm

useful indeed.
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Thu Oct 21, 2010 11:04 pm

quick update on progress. i have redone:

AFK_Weye
Amajor7 Imperial Furniture
Bank of Cyrodiil
Better Cities (i didn't have to redo as the 2 masters are both esm's - phew did i get lucky)
Blood&Mud

3 to go. so version 1.1 should be out in the next day or two. i will work some more tomorrow after a good morning fish. be off the lake before it gets too hot and maybe finish tomorrow. this will take care of any late loading issues and ensure the patches will work best for everyone.

so yes, version 1.1 will have Storms & Sounds.esp loading before the mods being patched and the patches after the mods being patched. sorry for any confusion and shift in load orders but its a learning experience for me.

thanks for the responses everyone as it makes the extra work worth the effort.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Thu Oct 21, 2010 8:43 pm

yes. you just need to rename EW-Storms & Sound.esp to Storms & Sound.esp

or you can do a manual install. the problem with the different named esp's is only with the omod install script as it looks for Storms & Sound.esp. if you use the Storms & Sound omod version, all esp's are renamed to Storms & Sound.esp.


i will be thinking about the install script. i like that it force loads the patch esp's to make sure load order is correct. since i am redoing the patches, it will force load the patches after the mods to be patched so this means i can remove the check for the Storms & Sound.esp and all versions of SS and all the different names will work with no problems.


this will resolve all issues with different named esp's.



i think i will just remove the check for Storms & Sound.esp. then anyone can install it.

in process of redoing all patches. i'll change the script for version 1.1. isn't modding fun?


Actually the esp will still need to be renamed, since the patches have Storms & Sound.esp as a master.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri Oct 22, 2010 7:06 am

Version 1.1 is out.

this fixes all the load order issues discussed in this thread. the new version requires Storms & Sound to load early to as suggested by Arthmoor - thanks for your help.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Fri Oct 22, 2010 8:52 am

Version 1.1 is out.

this fixes all the load order issues discussed in this thread. the new version requires Storms & Sound to load early to as suggested by Arthmoor - thanks for your help.

Awesome, downloading and installing now. So just put the patches below the mod it patches (i.e.: the lost Spires patch below Lost Spires.esp, etc.)? And does the S&S .ESP still need to be renamed (I only ask this because I'm using the SI OBSE one and wanted to make sure it wouldn't mess it up).

Thanks in advance for these. :D
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Fri Oct 22, 2010 5:38 am

2Cold Scorpio-RGc1,

So just put the patches below the mod it patches - yes

you need the esp for Storms & Sound to be named Storms & Sound.esp.

the patches use Storms & Sound.esp as a master so it has to be that name. rename the esp, make a clean save. then activate the new Storms & Sound.esp and you should be good to go. let me know if there are problems.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Fri Oct 22, 2010 9:24 am

2Cold Scorpio-RGc1,

So just put the patches below the mod it patches - yes

you need the esp for Storms & Sound to be named Storms & Sound.esp.

the patches use Storms & Sound.esp as a master so it has to be that name. rename the esp, make a clean save. then activate the new Storms & Sound.esp and you should be good to go. let me know if there are problems.

Thanks; just wanted to make sure I understood correctly. :D Luckily, I'm about to start a new game, so I don't have to worry about making clean saves. ^_^
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Fri Oct 22, 2010 7:09 am

version 1.2 uploaded. added Better Cities 4-2-4.
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Thu Oct 21, 2010 6:15 pm

version 1.2 uploaded. added Better Cities 4-2-4.

Thanks! I was just about to ask if there was an update. :) I love these S&S patches you did! :D
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Fri Oct 22, 2010 7:36 am

version 1.3 uploaded. added Better Cities 4-3-2.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Fri Oct 22, 2010 9:11 am

version 1.4 uploaded. added Better Cities 4-3-3.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Fri Oct 22, 2010 2:40 am

So what does exactly happen when you don't use these patches with the mods? you won't hear the sounds in those cells?
Also, is it safe to just merge the patches your going to use in 1 to save some slots?
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Thu Oct 21, 2010 11:54 pm

hi Elentar,
Storms & Sound adds its functionality to the original game and Shivering Isles only. you'll never hear any storms in user made mods. so i made a few patches to get S&S in the new interiors.

i'm not very knowledgeable on merging. i did notice someone that posted their load order had some of these merged so i'm sure it can be done. but i'm not sure how dependent a save game would be if you wanted to update. i released 5 versions since april and try to keep up with the frequent Better Cities updates. wish i could be more helpful on merging.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri Oct 22, 2010 4:40 am

hi Elentar,
Storms & Sound adds its functionality to the original game and Shivering Isles only. you'll never hear any storms in user made mods. so i made a few patches to get S&S in the new interiors.

i'm not very knowledgeable on merging. i did notice someone that posted their load order had some of these merged so i'm sure it can be done. but i'm not sure how dependent a save game would be if you wanted to update. i released 5 versions since april and try to keep up with the frequent Better Cities updates. wish i could be more helpful on merging.


Thanks for the fast reply, I'll try and merge some of them and check them out in game. Since I use 7 out of 8 mods you made patches for, it would save me some slots. Also since, Better cities is the one I would update regularly, I could just merge the other ones, and use the BC one seperatly, in case a newer version came out , both of the BC mod itself and of your patch. Thanks again

edit: One more thing. One of te patches is for AFK_Weye, I'm actually leaning more towards WEYE_tics, even though I've never really used the first one. Is it that good a mod?
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Thu Oct 21, 2010 7:37 pm

i should mention that AFK Weye is on version 1.2 but the patch for 1.1 works since there were no changes to any interiors. my next update will only change the version number and nothing in the esp.
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri Oct 22, 2010 9:41 am

quick post to inform users that version 1.4 works for the newly updated versions of AFK Weye and Better Cities.

version 1.4 works for:

AFK_Weye v1.2
Amajor Imperial Furniture v1.0
Bank of Cyrodiil v1.11
Bartholm v6.0
Better Cities v4-3-4
Blood & Mud
Shezrie's Villages
The Lost Spires v14
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Fri Oct 22, 2010 8:52 am

Random thought - perhaps this set of patches would work better as one of those bash filter patches like was done with one of the COBL filter patches? I'm not entirely sure how those work but it might be useful here to cut down on the volume of individual patch files.
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Thu Oct 21, 2010 8:50 pm

Random thought - perhaps this set of patches would work better as one of those bash filter patches like was done with one of the COBL filter patches? I'm not entirely sure how those work but it might be useful here to cut down on the volume of individual patch files.

you mean have one esp...and have it work correctly with whatever combination of mods the player is using? that is what i would like to do but i have no idea how to do this.
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Fri Oct 22, 2010 2:13 am

That would definitely be a great improvement over the many ESPs you have now. You can ask in Wrye Bash thread. I think Item Interchange uses the Wrye Bash Filter function, too; so you may want to also confer with Vacuity.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Fri Oct 22, 2010 12:00 pm

That would definitely be a great improvement over the many ESPs you have now. You can ask in Wrye Bash thread. I think Item Interchange uses the Wrye Bash Filter function, too; so you may want to also confer with Vacuity.

thanks for the tip. i'll see what they say.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

PreviousNext

Return to IV - Oblivion

cron