[RELWIP] Automatic Variants - Thread 5

Post » Sun May 27, 2012 1:24 pm

Wolverine, are you using the SkyTEST file that adds in it's own variants already? The one that causes a couple of different spawns of the same animals but with different skins? I suggest using the original file only and let AV add the variety; using AV makes that version redundant.

That's it, I forgot to uninstall the variant skins version! Will try removing it and adding in the non textured version of SkyTEST.
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Andy durkan
 
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Post » Sun May 27, 2012 9:01 am

@AiTenshi1. Using WB 296 (SVN version) which recognized the BOSS 2.0.X boss.list. When i start WB it reads the list and sets if needed Delev, Relev tags for mods. I then create a bashes patch (exluding AV.esp). So far I've been lucky and had no CTD's with Real Wildlfife Skyrim and Skytest. Also using pride of skyrim (but that doesn't work quite well as the lionesses and lions attack each other.

Concerning Skytest. You could be right. Thought I read that newer versions (I use 1.16) don't use the default leveled lists but he created his own (something with a prefix) and asked Nedius of RWS to do the same to mininize comp. problems. BUT I can be wrong. Etayorius have to be asked.

@Elementroar. Did not know he did that. Hadn't noticed as AV is doing its thing. Using 1.16. Older version has less functionality/less advanced AI. I downloaded with NMM this version: SkyTest Realistic Predators and Animals 1_16 FULL. Whats the non-textures version ??

Using WB 296 and I'm using bashed.patch already. Thanks for the tip anyway, appreciated.
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Grace Francis
 
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Post » Sun May 27, 2012 10:06 am

Used the AV package as suggested and it all seemed to work fine.

One weird bug though. Upon reaching Whiterun for the first time. The scripted Giant scene was actually a troll with a giants club! When he was finally killed, it said Giant, but he had troll fats etc. in his inventory.

Nothing major, but weird none-the-less
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Eddie Howe
 
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Post » Sun May 27, 2012 10:16 pm

Incredibly using the non texture version, 1.14, the same goat turned a problem, and there were no goats in the farms near whiterun....
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Dj Matty P
 
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Post » Sun May 27, 2012 10:52 am

fyi. South of fort greymoor there were 2 dead mammoth. One was shown as a draugr, inventory was gold.
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Anthony Diaz
 
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Post » Sun May 27, 2012 3:15 pm

@AiTenshi1. Using WB 296 (SVN version) which recognized the BOSS 2.0.X boss.list. When i start WB it reads the list and sets if needed Delev, Relev tags for mods. I then create a bashes patch (exluding AV.esp). So far I've been lucky and had no CTD's with Real Wildlfife Skyrim and Skytest. Also using pride of skyrim (but that doesn't work quite well as the lionesses and lions attack each other.

Concerning Skytest. You could be right. Thought I read that newer versions (I use 1.16) don't use the default leveled lists but he created his own (something with a prefix) and asked Nedius of RWS to do the same to mininize comp. problems. BUT I can be wrong. Etayorius have to be asked.

I don't recommend using Wrye Bash to launch BOSS or manage load order. I use BOSS Userlist Manager (BUM) to manage my load order and run BOSS. I'm using BUM now because of Wrye Bash being in a somewhat transitory state at the present time. Basically, I use BUM to maintain LO, WB to manage save game profiles and Bashed Patch, and NMM to install certain mods and launch the game. I'm in the process of trying to move most mods to BAIN for install despite the current issues, but I haven't had time to finish the transition. BTW, it is BOSS that sets the suggested Bash Tags such as Delev, Relev, not Bash itself. Most authors do not set tags, though, so it's not unusual to need to set tags yourself for some mods.

I have been using 1.14. I downloaded 1.16 but I'm in the middle of a game play right now and do not change anything midstream (not unless I am prepared to simply start over when problems happen, which I will be doing eventually anyway, but not quite yet). I just read on the SkyTest thread that EtaYorius discovered some issues with AI and tried to fix it but wound up messing up his whole mod so he's starting over. :(

Generally, I'd suggest using 1.14 for now.

Regarding the CTD with RWS and SkyTest, it was confirmed independently including a video of the CTD. Of course, it may actually be an interaction between the two mods and other mods. The CTD happens travelling between the Guardian Stones and Riverwood.
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Kate Schofield
 
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Post » Mon May 28, 2012 12:59 am

@everyone. Bit off topic but it concerns SkyTest - Realistic Animals & Predators which is/has been discussed here. VERY good new for the hunters amongst us.

His response on a couple of questions of mine and I quote:

"1 I created my own as of v1.0 that means i am not using vanilla lvllists since this creates issues
2 Yes i also created my own ai packages from scratch.
3 Nedius and me are using some vanilla factions but mostly new ones, while Prides is using only vanilla ones.

The issue regarding prides attacking each other is because Nedius and me did some changes to vanilla sabrecat facions and frankthefish is using default sabrecat faction with no changes this causes lions to attack themselves.

Ok just talked to frankthefish and he just gave me permission to start modifying his mod hehe."

With regard to this permission another quote:
"I already asked permission to frankthefish if i could work on "SkyTest - Prides of Skyrim", it will mostly be a version that will ensure 100% compatibility with SkyTest and you will need to have installed the original version of Prides of Skyrim in order to use the version i plan to work on, that is if frankthefish give his blessing."
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priscillaaa
 
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Post » Sun May 27, 2012 4:21 pm

To add, I'm using SkyTEST with RWS and patching through succesfully. I have not encountered this goatbrave bug.

However I'm using SkyTEST v1.14 and then upgrading with the v1.16 esp. It's possible that it's connected with the full v1.16 version of SkyTEST.

@Lev, I can't edit the bug list, I kinda don't want to join Google+ for it so ah...to report, Phendrix Magic Evolved the latest v3.40 version is throwing up duplicate EDID errors. The previous version works however.

http://skyrim.nexusmods.com/downloads/file.php?id=5898

Edit: I can't test out the latest version of Phendrix since he didn't put in a No Perk changes esp for the latest version, so I can't use it with my mod set-up.
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Chris BEvan
 
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Post » Sun May 27, 2012 10:56 am

@elementroar. I follow the nexus quite regulary but missed that one. Only knew of Midas spells. When EDID error is being delt with going to give it a try. Just read about Apocalypse Spell Package in htofiles section Nexus. Received good reviews.
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latrina
 
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Post » Sun May 27, 2012 10:56 am

To add, I'm using SkyTEST with RWS and patching through succesfully. I have not encountered this goatbrave bug.

However I'm using SkyTEST v1.14 and then upgrading with the v1.16 esp. It's possible that it's connected with the full v1.16 version of SkyTEST.

@Lev, I can't edit the bug list, I kinda don't want to join Google+ for it so ah...to report, Phendrix Magic Evolved the latest v3.40 version is throwing up duplicate EDID errors. The previous version works however.

http://skyrim.nexusmods.com/downloads/file.php?id=5898

Edit: I can't test out the latest version of Phendrix since he didn't put in a No Perk changes esp for the latest version, so I can't use it with my mod set-up.
Yes, this svcks, I was also using the No Perk version, and now support for it is gone. For now it's compactible with Mastery of Magicka the spell overhaul I use. Also SkyTEST dosent support the non textures version anymore.
Regarding the goat error what is strange is the fact that the goats do spawn, and using the version without the textures the error was also there and the goats didnt spawn. So far it's working, but the goats aways have the same (default?) texture of gray fur.
Anyway, this mod is working great. Cant wait for it to have a meshes variation to use with armors like killer keos/vanilla/sixy apparel, etc.
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kirsty joanne hines
 
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Post » Sun May 27, 2012 11:52 pm

Thanks for the bug reports. 8)
I'm officially over with my last finals ever. Yeehaw! (had to get some southern in there before I leave Nashville)

I'm currently working on revamping the consistency system to make deleting the old esp safe, integrating AV into the new and upcoming SUM (SkyProc Unified Manager), adding spec file editing to the GUI, and lastly but not least bugfixes.

Cant wait for it to have a meshes variation

Me either. 8) Hopefully after the mentioned patch the AV base will be extremely solid and I can go feature crazy.

PS. Little warning. Once Diablo 3 hits the streets on the 15th I'll probably be a ghost for a good while. 8P I <3 Jay Wilson (nerdcrush)
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NEGRO
 
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Post » Sun May 27, 2012 9:25 am

Yes, making deleting the old esp safe is a must, just yesterday I forgot about it and got draug wandering my cities with populated cities...
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Karine laverre
 
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Post » Sun May 27, 2012 9:20 pm

ok i got a problem my av critters are invisible? how do i fix this? i have rebuilt the av esp after each mod i have installed/uninstalled and the textures are there in the texture folder.
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josie treuberg
 
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Post » Sun May 27, 2012 3:57 pm

Sounds like you maybe deleted your old patch whilst updating (screwing up the links between creatures and their skins)?
I'd try opening up the CK if you're familiar with it and looking at one of the creatures that was invisible, and seeing if the creature displays properly in there.
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I’m my own
 
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Post » Sun May 27, 2012 12:26 pm

@Agnusthemagi and @Leviathan1753. Looks as if I really have to start using a backup program just to backup my AV.esp every day. That is until you Levi has completed the "making he deleting the old esp safe" feature for a future AV. Did not know it could that heavy/severe consequences. Had deleted AV.esp for older AV versions (when updating) but haven't noticed anything strange then. But that was PRE 1.3.x I think. Has it anything todo with the new 1.3.x features or was I just very very lucky!!

Apart from that its quite in this forum. Could this be an indication that AV just works right now and ppl have dl-ed every AV package and are just happy and playing Skyrim or?
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Charles Weber
 
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Post » Sun May 27, 2012 4:37 pm

On the dev end I've been:
1) Slacking off and playing D2 while wishing it was D3, and getting settled into home-life again
2) Silently checking out a new possibility for bringing back in-game scripts as the method for executing texture variants, which would remove the need for thousands of NPC dups and AV Prepping as a whole. Thanks Pluto!
3) Making the esp save to delete with a new SkyProc consistency system
4) Working on SkyProc Unified Manager to make AV + ASIS + other SkyProc mods work smoother together, as well as offering SkyProc modders easy access to AV style GUI/Options/Savefile features.
5) Will be taking a week vacation once D3 hits on the 15th. 8P Poopsockin' time

Still lots of foundation stuff.. but all that needs to get done sooner or later. Usually it's better sooner.
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Assumptah George
 
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Post » Sun May 27, 2012 11:42 pm

On the dev end I've been:
1) Slacking off and playing D2 while wishing it was D3, and getting settled into home-life again

Looking at point 2-4 I wouldn't call that slacking ;-) I mean you have just finished Univerisity finals and you bl**dy hell deserve some off-time. Good luck with D3. Thank god for all of us you are not into playing Skyrim at all.
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Chloe :)
 
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Post » Sun May 27, 2012 7:02 pm

Just wanted to say thanks for AV, it's a brilliant idea wonderfully executed.
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Claudia Cook
 
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Post » Sun May 27, 2012 6:42 pm

Dont worry I'm fully aware I'm testing a lot of mods this one included. It works beautifuly you just have to be careful not to delete the esp, ever. I'm just saying I forgot and deleted it along with the automatic spells esp, got tangled with updating then and disabling populated cities and adventurers and travelers.
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LuCY sCoTT
 
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Post » Sun May 27, 2012 9:58 pm

Probably a goofy question...

... I noticed Insanity's AV packages haven't been updated, does that mean we cannot use them or do we have to change the way we install them or what? I have used them with 1.3.1 and it appeared that they were in the game.

Also, when I have numerous versions of Skeletons for instance, from different authors, does the mod draw from all the possible sources? In other words, I'll see sabrecats from as many artists as a load, and they will all appear randomly in the game?

Cannot say enough about this mod. Thanks for your work, trust me when this is released it's going to be huge.
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Jade Payton
 
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Post » Sun May 27, 2012 6:59 pm

Also, when I have numerous versions of Skeletons for instance, from different authors, does the mod draw from all the possible sources? In other words, I'll see sabrecats from as many artists as a load, and they will all appear randomly in the game?

Yes.
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louise hamilton
 
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Post » Sun May 27, 2012 11:26 am

Hey man, you sent me a PM on nexus asking permission, I replied on there, it's all good. All my texture packs are free for other people to use in Skyrim mods as they are all my own work/modified bethesda textures.
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Francesca
 
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Post » Sun May 27, 2012 7:30 pm

... I noticed Insanity's AV packages haven't been updated, does that mean we cannot use them or do we have to change the way we install them or what? I have used them with 1.3.1 and it appeared that they were in the game.

You have to update them to the new directory structure. Chicken variants are also in the BellyAche package. I assume you alreaqdy use those. This is why it seems to work. I t think that when you open AV and click on the insanity chicken package something will be shown in red or otherrwise an error is show, if memory serves. There are also a http://www.gamesas.com/topic/1366638-relwip-wolverines-collection-of-av-packages-ports-examples-skeletons-and-tools/of bat files which enable you to spawn the BellyAche variants in Skyrim

Leviathan1753 has created an http://www.mediafire.com/?t3qikbzck04jjdm which does the conversion for you. It can also done by hand.

Conversion tool: Unpack the file. In the "AV Package Converter\AV Package Converter" directory there is a AVPackageConverter,jar and a Source Packages directory. When converting a package you place the package to be converted in the Source PackagesSource Packages and run AVPackageConverter,jar. Afterwards you can use the converted package in AV 1.3.1. The trick is to place the correct directory in the Source Packages dir. An example when you download the chicken package of Insanity the directory you need is Insanity's AV Package - Chickens\SkyProc Patchers\Automatic Variants\AV Packages\Insanity's AV Packages.

You can also do it manually. Sounaipr has explained this and I quote:
"Y'all don't need to wait for all the texture uploaders to "fix" it. All you need to do is create a folder named "Skin" where all the variant folders are and move the variant folders into the "Skin" folder. The tool Lev provided does just that.
Takes about a couple seconds to do that. Say we take StarX draugrs

AV Packages\StarX AV Packages\Draugr , there's STXDraugr01to STXDraugr15 . Create a "Skin" folder so that it looks like AV Packages\StarX AV Packages\Draugr\Skin and move all STXDraugrXX to "Skin". Do that to every folder and every package manually, or let the tool do it."

Remark I have contacted Insanity a few weeks back offering him to convert the packages for him, upload them to him so he could distribute it. I think RL has caught up with him since I didn't got a response back. Perhaps Levi can try it again. Aus the author of AV he probably more influence then a "Wolverine2710". Would be great if all packages are converted and ready to use for everyone.
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Ann Church
 
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Post » Mon May 28, 2012 12:16 am

@HarleyVATS. May I ask what your username on the Nexus is. Curious about which textures/mods can be AV-tized.
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sarah taylor
 
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Post » Sun May 27, 2012 8:44 pm

Hi guys!
Well, i''m trying to use this mod with Bellyache's animals and creatures, but i'm having weirds bugs.
In fact i identified 2 bugs, one just make the guards in Whiterun to completely turn inviseble laying their baldes on the floor, and when they walk
i see the only the blades.
The other one is with some NPCs, the face and the body textures look different, for instance the face looks a bit darker and the body lighter.
I uninstalled this mod, and everythings works ok!!.
I'm guessing something there is messing up with textures or something.
Well, if someone is experiencing this bug and have a solution, i would be happy to know how to solve this bug, as its really stupid having to stick with only 1 variation of an animal/creature when you have plenty to choose.

sorry for my bad english!!
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Emily Martell
 
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