Location of Blue River Prison in Bruma on Xbox One
#3361
Posted 08 May 2019 - 03:36 PM
Thanks so much , very enjoy this mod , look forward new city !!!!!
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#3362
Posted 08 May 2019 - 06:09 PM
In response to post #69908713. #69925478 is also a reply to the same post.
Spoiler
NestR wrote: Anyone encountered? When you pass through the gate to Cyrodiil teleports me back to Skyrim, don't let proteic through the gate
EmissaryOfInfinity wrote: Firstly, if you've installed the "Patch to 1.3.3 from 1.3" that you downloaded, please uninstall Bruma and reinstall only the main Bruma file and the DLC integration patch. The "Patch to 1.3.3 from 1.3" is only to be used if you have an outdated version of Bruma installed, one that hasn't been hosted here since before you downloaded the mod to begin with. It will cause issues if installed with the current version.
Secondly, how did you download and install the mod? NMM, MO2, Vortex, or manually?
And lastly, do you have any other mods that affect Bruma in any way? This includes language patches, compatibility patches, bodyslide setups and other similar mesh edits, and the mod "Beyond Reach" (though why it affects Bruma is unknown). Most notable is the German translation, which is known to cause crashes and other issues when attempting to enter Cyrodiil.
I install mods using Nexus mod manager. In Skyrim, there are about ~170 mods, including the change of any appearance, bodyslide, body physics and so on. On Bruma is only a language pack in Russian. I tried to re-install Bruma, but the result is the same.
UPD: after already million installation bruma it seems like everything went well and now can go to Cyrodiil xd
Edited by NestR, 08 May 2019 - 09:42 PM.
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#3363
Posted 09 May 2019 - 12:27 AM
In response to post #69908713. #69925478, #69944338 are all replies on the same post.
Spoiler
NestR wrote: Anyone encountered? When you pass through the gate to Cyrodiil teleports me back to Skyrim, don't let proteic through the gate
EmissaryOfInfinity wrote: Firstly, if you've installed the "Patch to 1.3.3 from 1.3" that you downloaded, please uninstall Bruma and reinstall only the main Bruma file and the DLC integration patch. The "Patch to 1.3.3 from 1.3" is only to be used if you have an outdated version of Bruma installed, one that hasn't been hosted here since before you downloaded the mod to begin with. It will cause issues if installed with the current version.
Secondly, how did you download and install the mod? NMM, MO2, Vortex, or manually?
And lastly, do you have any other mods that affect Bruma in any way? This includes language patches, compatibility patches, bodyslide setups and other similar mesh edits, and the mod "Beyond Reach" (though why it affects Bruma is unknown). Most notable is the German translation, which is known to cause crashes and other issues when attempting to enter Cyrodiil.
NestR wrote: I install mods using Nexus mod manager. In Skyrim, there are about ~170 mods, including the change of any appearance, bodyslide, body physics and so on. On Bruma is only a language pack in Russian. I tried to re-install Bruma, but the result is the same.
UPD: after already million installation bruma it seems like everything went well and now can go to Cyrodiil xd
Don't use NMM to install Bruma. It's known to lose data on mods this large. If you run into further issues, please reinstall the mod manually.
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#3364
Posted 09 May 2019 - 08:06 AM
Adius , Nooooooooooooooo !! you monsters, no way i endorse the mod unless you tell me how to free my pal !!!! (just kidding ;) )
Loved everything in this wonderful mod. I'm really looking forward to the next mod developments (joining the Synod, fighters guild ...)
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#3365
Posted 09 May 2019 - 12:30 PM
I have a question regarding the Beyond Skyrim: Cyrodiil and maybe all the projects: Will mods that add/edit new things into Beyond Skyrim Bruma and other pre-releases work when the full release comes out? Or would they change some core things from the Beyond Skyrim pre-releases that may eventually conflict/corrupt the mods that I have or make myself? I'm not working on anything game-changing, just adding some NPCs and spells and such to the leveled lists, and a few new locations around the place. Could there be compatibility problems in the future?
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#3366
Posted 09 May 2019 - 04:28 PM
I...cough, cough...may or may not have accidentally teleported him right back to Bruma, after the Thalmor took him. I'm really hoping the Blue River Prison will be in the final release, and that we're able to stage an assault to rescue him. I'll start a new game, just for that quest.
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#3367
Posted 09 May 2019 - 04:29 PM
In response to post #69962818.
Spoiler
nikolaf wrote: I have a question regarding the Beyond Skyrim: Cyrodiil and maybe all the projects: Will mods that add/edit new things into Beyond Skyrim Bruma and other pre-releases work when the full release comes out? Or would they change some core things from the Beyond Skyrim pre-releases that may eventually conflict/corrupt the mods that I have or make myself? I'm not working on anything game-changing, just adding some NPCs and spells and such to the leveled lists, and a few new locations around the place. Could there be compatibility problems in the future?
While these mods should be safe, given we don't change much in the prerelease areas later on, it would still be wise to rebuild them using the full mod when it releases. This ensures that there are no outdated references from your mod overwriting the new content from the full version, if there are any.
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#3368
Posted 09 May 2019 - 06:46 PM
In response to post #69962818. #69967558 is also a reply to the same post.
Spoiler
nikolaf wrote: I have a question regarding the Beyond Skyrim: Cyrodiil and maybe all the projects: Will mods that add/edit new things into Beyond Skyrim Bruma and other pre-releases work when the full release comes out? Or would they change some core things from the Beyond Skyrim pre-releases that may eventually conflict/corrupt the mods that I have or make myself? I'm not working on anything game-changing, just adding some NPCs and spells and such to the leveled lists, and a few new locations around the place. Could there be compatibility problems in the future?
EmissaryOfInfinity wrote: While these mods should be safe, given we don't change much in the prerelease areas later on, it would still be wise to rebuild them using the full mod when it releases. This ensures that there are no outdated references from your mod overwriting the new content from the full version, if there are any.
Thank you for the answer. I was planning on adding a small cave to the northern parts of Bruma, nowhere near the unfinished borders, so that area should technically stay the same and probably not mess with it? I've spent a lot of time on this mod, literally five years, mostly tweaking the base game and dlcs to my liking, and merging a few mods together, so it would be a pain to have to rebuild everything from the ground up again. Though the changes I make are minor, mostly leveled list alterations and a few NPCs added here or there (*ehm Mythic Dawn agents...), so it shouldn't be a problem to remove those few dependencies from the Beyond Skyrim: Cyrodiil masters, and allow me to recreate that part. Is this right?
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#3369
Posted 10 May 2019 - 02:32 AM
In response to post #69962818. #69967558, #69970418 are all replies on the same post.
Spoiler
nikolaf wrote: I have a question regarding the Beyond Skyrim: Cyrodiil and maybe all the projects: Will mods that add/edit new things into Beyond Skyrim Bruma and other pre-releases work when the full release comes out? Or would they change some core things from the Beyond Skyrim pre-releases that may eventually conflict/corrupt the mods that I have or make myself? I'm not working on anything game-changing, just adding some NPCs and spells and such to the leveled lists, and a few new locations around the place. Could there be compatibility problems in the future?
EmissaryOfInfinity wrote: While these mods should be safe, given we don't change much in the prerelease areas later on, it would still be wise to rebuild them using the full mod when it releases. This ensures that there are no outdated references from your mod overwriting the new content from the full version, if there are any.
nikolaf wrote: Thank you for the answer. I was planning on adding a small cave to the northern parts of Bruma, nowhere near the unfinished borders, so that area should technically stay the same and probably not mess with it? I've spent a lot of time on this mod, literally five years, mostly tweaking the base game and dlcs to my liking, and merging a few mods together, so it would be a pain to have to rebuild everything from the ground up again. Though the changes I make are minor, mostly leveled list alterations and a few NPCs added here or there (*ehm Mythic Dawn agents...), so it shouldn't be a problem to remove those few dependencies from the Beyond Skyrim: Cyrodiil masters, and allow me to recreate that part. Is this right?
Something that minor should be fairly simple to re-do in that fashion, yes. But as with all things in the development of this mod, I make no promises for how much that region might change by the time the final release arrives.
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#3370
Posted 10 May 2019 - 03:07 AM
What should i do when i install Beyond Skyrim DLC Integration Patch should i merge, replace or rename?
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Source: https://forums.nexusmods.com/index.php?/topic/5818982-beyond-skyrim-bruma-se/page-337
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