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  1. The main theme in Fallout: New Vegas is letting go. And I have to let go. We are expecting our second child any day now and once the baby gets born I won't have the time to play and curate for quite some time. I can't say how long it will take, I can't even say if I'll make a comeback as a curator, but I know I would like to get back to it one day. On the practical side of things, the guide is currently still in working condition and would probably manage to stay in working order for 3 months or so. If someone wants to take it from here, they are free to do so. After all, that is the way Step modding works. I will keep reading the Feedback thread and providing advice when I can, but I can't make any promises on regularity. I don't want to saound too melodramatic. This is not goodbye, just a call for would-be curators willing to step in. Step is a great community and the FNV Guide has helped me get through taxing times, giving me something to do through the occasional bouts of insomnia. I want to thank the admins for giving me this opportunity (and encouraging my hobby), the guide users for the effort of installing ~300 mods (I hoipe it was worth it) and I hope that someday I will be able to contribute again. P.S. Should have given a longer notice, but I'm hooked up on gaming and was delaying the inevitable in self-denial.
    3 points
  2. I originally included these notes in my previous post under a spoiler tag, but I'll put them here without as I think they were missed (they included that bit about Bthardamz). In the Tool Setup table, xEdit.exe and xEditQuickAutoClean.exe should be named SSEEdit.exe and SSEEditQuickAutoClean. The collapsible here does refer to them by their original names, as does the System Setup Guide. If they should be renamed, the filename should be changed in both places. SPID no longer has a separate AE file, but instead, a FOMOD. May want to do a FOMOD table like you do for other mods with FOMODs (though it's an easy install, tbh--just the one choice of your game version). Same goes for Simple Offence Suppression. I recall the original version of the guide having instructions for adding mods from .zip, instead of Nexus. I know how to do this, but someone who doesn't might be confused when running into Skyrim Realistic Overhaul, Skyrim Redesigned WIP, and Arthmoor's mods. If these are elsewhere or I've overlooked them, ignore! Enhanced Vanilla Trees' FOMOD collapsible is missing the "Greener Pines" section of the custom FOMOD. Glacier LOD Meshes should have a note on it, like the other Skyrim LE mods, that it is compatible and the warning can be ignored. Reverb Interior Sounds Expansion does not ask me about Skyrim VR--unsure if FOMOD was updated or what. For Tempered Skins for Males, we're free to choose whatever we like. After choosing underwear option A2 however, the files I'm supposed to hide for underwear are not present. Will report back if this breaks something. Butterflies Unchained still lists the CACO patch as necessary--may want to note that it's unnecessary if you haven't installed CACO now that it's optional. Same thing goes for the Kryptopyrs Patch Hub--many of these are for CACO or CCOR or TCIY specifically and aren't necessary if those aren't installed. Could use some organization to reflect this. Same for Vokrii patch--unnecessary if you don't have CACO. It's clear to me, reading the ENBSeries collapsible, that the Step ENB preset files from Nexus should go straight into the root folder, but you may want to say this specifically. (Note from later: the guide does get to this, but it's at the end of the section, in the collapsible for the Post-Processing patch. Maybe have the files placed when the ENB preset is downloaded originally, in the ENBSeries collapsible itself?) All mods added! List of things that are currently listed as "redundant" in case that's helpful: the three DLCs, Majestic Mountains Double-Sided Patch, Battle Ready Candlelight Fixes, Rudy HQ - Bthardamz. Can provide overwrite reports if needed. Items that needed xEdit quick cleaning: SmoothShores.esp, imp_helm_legend.esp
    3 points
  3. Thanks for everyone's work on this guide Just doing an upgrade from 2.1.0 -> 2.2.0 1. Retexture for The Scroll has an FOMOD with a bunch options and they aren't detailed in the guide. 2. Reverb Interior Sounds Expansion has FOMOD instructions with a Skyrim VR Users page. This doesn't exist in the current FOMOD installer. 3. Informed Mail Delivery has multiple main versions each with a FOMOD with multiple options. No instructions are given in the guide. 4. Oxygen Meter has an FOMOD which isn't detailed in the guide. It's just to select game version but you're trying to make this guide idiot-proof, right? 5. Show Player In Menu is in the Changelog but not in the guide.
    2 points
  4. Made a topic for it. Very nice addition.
    1 point
  5. Discussion topic: Icons For Skyrim Character Sheet by mlthelama Wiki Link This is icons for the guide mod Skyrim Character Sheet. Before > After
    1 point
  6. Discussion topic: Dynamic Animation Replacer by Felisky384 Wiki Link Apparently DAR has been updated to support 1.6.629+ I remember there was some interest in using this if it ever got updated to support newer version, so I am putting this here.
    1 point
  7. Before > After (looks nice with the icons)
    1 point
  8. Probably another bug in the xEdit NIF writer code. Will check. Regardless of that error, that NIF from Embers XD should be optimized in NifSkope for example (collapse link arrays, remove unused strings etc.) The source of patches are always *.patch files. Scroll upwards until you find the the logline with the notice what patch the patches are from: [00:07] [ApplyPatches] <Notice: Processing 67 patches from dyndolod\solitudeexterior_tamriel.patch> DynDOLOD does not do anything "blindly, especially when doing optional things the user has to install on purpose. The Solitude Exterior esp (now patch) is an optional patch that exists since May/June 2016 before Skyrim Special Edition came out. The planes/boxes are adjusted so there are no issues when watching outside while being on the walls/roofs. No issues with the Solitude Exterior patch have been reported since then AFAIK.
    1 point
  9. Let us know if the test version from this post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=267397 works for you
    1 point
  10. Ignore the fact that two of these pics are taken outside of repconn, I didn't decide till after completing the quest Come Fly With Me to actually fix it so just used console to spawn him. Jason Bright's retexture looks kinda crappy, especially indoors - doesn't look like he glows at all tbh, not sure if this might have something to do with one of the lighting mods. But the main ugly issue is the seam in the meshes, this mod fixes that - https://www.nexusmods.com/newvegas/mods/72708/?tab=description
    1 point
  11. There are no MCM as far as i know. (there is in LE version) CONFIGURATION OPTIONS Since SKSE and SkyUI are not available for Skyrim Special Edition configuration of this mod must be done via the console or by activating a special container. The configuration container is embedded in wall outside the main Whiterun gates. IN-GAME CONFIGURATION CONTAINER The special configuration container is a silver urn mostly hidden in the wall outside of the Whiterun gates. To find it turn left just before entering the Whiterun gates then walk into the small alcove just to the left of (and under) the stairs that lead up to the battlements. The silvery disk of the configuration urn is in the wall inside that alcove under the stairs and you'll have to look up slightly to reach it. I tried to put it in a space that wouldn't be too obvious and annoying but also to be somewhere you could reach. A set of message boxes will show the current configuration and allow you to make changes. They aren't pretty but blame Bethesda for not allowing formatting in message boxes.
    1 point
  12. Thank you for your answers. I will use GIT for the next functionalities questions. Franlky I do not love Discord. It is ugly, and the general mood is more like a secret society that of a public forum.
    1 point
  13. @DoubleYou AFAIK that bug only applies if the player is in those cells. I made sure that the player will never actually reach them (the player will teleport to the corresponding worldspace long before getting outside the cell limit). Those cells you were referring to, are merely for LODs, not an actual playable area. Yeah, I haven't heard from him for more than a month now. We actually decided to use multiple worldspaces to make sure the player never got beyond the limit.
    1 point
  14. xLODGen is a tool mode of xEdit. While archive loading is an option in edit mode, the lodgen mode should have it enabled by default. If you have any issues with loading plugins, or archives, test with xEdit and in case there are issues report them via xEdit github issue or on the xEdit discord. If there is a problem that only happens in LODGen tool mode, upload the log here and provide concrete information or the plugin and the BA2. xEdit/xLODGen loads BA2 via sResourceIndexFileList, sResourceIndexFileList, sResourceArchiveList, sResourceArchiveList in Fallout4.ini, Fallout4Custom.ini and of course via the usual [plugin name*].BA2, which is the normal and preferred method to load archive files for mods/plugins in the game and all tools. plugins.txt is created by the game/mod manager to know which ESM, ESL, ESP to load. Whatever plugins are enabled in it, will be used to look for matching [plugin name*].BA2.
    1 point
  15. Sorry for that. You can use Nemesis for any mod requiring FNIS. (i wrote that about creatures just as extra information that Nemesis can not be used for creature animations) Nemesis will probably work fine with tha mod you linked.
    1 point
  16. Nemesis is replacing FNIS. It is newer and still maintained. FNIS still works.
    1 point
  17. Discussion topic: Oxygen Meter by powerofthree Wiki Link Does what it says on the tin. Nothing more, nothing less. Install: wherever and whenever - it's a SKSE plugin.
    1 point
  18. Mod was updated today. v 3.1.14 Animal Pelt Collection (CR03) was not updating the radiant quest counters when completed. (Bug #32562) The AI Package sending Scouts-Many-Marshes to the New Gnisis Cornerclub had too large a radius and was letting him access private areas. (Bug #32485) Added bash tags. (Bug #32460) Vignar and Olfrid will delay having their argument scene in front of the Gildergreen until after Amren and Saffir have played out their scene. Otherwise you could end up having both scenes running at the same time which would make it impossible to properly listen to both. (Bug #32459) Four mist objects have been removed from the Thalmor Headquarters in Solitude. (Bug #32717) Two mountain rock piles next to Heljarchen have been removed. There was no reason for them to be there since they were 9000 z units below the ground and marked as disabled.
    0 points
  19. New version: Version 1.5.0 Safe to update mid-game. Lowered the decay, room filter, and volume of narrow stone reverb. Acoustic Space Improvement Fixes increased the number interiors with this profile, so I wanted to revisit it.
    0 points
  20. New version seems to work fine with 2.2.0 game play, albeit only checked with the default settings. INI settings from the earlier version also transfers fine after being in game.
    0 points
  21. Mod updated. (Changes in FOMOD another patch added). Version 0.7 Added patch for Skyrim Extended Cut - Saints and Seducers.
    0 points
  22. Ok I managed to fix it, but it does turn out that Arachnophobia isn't done right as after cleaning with xEdit, it still gives the record override errors. I swapped to the Insects Begone mod and after converting a couple plugins to SSE, it works fine as a substitute. It mostly turns out I didn't have the latest Papyrus tweaks which were only updated 3 days ago (I don't remember if I just downloaded the wrong version or I just missed the updated version) and after reinstalling papyrus and dyndolod, and regenerating the LODs, it seems to work fine now. Oops
    0 points
  23. Can (should) the STEP Patches be ESLified? Some of the guides I've checked out recently seem vague or unclear on certain aspects of ESLifying, but patches generally seem to be okay. I'm just reluctant to do so with the STEP Patches. Aside from that, great work on the updated guide, as well as being quick to all the fixes as folks are pointing out. Impressed with your patience and the courtesy you've all displayed towards users of STEP. I will always base my modded games around STEP.
    0 points
  24. Yes, reinstalling Arctic Frost Effect without ENB light did the fix.
    0 points
  25. Mod had major update to v4.0 and should be checked for anything which could affect v2.2.0 of the guide Version 4.0 Fixed INI setting with IsHostileToActor crash fix Split up tweaks section into VMTweaks and Logger Tweaks. VMTweaks is aimed for everyone to tweak the script engine to their liking, while Logger Tweaks is aimed for mod authors/power users who want to improve papyrus logging. All INI settings should migrate over, but double-check your INI settings after first launch with the update to be sure! Added tweak to enable loading of doc strings Added tweak to enable loading of debug information Added fix for rare bug where scripts break completely if 1. They load on demand (aka not immediately in the main menu with most scripts) 2. They reference a script that doesn't exist/isn't in the modlist and 3. Some previous script loaded earlier and also tried to reference the same invalid script instance
    0 points
  26. After re-running through the LOD setup, the message is no more. So it was one of my older xLODGen, TexGen, DynDOLOD, or Occlusion output files.
    0 points
  27. wow, sleeping in riverwood inn actually helped, word learned, draugr killer. never had such thing before. p.s sleeping and waiting isn't necessary, just exiting and entering (interior) is enough.
    0 points
  28. before going to barrow, i literally slept in bannered mare for 10 days just to skip time, (i wanted to try mod, but mod got absolutely nothing to do with walls), well anyway i try it later
    0 points
  29. Thank you. So the patch is still relevant for everybody and has no relation to TCIY ...
    0 points
  30. Found it in the discussion on the Nemesis engine: https://stepmodifications.org/forum/topic/16000-nemesis-unlimited-behavior-engine-by-shikyo-kira/page/2/#comment-266492
    0 points
  31. 20-Patches/Vokrii - Complete Alchemy and Cooking Overhaul Patch: "Do not install if CCOR will NOT be used." shouldn't that be "Do not install if CACO will NOT be used."?
    0 points
  32. what can i do about performance with fire? i use fire spells a lot, and as soon as i start use it, fps just get down from 60 to 40. lighter enb preset? i use light step preset atm. something else? i use optimized lite variant of embers xd. update: i reinstalled embers xd without fire magick addon, i hope it does not break anything, right? anyway fps now is 50 with fire spells, and i don't very much care about style of flame is different. i also used milk-drinker preset of enb and fps is now around 55.
    0 points
  33. Hm, that is interesting. I changed it back to balanced in both. And my CPU clock is the same. 3.7ghz, not 3.2ghz. And time is same as before. So it means it was something with my system only. Well, OK.
    0 points
  34. The user generated standard tree LOD as can be seen from the logs the provided logs.
    0 points
  35. Well, I finally finished reinstalling Steam, MO2, Skyrim and STEP 2.2.0. This time I installed ALL CC content (despite finding most of them severely underwhelming) so I would be able to use the STEP patches. Of course, me being me, I didn't install all the suggested mods, because I personally don't like how they change the game. And I added a ton of the new Parallax mods, quest mods, dialogue mods and the like. After finding Z's post of how to remove patch master (THANK YOU for that Z!!), I am still able to use the STEP patches (YAY). Expecting many issues and problems starting my brand new shiny install... There were none! So far it is all smooth sailing with just 1 (one) missing nif file! Skyrim is looking amazing and running extremely smoothly. So once again, my sincere thanks to everyone putting in the effort to keep Skyrim relevant and a joy to play.
    0 points
  36. So send over what it says in the summary of errors etc from the webpage that opens up upon finishing the dyndolod output?
    0 points
  37. Something I experienced with this is that because 3D models are disabled you can't read the codes on the dragon claws to unlock the doors (also it's just nice being able to see 3D models of all that stuff we installed in 06-Models & Textures as often as possible and if you want to preview what armor will look like I found it more useful to have a 3D model than having to equip and then potentially unequip and reeuip my old gear) But if you enable 3D models they cover up your character so you can't really see them in the menu which is the whole point right? What worked for me was shifting the items left a bit in SkyUI and shifting the player right a bit in this mod so I can see both but this has the unfortunate side effect of moving the magic effects way off to the left underneath the spell selection menu You could have it so it hides everything but misc items so you can still play dress up with armor and weapons, just something to keep in mind for the MCM stuff
    0 points
  38. Please upload meshes\terrain\DLC2SolstheimWorld\objects\DLC2SolstheimWorld.4.-24.-56.bto from the DynDOLOD output. What is the filename of the *.BTO with the largest file size in meshes\terrain\DLC2SolstheimWorld\objects\? Alternatively upload that file.
    0 points
  39. Viewable Fraction Ranks has put out version 1.1.11 which apparently fixes the Thane status bug. I know this mod has been removed for STEP v2.2.0 in favour of Skyrim Character Sheet but thought I'd point this out. I have not tested it and have no vested interest in either mod.
    0 points
  40. They have not reached 1.0.0 yet, currently they are on 0.19.1
    0 points
  41. To answer my own question BadDogSkyrim/PyNifly: Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer, supporting Skyrim LE & SE and FO4. (github.com) works for FO3 to FO4.. though still would be nice to be able to convert FO NV meshes as well.
    0 points
  42. Discussion topic: Robber's Gorge Fixes by lilebonymace Wiki Link Fixess issues with Robber's Gorge robbers robbering you incorectly. This mod fixes the following issues with bandits in Robber's Gorge, which require toll from you to pass: When you approach from the south (from the Rorikstead side), the sentry almost never initiates the dialogue correctly: in most cases he only initiates the dialogue at the point when the bandits aggro and trigger the traps. When you approach from the north (from the Dragon Bridge side) and haven't been on the bridge, the sentry doesn't initiate dialogue at all, even though he's supposed to. Instead he walks away and then the bandits aggro. If bandits start combat with someone (for example with the nearby sabrecats), they also aggro to you even if you already paid them. Compatible with USSEP
    0 points
  43. Updated today again... Version 2.5.2 Added alternate CACO versions of iron helmet recipes which require 2 Horns.
    0 points
  44. Mod updated on nexus. Version 2.4.1 Added alternate CACO versions of iron helmet recipes which require 2 Horns. No CCOR Version Only: Fixed errors in Engraved Iron Gauntlet recipes. No CCOR Version Only: Added a missing script.
    0 points
  45. Mod updated on Nexus. Version 1.5.1 Updated Alt Iron Helmet recipe to properly disable when CCOR is installed.
    0 points
  46. No logs and no bugreports about the known AMD issue with older DynDOLOD versions have been provided for the latest alpha version as far as I remember. I beg for them every time a user posts about that problem. I have no ideas what the "new AMD issues with the latest versions of DynDOLOD" is supposed to be as I do not recall any logs or bugreports about it either.
    0 points
  47. Good luck! Animations is very tricky. That is why the STEP Guide has very few (and the guide is made for 1st person). I have tested soooo many set ups for animations over the years but i end up using the STEP Guide and maby a few more (i do like some DAR dependent idle animation mods). Atm many want Souls like or Elden Riing like animations... but for me Skyrim is not about fancy combat, there are better games for that.
    0 points
  48. Yep. There's a nicer version, but it hasn't been updated for latest Skyrim AE: Oxygen Meter 2. It also apparently has compatibility issues with some other UI mods, that I haven't experienced myself. Funny story: As I was testing some other mods, I noticed that the meter didn't show anymore when underwater. Convinced that there was something wrong with this mod, I went on a troubleshooting spree. I couldn't figure out why the meter would show some times, but not others. It turns out God Mode gives waterbreathing ability
    0 points
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