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Everything posted by evmiller
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Any reason why grass lod can't be pregenerated by someone, then uploaded somewhere for the rest of us to download? I mean we're all following the same guide. Really not much stopping a beta release of 2.0.0 but a couple mods. Pretty much have to whole thing working except for lod. MA's can pull any mod down anytime for any reason. Have to learn to improvise, overcome, and adapt. Can't let a couple mods stand in the way of progress. In fact, if someone has their 'Grass Cache' posted somewhere, send me the link. I'll appreciate it, thanks.
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ACCEPTED Farmhouse Chimneys SE (by Scarla/TechAngel85)
evmiller replied to TechAngel85's topic in Skyrim SE Mods
Yeah the patch notes that it removes a chimney placed by USSEP and replaces it with it's own. IMO the one from USSEP seems to match the rundown shack better. The farmhouse chimney's one looks like new construction. I'll let STEP make the call on that. I'm sure there is a mandate/paradigm that dictates which one gets used.- 16 replies
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ACCEPTED Farmhouse Chimneys SE (by Scarla/TechAngel85)
evmiller replied to TechAngel85's topic in Skyrim SE Mods
MCM Menus have been reworked as well. An option for 'Live another life - LAL' has been added to 'New Locations>Random'. Same section 'Cutting Room Floor' is now.- 16 replies
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Skyrim 10th Anniversary Edition Announced
evmiller replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Does STEP have a roadmap/plan for rolling out support for the SE post SAE free update as well as full out SAE? (kinda confusing what we're calling these now). Got a new computer so itching to do the dance again. Will working with the SE 2.0.0 beta be wiser at this point? I'm assuming as it's unreleased, it'd have to at least support the post SAE free update at some point. -
Skyrim 10th Anniversary Edition Announced
evmiller replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Hopefully we aren't going back to the dark days of Skyrim where it took over a year for modded SE to be a viable replacement to modded LE. Thought we'd be using SkyUI 2.x forever as we waited for SKSE, then SkyUI it to be updated. -
Skyrim 10th Anniversary Edition Announced
evmiller replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Forget what I said above. My memory is a bit rusty. Here is the link to a thread from last year showing compatibility issues found concerning STEP and the CC content. All in all, I don't think STEP will have an issue supporting the anniversary edition of the game. -
Skyrim 10th Anniversary Edition Announced
evmiller replied to DoubleYou's topic in General Skyrim SE Discussion & Support
I'm currently running all the current CC content with STEP right now. Nearly everything works without issue. Tundra Homestead needed a patch for landscape and water fixes, I think a patch was needed to get survival mode items to show up in crafting menu do to CCO I think. The only issue i see is there is a conflict with 'wild horses' and 'convenient horses'. They both have menu choices that overlap. Something will have to be done here. Current workaround is capture and name your wild horse before activating CH. Not an option for STEP. -
The bashed patch isn't needed anymore. In an effort to simplify the guide, mod compatibility is handled by the STEP patches installed at the end of the guide.
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DROPPED Chicken Butthurt Minimizer AKA Immersive Eggs (by shingouki2002)
evmiller replied to TechAngel85's topic in Skyrim SE Mods
Ok, that explains everything. Here's a size comparison for the record. Default Eggs CACO Eggs Butthurt Eggs -
DROPPED Chicken Butthurt Minimizer AKA Immersive Eggs (by shingouki2002)
evmiller replied to TechAngel85's topic in Skyrim SE Mods
Ok perhaps I'm just not remembering how big the eggs were in the default game, but this still seems bigger then the 'Chicken Butthurt Minimizer' eggs. Is this what everybody is seeing in their actual game, or is everybody just looking in xEdit because I don't see anything wrong in xEdit either. Just saying. -
DROPPED Chicken Butthurt Minimizer AKA Immersive Eggs (by shingouki2002)
evmiller replied to TechAngel85's topic in Skyrim SE Mods
Are we sure about this? After removing this mod the eggs are big again. I have CACO installed. -
Where are my screenshots stored?
evmiller replied to djscram's question in General Skyrim LE Support
If your taking screenshots using the Windows Key + PrintScrn, they seem to dump inside the main Skyrim SE folder. Looks to be an SKSE feature. Unless you're using one of the F keys through Steam, Fraps, Nvidia? -
Getting STEP SE guide playing nice with Creation Club.
evmiller replied to evmiller's question in General Skyrim SE Support
I noticed that the CC Camping isn't playing nice with CCOR. Basically, the 'Camping Supplies' to make the lean to isn't showing up in the crafting menu. I'm having this issue after selecting both mods in TES5Edit and 'Applying Filter to show Conflicts', the ccqdrsse002.esl "aka Camping' disappears from the left hand pane where you can't click on it to compare it to CCOR. This same thing happened when I tried to compare CC Wild Horses and Convenient Horses. Maybe I just don't know how TES5Edit behaves with .esl's but I made a patch for Tundra homestead/Smooth shores and Survival Mode/Unlimited Bookshelves with no problem.- 5 replies
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Getting STEP SE guide playing nice with Creation Club.
evmiller posted a question in General Skyrim SE Support
I'm pretty sure i read that STEP wouldn't officially support Creation Club in it's SE guide, however I'm praying that there can still be strong unofficial support for the Creation Club content among the users and fans of both on this forum. As I test the current STEP SE guide, I also have a STEP profile where I have all CC content installed to this point. There is some compatibility issues showing up! I'll attempt to list what I've found so far. Unlimited Bookshelves conflicts with (CC) Survival Mode - This was a LOOT warning. No patch on Nexus yet, but was easy enough to make a custom patch with TES5Edit. I believe Unlimited Bookshelves reverts changes made by Update.esm. CACO needs compatibility patch for (CC) Survival Mode - Patch available on Kryptopyr's Patch Hub on Nexus. NO NOT install the Survival Mode -- WACCF patch! These changes are in the CACO patch. Don't install both. CACO needs compatibility patch for (CC) Rare Curios - Patch available on Kryptopyr's Patch Hub on Nexus. CCOR needs compatibility patch for (CC) Nordic Jewelry - Patch available on Kryptopyr's Patch Hub on Nexus. Smooth Shores conflicts badly with (CC) Tundra Homestead - The landscape is messed up around the homestead. Mod author on nexus has a notice on his description page. He won't make a patch until Smooth Shores for skyrim is complete. A custom patch was easy to make in TES5Edit undoing the changes Smooth Shores made around the homestead. Convenient Horses conflicts with (CC) Wild Horses - Now I already tamed, named, and saddled my wild horse prior to installing Convenient Horses so everything works very well, but the problem being reported is when you try to name/register your wild horse and try to saddle your horse with the CC custom saddles after this mod is installed. I need to catch another wild horse to see how bad this conflict is. There's also a Mod page on Nexes for Creation Club - Misc Patches. Here there is a ton of small CCOR and WACCF patches for all the Creation Club weapons and armor. Not sure how many of these are essential and fixing conflicts are just providing a bit of consistency with the changes these mods are making to the other weapons and armor in the game. I'm still looking at these. Although I'm a bit nervous about the Convenient Horses issue, it seems that everything else can be patched so far. Hopefully other fans of the Creation Club can share our experiences with trying to get this content playing nicely with STEP.- 5 replies
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bug STEP Skyrim SE Guide v0.2.0b - Official Bug Reports
evmiller replied to TechAngel85's topic in Step Skyrim SE Guide
'Terrain LOD Redone' doesn't appear in the changelog as REMOVED, however this mod no longer appears in the guide. Can we get confirmation on whether or not this mod should be removed? -
bug STEP Skyrim SE Guide v0.2.0b - Official Bug Reports
evmiller replied to TechAngel85's topic in Step Skyrim SE Guide
Changelog says 'HD Reworked Baskets' is being replaced by 'Realistic HD Baskets Restored' however the 'HD Reworked Baskets' is still in the mod list for 0.2.0b. The current placement of 'HD Reworked Baskets Restored' has it overwriting all textures from the other mod except for textures for a single clutter basket the old mod is still providing. Follow the guide? or follow the changelog? -
STEP SE Core Beta - Official Bug Reports
evmiller replied to TechAngel85's topic in Step Skyrim SE Guide
There was an update for Embers HD so I went to check the guide to make sure of the install instructions and noticed that all the content from each section of the publilshed STEP Core 0.1.0b Guide has been deleted. Each section just has the following message. "No mods are currently defined in this section within the Wiki." I've noted the slight version change. Maybe this is still in the process of being put back up. In the meantime, does anyone remember the install instructions for Embers HD. is it the 2k textures? -
STEP SE Core Beta - Official Bug Reports
evmiller replied to TechAngel85's topic in Step Skyrim SE Guide
Not really bugs but I'd like to chime in that there could be clarification on how to use the Wrye Bash -o tag. Can't for the life of me figure out how we are to type in the path. I've tried all of the following, including reletive and specific paths and nothing seems to work. -o "D:\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe" -o <D:\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe> -o \Steam\steamapps\common\Skyrim Special Edition\ I ended up just getting frustrated and just cutting the whole \MOPY\ diretory out of \Modding\ and pasting it into the \Skyrim Special Edition\ directory to solve the issue. Also, I'd like to second the earlier mention of adding to the Dyndolod instructions to make sure people actually select a worldspace. This seems obvious, but the guide is so detailed in other areas that one is now following the guide so closely, that this is now easy to miss. At first I did fire off LOD generation without selecting anything, the second time I just selected the tamriel worldspace, only to generate LOD a third time selecting everything as that made the most sense. Otherewise, the guide is shaping up to be very noob friendly. -
Any chance we'll see WATER's waterplants addon in RWT at some point? The shorelines definitely need something there. SSE doens't have a good alternative right now.
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SKYRIMLE Why was Skyrim HD landscape replaced with SRO?
evmiller replied to Midig's topic in Skyrim LE Mods
SRO is what was used prior to the previous line-up. When SRO became unavailable they had to replace those textures with a few other mods to cover what was lost with SRO. When SRO became available again, they switched back. Reasons? I believe it covered more base textures with a single mod while giving a look closest to vanilla while upping the resolution. No idea how many 4k textures are in there though. I'm on SE and SRO looks great with awesome stability. Maybe if your still on Oldrim, rolling back to something a bit more low res would be advisable. -
Thanks for the reply. That explains it, Thanks!
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I've encountered an issue when adding the wilderness pack. It seems that when iNeed is added you no longer get the splash effects that "Realistic Water Two" adds. The sound is also changed from a "kerplunk" sound indicating an impact + splash, to just a splash sound when iNeed is installed. This issue seems to only effect fresh water areas which is how I was able to track it down to iNeed. The iNeed patch from RWT only seems to add the ability to drink from the water and doesn't seem to be related to this issue. I've played around with load order and it doesn't seem to matter either way even when RWT is placed dead last in the load order. The splashes are eliminated when iNeed is installed. I did Tech's Guide + Wilderness on MO2 and got the same thing. Only SSE versions seem effected by this. I've read posts on Nexus for both these mods and haven't seen this come up by anyone. I'm writing this to see if anyone else can verify/confirm this issue on their end.
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Should there be a specific place to put these packs? Right now I've placed three of my personal packs in between the "Weather and Lighting" section and the "FNIS" section in the guide.
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I'm fairly conservative when It comes to adding mods to STEP, but here is the addon packs that I've created for myself that I use that I think are essential. NPC's -Immersive Patrols -Interesting NPC's -Inconsequential NPC's Companions -UFO -Vilja -Sofia -Inigo Yes, I said it. UFO! People don't use it because it isn't supported anymore and it breaks 90% of custom modded companions you add to the game...BUT, if you use it just to manage vanilla Skyrim companions UFO works without any issues. It has a very immersive dialogue based management system that is closer to the vanilla Skyrim system then the other follower management mods. The two biggest issues why we need it are so vanilla companions will sandbox when you tell them to wait and we need full control of their inventories. Vilja, Sofia, and Inigo are advanced enough companions that use their own management system and won't conflict with UFO. Survival -Campfire -Frostfall -Tentapaloza -iNeed -Wearable lanterns -Cloaks of Skyrim - Assets Managed by CCOR -Winter is Coming - Assets Managed by CCOR Weather -Vivid Weathers -Darker Nights -True Storms -No Snow Under the roof Let's face it. Vanilla Skyrim really doesn't have real storms. Nothing that really justifies the type of lightning you see in Minty's Lightning. Models and Textures (Should already be in STEP in my opinion) -HD Model Ship -RS Children (There's not really that many compatibility patches) -Covered Carriage - SMIM option -Prisoner Cart Fix - SMIM option (Yes, new model that CURES the cart ride bug) -Realistic Horse Breeds Immersion -Holiday's -Multiple Floor Sandboxing -People are Strangers -Race option -Waterplants Weapon's and Armor -Immersive Armors -Immersive Weapons -InsanitySorrows Weapon Pack -JaySuS Swords -Assets managed by CCOR -JewlCraft - Assets Managed by CCOR -Bandoliers - Bags and pouches - Assets Managed by CCOR ...And what's even better, all these mods have been ported over to SSE by their authors or can be ported over by the user without any issues. I have them all running right now. A few of the mods you'll just need to use their own .esp's until CCOR gets ported over.