Jump to content

CleverIdiot

Citizen
  • Posts

    11
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by CleverIdiot

  1. Discussion topic: Dual Wield Parrying SKSE by Borgut1337 Noticed the current STEP list was missing this mod which used to be included STEP Oldrim. Coincidentally it's by the same author but this time it's rewritten as a DLL mod so one less mod to worry about for potential script lag. I think this would be a good addition since it adds some variety to combat since players that opt for dual wielding aren't forced to tank hits. The new implementation also means it's not an all-or-nothing situation where they have to install this mod if they want to use the STEP modlist.
  2. My line of thinking is that quite a number of xavbio's textures include Creation Club (CC) armors/weapons plus it's own equivalent to Rustic Clothing/aMB. In that case, it could be a possible all-in-one replacement to Rustic Clothing/aMB. Design wise it's fairly close to Rustic Clothing/aMB too. Of course we could just use the Creation Club (CC) armors/weapons textures from xavbio and keep Rustic Clothing/aMB since that's what's mostly missing in STEP currently.
  3. xavbio's mod page does include screenshots that shows the before and after comparisons. (vanilla textures vs modded textures) Granted STEP's lighting/ENB might affect how the textures looks in game so the colors might differ slightly. I can probably post the comparisons in a bit if it'd help.
  4. Has the STEP team considered using the weapons/armor textures by xavbio? I think it may be a good alternative to the Amidianborn armors/weapons since the author based his designs on them. I'd say at the very least it's worth looking at the Creation Club (CC) armors/weapons xavbio includes since I don't think Amidianborn covers any of them. xavbio also has Common Clothing Retexture SE as an alternative to Rustic Clothing but I'm not sure if works well with Armor and Clothing Extension which is currently in STEP.
  5. Discussion topic: Leather Armors Retexture SE by xavbio I think this mod might be a good addition since it covers CC leather armors which can fill the gap in the current STEP list. One thing to note this mod does replace the fur armor from Rustic Clothing. This probably isn't an issue since the Leather Armors FOMOD has an option to pick and choose the armors to replace. Other than that there aren't any new conflicts with other mods. Overall I think the designs blend in well with the current STEP armor mods based on the mod page's screenshots.
  6. Just to check, would I need to rerun xLODGEN and DynDOLOD to update the LODs if I installed the VLC-CRF patch?
  7. Just wanted to post a solution here in case anyone encountered an issue with certain NPCs having missing boots/armor when using this mod. In my case, Farengar wasn't wearing any boots despite having them in his inventory. You can try the below steps to fix this: Open up the in-game console (~ button) Click on the affected NPC Type in "resetinventory" and press enter The affected NPC's inventory will reload and the issue should be fixed. Reference: https://www.nexusmods.com/skyrimspecialedition/mods/19002?tab=posts&comment_id=111298138
  8. Discussion topic: Spell Level Automatic Adjusted Description (SLAAD) - SKSE by LuciusPortanius24 Adds the spell tome's level and school as part of the spell tome's name when browsing a vendor. Similar naming behavior for scrolls,staves and spell menu is also supported. Mod is an SKSE plugin so it doesn't take up an ESP slot. I'd say it'd be a good QoL improvement since it removes the guesswork in determining the spell tome's level/school. Mod settings are configurable through a .toml file which is easy to edit with a text editor. File is well commented with examples so that helps quite a bit. Tested the mod with my STEP 2.3 load order and it does exactly what it says on the tin. The changes also works with tomes and spells added by Odin as well. Personally I've only enabled the name changes for spell tomes since the spell menu already has the spell level and school included in SkyUI.
  9. Was looking through the recommended on DynDOLOD Tree Rules on https://stepmodifications.org/wiki/SkyrimSE:2.3#Performance_Examples. Should the same optimal guide values also apply to the \ mesh rule in DynDOLOD?
  10. Latest Atlas Map Markers SE (v3.0.0 and separate file for 2.7.1 ) now includes a Atlas Map Markers.json file.The current install order has Atlas Map Markers installed before CoMAP so Atlas Map Markers SE's config file (Atlas Map Markers.json) would be overwritten by CoMAP's version. Author of Atlas Map Markers SE instructs the user to load their mod after CoMap so their own Atlas Map Markers.json would overwrite CoMAP's json file. STEP's mod instructions need to be updated if Atlas Map Markers SE's version should be used instead.
  11. Seems like LOOT updated their metadata syntax which broke the old one. If you take a look at the new syntax, values are between -127 and 127. I assume the meta rule instructions for STEP would probably have to be updated.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.