
kabepo
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Everything posted by kabepo
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ACCEPTED Mesh Patch for Various Mods (by ShatterRock)
kabepo replied to DoubleYou's topic in Skyrim SE Mods
Thanks for the explanation. Perhaps the instructions for Mesh Patch for Various Mods should be updated to make this clear, by saying something like "Although STEP does not install Blended Roads, Cathedral Landscapes includes BR, so the BR patch is still relevant".- 23 replies
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- SKYRIMSE
- 04-foundation
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ACCEPTED Mesh Patch for Various Mods (by ShatterRock)
kabepo replied to DoubleYou's topic in Skyrim SE Mods
The STEP 2.3 instructions for this mod are to install 5 patches, including "Assorted Mesh Fixes - SMIM - Blended Roads Patch". But the Blended Roads mod was deleted from the STEP 2.3 Guide, so we are instructed to install a patch for a mod we no longer use - this is confusing. I understand that Cathedral Landscapes now includes a version Blended Roads, so if patching is needed, we would require some kind of "Assorted Mesh Fixes - SMIM - Cathedral Landscapes Patch" patch.- 23 replies
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- SKYRIMSE
- 04-foundation
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The STEP install instructions should be updated to remove "2. Install Fixed Mesh Lighting - Creation Club Backpack as a separate mod to maintain version notification updates." because since version 1.9.0 the main file includes the optional file Fixed Mesh Lighting - Creation Club Backpacks. The STEP FOMOD instructions even show the new option - Other / Potions / Adventurer's Backpack - as ticked.
- 32 replies
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- 06-models and textures
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Guide Release: Step SkyrimSE v2.3 (Anniversary Edition)
kabepo replied to z929669's topic in Announcements
Thanks for the quick response. -
Guide Release: Step SkyrimSE v2.3 (Anniversary Edition)
kabepo replied to z929669's topic in Announcements
I have an old MO2 profile with STEP 1.0.0, and would like to read through the old STEP SkyrimSE guides and changelogs to update it to STEP 2.3. The changelogs are available, and the 1.0.0 2.1.0 and 2.3 guides are available, but 2.0.0 and 2.2.0 using these URLs https://stepmodifications.org/wiki/SkyrimSE:2.0.0 https://stepmodifications.org/wiki/SkyrimSE:2.2.0 do not work - they redirect to the newer STEP 2.3 Guide. Is there a reason these old guides are disabled and no longer available? -
Yes, Thanks. I'd not seen that mod yet, since I'm still using STEP Guide 1.0.0. I'll install the mod when I upgrade my STEP profile.
- 29 replies
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- SKYRIMSE
- 16-interface
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The STEP Note for this mod is incorrect in two different ways. 1. From reading the discussion above the mod does NOT make PC a member of the respective thane faction - an older version of the mod incorrectly reported faction info, but did not change faction memberships. 2. The STEP note refers to mod version 1.1.10, and is now out of date. Viewable Faction Ranks version 1.1.11 fixes the Thane checking problem. No further problems have been reported on the mod's Posts page, after the 1.1.11 release, so I would assume it is safe to add the mod back into the STEP Guide. I liked having access to the Faction, Thane and Champion info this mod provides.
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- SKYRIMSE
- 16-interface
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They have not reached 1.0.0 yet, currently they are on 0.19.1
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There are a number of mods that delay the DLC and do broadly similar things, including : DLC Timing (this mod) Whisper's Delayed DLC No Quest Autostart - Automatron No Quest Autostart - BoS Fire Support No Quest Autostart - Far Harbor No Quest Autostart - Nuka World No Quest Autostart - Vault-Tec I have used the "No Quest Autostart" mods and they seem to work OK (except for the Automatron mod which has problems reported for it).
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- 14-gameplay-quests
- FALLOUT4
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There are contradictory messages appearing from the two mods "VaultTec Workshop Overhaul Redux" and "Vault 88 Essentials". The "VaultTec Workshop Overhaul Redux" author says Whereas the "Vault 88 Essentials" author lists "VaultTec Workshop Overhaul Redux" as a recommended mod, and says "Vault-Tec Workshop Overhaul Redux (VTWOR) Can't mention this mod enough. Its the absolute best and I used its snapping system as a base to build my mod. Its absolutely compatible with Vault 88 Essentials" So is "Vault 88 Essentials" a replacement for "VaultTec Workshop Overhaul Redux", or a mod that compliments "VaultTec Workshop Overhaul Redux"? I would be inclined to take the advice of the "Vault 88 Essentials" author, and use both mods.
- 4 replies
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- 10-gameplay-general
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Power Armor Hud No Transparency (by hellstorm102)
kabepo replied to DoubleYou's topic in Fallout 4 Mods
I think the Power Armor HUD Transparency is a player preference. Some people may like no transparency, while others like more transparency and a less intrusive HUD. These mods : Power Armor HoloHUD, by maximluppov Power Armor HUD - paHUD, by Gopher are both roughly as popular as "Power Armor Hud - No Transparency" and make parts of the Power Armor HUD more transparent and less intrusive.- 5 replies
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- 06-models and textures
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Step SkyrimSE Patches (by Step Modifications)
kabepo replied to TechAngel85's topic in Step Skyrim SE Guide
I did some testing at the Whiterun Bannered Mare. It's tricky counting number of NPCs as they are continually are moving around, entering and leaving the inn. For each test profile : I start a new game I arrive at the Bannered Mare at 8 pm, wait till about 8:20 for NPC to arrive, then sleep 12 hours, then go to the exit and count the NPCs leaving at 8:20 am. Test MO2 profile : vanilla Skyrim, with USSEP (no STEP Guide, no NPC AI Process Fix mod) 7 NPC exit the Bannered Mare 6 NPC remain in Bannered Mare Test MO2 profile : STEP Guide, with STEP patch, and "NPC AI Process Fix" mod 3 NPC exit the Bannered Mare 5 NPC remain in Bannered Mare Test MO2 profile : STEP Guide, with STEP patch, and "NPC AI Process Fix" mod, and .ini file hidden 2 NPC exit the Bannered Mare 6 NPC remain in Bannered Mare In vanilla Skyrim 7 NPCs exit the Bannered Mare when you wake up in the morning. These are the potential NPCs that the "NPC AI Process Fix" mod can remove from the inn, if their Packages say they should be somewhere else. With the "NPC AI Process Fix" mod, with or without the .ini 'patch', 2-3 NPCs (reduced from 7) exit the Whiterun inn, so the mod has successfully removed some NPCs. My conclusions 1. The "NPC AI Process Fix" mod removes some, but not all, of the NPCs who will exit the inn. 2. The .ini file does nothing when "AI Overhaul SSE" is installed, so it is not needed.- 119 replies
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Step SkyrimSE Patches (by Step Modifications)
kabepo replied to TechAngel85's topic in Step Skyrim SE Guide
I noticed that in my game the mod "NPC AI Process Position Fix - SSE" did not seem to be doing much - after I sleep for the night the NPCs are still in the inn the next morning. STEP Skyrim SE Patches includes the file SKSE/Plugins/MaxsuAIProcessFixFiles/AIProcessFixModPatch.ini, which is needed by "NPC AI Process Position Fix - SSE" if you are using "Immersive Citizens - AI Overhaul SE" . But if you are using "AI Overhaul SSE" (as STEP does), it is fully compatible with "NPC AI Process Position Fix - SSE" (as stated on the mod page), and the AIProcessFixModPatch.ini file is not needed.- 119 replies
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Try adding these lines to Skyrim.ini, in the [Display] section. fGlobalBloomThresholdBoost=100.00 fGlobalMapBloomThresholdBoost=100.00
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I've just worked through the "Models & Textures" section of the STEP 1.0.0 Guide, and have some feedback. aMidianBorn Book of Silence - Creatures Chaurus is the only creature selected, but it is now overwritten by the new mod "Superior Chaurus", so it is no longer needed. Bellyaches HD Dragon Replacer Pack Mod is present in 0.3.0b, removed in 1.0.0, but is not listed in the Changelog. MM Real Elks Mod is present in 0.3.0b, removed in 1.0.0, but is not listed in the Changelog.
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The SkyrimSE:1.0.0 Guide has two different links to a Changelog. The one at the top, https://stepmodifications.org/wiki/SkyrimSE:1.0.0/changelog, is a good link. The next one, where it says "There have been many changes, so check out the Changelog for all the fine details." Links to https://stepmodifications.org/wiki/Changelog/1.0.0, which is an empty Changelog.
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Step SkyrimSE Patches (by Step Modifications)
kabepo replied to TechAngel85's topic in Step Skyrim SE Guide
Is Relationship Dialogue Overhaul really needed as a master for the "Step Skyrim SE - CR Patch"? If you run xedit 'Clean Masters' on the STEP patch, RDO is removed as a master, since the STEP patch does not reference any RDO records. One complication is that RDO injects one record (Global a_RDOBlockRivalServices [GLOB:01C68A9C]) into Update.esm, and the STEP patch references that record. But I think you can copy that one record into the STEP patch, and then safely remove RDO as a master for the STEP Patch. Am I understanding things correctly, or is there something I am overlooking?- 119 replies
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I don't think Convenient Horses needs to be in the STEP Guide. There are a number of horse management mods available, and each one has it's own fans. Which one you use is a personal choice. I'm also not very keen on the horseback harvesting feature. I intend to install a more general auto-loot mod, and Convenient Horses horseback harvesting will conflict with it.
- 29 replies
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- SKYRIMSE
- 13-gameplay-immersion
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My comment was for the mod "Hybrids HD Plants and Herbs Retexture (SE)". I was on the wiki page https://wiki.step-project.com/Hybrids_HD_Plants_and_Herbs_Retexture_(SE) and followed the link to the forum https://forum.step-project.com/topic/1365- which is in the "Skyrim LE Mods" section, because the mod had not been ported to SSE. (The mod has been ported to SSE now) This mod does not have the texture Textures\Plants\HangingMoss01.dds
- 6 replies
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Discussion topic: Hybrids HD Plants and Herbs Retexture by Gabriel Gullbergh/Mystikhybrid Wiki Link The STEP Guide install instructions say to hide Textures\Plants\HangingMoss01.dds However, I don't think that is really needed since we later install the "Rallys Hanging Moss" mod, which overwrites Textures\Plants\HangingMoss01.dds Textures\Plants\HangingMoss01_n.dds
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ACCEPTED Majestic Mountains (by T4gtr34um3r)
kabepo replied to TechAngel85's topic in Skyrim SE Mods
The STEP Guide detailed instructions for this mod has a typo - "Majestic" becomes "Magestic Mountains", and currently the forum link gives a "403 Forbidden" error, instead of linking to this thread. The xLODGen instructions has the same "Magestic" error.- 86 replies
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ACCEPTED Armor and Clothing Extension (by kryptopyr/Gamwich)
kabepo replied to TechAngel85's topic in Skyrim SE Mods
This mod has a known bug from May 2019, which has still not been fixed. If you experience the bug you will see "$CCF_Clothing Fixes" instead of "Clothing Fixes" on the MCM list, and all MCM options for the mod will have a "$CCF_" prefix. The problem is the .esp file and translation files do not match. The mismatch is WACCF_Armor and Clothing Extension.esp interface\translations\waccf_armor and clothing expansion_english.txt kryptopyr in the bug report says : A temporary fix would be to unpack the bsa and change the translation file name from "Expansion" to "Extension". I used 7-Zip and Cathedral Assets Optimizer to extract the archive, extract the .bsa, rename the file, recreate the .bsa, recreate the archive - and it fixed the problem.- 24 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED MM - REAL ELKS (by MassiveMaster/zhoulia)
kabepo replied to TechAngel85's topic in Skyrim LE Mods
MM - REAL ELKS has been ported to Skyrim Special Edition. MM - REAL ELKS -
ACCEPTED Skyrim Project Optimization SE (by rgabriel15/Pritster5 )
kabepo replied to TechAngel85's topic in Skyrim SE Mods
It might be worth adding a note to the install instructions to say that there is an optional version - "Skyrim SE - Project Optimization - NO HOMES - ESM VERSION" - which avoids incompatibilities when installing custom player homes.