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kabepo

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Everything posted by kabepo

  1. RUSTIC NORDIC MURALS is not available (directly) on Skyrim SE (although the Skyrim Classic mod does work OK on Skyrim SE). But it is available (indirectly) on Skyrim SE as part of the larger compilation mod RUSTIC RELIEFS.
  2. LOOT has not one, but two recommendations for this mod (I managed to miss the second one earlier) : 1. For Gemling Queen Jewelry : GQJ_DG_vampireamuletfix.esp be disabled/hidden. 2. For USSEP : Circlet USSEP Fixes be installed This must be a relatively recent development since "Circlet USSEP Fixes" was only released in May this year.
  3. From what I can tell 1. Gemling Queen Jewelry was developed for Skyrim LE, not Skyrim SE. So GQJ_DG_vampireamuletfix.esp was created for Skyrim LE and designed to fix problems that USLEEP does not fix. It was never created to work for Skyrim SE with USSEP. 2. Gemling Queen Jewelry was then ported to Skyrim SE, not by the original author, but by someone doing a quick port. It was then effectively abandoned and has remained unmaintained on Skyrim SE for the last 4 years. Whereas USSEP and LOOT have been continually updated. So if LOOT says that GQJ_DG_vampireamuletfix.esp is not needed because USSEP includes or otherwise fixes the issues, I would be inclined to believe LOOT.
  4. This mod installs GQJ_DG_vampireamuletfix.esp. However, when I run LOOT it reports: GQJ_DG_vampireamuletfix.esp 50CFC5AB Delete. Already included or otherwise fixed in Unofficial Skyrim Special Edition Patch. So should the .esp be disabled (moved to Optional ESPs)?
  5. The mod author IconicDeath has recently released an update for this mod, as a new mod. Real Hay - Redux
  6. There is no "Bugs" section for this mod, unfortunately. But the problem has recently been reported and discussed in the "Posts" section.
  7. Yes, that's the 4 oddly named files. If you look on the Nexus "Files" page and "Preview File Contents" you can see that these 4 files are part of the mod archive, and should have normal file names. There should be a total of 7 texture files. I guess they do not have a DDS header and are not texture files because the unarchive function failed and they are corrupted, not because they are not needed. Their file sizes all being 4.00 KiB would also indicate to me that the unarchive failed and they are corrupted.
  8. The "Forum" link from this page https://wiki.step-project.com/Landscapes_-_Cathedral_Concept no longer works. Also the mod seems to have been renamed from "Landscapes - Cathedral Concept" to "Cathedral Landscapes".
  9. For the STEP 0.3.0b Guide, this mod does not install correctly on SSE (at least not for me). If I look at the directory textures/interface/objects/lockpicking/ there are four "*_n.dds" files which have been given a "._" filename prefix. It looks like SSE does not like the LE normal maps.
  10. I think there are a few issues with using this mod. 1. It increases the dust textures from 128px(vanilla) to 3 x 1024px, and the mod description reports this does have an impact on FPS on low end PCs. This IMHO violates the STEP mandate that "STEP Core Builds are NOT about ... ... mods that have a high performance penalty." Whereas the latest version of the LE mod (that this mod was ported from) uses 512 x 512 textures. 2. The mod is only 3 texture files, yet it archives the files into a .bsa and adds an empty .esp to load the .bsa. The mod could simply install loose files without needing an empty .esp plugin - like most other STEP texture replacer mods.
  11. I'm not convinced that this mod belongs in the STEP Skyrim SE Guide. I think it's a mod that some people will enjoy, while others will have no interest in the mod. I think it is more of an optional extra mod that adds new content, rather than a mod which enhances the vanilla Skyrim game.
  12. Regarding the instructions for SKSE64 install for STEP 0.3.0b, a couple of small points: SKSE.ini " [Display] iTintTextureResolution=2048"I don't think the space before iTintTextureResolution is necessary. "4. STEP recommends renaming from "SKSE" to "SKSE Skyrim Launcher" or similar." When you do this, the next time Mod Organizer 2.3.2 starts it recognizes the "SKSE" entry is missing and automatically recreates it! So now you have two different SKSE entries.
  13. > I am no expert on AI so i wonder what could cause this? My ENB? Convienient horses? Have a look at this post by the author of Realistic AI Detection Nearly every Weather and Lighting mod tested for sneak detection balance (linked). The results show that the STEP mods Cathedral Weathers and Luminosity, and an ENB with darker lighting, do not perform very well for NPC sneak detection.
  14. "Cathedral Weathers and Seasons" and "Luminosity Lighting Overhaul" both performed poorly in a sneak detection test by the author of "Realistic AI Detection". See here for the details: https://www.reddit.com/r/skyrimmods/comments/gv7ree/nearly_every_weather_and_lighting_mod_tested_for/
  15. "Cathedral Weathers and Seasons" and "Luminosity Lighting Overhaul" both performed poorly in a sneak detection test by the author of "Realistic AI Detection". See here for the details: https://www.reddit.com/r/skyrimmods/comments/gv7ree/nearly_every_weather_and_lighting_mod_tested_for/
  16. Yes, if you add a mod that modifies leveled lists (or modifies anything), you will need create your own conflict resolution patch. You can manually resolve conflicts using xEdit, that would probably be the best and easiest option to learn first. Later, and if you add a group of additional mods, I would recommend learning to use Mator Smash.
  17. If you want to use priorities in LOOT you need to run LOOT 0.12.5 or older.
  18. "AI Overhaul SSE" is a similar mod, and an alternative to ICAIO. Unlike ICAIO it does not add extra items to the world, does not edit navmeshes, does not utilize the quest alias system. So it has better compatibility with a wider range of mods.
  19. MO2 does not "appear to want to DL everything to C:". It lets you configure where you want your download folder, the default may well be C:. Nexus suggests a folder outside of Skyrim's directory, but on same drive - that is fine. For the STEP instructions your reading comprehension has failed - you fail to quote the line above the text you quote, which states the instructions apply when not using Mod Organizer.
  20. Have a look in xEdit at Skyrim.esm. Look at the vanilla packages and see if you can find any that are referenced by more than one NPC. Have a look at SolitudeWarehouseWork8x12, for example.
  21. Knowing your way round an esp/esm file is a good first step. The next step is to learn Binary Search Troubleshooting.
  22. Should we use the 1.8 updates instead of the 1.7 updates, or should we load 1.7 updates and then the 1.8 updates?
  23. You can use xEdit to look at the Papyrus log. Run xEdit, right click -> Other -> Log Analyzer -> Papyrus Log It shows you which mod is giving the warnings/errors.
  24. I have seen BODT errors myself, and needed to manually patch the record. The BODT problem is a know bug (or "issue") in Mator Smash. https://github.com/matortheeternal/smash/issues/166 For USLEEP what I do is : 1. For mods which are older than USLEEP, or have not been updated for USLEEP, I manually propagate the USLEEP changes into the mod. 2. Set USLEEP as a master for the mod - this lets Mator Smash know that you don't want to merge USLEEP changes with the mod, you want the mod to overwrite USLEEP and win the conflicts.
  25. I think there are a couple of downsides (else why was the STEP Compilation even included in the first place). The STEP Patch, as I understand it, is a manually created patch which was needed to allow the STEP mods to work together. So without that patch there will be more mod conflicts. Wrye Bash does not resolve all conflicts, and does not always resolve conflicts correctly, so manual patching was needed for some STEP mods. The STEP Compilation is a large collection of little mods which all make nice little improvements to the game. So all those improvements will be lost too. For the mods without .esp files, just textures for example, then there is probably not much maintenance needed for those mods.
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