Jump to content

Mercury71

VIP-Supporter
  • Posts

    848
  • Joined

  • Last visited

  • Days Won

    50

Everything posted by Mercury71

  1. Maybe we should add to Step Guide to change "CleanSKSECosaves = false" to "true" in the .toml file not to clogg up MO2 saves profile folders with one billion SKSE save files? (If not changed, when deleting saves in MO2 saves tab, the SKSE save files will remain in the profile folder)
  2. I think SkyPatcher will relly "take off" when mods like WACCF gets patches, if working as intended. Same with the most popular armor/wep mods like Immersive Weapons. There are alreday patches for Jaysus Swords, Lore Weapon Expansion and Dawnguard Arsenal. Many weapon and armor "makers" will probably build SkyPatcher support into their mods so it will be easier to add them into a list. On the other hand... Wabbajack and Collections list authors will probably still manual patch their lists.
  3. Discussion topic: SKYPATCHER by Zzyxzz Wiki Link Allows mod authors to modify game data at runtime. Modify ammo, weapons and what ever. Future alternative to SPID and mods like that. Requires SKSE. Armor and weapons mods supporting this mod will be easier to add in your game. Example patch: Arrowcrafting , makes arrow crafting require feathers from CACO. Open World Loot , patches added armors, weapons... into the leveled list in popular OWL-mod. ( I belive this will be a good alternative to Bashed Patch, Synthesis patches)
  4. Should not have. We use the same version of the mod, Nemesis and MO2.
  5. Strange. Looks the same for me but with the patch. Is the mod in Step-5 actually active?
  6. Just checked, it is for me. Try to update the engine.
  7. The release of Nemesis v1.0 is getting closer. Below some information from the Nemesis Discord Channel. "At last, the rewritten nemesis is a feature complete. This brings the release date of nemesis v1.0 closer than ever. There is still a lot of more internal testing I still need to go through but we can expect things to go a lot faster, including more development update and focus group test with modders and users. "So what can we expect from this new version?" You may ask. Continue reading to find out. Creature support: The current public released version v0.84 technically supports it but with limitation. And obviously you can expect this upcoming version to have a full complete support New race support: None of the support is hardcoded in the program, including the humanoid behaviors. So modders can follow how the existing behaviors/files are read, patched and generated by Nemesis, and apply that for their new custom behaviors/files More simplified process: Engine update and launch engine/patch behaviors, will be combined together Performance improvement: Up to 10 times performance improvement. Whole patching process can be done within 10s depending on your hardware. 6-8s with my ryzen 5 3600 Major Stability improvement: The new core design is made with stability, speed, maintenance and rapid iteration in mind. Bringing a smooth debugging experience and an ease expansion on top of it Optimized Papyrus script: Some of the legacy features like Alternate Animations, which has been replaced by more modern technology like DAR and OAR, have been heavily optimized Staging directory: User can specify the output folder to be treated like Skyrim data folder Above are just some of the changes you can expect. More to come, so stay tuned"
  8. Step Guide is now updated to 2.3 on my pc and it looks, as suspected, amazing. The grass is better than ever and Step ENB Heavy is amazing. Removing Oakwood and adding Moon and Star was a really great "step".
  9. Same here. Paint the roads and run DynDOLOD is for me to do also. problem is i have to work at the same time.
  10. Could it be different choises when it comes to resolution (1k, 2k, 4k...) when installing the guide?
  11. Guide say.... Each of these optional 'combo' CR patches requires the the respective modular patches as masters. So yes i belive. This sounds right. So long since i generated grass cache. Ended up being 1,56 GB.
  12. Running Precache Grass and end up with only 8,92MB files in the output folder? Guide say it should be over 2GB. What might i do wrong?
  13. Loot say it is dirty but xEdit will not clean it anymore. Any ideas?
  14. I am about to test 2.3 with no Step Patches until they are updated. And probably also wait to run "Step 5" (Grass Cache) and "21 - Post Processing". This due to the updated guide removes Oakwood and adds Moon and Star, this changes a lot arround our favorite lake.
  15. I actually tested this a month ago or so. I am not convinced to be honest. Did not blend together with the rest of the characters artistic i think. Please post some images, Vanilla - Step Guide - This mod
  16. This looks interesting. Installed it on top of Step and took a first look, looks good so far around Riverwood.
  17. MO2 updated to 2.5.2. Dummy plugins will no longer be crossed over instead there is a little empyy box in the Flags kolumn. Also a bunch of improvements for Starfield.
  18. To be honest... stick with Nemesis if it works for you. I still use Nemesis since Pandora feels unfinished at this point while we know Nemesis works just fine in most cases. Even FNIS still works fine for many users.
  19. Nice alternative. I will go for that. (maby i even make a Devtool separator in my MO2, looks smart)
  20. Here is a fix for those still want to use QUI (for easy adding armors, weapons and what not during testing) https://www.nexusmods.com/skyrimspecialedition/mods/124796
  21. New release with some fixes and changes.
×
×
  • Create New...

Important Information

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