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Nearox

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Everything posted by Nearox

  1. With regards to STEP 2.2.8 wiki developments/changes, where would I write down suggestions? I suppose in this thread or alternatively in the 2.2.7 bugs one?
  2. Techangel85, will we make this mod part of Mod Testing for 2.2.8?
  3. Haha! In fact when I was writing the first draft of the guide, I had your pack listed as a compatible pack. It was removed because it hadn't been tested; I didn't want to proclaim anything. However I'm 100% sure our packs are compatible. My first thought is that there might be some conflicts with regards to region records as weather mods tend to modify them a lot, but they should be easy to resolve in TES5Edit. Unfortunately, while I've been wanting to try your pack and see if it is compatible, I just haven't had much time last week to do anthing with regards to modding. Will try to get to it during the next. I hope we can both look at tes5edit conflicts between our packs and make a compatiblity patch or something. With regards to game difficulty, this pack was designed with slightly-above-average gamer skills and needs in mind. SkyRe does the general enemy scaling (must use Adept difficulty for this, or higher) while HLE unscaled version adds more difficult enemies every 10 levels. So you'll still encounter regular SkyRe-scaled mobs but also there's a chance for higher-leveled HLE mobs. If you wish to crank up the difficulty, you could either set the game difficulty to higher than adept but that'll make some things unbalanced. Your best bet is to do the following: 1. Install the HLE scaled versino instead of the unscaled. They sue different approaches to scaling and enemy spells so try it out. 2. Install the HLE optional Hardcore version pack (it really isn't THAT hardcore as requiem is) 3. Disable SkyRe_EnemyAI.esp (otherwise it'll conflict with HLE scaled) 4. In SIC MCM, go back to default settings. This will enable more enemies to spawn: e.g. where it was in vanilla 2 wolves, it may now be between 3 and 5 wolves. This probably won't cause CTDs. If it does, you can safely turn it back again to the MCM settings described in the pack. It won't ruin your savegame (I actually play with these settings) 5. In SIC MCM, put the difficutly to something higher than adept. At adept they are still a bit easy. 6. Re-create the bashed patch and re-run SUM as per the instructions I take you already have, but just in case you didn't, do read the HLE description page. It is highly informative, also at the bottom with regards to how it plays with other mods like SyRE and SIC! EDIT: Added step 4,5 and 6. EDIT2: I haven't tested this with USKP 2.0 yet. My patch forwards some 1.3.3c changes to SkyRe and other mods, but you should be able to safely continue to use the patch and this pack.
  4. Oh wait I found it... freaking elephant in the room lol! Thanks :)
  5. Hmm I'm not sure if it is related but sometimes after I change load order in MO or add or remove mods, BOSS doesnt get the userlist changes from BUM (like non at all). I will need to run BUM again and simply close it again. If it then asks you to save changes, then you know that BOSS didnt get the BUM info because for some reason it needed re-saving. This happens once every few days to me, and I have yet to find out why. Hope this is any help smileÂ
  6. Is there a pageviews counter available? Would like to see how unpopular my pack is :P
  7. z, I think EssArrBee was referring to https://forum.step-project.com/showthread.php?tid=3699 and https://forums.bethsoft.com/topic/1462394-relz-skyui/?p=23032032   (Going a little off-topic) I haven't read through the entire bethesda thread but has there been any conclusive evidence that going over 128 does indeed cause those issues? Some of the names in the bethesda thread that discuss it are USKP & SkyUI authors I think, so that's credible enough, but I'm not sure if the issues extends further than hotkeys and max mcm menus...Â
  8. I understand your arguments for the big patch for Core, seeing as I suppose it is going to be assumed that STEP users will always install the full core package at least, and then build other mods on top if it. The issue I have about the big patch for extended is that it would completely remove the modular concept from STEP. At the moment, users have a choice which extended mods to include or exclude. When we are making 1 big patch for extended, we are basically telling users that step is no longer modular and that they now must install all the mods affected by the patch. The only way they could resolve this is to manually remove masters from the patch, which kind of defeates the purpose of keeping it as simple as possible for end-users. What I'm asking is, if that is the intention or not? I'm still relatively new to the STEP scene so I may not be 100% aware of all the plans.Â
  9. Nice work EssArrbee. I'm just thinking at the moment that it really would be more beneficial to first make single patches and to only combine them into a big patch when they are deemed finished. Individual patches allows for much better overview and information for us. It is easier to keep track of changes. If multiple people were to edit one big patch, it could easily become chaotic to the point where nobody knows why and how things were patched the way they were. Moreover if mods are added or removed to STEP later the entire big patch would have to be re-edited and re-distributed to end-users each time affected STEP:Core and/or Extended mods change. Using a TES5Edit script, we can combine all the patches into one big patch later on anyways, it takes 5 minutes or less :) I'd propose seperate patches for each mod that needs patching according to the following types: 1. Mod X - DLCs 2. Mod X - USKPs 3. Mod X - Mod Y Each patch should have a predesignated naming format which includes version information. For instance: 1. Patch W.A.T.E.R. 1.87 - HF + DB 2. Patch W.A.T.E.R. 1.87 - USKP 2.0 3. Patch W.A.T.E.R. 1.87 - ASO 1.5 We could obviously still publish one big patch for those with full STEP:Core or Extended installs. I just personally can't find an argument for the benefits of one big patch over individual patches - safe from that the latter initially requires perhaps slightly more work. Furthermore, publishing the individual patches at the STEP Nexus site woudl not only increase the visibility of STEP but it would also mean that the work we do on the patches would be of additional benefit for the modding community that does not use STEP. After all, individual patches will allow those users to also make use of our patches.Â
  10. Unofrtunately I couldn't get online much last week... damn boss. Will 2.2.8 be the version where we take into account the USKP 2.0 changes for compatibility or will we be doing that for 2.2.9? Seeing as we are going to be making patches, I'd say we better start sooner rather than later as we probably need multiple people going over a patch to ensure STEP users that the patch is 100% proper. But for that we'd need to have a definitive framework of mods to work with for STEP:Core. Is there any core mod currently being reconsidered for inclusion/exclusion? With regards to sound in general, what is your current state of opinion with regards to Audio Sound Overhaul?
  11. Thank you, I'll try to update it from here but it's not easy using the pakc interface on tablet. Could you be more specific as to what steps do not add up? I went over the installer 3 times when I wrote it to ensure the proper installation instructions. Did you use the installer for MO in optional files? If you use the BAIN installer your options will be different. I think challenging is a better way to describe it than 'harder'. In vanilla skyrim, you can crank up the difficulty to master - but that'll not change the enemy AI, spells or perk use at all. SkyRe makes combat much more diverse and brings in new dynamics. All the other mods are put in the pack on top of SkyRe as to further enhanced gameplay. SIC adds new monsters which also have unique spells and abilities. Overall your world will be much more diversified and you will need to be on your toes or you'll get killed easily if you don't evade, but enemies are not overpowered. EDIT: Sorry I couldn't reply sooner, had to go on an unnanounced trip abroad for my boss...
  12. Try to disable bsf, ebt and possibly also dsi first and see if the probleem persists
  13. Sweet, going to check that out :)
  14. In that case we'd also need to think what we'd want as the final 'product' with regards to patching STEP:Core. Would it be individual patches for mods or one single patch for all STEP:Core mods? An argument for the individual patches is that maintenance is likely to be easier to maintain when specific mod updates occur. Another is that this is more useful for people who do not wish to install every mod of STEP:Core. An argument for a single patch for all SPEP:Core mods is that it would require less esps and less hassle for the end-user with regards to load order etc.
  15. It doesn't matter where you put the GDO and the Skyforge Patch. They are merely compatibility patches with independent esps that are automatically loaded by BOSS to the end of the load order (EDIT: to the correct place in the load order, not the end) The only reason the W&A-ICH patch has to be moved further down in the install order behind ICH is because they have the same esp names. These instructions are also on the mod page btw at the miscellaneous files section. If you want to know whether install order matters, it is really simple (in MO, cant speak for WB but it must have similar functionality): you just need to check the 'flags' column for any + or -, or you open up the mod in MO and check the conflicts tab. If it is empty (no flags) then install order does not matter at all.Â
  16. No, the W&A-ICH patch has esps which overwrite the orignal esps from ICH. It's a strange way of patching things but that is how the author(s) of the patch choose to do it. Â I guess they did it to reduce the amount of esps (else up to 4 additional patch asps would be loaded)
  17. Going kind of OT here with these posts but... I think EBT and BFS are only partially recommended by STEP, as one can read in the mod notes. Personally I don't use them at all, don't really miss them either. DSI doesn't have a dire warning attached but for some people it can create issues. You could try the low resolution version. I believe disabling these mods' esps will still give you some of the effects, some people do this with EBT and with BFS (haven't heard anyone doing it with DSI though). Remember you don't have to do a full STEP install... if you're unfamiliar with some mods it's probably better to add them gradually while playing the game, if the latter is your goal.
  18. It's a LOT of patches that you did, great work! @ phazer11, there are only like 25 conflicting formid's between AOS and the 3 SoS esps, I don't know if anything else needs patching in some other way though. If I would be sure what to patch I'd do it myself, but I really don't know between those 2 mods :)
  19. The only instance I know off where changing ini ingame is possible is with Stable uGridsToLoad I never tried any other setini command and don't know if they exist. If it does, would really like to know this as well! If you think about it, changing the detail settings in-game (e.g. object fade) kind of means that (some) ini settings can be changed in-game since those settings can also be altered in the ini... Or doesn't it?
  20. Yes it will :) if you wish to verify, load all those esps together in tes5edit and open the tree for W&A-GDO patch. And the install order matters because ICH must be overwritten by the W&A-ICH patch, which you correctly did :P
  21. Actually, what is meant is the load order and not the install order. If you dont install the patch, GDO will overwrite some stuff from W&A fixes.Â
  22. WIP (name is also still a WIP... evrrything is called 'immersive' these days so I'm not sure about that one) A compilation of some of the most endorsed weapon, armor & clothing mods at the Nexus. Mods need at least 200 endorsements for inclusion. Makes selection easier because there are just too many of such mods at nexus to coonsider them all. At least if I will be doing this alone it is :)Excluding Immersive Armors & Weapons because they are already used so widely, wanted to build something different that brings a novel experience to some people.Idea is to give a as many choices as possible to the user.Replacer mods will not be in the package. Everything adds new stuff.Lore-friendliness or STEP philosophy is not taken into account. But no weird stuff that is immersion-breaking is allowed.Mods that are based on stuff from non-Elder Scrolls games are not allowed. Don't want e.g. Warglaives of Azzinoth (WoW), would completely ruin the immersion.NPC clothing improvements and bandoliers for NPCs are included.Trying to select the best and nicest mods that can be safely added to STEP:Core. Nothing should replace the textures added by STEP:CoreAt this stage everything is discussable and I would like to hear if you have any ideas for a weapon, armor and clothing package! Already added a selection of some of the top mods, totalling about 30 at the moment. Please have a look and let me know what you think. Would like: 1) suggestions on what to add or remove. 2) suggestions on armor mods. found much more nice weapon mods than armor mods so far. 2) your idea about a name for such a package. currently named WALL on the Wiki (Weapons Armor Loot and LeveledLists, but I decided Loot(ing) and LeveledLists (for e.g. monster mod/sic/etc.) deserves its own package)). https://wiki.step-project.com/Pack:WALL
  23. Hmm I;m no texture guru either, really don't know much about it but my first thought is: wouldn't that explain the seams we see? The seams are afterall not just one big patch of black but are broken up with parts that do look like they have a proper normal. I also can't explain well what I mean when I talk about this stuff :(
  24. I think if step doesn't recommend a version, we can use the latest. 4.x works well (again) with MO.
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