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Nearox

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Everything posted by Nearox

  1. Haha! Not bad... pink style is really not my thing though. I'll stick to the dark :P
  2. @DoYouEvenModBro Why are you using the Normals? Doesn't it say only to use the Meshes? Like I said, installing HQLODs is confusing for many people, including myself when I did it the first time. It doesnt say explicitly not to install the normals. When you read the description page the author says meshes, normals and textures must always be installed for a full package. Moreover, the normals are used from HQ3DMap, which is made by the same author. So it's all more confusing than it needs to be. Where does it say to use the BSA versions? I see 'NO BSA' in the notes. Wearable Lanters does not say 'NO BSA'. @Ellian I get the purple textures regardless of SRO itself and/ór the HQLOD-SRO texture pack being both enabled, disabled or a combination thereof. Edit: see changes in the reply.
  3. Full STEP:Extended install (except BFS & Enhanced Blood) conflict log. I'm not always sure what to patch, I'll leave that to you experts.
  4. More work... sorry tech :) Dual Sheath Redux 1. Users should not only run BOSS but also FNIS before running DSR (assuming they will use XPMS on a STEP:Extended install) 2. XPMS (or another skeleton replacement) is required for DSR, this could be mentioned. 3. I'd argue that a post-mod installation tutorial is necessary describing the procedure for BOSS/WB/FNIS & DSR. See last part. EBQO 1. Non-essential children with inventory tweaks is called ‘Non-Essential Killable Children’ in the installer. 2. The Choice is Yours should only be installed if users opt for the mod in the gameplay section. And the relevant esp should be disabled when launching the game – until Choice is Yours is installed. XPMS Installer 1. Select NO at the Joy of Persectives section, it is set to YES by default in the installer. 2. Do not install left-hip bolt quiver. 3. Questionfrom me: Is the 1H back hand sword placement not supposed to be installed? 3a If the 1H back hand sword is selected instead of “default†, then the installer will present a NEW window with the option “1h equip animationâ€. If ‘default’ is select for sword placement, then this menu option does not appear. 4. The STEP line “On the "Installer Animation files for Back Weapons as well?", select Yes.†Is now redundant and non-existent in the installer 6. “Skeleton Rig Map†must be selected. Disease descriptions 1. Users should select dawnguard and dragonborn in the installer only if they have the expansions (duh… but still... since STEP seems to mention such options elsewhere, why not here?) High Quality 3D Map 1. Would like to note that this mod suffers from broken meshes, resulting in empty squares at the world map and flickering water. They often appear at the player’s mark or near water. Check the comments at the description page to see I’m not the only one with this issue. 2. If users do NOT use this mod – i.e. STEP:Core users – then they are probably better off installing the ‘Quality World Map – Vanilla Map’ version instead of the Quality World Map – Hi-Res Map’ version. The latter is dependent upon the meshes of HQ3D map (as you can read at the description page of Quality World Map) 3. HQ3DMap also has a texture pack for SRO. While I never installed it, why is this one not installed? Does Quality World Map overwrite them? 4. What resolution is the baseline for the ‘normal originals’? The pack contains 256, 512, 1024 and 2048 resolutions. I can imagine that map resolutions are allowed to be quite high since they are not loaded all the time… I went for 2048 myself for testing purposes. High Quality LODs (something from STEP: Core but I only noticed it now as I didn’t go to a snow region with this installed before) 1. Produces purple distant textures on snow landscape when the ‘normals’ package is installed together with the texture package for SRO. I just tested this. The purple textures occur on a clean vanilla install, as well as on STEP:Core and on STEP:extended. You can see this outside of windhelm. Enabling or disabling SRO itself thus has no effect. Would be good to mention in the notes not to install the normal package – installing HQLODs is already confusing for a lot of people, best to make it clear. 2. What texture size should be chosen? The package comes with 128, 256 and 512. NACMIM 1. Should read: STEP recommends to ONLY install the optional ‘full’ version file 2. ‘Until the mod is updated to support SkyUI 4.0 or higher. Turn off version checking in the SkyUI MCM menu for maps†is a better read for new users when you say: Turn off version checking for maps in the MCM: SkyUI menu. This has to be done until NACMIM is made fully compatible with SkyUI 4.0 or higher†Unknown Enchants 1. In the installers users need to select DG and DB when applicable. Legible Road Signs 1. Users only need to install the Worn Text optional file. Vibrant Auroras 1. Users can choose between 1.5x and 2.x strength. 2. I went for 1.5x strength because 2.x strength changes the color reflections on land and water too much imo. Ice Wraith 1. “only use the main ice wraith fileâ€. That file is no longer there (it is in the old section now). The new main file is called “Even Better Ice Wraiths - Completely Redone†. Users should not install the dragon pries retexture main file ( I guess) XCE 1. In the downloadd file is an optional map with character normal maps. The descriotn page says this is for people with the HRDLC. I guess this can be considered a performance (or even baseline) option. DSI 1.There are a few different colors of the impacts to choose from, not only for frost but also for fire (I persoanlyl really like alternate 1). Would be nice if STEP could give a recommendation. 2 I can remember that Garfink (I think) said that when he had DSI on medium resolution, even on his Titan, it made his game crash. Installing the low res version solved it. Of course does not mean this will be the case for everyone but maybe attach a note about it. Dual Wield Block Anim. 1. STEP recommends to install this after DWParyring, but that isn’t necessary because the mods don’t overwrite eachother. FNIS description 1. No instructions for MO users, which must add GenerateFNISForUSers.exe to executables. Skyrim Coin Replacer 1. This mod has issues. The author never fullycompleted the mod. It also has problems with lore-friendliness as the wrong coins seem to drop off of some mobs. And there are other issues. I posted about this before in the mod’s forum here at STEP. Also see revelationman’s second comment at the nexus page for a more detailed description and possible cure (which requires extensive tes5editing). Oblivion gates 1. Instructions need more clarity. 2. Users should install only one esp and in this case only the “without markers espâ€. 3. EDIT: Just saw an oblivion gate in-game. It's purple without the textures so unless I misunderstood the instructions, STEP users must install the textures from this mod. Wearable Lanterns While STEp recommends BSA for the other wearable lantern mods, it doesn’t for the main mod, which are dependent upon the main mod. The author mention they should either all use bsa or the loose version. I doubt that in the end it makes a difference but for ocnsistency’s sake I’d recommende the no-bsa version of WL as well. General note All the recommendations for the various interior/dungeon/cave mods have 1k textures as a baseline. But the SRO optimized torrent is used specifically because exterior textures are 1k and interiors are left at 2k. Shouldn’t baseline then be 2k for the other interior mods as well, for sake of consistency? Otherwise many of the 2k textures will be overwritten by the other STEP:Extended mods, rendering the purpose of the torrent obsolete. STEP In-game configuration If users do not properly configure or enable some mods, they either won't function well or their script load may become too intensive for either the skyrim engine and/or their system to handle. Some directions could be given. Disabling some W&C functions in particular can really help stabilizing the game, especially the ‘cloaking spell’ functions and some of the ones that put gear on NPCs (isoku himself said to me @ nexus that those are the most taxing options for the script engine). BOSS, Wrye Bash, Fores New Idles & DSR It would be really handy to have instructions at the end of the mod list with things to do in chronological order before runinng Skyrim. Much like neovalen has in the SR guide. At the moment in STEP, all these instructions are a bit chaoticaly found throughout the guide and people must click the detailed instructions of the mods again to see them, which can easily lead to errors. A standard procedure would be nice.
  5. See if you can find your answer here https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Skyrim_Realistic_Overhaul
  6. @DoubleYou: The USKP changes the Skyrim.esm DATA-Subtype from 'FlyingMountLand' to Attack. ADS.esp did not forward those chnages, so a patch was needed. @ Tech: Lol yeah, but I also kinda gave you a lot of work yesterday :P @ z90210 No problem. As I continue my reinstall of STEP:Extended (after I am done with VEGA) I will post again about issues in the STEP recommendation as well as compatibility patching (when I'm done with the full extended install). @ Kelmych I won't keep updating it every time a mod is updated. Loading up all mods a day before 2.2.8 is going to be released will be a better idea, seeing the speed at which some mods have been updated recently (the 1.84 water patches are no longer necessary for 1.87 for instance...). Using a conflict filter it takes like 30min maximum to get all the STEP:Extended conflicts written down.Â
  7. I did my best :)Â Now here's to hoping someone will actually use VEGA and play with it lol :P
  8. hellanios: I wouldn't dare to claim that I know a lot about SkyRe... The real power of the mod is in its scripts and I got absolutely zero technical knowledge about that. Not going to update Iroha's guide... It's made for a different install - SR - and frankly for more advanced users. There are a lot of problems with that guide which I will not address here. Fixing it would be a huge task and I think it would be faster to write a guide oneself. Not to mention that everybody's waiting for SR:LE making an update to the Iroha guide not a viable option future-wise.
  9. Finished the Pack and converted it to the Wiki! Deleted all the mod install nstructions. Left the mod descriptions and some other things in the OP because it may be important for people with issues to read it again there before they start posting.
  10. Damn jsut finished the mod list. Changed its name and... it's gone! lol :P Fixed it again though.
  11. Allright omw to Form:Mod!
  12. How do I add mods to the Mod List table that are not in the list? I'm trying to add Skyrim Redone but every time I leave the field where I type the name, the field automatically becomes empty. Tried looking for T3nd0s and SkyRe but to no avail. As a test I added in a random known one (Skyrim Redesigned) and that works... EDIT: Okay I just read: "These blocks will (new Packs) or already (existing Packs) contain a mod list that is not configurable until this Pack page is created." What does it mean, pack page created? Until it is created by you (some kind of feature I guess) or is it a page that needs to be created by me? EDIT2: I did a temporary workaround using multiple mod tables and using only introduction and outtroduction but that doesn't look nice either EDIT3: Ok I think I understand now. The pack page means the individual mod page on the wiki, right?Â
  13. Yeah I saw the button 'edit' and clicked that... lol But I'm at the right editing menu now I think using 'Page Tools --> Edit with form'. Hope I didn't break anything :P
  14. Ok I just edited the wrong template and then it said 'test test test' on every pack page's pre-installation setup section... Ugh I have some things to learn about editing wiki stuff :P (I removed the 'test test test' again)
  15. It seemed easier to start here as I was still working on the concept and sort of didn't want to immediately learn how to build packs on the Wiki I always intended to make a wiki out of it, but I was making so many changes in the last 2 days that I thought to write it all down first in a format I am comfortable with (i.e. the mybb forum format) and then convert it to wiki... call me crazy :) I'll make the wiki account this evening. Thanks for the access!
  16. Has the mod been physically removed from the disk? You could check using windows explorer if the directory is still there under ModOrganizer/mods. If the issues persists you should report it at https://issue.tannin.eu/tbg/modorganizer/issues/open
  17. Thanks for the explanation tech!
  18. Pack is abandoned by me and no longer supported. Please open VEGA's Guide at the Wiki This forum thread is here for support. The Wiki has the full install instructions and information. Update 21-1-2014: I recently came back to modding. However at the moment there is just too much excitement with regards to the new memory patch. Before I update the VEGA Core pack again, I'll explore the new possibilities opened up by the patch ánd I will wait for step 2.2.8 regardless. Just a note that may be helpful to you: - The author of SIC has built in RotE compatibility since version 6.51. - The author of SIC has made it carry over the functionality of HLE. See this link https://www.nexusmods.com/skyrim/mods/24913/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D24913%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1338389&pUp=1 What this means is that you can simply disable SkyRe enemy scaling and not use my (outdated anyways) patch for now. 90% of the patch was related to SkyRe-RotE. STEP now has a core patch which has largely similar patching contents compared to my old patch, and then the step team added some more. VEGA Vanilla Enhanced Gameplay Alternative Pack for STEP:Core [*]Skyrim Redone [*]Autosave Manager [*]Convenient Horses [*]Deadly Dragons [*]Enemy AI OverHaul - Revenge Of the Enemies [*]Extensible Follower Framework [*]High Level Enemies [*]Skyrim Immersive Creatures [*]Unofficial Skyrim Redone VEGA DESCRIPTION Vanilla Skyrim the way it was meant to be played. New and different enemies are added by SIC, as well as random outdoor patrols and encounters. The combat system, player & enemy perks, potions and magick spells are defined by SkyRe. Bosses and special NPCs are provided by Enemy AI Overhaul. Riding horses is fun and immersive. Your followers are smart and you can have multiple. You will need to bring 1 or 2 followers (and some potions) in order to succeed at bosses, especially at low levels. Dragons are more difficult than city guards. Skyrim is now both challenging and rewarding, but it is not a hardcore experience. VEGA complements STEP:Core, and they work flawless together. [*]No extenstive TES5Edit compatibility patching required from you. [*]My compatibility patch is available for easy download and easy installation. [*]Hundreds of NPCs have been patched manually. [*]All NPCs edited by Revenge of the Enemies follow the level scaling and related health, magicka, stamina and skill points from SkyRe Enemy Scaling because Revenge of the Enemies is static instead of dynamic. The SIC extra added spawns are excluded from this because SIC has its own dynamic scaling system. [*]All bosses, leaders and special NPCs use the combined spells ánd the abilities from both SkyRe and Revenge of the Enemies. Some bosses have more than 15 different attack moves/spells now, which make for very interesting fights. They scale according to SkyRe plus the added boss health from Revenge of the Enemies. Get ready for epic dragon priests and master vampires. The way it was meant to be. Although not all the bosses use all assigned spells (not sure why), they do use more and are more diverse - especially dragon priests. [*]All 'standard' NPCs (e.g. a regular skeleton) have the perks from SkyRe and no or few perks from Revenge of the Enemies. The latter adds too much stuff to regular mobs, which can make normal fights last too long, too complex and too tedious. [*]Removed many of the lore-unfriendly non-sensical racial powers that were added by Revenge of the Enemies to regular NPCs. They just don't fit the Skyrim setting like that at all. I did this to the best of my knowledge, but I'm sure there are still many left. If you see a regular mob using a very powerful thu'um, that's Revenge of the Enemies at work. [*]Re-tweaked the Community Uncapper.ini. Normally, levelling above level 30 suddenly slows down a lot, even with SkyRe. But because SkyRe and HLE really encourage high-level play, I increased the speed at which skills contibute to levelling up. Starting from level 30, the leveling speed is increased by approximately 20% for every 10 levels. From level 81 onwards (the old vanilla limit) you will level at 2.5x speed of the Skyrim Redone Uncapper. Don't worry, you won't become overpowered quick. It still takes ages to get to the next level. But this keeps the game interesting to play, giving you more of the excellent SkyRe perk choices. Unless you want to finish all quests and all expacs at level 60, not having had the fun of some of the most interesting SkyRe perks? Enemies still scale with you no matter what, and some enemies become more difficult at higher level. ​Disclaimer: I tried to make the compatibility patch as complete as possible but I am sure I missed quite a few things because of the sheer number of edits that had to be made. I cannot guarantee that 100% of mobs are patched correctly, but you should not run into any game-breaking issues if you encounter any mob that hasn't been patched. At worst, the mob is overpowered or underpowerd. I will bring out updates to the compatibility patch in the near future. You can already start playing as you can simply replace the old with the new patch later. For VEGA install instructions, go to the Guide at the Wiki VEGA Troubleshooting & FAQ Requirements [*]STEP:Core 2.2.7 mods as indicated by the green color bar next to the mod name. No other STEP mods, other than the ones in the VEGA pack. [*]STEP:Core 2.2.7 mods installed following either STEP baseline or performance instructions to the letter. [*]STEP:Core 2.2.7 INI tweaks. Shadows 2048 or less. [*]BOSS [*]BOSS Userlist Manager [*]Mod Organizer 1.x (I do not use Wrye Bash for organizing my mods so I can’t extend support to that but the install should also work with WB). [*]Wrye Bash (used for the bashed patch) [*]TES5Edit 3.0.31. Miscallenous Information Stability Tests done - Played a Character up till level 15. No CTD. No Freeze. No ILS. - The Aiyen/rootsrat test" (forgot who's it is, please remind me): Main menu --> coc riverwood --> player.setav speedmult 500 --> tgm. Run to all the major cities in a clock-wise circle. Amount of times succesfuly completed: 2x. No CTD. No Freeze. No ILS. - The "Vurt" test: Open save game (from my regular character for this setup) --> player.setav speedmult 1500 --> tgm -->tcl. Fly around for 10 minutes without crashing. Amount of times done: 2x. No CTD. No Freeze. No ILS. Performance results from my system (see signature) - Max VRAM observed during gameplay: 1985 MB - Min FPS observed during gameplay: 35 FPS (The Rift) - Average FPS during gameplay: 60FPS in 80% of outdoor areas. Only big drops appear in the Rift/Falkreath area, which are more related to STEP:Core than to this pack. - Script Latency Test: Most outdoor areas it is at 38 ms average (high 55ms, low 25ms). Some areas like Rift/Falkreath it is at 50ms average (high 72ms, low 28 ms). I've seen a rare spike to 90-100 ms (high, not average). A value between 50 and 100ms is regarded as safe. Known issues - None Conditions for Support and Assistance - Latest NVIDIA or AMD drivers (no beta). - No ENBs, ENBoost, SweetFX or any other post-processing software. - No INI tweaks other than the STEP tweaks. - No other mods, this also means no other STEP mods. - No overclocked GPU or CPU (if you still do this, be aware that freezes/ctds may be caused by overclocked hardware) (GPU overclocks tend to be more unstable than CPU). - No RadeonPro. - No STEP Extreme (too high texture mods cause instability when combined with this pack). - Your Skyrim is stable on your system running STEP:Core. - If you use BETA 2.0 versions of the Unofficial Skyrim Patches, I will not be able to support them (yet). If you must use ENB/ENBoost/SweetFX, only enable the tool after your game has been found stable. Of course, your game may and probably will still run well if you use these tools, but I can only support any instability issues you may have by excluding them. I will not be able to support deviations from this, sorry. On a final note, I did not DDSopt anything at all. Skyrim's engine can handle STEP:Core + VEGA well. I have used VEGA on much heavier setups (SR + SR:LE) without problems. If you have issues they are related to your install or to your system. Please post your questions here and I will try to help as best as I can. Credits Mod authors STEP Community STEP Team Neovalen for the SR guide Iroha for the SR+ASIS+SkyRe guide Changelog 22-10: Updated Compatibility Patch. See link in the Wiki. 03-11: Decided that Apocalypse Spell package will be included once the author finishes SkyRe compatibility.
  19. Sorry about that xD
  20. Owhh I see now. I was always under the impression that WB installers also worked in MO, so BAIN is soemthing different then I guess or? I never used WB so I really don't know :)
  21. yeah I didn't mention that one. It probably needs updating too, since 1.87 is out which is specifically tweaked for non-ENB skyrim setups. I'm using 1.87 and it looks really well with STEP.Â
  22. Discussion thread: STEP Patches by EssArrBee Wiki Link No-ELE Patches Nearox's original OP follows: How, what & why. After having reinstalled STEP:Core again, I couldn't help but notice a few conflicts between some mods. Being the silly perfectionist that I am for things that I;m interested in, I decided to patch them and to write down for others how to do it. I'm sure that not everyone is interested in this. The fixes concern minor conflicts which are non-gamebreaking. To some they are surely silly and and unnecessary waste of time. Hopefully just a few people will find them useful... It is intended for more advanced users who wish to perfection their STEP:Core setup. Wasn't sure where to put this on the STEP forums, but I guess that a collection of patches can be considered a "pack" since it is something added on top of STEP:Core. I'll be doing another compatibility patch pack collection for a full STEP install some other time. Credits to Neovalen - without the SR guide I would never have been able to even begin thinking about making such patches. STEP community as a whole The people who wrote the old FNVEdit Manual! Requires: - A STEP:CORE install followed to the letter. If you have additional mods installed they may and probably will override some of these patches. I will not support questions related to other mods. - TES5Edit 3.0.31 - Boss Userlist Manager (herafter referred to as BUM) - Basic knowledge of these programs So here goes nothing... Please let me know if you think any patch is wrong! Patch W.A.T.E.R. 1.84 – Dawnguard Patch Soul Gems Differ 1.5.2beta – USKP 1.3.3c – Acquisitive Soul Gems Patch aMidianBorn Skyforge Weapons 1.9 – USKP 1.3.3c Patch Gildergreen Regrown 1.2.5 – Hearthfires Patch Smooth Blade Draws and Sheath 2.3.0 – USKP 1.3.3c
  23. No hurries for me, I finished my install already anyways :P Just waiting to see if there are any big changes. If not, I'll continue with making my Skyre pack for STEP:Core :)
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