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dreadflopp

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Everything posted by dreadflopp

  1. I've been trying to unlevel the leveled lists using at-quickchange by setting all levels to 1. I've been unsuccessful, is this possible and if so how?
  2. This steam mod has worked well for me in the past: https://steamcommunity.com/sharedfiles/filedetails/?id=87578317
  3. Sorry for being slow to answer. RL/work/studies/family takes up most of my time atm :) I added some comments to your comments. I'm not criticizing or anything, just clarifying what I meant. Every concern I had is solved by the planned features you want to implement, including the comments section. Thank you for working so hard making all the utilities you've made. I'm sure Mod Picker will become as essential as your other utilities. To me it will most definitely. It would be really great if you could get it work! Awesome. I absolutely agree with you, editing source plugins is not a good practice. There are imo a few exceptions. Conflicts between lighting mods and mods that edit interiors can be troublesome. Example: Relighting Skyrim edits all interiors. Realistic Room Rental edit all inns but it doesn't overwrite all records from Relighting Skyrim. This messes up lighting and causes light sources to flicker. Making a patch would therefore involve forward lots of vanilla records to a patch that can cause conflicts with other plugins. This works of course but a patch with only vanilla records feels messy. Since Relighting Skyrim in its current form doesn't get any updates, removing all inns from it is a very simple process. In cases like this editing the source mod can be excusable, imo. Mostly. I was thinking of mods like Weapons and Armor Fixes where many plugins have the same name. It can be important which plugin is used since it may be a master to the conflict resolution patch and wrong plugin may cause errors in the patch. Ah, I see that now, excellent. Your really have big plans for Mod Picker and seeing what you have done before for the community I'm certain you will succeed. Modding will be so much more convenient in the future. Thanks!
  4. Thanks for checking that. When it comes to making comments or notes for mods, I could absolutely see a use for that when sharing mod lists. I have made some STEP packs, which are essentially mod lists with install instruction and a conflict resolution patch. Many of the mods on the list have notes, like fomod instructions/walkthrough, records to be edited in xEdit, comments on which plugins to choose and why, merging instructions with instructions on what to name the merged plugin too since it might be a master to the conflict resolution patch. A comment section could be implemented like the mod options cog wheel where you can choose what plugins to use. A UI suggestion: when looking at the mod list in grid view, the cog wheel is, in my opinion, easy to miss. Maybe make it stand out a little more? Maybe move it to the bottom right, maybe replace with a text block or corner with a different background color?
  5. I've been trying Mod picker and I really like it so far, maintaining a STEP-pack with it should be much easier then managing the mod list yourself. Great work! Questions: 1. What do you do if a mod is missing plugins? Weapons and armor fixes are missing several plugins. I tried mod analyzer which fails for it, I guess you have added it manually? 2. Is there a way to make comments per mod in the mod list? Useful if you are to share the mod list.
  6. Sorry, that's a typo. The tag should be delev. You know iNeed has an option to remove food? Sent from my Nexus 6P using Tapatalk
  7. I https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches#Script_lag Sent from my Nexus 6P using Tapatalk
  8. The level rates I share are the ones I use and they are balanced imo. But try to raise them if they are to low to you. When I do the next update of the packs I'll fix the unclear instructions, but glad you figured it out. Parts of You Hunger gets overwritten. It's a tiresome mod to patch with lots of records and the possible patches may break other mods if they aren't properly maintained and updated. You Hunger still removes lots of food, most of it is still working. Its leveled lists should be OK though, does it have a relev tag? Sent from my Nexus 6P using Tapatalk
  9. Awesome, great game/expansion.
  10. Hi! Glad you like the packs. The patches are up to date but LOOT must have been updated very recently. I don't have any time to fix this right now. I was hoping that the next update of the pack would be to Skyrim SE. I won't have any modding time until Christmas. After that I'll be busy until mid-febuary. By then, as I mentioned above, we hopefully have SKSE and more mods for Skyrim SE. I think you should , as you said, use the old LOOT. Even if you make sorting rules for the new LOOT, more things may have changed in it causing mods to be out of order.
  11. Nice being on a vacation, not fleeing the country are you :) Yeah, I too was so close to achieving the perfect epic modded Skyrim setup. So close... The first version of the script extender was released only two weeks after FO4 was released, hopefully it'll emerge soon for Skyrim SE. Wrye Bash can be used as mod manager for now. I have no idea why so many people here dislikes it, it's a good stable mod manager that allows you to install / uninstall mods from anywhere in the install order, just like in MO. It doesn't have a mod tracker or Fomod installer but there are workarounds which basically is using NMM for that. I won't have time to play or mod until mid_February anyway, busy learning c++. By then we hopefully have SKSE and a proper mod manager :)
  12. I always do this with horses. The horses ability to strafe and jump up the mountains are just silly, makes me think of the space car in Mass Effect 1 :)
  13. Way back when STEP used WB as mod manager I used it too and it is not as bad as many people here seem to think. It is in my opinion a good and reliable mod manager. I don't think it supports all the installers that MO/NMM does which means you'll need to do some manual work when installing mods, like tech said. Other than that it can do almost everything that MO can. You can uninstall mods just like in MO. WB will add back all files from other mods that should be there. It does this directly in the data folder without using a virtual file system. This means you might save quite a lot of space on your hd , which is nice if you have Skyrim installed on an ssd. You can use NMM to download mods and keep track of updates and use WB to install mods. I'd choose WB any day over NMM and I consider it to be a contender even to MO due to its reliability. MO has an unorthodox way to sort bsa's and loose files. This makes it powerful if you know what you are doing since you have way more control over which files that overwrite other files. With WB, the plugin load order decides the install order of bsa's. Loose files overwrites bsa's. This is the way that Skyrim sorts files. Some mod authors don't give support to MO users because of its way of sorting. Sent from my Nexus 6P using Tapatalk
  14. I made some changes to keep my sanity: * Removed SR:LE support. Many SR:LE users use the SRLE: Extended guides. Since my time is very limited I decided to keep these packs as proper STEP packs. All instructions and patches for SR:LE are kept as unsupported instructions and patches. They won't get any more updates. * Removed the modularity of the Dovahkiin pack. Ordinator and CACO are the only supported skill mods. The other skill mods instructions and patches are kept as unsupported instructions and patches. They won't get any more updates. * Updated the patches. * Removed Warmonger and WAA. I do not use them. * Removed RotE. I do not use it. Advanced Adversary Encounters - Ultimate Edition may be added later, but not until the guides are updated to Special Edition. * Updated the modular patches page with the kind help of baronaatista With these updates done, I will be able to keep the packs up to date and it will hopefully make the steps to update the guides to Skyrim: Special Edition easier. With the removal of all modularity and removal of mods that conflict with a lot (RotE, Warmonger) I will, in the future, be able to share proper patches for the packs that doesn't require any merging. I plan to share cross-pack patches too which means that the users of the packs won't have to merge anything. The modular patches will still be available since this is how I make patches.
  15. Things like that happen, installing a big mod list isn't easy, there are many things that can go wrong. Glad it worked out.
  16. Now, please make sure that you are using the correct version of the aMidianborn Content.esp file. Check the STEP instructions, https://wiki.step-project.com/AMidianBorn_Book_of_Silence#Recommendations you should use the Improved Closefaced Helmets version of the plugin. Next, I'd like you to post another screenshot. Take one of the FormIds that showed an error and enter it in the FormId search box in xEdit. Example: Your error check reports an error in [0009bc34]. Enter the number without brackets in the FormId search box end press [enter]. xEdit will show the record. Right click anywhere on the detailed record view and choose to hide no conflict rows. Post a screenshot. For me, it looks like this: My error check reports no errors. Try to take a screenshot of one of the records that begins with 01, like [01089ee7]. These are especially interesting since they point to [01] Update.esm. The first to digits in the FormId (=record ID) points to the plugin that introduced the FormId (I am simplifying here). These first two digits are changed as the load order changes. They are in hexadecimal and are the reason that you cant have anymore than 255 (=ff) active plugins. The plugin Update.esm always have the load order number [01] and is interesting cause other records can inject FormIds into it. An example of this is Weapons and Armor Fixes Remade (WAF). WAF introduces new keywords. Each keyword has a FormId. Any mod or patch that uses these new keywords would have to have WAF as a master plugin. To counter that, plugins that uses WAF keywords injects the keywords into Update.esm and Update.esm becomes the master plugin instead. This way, mod and patch authors can make their plugins with WAF keywords whether the user intends to use WAF or not. The important thing here is that the plugin that injects the records must have a keyword section that gets injected. If a mod or patch author forgets to add the keyword section and no other plugin in the load order contains them, you will get an error in [01] Update.esm. I am not sure that is what is happening here but if you can get a screenshot from a [01] error too it would be helpful in finding out what is going on.
  17. You shouldn't get any error here, I didn't: 1. Try the merge again, if you still get an error: 2. Redownload the patches. It has happened that the nexus servers have different versions of a file if the author uploads a new version of the same file. If that doesn't work: 3. Open MLU - aMidianBorn Content.esp in xEdit (TES5Edit), right-click it and check for errors. If it finds any errors, open the record with the error, take a screenshot and post it here. I'll add this info to the merging instructions right away, thanks. My main reasons for writing my packs are two: 1. I want my own install to be documented so that I can reinstall everything and so I know what I have done 2. I made the documentation public so that I can get feedback on my choice of mods to see if it all works and if there are better mods out there. It is near impossible to test everything yourself I have gotten lots of feedback and the packs have evolved to where they are now and I am very pleased with the result. There are of course errors or hiccups that may occur, the error when you tried to setup Merge Plugins being one. That never happened to me and no one has ever reported it, nor would I know how to fix it and just like you I would have to google it. These packs are in a sense a community effort since they rely on community feedback just like you are giving me. I understand your frustration but it is your and others frustration that makes the packs better. There is nothing wrong with asking questions if anything is unclear. I'm not the kind of person that yells rtfm. I wrote it, and I know it can still be better. Questions and suggestions is what makes it that.
  18. Ok, thanks! I'll add the fix
  19. The ordinator/disparity rule comes from ordinators nexus page from when ordinator was new. It may not still apply? The ordinator/trade and barter rule is there since they both edit the same perk. I can't recall the actual records that conflict but they do (or at least did) conflict.
  20. First of all, this is my 2:nd try on replying since windows decided to install updates and restart while I was away for 10 minutes... Thanks to both of your for you suggestions. Modhordes suggestion on splitting the page to multiple pages are a little too time consuming for me atm but I can see the benefits from it. The pages would be less cluttered and overwhelming and information not needed would be hidden. I will still make use of your suggestions and descriptions to make my instructions clearer. Again, thank you both so much, I can see put time into your suggestions which is really appreciated. I'll start adding your stuff to my pages as soon as I can free up some time. The RWT/ELE/Farmhouse Chimneys info is for installing Wyrmstooth and Falskaar, that's why it is in Other mods. I guess I should rename Other mods to Wyrmstooth and Falskaar. I'll use it with some modifications, not sure about the cyan color, I can see the benefits but it's not pretty :) I'll make the SR:LE instructions stick out a little more. The missing Core patches are intentional. The mods that are being patch is not in STEP: Core, only in STEP: Extended. Regarding a new character, that is hard to say and no way of knowing for sure. I could say no you don't need to start a new character as I add and remove mods all the time BUT if something goes wrong and you discover oddities and bugs or your game starts to crash, you won't know for sure if it is because you didn't start a new character. I never had that error. I don't know what Merge Plugins does when it fixes an error. I never merge master plugins with their patches (as in I wouldn't merge MLU.esp with patches for it). I know it can be done and Darth_Mathias does it in his guide I believe but it is easier to not do it if plugin count is not that big of an issue. So what's this about masks? Anything that I should know and add to the packs? No idea what you're talking about :) Makes total sense, Ill use this. Thanks!
  21. You're not pestering, I really appreciate the feedback and suggestions. Looking forward to your NPC buff-mod. 1) Fixed 2) Noted. More interesting loot looked really interesting but until these issues are fixed, I guess I'll have to drop it from my to-be-tested queue. 3) I want to play with it or get some feedback. It will need some patching though so I'll have to wait until I get time for that. 4) Noted. In Skyrim, just as in real life, I often find myself staring at the stars. Nice stars/nebula/galaxy textures is highly appreciated by me. I'll check your texture recommendations when I get back to Skyrim. 5) So far it has been intense with much new terminology and concepts but it's fun. But, illustration is something I wish I could do but I guess it's harder to succeed with that. I know the instructions are somewhat confusing. The have been worse and I have made several attempts at making it clearer. English is (clearly) not my first language which unfortunately makes the instructions more confusing than they should. It should be simple. 1. Install STEP. In your case, STEP: Core 2. Install the mods you want from any of my packs + the survival pack. 3. Download my modular patches 4. Choose all relevant patches. The patch STEPCore__STEP patch fix.esp patches things that I think should be in the official STEP patch. Most of it is nitpicking. You don't need it but I recommend it. You probably won't notice any difference with or without it. 5. Follow my instructions to merge all my modular patches that you downloaded and that you choose to use. Instructions: https://wiki.step-project.com/User:Dreadflopp/Merging_Plugins and https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches#Merging If anything still is unclear I'm happy to help. If anyone has suggestions to make the instructions better, copy-and-paste my instructions to a post and copy-and-paste the improved instructions and I'll update the guide (with credits of course).
  22. Once again sorry for the late answers. I read your posts but I have been really busy. I figured I should change my occupation so I have started to study computer science and programming while working full time (for the time being) and playing New Super Mario Wii with my kid (we'll soon have all star coins), which means I'm quite busy atm. I'll have more time in a few months when I'll be able to work part-time Ethereal Cosmos and Auroras are added to my install to be tested when I get by to play Skyrim again. Added Tentapalooza to the Survival pack for now. Sands of time - Sleeping Encounters sounds fun and immersive and is actually something that I have missed (since Baldurs Gate). I'd like fast travel encounters too, even though I don't actually use fast travel (mostly...). I need to test it myself before I add it. The same goes for more interesting loot, which looks great. Unfortunately it will take quite some time before I'll be able to play again, but it will happen sooner or later. Added Deadly Dragons Script Patch. Added notes to only use the modular patches. The modular patches will be updated every now and then to keep the packs up to date. Anyone, please notify me if you see anything in xEdit that needs to be patched, attach a screenshot if you are uncertain and I'll fix it :)
  23. Sorry for the late answer. Real life is keeping me busy. I'm adding the Deadly Dragons Script Patch to the Gameplay Rebalance pack. Your screenshots look nice. I'm going to try with your texture and ENB setup when I get time to play again. I'm making some changes to the packs. I'm removing the pre-merged patches for now. Real life will take up most of my time for the next 4 months since I decided to take some university courses while working full time. By removing the pre-merged patches I can focus on keeping the modular patches updated.
  24. Looks good. I have no time to actually test it. I'll wait for some confirmation that it doesn't introduce any bugs until I add it.
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