-
Posts
1,408 -
Joined
-
Last visited
-
Days Won
38
Everything posted by dreadflopp
-
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
I have used both the texture replacer and the fix before, but thanks. I don't want to add bsa-repacking to the guide since that makes it a bit more complicated. I'll add IA to the guide this week. Making high level loot more rare is on my to do list. I will use my own mod for that, I need to patch it for Animated Armoury first. https://www.nexusmods.com/skyrimspecialedition/mods/10821/ Most people at the Cathedral discord that use or work with Cathedral Armory suggest usingRustic Clothing and Frankly HD's mods to overwrite it. I enjoy many of the textures. I think work has been done to improve the textures that are based on older ones. To be fair, aMidianborns textures aren't exactly new. But Cathedral Armory has issues and I won't add it until more work has been done to it. I don't think anyone is actively working on it atm. I don't know about this one, they look really big. Do you think they look good in game? Noted :) Took a closer look at the files included in Total Character Overhaul, it seems that all aspects of it is already covered by the mods in the guide, like body + face textyres, eyes, wapaint etc. I may look at mods like Diversity at a later time. I have used and been a little involved with Lexy's guide. I wanted to take a different route with this guide; no merging, no basked/smashed patches, no LOOT rules. Keeping it as simple as possible. I never use it actually, it is in my list because it is in STEP Core and/or beta. Might as well remove it to avoid issues. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
I have used IA in most of my previous mod packs/builds/guides. I can include it in the guide, patching is pretty easy. It actuall has a feature creep, a hidden "feature" where it makes all vanilla daedric armors about 10 times as common in the leveled lists. It can easily be reverted with a patch. I didn't include it the guide because of the different texture qualities of the armors. Probably not. I want to switch to using Cathedral Armors instead of aMidianborn, once some of the issues with it has been fixed. Will take a look at it. I have used it before and like the swords. Will have to check that they aren't overpowered. If not, I will add them. They all look like possible additions. I am probably adding that or Wintersun, along with https://www.nexusmods.com/skyrimspecialedition/mods/35248 I am not very fond of character overhauls, they tend to make characters look like models with KS haricuts. That said, Total Character Makeover looks good, but there is to much patching involved. I may add it later, no promises. Etheral Elven Overhaul is great but I removed it from the guide because of possible inconsistencies with mod added NPC's. I know it doesn't look tidy, but it is better to load a patch as high up in the load order as possible if other plugins edits the same records. It may not matter with my patches (unsure) but it is a better general practice. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Unfortunately zEdit doesn't support esl files, as you pointed out. Merging is one way to go and that would probably work. You could merge all my patches that are adjacent to each other in the load order. Merging everything and placing at the bottom may or may not work. The preferred way, imo, would be: 1) Disable all of my patches 2) Build the zEdit patch. 3) Place the Zedit patch last in the load order 4) Enable my patches and place after th zEdit patch. 5) Open xEdit and check if any of my patches overwrites anything in the zEdit patch. If it doesn't, sort with loot and you're good to go. 6) Disable all of my patches except those that overwrites something in the zEdit patch (should be very few, if any). 7) Delete the zEdit patch, sort with LOOT, rebuild the zEdit patch. If you want to use Mator Smash, use this method: https://www.nexusmods.com/skyrimspecialedition/mods/24321 -
Vanilla HD Tree Branches Works well with Enhanced Vanilla Trees. Closer to vanilla than the currently used branches (STEP 0.2b) and looks better in my opinion. Description from the Nexus page: If you are like me and religiously use EVT with vanilla branches for your tree setup but hate walking up to a tree and seeing just blurrines, this mod is for you. I dragged the original texture file through some AI processing to reduce the blur. It is certainly not perfect but it is an improvement.
-
Closing Time This mod/fix could be a good addition to STEP. Description from the Nexus page: You've just had a restful night at the inn. You wake up and discover that everyone's been partying at the bar all night, and are now all stampeding towards the exit door, causing a traffic jam that takes ten minutes to clear up. It doesn't have to be this way. This mod runs invisibly in the background. Whenever you sleep, it takes stock of all of the NPCs around you, so that when you wake up, they're all be where they'd actually be at that hour. Your mornings may now actually be peaceful. This will always be true when sleeping or waiting in any inn.
-
JK's Skyrim + DynDOLOD problem outside Markarth
dreadflopp replied to dreadflopp's question in DynDOLOD & xLODGen Support
Thanks, that fixed the blurry wall piece. -
JK's Skyrim + DynDOLOD problem outside Markarth
dreadflopp posted a question in DynDOLOD & xLODGen Support
I'm having some issues with the walls of Markarth using DynDOLOD and JK's Skyrim together in SKyrim SE. One wall piece is lo res and one is semi transparent. Here are my logs and settings. Not sure if you need more information. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
The files in the overwrite are generated by Campfire and is normal behavior. You can move them to a new empty mod and Campfire will continue to write to these files there. It has nothing to do with the crash. I have had a similar crash or freeze. It could be from heavy script load. I updated the guide today and made some changes. Check the commit history for a changelog: https://github.com/dreadflopp/dreads_modlist_patches/commits/master Wet and Cold has been removed, since it is generally considered to be script heavy. SSE engine fixes has been updated. CC Survival mode has been replaced. Another update that I am testing tomorrow is replacing Campfire with Campfire lite: https://www.nexusmods.com/skyrimspecialedition/mods/2370 It requires no patches. To use it, remove Campfire, elsopas Campfire textures, Campfire SSE update and Embers HDs Campfire patch. These changes should lighten the script load on the game considerably. If this doesn't prevent the crashes I'll have to investigate if a mod/mod combo is causing this. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
It is not redundant. The Unlimited Bookshelves patcher should always place it's resulting patch in the overwrite folder and you will have to manually move it to the mod output folder that you have created. My guess is that you have done just that and then generated another patch, which has ended up in the overwrite. Simply move that to the output folder, overwriting the old patch. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Since at least a few people use this guide, here some additional information for people unfamiliar with Github that I'll add to the guide and the first page: Git is a system for version control during software development. A project that is version controlled using git is called a repository. A repository may have different branches, which are different development versions of the software. Branches may be merged, commonly into the master branch. I will only use the master branch. Saving file changes to git is called to commit. Git tracks all commits and lets you revert to previous commits. Github is a cloud based repository. I synchronize my local repository against Github. When users download the repository as a zip-file, it can be installed using Mod Organizer 2's fomod-installer (i.e. how you usually install mods). I am not prviding a changelog since the commit history works as a changelog. The commit descriptions has been a little vague during development but will be more precise from now on. To see the commit history in Github, make sure you are viewing the code tab and click on xxx commits (where xxx is a number) or click on this link: https://github.com/dreadflopp/dreads_modlist_patches/commits/master Today I will be adding JK's interior mods to the guide. I have tested them and they seem to work well with Relighting Skyrim. If you see anything odd, please report it. I have made patches that reverts changes that Relighting Skyrim does to lighting in the cells that JK's edits, but I rather not use them if it isn't necessary. I am also investigating Simply Bigger Trees. The tree foliage shimmers when moving the mouse. This seems to be a lighting/texture/aliasing-maybe issue. If I can't solve it I'll have to switch out Simply Bigger Trees for Enhanced Vanilla Trees, which also has a bigger trees option. But I rather not, I think SBT looks much better than EVT. I have tried a survival mod that I want to add, The Frozen North. It uses Survival Mode's icons and sleep to level up feature but is much more compatible and lightweight. I can't get it to work though but I'll try to solve that. The mod is made by a talented mod author that makes small, lighweight but clever mods. I will look into more of them. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
This guide uses Nemesis instead of FNIS. I believe CGO also uses Nemesis. I have looked into CGO but it has issues with Animated Armoury, so you need to exclude Animated Armouryor live with the issues (search for Combat Gameplay Overhaul on Animated Armoury's Nexus discussion forum for more information). You should probably exclude Immersive Animations, Blocking Animations and Dual Wield Improved too. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
The first iteration of this guide was actually a layer, or add on, to the STEP 0.1b/.2b guide. A proper STEP build though, should be a complete mod list with detailed instructions to install the game. If nothing changes regarding the properties of STEP builds, this is how the guide will be presented. I'll do some research about this, I have no idea actually. But maybe xLODGen fixes this. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
I really like Simon Magus's mods, well thought out and restricted. No extra features that goes beyond the scope of the mod. As you suggested, I added Wet And Cold and removed Get Snowy. Simon's new combat mod, Blade and Blunt, has been released, I added that too. I also added AI Overhaul. It was quite easy to patch, not as much conflicts as I had anticipated. Combined with Run for your lives and a combat mod it should do similar things as ICAIO but wothout the navmesh conflicts. I haven't tried it in-game yet. Also, a heads up, I tried Immersive World Encounters. I doesn't play well with some other mod I have. I don't know which mod but I had ctd's with it. Thanks for your kind words. All is well with me, hope all is well with you too. Even if you don't use this guide, the patches may still be a help. They aren't actually depending on this guide, they can be used by anyone that uses some of the included modd. Just referer to my patches section at the end of the modlist to see if any additional patches are needed. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Thanks! 1) Smooth Running Animations: Fixed! 2) I use Tavern AI fixed + Closing Time. This doesn't do anything to the overall AI of the NPCs of the game world. My first concern with both ICAIO and AI Overhaul is compatibility. I personally care more about mods that adds to or alter city buildings and layouts than about what ICAIO does. I haven't really looked into AI Overhaul but I know that it conflicts a lot. The conflicts that ICAIO has are probbly much fewer, but are harder to test and resolve. Most conflicts may be non issues but I'm going for stability here, I don't want any issues later on and I want to be free to add city altering mods. Personally, I don't pay too much attention to the everyday life thing the people of do. I haven't noticed too many differences in the game when I have played without ICAIO. One thing that ICAIO does is giving NPCs schedules. They walk around doing stuff. Sometimes far away. Probably immersive, certainly annoying if that NPC is a quest marker walking around in a deep forest greeting you when you get close as if you were passing by in the city. I actually like it more when the NPCs stay put and stick to their more limited vanilla schedules. In one playthrough, and I'm not sure this was ICAIO but I suspect it, an NPC with a quest marker was supposed to wait in the end of a dungeon. I believe he was supposed to be trapped and I was going to rescue him. Suddenly he walks off and the quest consisted of fast travelling and running tryin to catch up with a quest marker moving around the map. I have patches for ICAIO (not navmesh patches) so I might add it as an optional if people want it. I'll also take a closer look on AI Overhaul. 3) I forgot about Wet And Cold. I'll add it to the guide soon. It is actually compatible with Get Snowy. Some obvious overlap between the two, comes down to which effect you like the best. 4) BodySlide is real easy to use with proper instructions. In the guide there are several presets available, ranging from vanilla-ish and realism to UNP to ridicolous. Creating your own preset is quite easy too. I have played with vanilla body, with UNP and UNPB and CBBE. CBBE looks far better than all else imo. When tempered skins for females gets a CBBE version it will be added to the guide. Generating armor meshes is just a few clicks since the armor mods included provides bodyslides, which means the mesh generation is automated. Really easy!. There is actually one armor mod included that doesn't have bodyslides, scout armor. My plan is to create these myself. This is a little more involded process since it has to be done it Outfit Studio. But it will be a one time thing and will take about 30 min. Mesh generation will be automated after that. 5) Morrowloot: Great mod. I have used it a lot as you know. It's my favorite loot/item balancing mod. The problem is consistency. This guide focus more on content than my previous guides, like A Real Explores Guide to Skyrim did. I want to add city overhauls, new villages, more people and new quests, lands and regions. A mod like Moonpath to Elsewyr, which is a decent quest mod, destroys the tight rebalance that Morrorloot introduces. Glass weapons in one of the first dungeons. Treasures galore in one of the new main areas. I don't think Morrowloot works well together with quest mods at all. My own loot mod works better. It was included for a while as a tweak in the installer. It will be added back when I have made a patch for Animated Armory. Or when I have learned to create scripts for SSEEdit. 6) The dawnguard meshes for 3DNPC are integrated into the main file, according to the nexus page. I just noticed that a lot of patches for interesting NPC's has been posted on the main nexus page. I'll dig into that. Including AI Overhaul. -
I posted a couple of weeks ago about a STEP SE guide addon. It has developed into a proper STEP build, which is why I decided to start a new topic. This is a guide based on STEP SE and you use it instead of STEP SE. It is in a finished state and I am currently game testing. I will add the guide to the STEP wiki soon, which is as easy as cut and paste some text. It is currently on Github only. On the todo-list: Revisit the animations section of the guide and check out Project New Reign - Nemesis PCEA as well as other animation mods. ___________________________________ Introduction: Welcome to Dread's Skyrim Build Link: https://dreadflopp.github.io/dreadsskyrimbuild/ This guide is a STEP build based on the STEP: Core build. The STEP team has built a base with mods that enhances and fixes Skyrim without breaking the vanilla look and feel. This guides further enhances Skyrim, adds to it and alters elements of it in several ways. The mods featured in this build are chosen to be immersive and realistic. Realistic in a fantasy setting means believable. The mods should feel like they expand or enhances vanilla Skyrim, like they could have been there from the beginning. What to expect Support for the Survival mode from Bethesda Creation Club. HD textures for landscapes, structures and buildings that keeps the vanilla look and feel. HD textures for clutter, armors, weapons other items. Bigger trees for a truly immersive forest. Enhanced visuals with Cathedral Weather, Relighting Skyrim and Luminosity Lighting Overhaul. New unique armors are added to the game. New weapons types with custom animations. More adventures with new quests and new lands to visit. Overhauled cities, towns and villages. Expanded character creation with the CBBE female body with realistic presets. Overhauled character leveling and skill system: Overhauled skill trees with new perks. Overhauled magic with new spells. A new class system. New experience system that encourages exploration. Slower leveling to allow you to experience the dlc-sized added content before maxing out your character. New, tougher bandits and dragons. New NPC's and followers. This build is made to be easy to install No LOOT rules, every conflict is resolved with the patches. Run LOOT and you are done. No bashed patch. All level list conflicts are resolved by the patches. No merging of plugins. Every patch is esl-flagged to make sure the plugin limit count is not reached. Advanced FOMOD installer for the patches. No need to choose which patches to use, the installer does the work for you. Almost all mods are optional All mods in this build are optional, except for: Unofficial Skyrim Special Edition Patch. Cloaks of Skyrim and Winter is Coming. Use them both or not at all.
-
I'm using Nemesis and it works fine for me. No issues so far.
-
JKs Skyrim: https://www.nexusmods.com/skyrimspecialedition/mods/6289 Relighting Skyrim SSE: https://www.nexusmods.com/skyrimspecialedition/mods/8586 Are these two mods compatible? JKs has a patch that reverts lighting to vanilla, which makes it compatible with all lighting mods but I wonder if anyone has had any experience with using Relighting Skyrim with JKs without using that patch?
-
Dread's STEP SE Core addon
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
The mod list, or build, is updated for STEP 0.2. Much work has been done with the patches installer and the patches, check it out! -
Dread's STEP SE Core addon
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks, looks like a good update for STEP and some more work for me with the patches. I have decided to remove JKs because of some issues I had with it and DyndoLOD. I'm also thinking about switching to CBBE with a custom body preset, Mature Skin and Cathedral Armory. -
STEP SE Core Beta - Official Bug Reports
dreadflopp replied to TechAngel85's topic in Step Skyrim SE Guide
Your images doesn't seem too work, not for me at least -
Dread's STEP SE Core addon
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks! I'll take a look at those, I haven't gotten any crashes with Immersive patrols but I haven't played that much. -
Dread's STEP SE Core addon
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I'll keep my eyes out. I stil have some work to do with the guide, but I'll fix that whenever I get a day off. I'll pm you after the announcement and when I have had time to do some actual testing of this build. -
I am currently working on a modlist. The modlist an addon for the STEP: Core guide for Skyrim Special Edition. Since the STEP forums will move in the future and the wiki will be removed i made the mod list as a simple wordpress-page. Link to the modlist: https://dreadfloppsmodlist.wordpress.com/ The STEP guide is in beta and this mod list will remain in beta/WIP for as least as long as STEP is in beta. For now, consider this a work in progress. My patches made for the modlist replaces the STEP patch. It comes with a neat FOMOD installer that automatically chooses what to install. The patches consists of a huge bunch of esl-flagged plugins. Since they are esl-flagged you do not have to worry about the old plugin limit. Keeping the patches separated in different plugins helps me when I add, test and replace mods. This also makes both STEP: Core and my mod list mostly modular. There are a few exceptions: You need to use the Unofficial Skyrim Special Edition PatchIf you are going to use the Creation Club Survival Mode, you should also use Weapon Armor Clothing Clutter Fixes to avoid inconsistenciesThe patches are checked against the STEP patch to make sure everything that it patches is patched by my patches too. TODO: Check that Cathedral Armory and CBBE works as it should
-
Skyrim Gameplay Rebalance
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
That would be great for users that still want to use these guides. If you send them to me I could upload them and update the links, but it will take a couple of days. If you're up for it, you could upload them yourself and edit the url's in the guide. Goodle drive/dropbox/OneDrive/mega doesn't really matter.