-
Posts
1,408 -
Joined
-
Last visited
-
Days Won
38
Everything posted by dreadflopp
-
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@DefyVelocity A small patch if you need it: NPC Knockout Overhaul - Thieves guild requirements (STEP Extended) patch https://goo.gl/MIdhwk No other plugin conflicts. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Please report back if they work together, or if they don't. I won't play anymore until perkus maximus is released and made compatible. Which hopefully won't be long. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Sounds great, but isn't this theoreticly compatible with yield 2.0, since only the last standing enemy will yield? Unless it prevents yielding from occurring. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Does this completely replace the vanilla yield system? Can you easily spot which enemies are knocked out and not dead? Do they move? I'll check this mod for conflicts later and replace yield with it. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Will check the ASIS forums regarding the customized AI. ASIS was introduced to the guide by Garfink. I haven't given much thought to it but I'll check on that later. What do you mean by fake tab? I have been using a single : ('indent with padding top') in the guide. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@cstarkey42 @darkside and all others that may be interested, the patch format is updated again. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@cstarkey42 @darkside OK, I'll revert the patches :) I won't do it all the way though, I'll patch the MMO mods against each other and MMO mods against STEP: Core and STEP: Extended and keep the numbering format from the old patches. I think this will be a good way to go. The STEP: Core patch will only need WAF, CCF, Complete crafting overhaul and cutting room floor if I remember it correctly. And the extended patch needs the core mods plus bring out your dead. I'll need to double check this but I'll think it's a good middle way. It'll be done in a day or two. No need to update to the new format, there are only unnecessary records removed, no new stuff added. The old patches still work fine. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It's not that hard for me to revert the patches to their previous form if other users agree with you. Will definitely think about. I wanted this to be a simpler way but maybe it wasn't. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Forgot the replacement plugins. Added them to the patches section. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
My intention was for these to be easier to understand... maybe I'm not good at this :)Basically I wanted to cut the number of patches by patching sections of the guide against STEP: Core and STEP: Extended instead of patching mod against mod. Any specific questions or any specific part of the patch instructions that are unclear?The patches are just merged versions of the previous ones. One or two patches were removed. No updates. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Made several updates to the guide to make it cleaner and easier to read. Updated the patches and their format. All is in the changelog. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Will check that out. Some small changes to the guide: Made the instructions on how to clean the STEP patches from dependencies on removed mods clearer. Removed the pre-cleaned STEP patch since it was outdated. My next step is to go through all patches and update them if needed. I may pre merge some patches and loose some of the modularity since it is getting a little out of hand with these many patches. Every section of the guide will have at least one STEP: Extended and a STEP: Core patch. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
* WAF - use the immersive weapons patch (added to guide) * Closer quivers, needs more investigation but they are probably good. Feel free to try, didn't know they existed * Even better quest objevtives/better stealth ai patch is outdated and no longer needed: "As of Version 3.4, conflicting changes from Even Better Quest Objectives have been incorporated into this file (with permission from WilliamImm). You no longer need a patch for these two mods as long as you load Better Stealth AI for Followers AFTER Even Better Quest Objectives." * I have included a patch for traps are dangerous/audio overhaul skyrim. Use one of them, they do the same thing. I'll keep mine since it merges fine with the other patches. Edit: A lot of updates to mods seem to have happened since my last update. This means it will take some more time to get all the patches in order. Most of these patches fixes minor things though so no need to wait with installing or playing. The thunderchild update seems rather big though and states that it is incompatible with previous versions. I'm guessing this means you need to start a new game. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Sounds really strange, haven't had any reports of this happening. I always use alternate start though since the helgen intro is a little script heavy. A guess is that it is a script that makes you survive the jump that doesn't kick in. Just a guess though. Thanks for the hints on updated mods and patches that needs to be looked at. Very helpful. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Purple textures means some textures are missing or corrupted. Open the console and click on the purple armour to see which plugin provides that texture. Helmet on character creation is a bug that occurs sometimes. Restart the game and you should be fine. I belive kryptopyr has made a mod that fixes this. Sorry for the lack of updates. Will hopefully get some time this weekend to update mods and check patches. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
If you'd like, you are very welcome to do this until Garfink returns (if he does return). Learning conflict resolution with TES5Edit is enough. By doing this you will also learn to do patches. The reason I don't to this is time, since SkyRe requires a lot of patches and has pre and post SkyProc patches. But if you are up to it, give it a shot! -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks, I don't have the time to support SkyRe though. I don't know if Garfink will return, he was the one doing the SkyRe part of the guide. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It works with STEP:Core. It actually works without STEP too, or a custom install of STEP, but this is for experienced users only. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Just remembered an issue I had when I did some play testing a while back. There is a boar like creature from skyrim immersive creatures, I can't seem to remember it's name. It's a boar with horn like features on its nose/head. Anyway, it was a health tank (for my level 2 character at least) and took a lot of swinging with the sword to kill. It was very easy to kill though as all it took was to walk backwards and the boar was unable to hit me since its attack was too slow. Very boring and immersion breaking. I'm thinking the cause of this could be the mod "Realistic Humanoid Movement Speed". If someone has time to check this I will be thankful. If "Realistic Humanoid Movement Speed" indeed is the cause of this it has to be removed. Another "issue" is creatures spawned by Skyrim immersive creatures that are immersion breaking. As my testing has been limited I haven't encountered that many creatures from SIC yet but I do know that I didn't like skeletons being spawned in the woods without any mage or magical places being close. Some discussion or suggestions on what spawns to deactivate in SIC's mcm menu would be helpful, if anyone has time. Thanks! -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Great idea, I don't think it would be that hard, as you said. Unfortunately I don't know java either. The patch in the unofficial patch mod is for WAF 4.x. A patch is needed for WAF 5.0 but there is none atm. You will miss out on some features in WAF 5.0 without one. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No worry, my time is limited too and all help is appreciated. If something comes up I'll let you know. What I have to do atm is test Moon & star with ASIS as we discussed in post #915-918 and check out the potions mods Lonewolf suggested https://forum.step-project.com/topic/4762-new-gameplay-overhaul-pack/?p=87295 -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@justjr SkyRe installation is complicated and is hard to follow and have many patches for many scenarios. I do not use SkyRe myself and can therefore not support it. It is Garfink that wrote that part of the guide and he is currently missing in action. SkyRe is therefore not supported until Garfink returns, which I'm sure he will. Hopefully someone else can help you. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No such mod that I know of but there might be. ERSO 8 still uses encounter zones with a fixed level. All npcs spawned from a zone therefore uses the level from that zone. You could ask for more detail in the ERSO forum thread (link is on ERSO website). Erkeil, author of ERSO, answers questions in the thread frequently. -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks for the suggestions! Loading morrowloot last would solve some conflicts and create some and would delete the leveled list of other mods, which solves the problem with unwanted stuff being added to the leveled list. This means it has to be loaded after the bashed patch. This means no other mods would be able to add stuff to the world of Skyrim. To solve this we made sure morrowloot is loaded before complete crafting overhaul(since we want to be able to craft everything) and made patches and replacement plugins for all mods that alter the leveled list in a way that conflicts with the idea of morrowloot. This is also the reason that the relev tag is removed from some mods. This way it can be sorted before CCOR and we can use the bashed patch. The game world is "morrowlooted" and has new stuff added from lore weapons expansion etc. What instructions needs to be clearer when it comes to leveled vs deleveled? What mods to use or what leveled and deleveled means? -
pack Dreadflopps Modular patches
dreadflopp replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Removed Garfinks ASIS .ini-files, added ASIS improved INIs, added Stealth Skills Rebalanced - SPERGified by ServantOfSin Will check the you hunger patches https://www.nexusmods.com/skyrim/mods/56736/? soon

