Jump to content

dreadflopp

VIP-Supporter
  • Posts

    1,408
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by dreadflopp

  1. I'm updating my REGS install STEP install as soon as these gets updated so yes they are up to date. The conflicts are minor though. If I miss something you probably won't notice it in game. But I don't think I have missed anything :)
  2. The WIP tag is there because this pack has had limited testing. I have no time to play atm, all in game testing is done by nicopad. The patches are simple though so I am confident in saying it should be bug free. No game breaking bugs should be present at least. We have encountered no bugs and the mod list is quite settled. Mods might be added later but probably nothing in a while. Since I have such limited time to play the most important thing for me with this pack is balance and stability. I believe we have achieved that and think you should try this pack if you like the mods. We appreciate reports of the pack working good/bad as well as mod suggestion/criticism.
  3. That link, if I understand you correctly, is the output folder. When optimizing files you create new files that are optimized. The original files are not touched. The optimised files can be found in the output folder (link).
  4. Good read tannin, didn't know that running as an admin was different in different accounts. Always good to learn something new. My advice was based on other programs (7zip) which fails to register file associatios if I don't run it as an admin. I only have one user account, which of course is an administrator. The other two advice's has fixed this exact problem for me twice. I suspect it is a chrome bug since it have had problems with magnetic torrent links in the past. Might not be related at all and my guessing might be totally off.
  5. Correct. Download the .ini file. Configure ddsopt according to the first 6 pictures. Follow neovalens guide. No need to be ashamed ☺ takes courage too express yourself in a language you are not comfortable with.
  6. If you want to optimize the official Bethesda textures you can follow neovalens guide instead. I think this is easier. https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Optimizing_The_Bethesda_Textures
  7. These patches are quite easy to do yourself for your specific setup. Feel free to ask questions.
  8. Not at my computer atm, will check in an hour... TTR_Skill_Overhaul_OneHanded - STEP patch.esp - FIxes TTR_Skill_Overhaul_OneHanded.esp being overwritten by STEP patchTTR_Skill_Overhaul_Destruction - STEP patch.esp - No longer needed since STEP patch has been updated. I'll remove it from the guide.TTR_Skill_Overhaul_Smithing - STEP patch.esp - Fixes mainly for "weapons and srmor fixes remade" but also for AOSTTR_Skill_Overhaul_Alchemy - STEP patch.esp - Fixes for "clothing and clutter fixes" as weall as "radiant and unique potions poisons and booze".TTR_Skill_Overhaul_Enchanting - STEP patch.esp - Fixes for "weapons and armor fixes remade" as well as one record being overwritten by "animated weapons enchants"
  9. You could also try deleting all nexus link references from windows default programs and then and then reassociate them with MO. Another option is to install nmm and associate the nexus links with that. Uninstall nmm and reassociate the links with MO. Edit: Be sure to run MO as an admin when associating it with nexus links, just in case.
  10. MO doesn't use the ordinary data folder. skse.ini can be found in the repackaged zip you installed via MO in step 3.
  11. Above bashed patch is correct, or after the last step mod if you have more mods then step installed. Bashed patch followed by dual sheath redux should be loaded last. Dual sheath redux is created in the last steps of the guide, don't know if you have gotten that far yet.
  12. SoS - The Dungeons.esp was removed from STEP when AOS (audio overhaul for skyrim) was updated to 2.0. The STEP 2.28 patch was updated april 2nd and should be redownloaded. Then you'll be fine.
  13. It is come together n out of the way. It is by design.
  14. Me and Nicopad decided to change name of the pack to one a little less generic and more describing. I finally figured out how to do it. The new name is Modular Morrowloot Overhaul and the old page redirects to the new.
  15. Requiem was good and consistent, I just wanted to pick different mods that I like instead of taking it all from requiem (which IS really good). I also wanted weapons and armors stats to stay true to vanilla and CCF/WAF stats, and that enemies stay truer to vanilla. Requiem changed everything. Also, with using deleveled encounter zones, there is much better compatibility with mods like immersive creature etc. Not really a big problem with requiem though since there are a lot of patches but with a setup like this it is much less patching to do if you want to make a mod compatible. I had almost no technical issues with SR:LE/Requiem. Would you mind posting your load order in the Requiem thread? I am trying to get a stable Requiem build. :) Already did :) https://forum.step-project.com/topic/4558-requiem-pack-wip/?p=75573
  16. It is added to the wiki, as is ACE . There are many combinations of skill/perk mods to choose from now. I will check for conflicts and make an eventual patch for the third race overhaul tomorrow but since it is so close to vanilla I don't think it is needed, but we will see. Working on patches. Merges needed with CCF and unique potions and overriding step patch in some records. We are also trying to change name of the pack to one that is a little less generic but haven't figured out how yet.
  17. The Pack page is up on the wiki, it looks ugly for now but at least I got it up :) the pack name is generic but I felt that the pack name is not what is important. https://wiki.step-project.com/Pack:Skyrim_Gameplay_Overhaul
  18. Thanks, I'll have a look at it!
  19. Requiem was good and consistent, I just wanted to pick different mods that I like instead of taking it all from requiem (which IS really good). I also wanted weapons and armors stats to stay true to vanilla and CCF/WAF stats, and that enemies stay truer to vanilla. Requiem changed everything. Also, with using deleveled encounter zones, there is much better compatibility with mods like immersive creature etc. Not really a big problem with requiem though since there are a lot of patches but with a setup like this it is much less patching to do if you want to make a mod compatible. I had almost no technical issues with SR:LE/Requiem.
  20. Checked out YASH, improved classes - think we should use it. Buffs all clases, makes the game harder. One conflict with Stealth skills rebalanced thats sorted by loading it before SSRpowerful shouts - Good alternative if you don't want an "overhaul", just buffs vanilla shoutsopen encounter zones - cool idea, unfortunately it has a conflict with every encounter zone (almost). If I had a time I could patch it (or rather just add a data flag every encounter zone in ERSO's mod), but its to much workGot permission from Z to post in the pack wiki, hopefully I will have time to do it tonight​
  21. I made a patch which removed high level arrows from the leveled list and forwarded changes from explosive bolts visualized, but it'll have to be tested, which i don't have time to (Nicopad does all the testing, I'm doing this to have all set for when I eventually get time to play the game...). And I don't like the inconsistency with some crafting/tempering recipes being handled by ACE and the rest by CCO so I guess I'll hold on to that patch awhile. I'll pm Z :)
  22. Haha I'm not insisting on Extended, it's just what happen to have installed :) Making some small changes: Change BUM rule for morrowloot.esp to BEFORE complete crafting overhaul remade.esp (check so the name is correct) Also, later today, Archery, Speech and Melee from ACE will be added. Working on archery patch atm. This will overwrite stuff from CCO and WAF but I don't want to touch that, better Kryptopyr does it is she wants. Which would be great :) This means arrow and bow crafting will be handled by ACE archery, if I read TES5Edit correctly. But you will have long and short bows :) Two questions: Is the Packs wiki open for anyone to make a pack or do you need permission? Any good magic perks mod?
  23. Thanks! @smile44 Sorry, no idea why they won't run. The tutorial on Merge Plugins description page works fine for me https://www.nexusmods.com/skyrim/mods/37981/? Try to merge patches, it usually works. Use efault settings but untick renumber formIDs. The nexus page also lists succesful and unsuccesful merges. I have merged all regs patches except one (REGS Patch - CRF.esp) (edit: my error. All REGS patches are mergeable). All erso mods except one. ELE (made an "unofficial" USKP patch and merged everything) and our patches and I am up to 240 plugins. @CJ2311 Thanks. Will check and remove thoose from morrowloot. YASH looks interesting. How does the open encounter zones work in game? They don't ruin stuff with enemies enering the wrong zones? Seems like this is hinted in the description? A question, since you use mostly ACE skills, how many perks/level have you set in the uncapper, if you use it? @phazer11 Thanks, link fixed
  24. Update 6 dec 2015: The original pack has since long been split into several other packs. For information on how to combine the packs into one big overhaul, follow this link: https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches This thread is used to discuss the combination of my packs and some other packs. Me and Nicopad have been working on a new gameplay overhaul pack. This is mostly made for ourselves but since sharing is caring we thought we'd present it here and see if anyone is interested in this and if we should make it into a proper Pack. We would like to have some input, ideas and critisism to what mods we have chosen and to the Skyrim Community Uncapper .ini file. Thanks! Edit: the wiki is up https://wiki.step-project.com/Pack:Skyrim_Gameplay_Overhaul
  25. AOS ctd fix from AOS nexus page solves it I think. Or update to 2.0
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.