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phazer11

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  1. phazer11's post in Changing weapon stat via creation kit was marked as the answer   
    These pages should help you get the Creation Kit to see things. Use ctrl-f and type in creation kit.
    https://wiki.step-project.com/Guide:Mod_Organizer
    https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Configure_The_Creation_Kit
  2. phazer11's post in Patch Merging was marked as the answer   
    LEave you dynamic patches alone. Several mods are fine to merge. Skyrim Revisited Legendary Edition includes some merges which should give you a better idea of when to use the script. Making patches by hand gives you more control and should lead to better patches but the merge script saves time. You don't want to merge everything though only some things.
  3. phazer11's post in Question about "dummy" esps in relation to STEP was marked as the answer   
    It you extracted the bsa then yes you should be fine disaling the .esp that's loading the .bsa Just a note about brawl bugs patch, it's included in Enhanced Blood Textures if you're using that so the extraction should make the .esp unneeded in either case.
  4. phazer11's post in Pre PaMa CCF Patch bashed patch issue was marked as the answer   
    Interesting. I do not recall merging traps make noise into my bashed patch. So far from what I've seen so far it's safe to merge the records from the pre PaMa patches into the bashed patch (I'm still testing to be sure which is why it's taking a while to get the bashed patch and SkyProccer sections done)
  5. phazer11's post in PerMa Compatibility and PaMa Patches (PCaPP) needed or not ? was marked as the answer   
    Yes you should use the compatibility patches. I'll eventually add a sections for a STEP Extended install to my PerMa pack. Go through the FOMOD of the patches and select the mods you have. The patches fix things the patcher usually misses and such, add mods to the blocklist so PerMa doesn't add their records etc. You can look at my pack in my signature to give you a rough idea of what to do.
  6. phazer11's post in 64 &/or 32... not technically a problem... YET? was marked as the answer   
    Yes running just the 64-bit version is fine
  7. phazer11's post in Worse Performance than expected, want better FPS was marked as the answer   
    That's pretty much normal. That path exiting the Helgen dungeon usually drops me to about 45 FPS with ENB enabled on my rig with my mod setup. Reduce your shadow settings in your .ini's via Mod Organizer.
    https://wiki.step-project.com/Guide:Mod_Organizer#Editing_INI_settings
    Edit the values in your SkyrimPrefs.ini to look something like this and see if it helps any.
    iBlurDeferredShadowMask = 3 iShadowMapResolutionPrimary = 2048 iShadowMapResolutionSecondary = 1024 iShadowSplitCount = 2 fShadowLODStartFade = 200.0000 bShadowMaskZPrepass = 0 fShadowBiasScale = 0.1500 iShadowMaskQuarter = 4 iShadowMode = 3
  8. phazer11's post in CTD while exploring Bilegulch Mine was marked as the answer   
    After all of the deactivations you have been redoing your bashed patch and such right? Also as a desperation option try backing up your save and running something like save game script scalpel.
  9. phazer11's post in Realvision ENB (and other ENBs) Fire Glitch? With TL;DR :) was marked as the answer   
    You've of course checked to see if it happens without the ENB enabled I assume?
  10. phazer11's post in Is the Official Hi-Res DLC necessary for STEP:Core to work? was marked as the answer   
    You can of course play the game without the HRDLC, it doesn't affect the STEP:Core mods one bit since they only overwrite textures from vanilla (including HRDLC).
  11. phazer11's post in Unable to resize textures was marked as the answer   
    There are rectangular resolution settings in DDSOpt but have you tried the percentage resolution options?
  12. phazer11's post in Does anyone keep torrent updates of all STEP mods? was marked as the answer   
    No. You're not allowed to post it here either. If you want to upload it through emails. Fine. We can't control that but it's not allowed here. Besides the fact it would become outdated.
  13. phazer11's post in Moved Overwrite Files to Wrong Mod was marked as the answer   
    You should be fine. So long as you rerun FNIS, Dual Sheath Redux (if you use it) and remake your bashed patch. You'll also want to use the search feature to find the .tri files race menu generates; if you can find those you should be able to locate the others you moved to the wrong folder in the same place (one would hope).
  14. phazer11's post in Move existing install of MO to another drive was marked as the answer   
    Install Mod Organizer via the installer to the drive you want it to be on and then just copy the Mod Organizer folder (an actually copy-paste) from the drive it's on now to the drive you just installed MO on. Check to make sure it works before deleting your current Mod Organizer setup though. I think that's how it's done anyways.
  15. phazer11's post in A Few Questions About Installation and Compatibility was marked as the answer   
    You should. It just wouldn't be officially supported. I know Neovalen places Immersive Armors after Cloaks of Skyrim but before Jaysus Swords and Winter is Coming. I never liked Immersive Weapons, too many additional types of swords (that were all kind of meh) and next to no bows, crossbows, or anything else (if any at all) it just cluttered the crafting lists which can be a BAD thing.
     
    For an Extended install I'd say at the end of section 2.I. Clothing and Equipment is a safe bet.
     
    Here's a link to the position of Immersive Armors in Neovalen's guide, hope it helps some.
    https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Immersive_Armors
  16. phazer11's post in SKSE_Elys_AltF4.log in Overwrite was marked as the answer   
    It shouldn't affect anything but you can right click it and say create mod to eliminate the message.
  17. phazer11's post in Can't open Wrye Bash with MO was marked as the answer   
    Open up Mod Organizer and go to the executables panel then click on the title Wrye Bash and then point it to your Wrye Bash.exe it should be in your Skyrim (install folder) something like
    *SteamAppscommonSkyrimMopyWrye Bash.exethen say modify (or add if the executable isn't there because it failed to work)
  18. phazer11's post in head and body color mismatch with vanilla game was marked as the answer   
    It looks like you're just in shadows mate. Have you tried this in say the fields around whiterun?
  19. phazer11's post in Fomod not installing my selections was marked as the answer   
    I'll look into it. The problem is I don't think I've seen a SEQ folder, I've seen .seq files but... idk I'll look at it.
     
    The mod simply is not setup right, and I'm not having much luck finding out the right order.
  20. phazer11's post in Should I STEP now, or wait? was marked as the answer   
    2.3.0 is probably at least another 3-6 months away at least. 2.2.9 is maybe a month or two. Just install 2.2.8 and it shouldn't require much change to 2.2.9 since we'll probably be pruning a few mods and adding very few.
  21. phazer11's post in BCF and "BCF Available" was marked as the answer   
    A BCF is a file for configuring mod packages for use with Wyre Bash. They're there for anyone who wants them, but I doubt they will stay updated for long since we have officially brought Mod Organizer forward as the manager for STEP. You don't need them if you're using Mod Organizer, really. If you're using Wyre Bash as your main mod manager then you would likely already know what they are.
  22. phazer11's post in Installing SKSE scripts via MO was marked as the answer   
    This guide has a great explanation for how to install the scripts for use in Mod Organizer.
  23. phazer11's post in COT Not working??? was marked as the answer   
    It sounds to me that AOS is overwriting CoT's changes. Try installing michaelrw's CoT and AOS patch.
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