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CJ2311

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Everything posted by CJ2311

  1. Northern Bathhouses isn't compatible with ETaC right now, but Jénna is considering adding it to the "mods to be patched", so I might just go ahead and patch it next, seeing as I'm done with the Wet & Cold - Holidays patch for that. However, that's a mod that I would not add to my load order (or to the guide), simply because of the way the undressing scripts and the packages are handled. You're likely to end up with a ****-ton of naked NPCs running around. The mod author changed his stance towards patches, so I actually considered adding to REGS, that's when I saw these issues. (Also, it's incompatible with Realistic Room Rental, Skyrim Sewers, and the Dawn of Windhelm navmesh-wise, as stated in the post linked to by Kuldebar)
  2. Actually, scratch that. I was thinking about Windhelm Lighthouse (confused them because they're both by MannyGT and the high hrothgar mod was going to be merged as well at first, before I decided against it)
  3. @Eplebit: Have you downloaded and installed the loose files version of Nernie's cities? That's the only explanation I can think of besides the memory limit. By the way, high hrothgar overhaul.esp is already included in REGS - Cities.esp And on another note, one of my hard drives died on me, after 10 years of faithful service. The problem is that it had all my Skyrim related stuff (except the game itself, which is installed on my SSD). It'll take a while to order another HDD from France and restore all my setup with my shitty internet, so don't expect much in the way of new content to the guide, although I'll do my best to keep it updated.
  4. I'm confused, you said this in the convo yesterday: Am I missing another conversation somewhere else? :o
  5. What do you mean by not work well? ...If it's about the Dawnstar houses having 2D and 3D snow, that's intentional (due to the lack of snowy models in NsutR) If it's something else, I'm gonna need more info.
  6. You know you've been modding too much Skyrim when you start seeing navmeshes on the floor, and trying to calculate the optimal trajectory to go from a point to another... *sigh*
  7. If you're talking about the temporary patch that I posted a few pages ago, it's now included (and updated) in ETaC v11's download. :) Do you only get this issue near Whiterun, or does it also happen near Solitude?And yeah, load order might be helpful. Oops. I made the same mistake. Typical Dunmer-hating Nord. Ugh.
  8. If you ask me, that post by Kuldebar should be added somewhere on the STEP wiki.
  9. I'd say go for the following load order: ETaC - Complete.esp EnhancedLightsandFX.esp ELFX-Exteriors.esp ETaC - Completes ELFX Patch.esp ELFX should always be near the end of your load order anyway.
  10. I personally like the winterhold and falkreath textures but I'm not fond of the doors on the Dawnstar ones. Concerning SR:LE: - Touring Carriages MIGHT conflict with some REGS mods (killing NPCs and getting stuck on some obstacles). - ELFX is compatible with ETaC, but I'd only use the interiors module if I were you, because the exteriors one will still conflict with other mods. - If you're set on using ELFX Exteriors, then yeah, don't install LoS (as per the guide instructions).
  11. VEGA is outdated and has been abandoned AFAIK, I'd recommend checking the Modular Morrowloot Overhaul instead. I've not forgiven myself for that either, but honestly it was 2 (voiced) quest mods vs a settlement (however nice it may be)... :/ Glad to hear you're enjoying it, I wasn't able to since i had to breeze through it to check for problems, and spoiled half of it by looking at the scripts when patching it for BFT. *sigh*
  12. Actually, in the case of SkyRe, I'm more worried that the increased health, stamina and magicka pools that CWI NPC improvements offers to the mages might actually turn the college into a camp of overpowered people (AFAIK, health is the best attribute when using SkyRe due to the mod being so reliant on armor. Load ebonvale after both mods and it should work. Worse case scenario is that followers will act a bit dumb for a couple seconds when trying to cross the border between riverwood and ebonvale. Well, actually the worst that could happen would be a CTD, but that would only happen if Ebonvale has deleted navmeshes, which I doubt. EDIT: I'd tend to agree with Kuldebar though about the fact that Ebonvale might be overkill with REGS (your GPU might not appreciate the combination of ETaC and Ebonvale either) Also concerning Aurora Village, please keep in mind that it is sadly not compatible with the Moon and Star quest mod.
  13. Well there's a lot of arguments for stuff like margins. Setting the command to something like wkhtmltopdf -B 0 -T 0 -S A3 <url> <file>should get rid of the bottom and top margins, for instance.
  14. I think BSA extraction should remain in Mod Organizer, but as a hidden feature only. (Activatable via a config file for instance, or usable only in debug mode) When I first started using Mod Organizer, I was just confused by the option, and it didn't really serve any purpose except increase the risk of messing something up in my install due to the fact that I didn't find any documentation about that feature at the time (and I'm assuming most users don't even look for documentation) However as a modder, the option is actually very useful for me, as it saves me from having to manually extract a ton of files when trying to make patches, compare versions, or various stuff. I honestly cannot see myself not using the feature now, but at the same time, for regular mod users it doesn't serve any purpose and can instead mess up some features (with fomod installers that install different bsa + loose files, for instance) so it should definitely not popup every time they install a mod.
  15. Here's the result using the tool I linked to: https://www.dropbox.com/s/gl502nj61d16cz9/STEP%20A4.pdf It doesn't seem to like the fact that the table of contents is next to a table with an A4 size, but it looks better with an A3 size: https://www.dropbox.com/s/xt4kzwezcnids93/STEP%20A3.pdf And you can select a custom page size as well.
  16. The first two are false reports (both mods have no deleted navmeshes), and the third one has a replacer file to fix that issue in the REGS Patches. Added a rule for Spellmaking, thanks.About Kohnakrik's accoutrements, I'm still not too sure about adding it, I don't feel like it really fits in the game. And the chapters linker as I said before is supposed to have ITMs, because it's made to ensure that whatever their load order might be, the 2 ORS quests will be linked properly. Sigh. I remember trying to fix that bug over and over again back when I first made the pack. I really thought I had fixed it at one point, but it's just driving me nuts.I'll see about looking into it again now that I've gotten better at using the CK. @TheBloke: First of all, welcome to the STEP forums, and thank you for your feedback. Concerning Dawn of Whiterun, I just removed it from the guide because too many people were complaining about the performance drop, and I was seeing my FPS drop from 60 to 30 (Not using any ENB, in case you're wondering) so I had to stop using it, and I can't exactly go around telling people to use a mod when I was forced to stop using it (since I wouldn't be able to spot any incompatibilities or small issues) Concerning LOOT, I tried to get on that bandwagon when it was just released as a beta, but everyone was asking for BUM rules, so I just caved in and went with that after all @Keith: Well MadFrenchie was never truly gone from the workshop after all, he just stopped showing up on the nexus. @statmonster: 1. You don't need a patch in this case. 2. It's no longer required (worked around it since an earlier version, both to save a slot and some sanity) @Astakos: Yeah, I actually got the new version from Ganda before he uploaded it on the nexus, so I forgot to update the version number for it, thanks for the warning. @IdiotDave: Thanks for the encouragement. Glad to hear you're having fun with your setup. As for not knowing whether stuff is added by mods or was already in the vanilla game, there's a simple trick for that: If it looks good then it's mod-added and if it's broken, it probably is bethesda's doing. Fun fact: did you know that in Oblivion, every single dungeon in the game was designed by the same person? @statmonster (bis): I'm leaving these records in for the moment, Lod for example might need conflict resolution once again when ETaC - Falkreath is released (hopefully soon).
  17. https://wkhtmltopdf.org/ Command line utility, it's not the best at handling CSS, but it gets the job done.
  18. Guys, I would recommend using a testpage or a sub page for testing a new layout, that way you can also try to get a css style running without affecting the main guide. Just put it in https://wiki.step-project.com/Pack:Skyrim_Gameplay_Overhaul/Testpage or something like that. :P
  19. I feel like that's way too many map markers. :P Solitude is covered partially by Nernie (using REGS - Cities), but I have been unable to find good Whiterun mods.BTW, if anyone is wondering why city mods are so rare here's a couple screenshots that should explain it: Solitude in the CK: Solitude after trying to delete one house: Solitude after trying to delete the garden wall: It's the same in all 5 major holds. I don't lurk much on reddit these days, so thanks for posting it here. @ITMs: Those ITMs do not really cause any problems, especially the ones in manny's mods since they are loaded so early on. The Chapter Linker should not really be cleaned, either. I've added a note for Sea of Ghosts. @Checking for errors: If patches have unresolved references, it probably means they're outdated (or at least not made for whatever versions of the patched mods that you're currently using) It could also be that whoever made the patch didn't flag the masters before loading the patch in the CK, which will ruin the patch altogether. @TES5Edit Merge: That's not what the automated merge patch is for, that feature is somewhat different, and it only covers certain types of records. @Spellmaking: Yep, hence the mod being in the gameplay-affecting section which has a disclaimer for that :P @Patch: The current version of the REGS Patch - NSuTR + RRR is for Realistic Room Rental and NSutR only, however if you have the old version, then yes, it will have unresolved errors seeing as how it tries to reference records from and old version of ETaC which is no longer supported. The ELFX patch should be loaded directly after the ELFX modules. (Which is not covered by the guide, hence the absence of the rule)The Inns and Taverns patch can go anywhere as long as it's after both ETaC and Inns & Taverns. And I've added a rule for Magna-Ge (for some reason I thought it was in the boss masterlist). That optional file you downloaded should then be placed after Magic of the Magna-Ge.esp Thanks for reporting those. :)
  20. Note that some of these quests might be considered over-the-top, but honestly, they're worth trying at least.
  21. The links in the op are broken. D:
  22. I'm not actually sure how I feel about that. D: Also, I really can't take those music videos seriously.
  23. I was not aware that Amaranthe had released a new album. I watched them live and I must say I really liked their style. It made for a real nice change in the genre, what with the 3 different vocalists. Also, I have to say that thankfully, Elize Ryd looks better IRL than she does in those music videos. :P
  24. Apparently once again the wrong file for Dawnstar had been uploaded (same as what happened with Drinking Fountains). So I made a new patch for LoS and just uploaded it on ETaC's page. A lot of lanterns were floating, not just that one. D:
  25. Not that I know, there's a small workaround, however: Open the wiki page that corresponds to your table, and move it to the a new page with the new name that you've chosen. For example if your mod table is called Required Mods, it should be in https://wiki.step-project.com/Pack:Modular_Morrowloot_Overhaul/Required_Mods So to rename it, first you have to do it via the form, then you'd open that page, and move it to Pack:Modular_Morrowloot_Overhaul/New_Name.
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