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CJ2311

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Everything posted by CJ2311

  1. https://www.nexusmods.com/skyrim/mods/51272/ From the same author of Pelts of Skyrim, a set of textures that's not covered by STEP afaik : Inn signs.
  2. You can do either. Personally I only use the merge for a mod's optional files, and create a new entry whenever it's a third party patch, that way I have no risk of deleting the patch if I update one of the mods and forget to update the patch as well. Not to mention that having a patch hosted by a third party be in it's own listing enables you see whenever that patch gets updated.
  3. nonono, it can be any name for the mod. As long as MO finds an old version of the log in any of your mods, it'll replace that version instead of creating a new one in the overwrite folder. I only said to name it skse logs as an example.
  4. Badly, eh? Well then, I'll refrain from listing it next time someone asks for an ENB, sorry :p And welcome to STEP, perilousrob :)
  5. Yeah having a log is normal. You can right click the overwrite in MO and create a mod named SKSE logs if you want to keep the overwrite folder empty.
  6. Well Hodilton seems to be doing fine on that front with a single card, he's always stating that he gets an average of 50 FPS with most of the ENBs he showcases (at 1440p), and 2k textures. Not sure if he lowered any other settings to achieve that though.
  7. Personally, I don't recommend it because of the stuff that needs forwarding from the STEP patch, for example some of Audio Overhaul's changes which are forwarded to the STEP patch will be overwritten to USKP/Vanilla values if you place the REGS patch after the STEP patch. Looking forward to hearing about your impressions of the pack :D EDIT : Ninjas everywhere. Well the file is already 22Mb, and Nearox told me the limit is 20 IIRC. So yeah... :/And of course, the pack will conform to whatever the standard for STEP packs is, when the pack system becomes official. As a matter of fact, I was thinking of making a nexus page with a video showcasing it, eventually. But that's not for now :p
  8. They're dummy files, so they don't need to be checked. In fact if you check them, you'll get a small icon saying that they're useless. Just make sure you check the corresponding .bsa archives (in the second tab of MO) if you haven't set MO to unpack all BSA archives :)
  9. Are the files on the wiki? I was thinking about using the optional files section on the STEP nexus page for the packs files. That would help with extra exposure for everyone. Sent from my iPhone using Tapatalk They are not uploaded on the wiki, if that's the question, they're hosted on my box.net account atm.As a matter of fact, I haven't even looked into whether it was possible to host files directly on the wiki... Is that a prerequisite? And yeah, exposure would be grand for all the modders who made some of the unappreciated mods in the pack :D Yup.ESM files other than the USP generally don't have a set load order, since they're mostly resources or things that should be overwritten by other mods :)
  10. Yes, that is totally correct.Mod Organizer doesn't handle BCFs well, those left in the guide are just there for people still using Wrye Bash. (Note that the STEP only started using Mod Organizer in the last version of the guide)
  11. In that case I do not know what could be causing it. As long as you uninstalled WATER as per the mod author's instructions, you shouldn't be having any issue on old saves...
  12. Are you sure that's related to the RWT mod though? Crashes in the Riverwood area are very frequent. Also, you mention crashing around the bridge near Riverwood, are you using AOS by any chance? If so, you might fix it by grabbing the CTD fix optional download on the AOS page.
  13. Double post, just to say that the file is up, and the pack is now officially in a working state :P Sorry about the delay, third world internets FTW.
  14. Yeah, unless we manage to get every mod author to include his mod in the pack, having in it all in a couple of plugin files is never going to happen. Also, we've done all the testing that we could, so we're finally set for a release, I'm uploading the installer as we speak.
  15. And here I was wondering why this guy suddenly started uploading Erkeil's old mods... heh... Yeah, morrowloot and other mods by trainwiz have been reuploaded on the nexus, but they were actually reuploaded by friends of him, and random people who got permission from him. Besides, when Erkeil was first banned, his mods remained and were only deleted when he asked the staff to delete them.
  16. Well to be honest, it's not navmesh patching that I'm doing most of the time, it's navmesh redesigning... The mods we're including tend to change the same area's landscape, which means their authors will have also changed the navmesh to keep up with the height changes. So there's 2 scenarios : - One of the mods changes the navmesh and terrain, and all the others only change navmeshes : Open everything in the Creation Kit, with the terrain-changing mod last in the load order (to overwrite the other mods) and simply finalize the navmesh on the conflicting cells (and the adjacent cells). (Finalizing a cell's navmesh is done just by pressing a button in CK, easy as hell) - 2 or more of the mods change the terrain : In this case you have to decide which terrain data to keep, open all the mods in CK, and redo the navmesh of every conflicting cell to account for the terrain changes and new obstacles, as well as move all the items that were added by a mod using a different terrain height. There's no way to patch navmeshes with Tes5Edit, except for a very few cases where the changes only affect a single triangle, but when it's the case, patching seems rather useless anyway.
  17. Hey Alkira, the conflict resolution part of the guide at the moment is just notes from Nearox, quite a few of them have already been fixed in patches, so I went ahead and deleted a bunch of them. Thanks for the feedback though :) On another note, all the patches are done, we're just going over all the modifications to Whiterun and should be releasing them tonight if all goes well :D
  18. So you're saying Skylight now works without CoT? *Throws current ENB out of the window and reinstalls this instead*
  19. I could've sworn I posted this mod here before, I must have forgot... Anyway it's a brilliant idea imo, Solstheim was always annoying to travel through on foot only.
  20. If you're not going to use RRR (which we mentioned solely because it modifies inns' interiors btw, it doesn't affect gameplay at all except for the price of the rooms), you can use the Inns from ETaC as well, they're just as great, but they don't cover all the inns, sadly.
  21. cool, appreciate the work you are putting in Thanks :) And sorry about the warning being in a small font, I had not realized that it had changed size D:
  22. Yes, but as long as you know how to check it afterwards, it does the job well :D Whereas there's not much information about SkyBash around, so I don't really know what its limitations are...
  23. It is not about this one mod, it is because you do not realize how much effort goes into making any mod, whatever it might be. Modders spend their free time creating mods without getting anything in return. Making a thread to bash modders just because you do not appreciate what they did is comparable to walking up to an artisan and saying that their work is ****. You're free to think whatever you want, but as the saying goes : "If you don't have anything nice to say, don't say anything."
  24. Some people like that kind of houses. And don't forget the amount of time and effort that the mod author put into making that mod. Calling his mod crap is insulting. Sure, it may be not well optimized to reach that size, but don't forget that it's using new assets, so it has to include all the models and textures used.
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