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tecxx

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  1. hello, thanks for all the effort put into the guide, but some things are not clear to me, so i hope to find some insight here. first, i have done a complete step:extended installation, which works fine and is error free. the esp order list at this moment includes the "STEP Extended Patch.esp", is sorted by LOOT, and tailed by "Bashed Patch, 0.esp" built with WyreBash. so far so good. now i'm trying to add requiem 1.8.1.1 to the picture. stop me here if i'm too early and this is not yet supported ;) anyway, i am following your guide and here are my questions: - removed the core step and extended step mods as suggested. Q: shouldnt "traps are dangerous" be removed too, i assumed this is game mechanic that is changed in requiem anyway? - added the patch esps from soul gems differ and AOS. Q: AOS2_Requiem1.7.3 Patch.esp - is this still working for 1.8 for now or will it cause trouble? Q: what other mods need compatibility patches, can they be listed? i found animated weapon enchants, even better quest objectives, soul gems differ, for example. can these be added to the table in the wiki like "comp. patch for requiem - bring out your dead" ? it would make it a bit more clear on what is required exactly. - Requiem: installing it in MO as a mod. no questions - Requiem Patch Central: Q: i cannot find Heavy Shield Fix. searched the download page for "heavy", "Shield", "HSF". nothing. outdated? Q: Bolts visualized gave me a headache, see below. Q: Requiem - SPTConsistentOlderPeople Patch.esp - does (STEP only) mean, for step extended i dont need it? at this point my loadlist looks like: STEP Extended - Requiem.esp - Requiem Resources.esp - Requiem patches xxx.esp - Bashed Patch 0.esp trying to follow your advice to merge the patches, i get the following error in tes5edit: Fatal: <Exception: "ExplosiveBoltsVisualized.esp" requires master "Requiem.esp" to be loaded before it. after some fiddling around, it turns out "ExplosiveBoltsVisualized.esp" needs to be loaded after requiem.esp, but since the STEP Extended Patch references that file too, the STEP Extended Patch also needs to be loaded after Requiem.esp. which now confuses me, where in the load order should i put the STEP Extended Patch exactly? i was under the impression that Requiem should be last, to "win" any conflicts. if i put the step patch after requiem, doesn't it overwrite most of the requiem stuff? sorry for the noob question, i just want to understand this correctly. - the next one is "Patches for STEP CORE, Extended and SR:LE" i added it and now the loadlist looks like the following: STEP Extended - Requiem.esp - Requiem Resources.esp - Requiem patches xxx.esp - ExplosiveBoltsVisualized.esp - STEP Extended Patch.esp - STEP Pack Requiem Patch.esp - Bashed Patch 0.esp but now the STEP Pack Requiem Patch lights up with a red warning flag: missing master imp_helm_imp.esp i found an answer here: https://forum.step-project.com/topic/4558-requiem-pack-wip/?view=findpost&p=97174 Q: so... not use it? why not update the wiki then? :) - next is the loadlist in the guide. only one question. Q: i see Requiem - CCOR Patch.esp, - Hearthfires.esp and - Dragonborn - CCOR Patch.esp. i assume this is just an order list, in reality i only have one of those files loaded, right? - this brings me to the last part: building a bashed patch, and building "Requiem for the Indifferent.esp". i tried to understand this from the requiem installation manual, and just need confirmation if i got it right: move "bashed patch, 0.esp" to the end of the list, if it already exists move "Requiem for the indifferent.esp" to the end, if it already exists, even after bashed patch. run wyrebash and rebuild the bashed patch with the correct settings run the skyproc patcher when i do it like this, there is the error message in wyrebash: "Soul Gems Differ - Requiem.esp: Could not locate Strings File 'Soul Gems Differ - Requiem_ENGLISH.STRINGS'" the skyproc patchers finishes without error. - so far so good, all done, starting skyrim ... and get a CTD right before the menu finishes loading. turns out "Soul Gems Differ - Requiem.esp" was the culprit. i removed it for now, rebuilding bashed and indifferent, no more CTD. thanks for all the work on this and possible answers on my questions.
  2. aaaah thanks for the reply. that gave me the hint what went wrong. of course i downloaded all files and added them as mods, but as seperate ones, not as a single merged mod. thats why i couldnt find the esp :) it's in the weapons pack, i enabled it, so all is good now. cheers!
  3. hello, i'm updating my step installation and find the following: https://wiki.step-project.com/AMidianBorn_Book_of_Silence Final Step Users: Required: Right click the aMidianBorn Book of Silence mod > Information > Optional ESPs. Move aMidianborn_Skyforge_Weapons.esp from the lower pane to the upper pane. this file does not exist in the mod? i downloaded the content addon file from nexus, https://www.nexusmods.com/skyrim/mods/24909/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D24909&pUp=1 1:31, 2 February 2014, version 1.2. file name is "aMidianBorn - Content Addon-24909-1-2.zip" additonally, the readme file states: Make sure that the following esp files are -NOT- active: Glass Variants.esp or AMB Glass Variants Lore.esp Differently Ebony.esp aMidianborn_Skyforge_Weapons.esp is the wiki page incorrect about "final step" ?
  4. i noticed USKP 2.0.1 has been released, and reading through the changelog i notice does this mean the "argonian sneak tail fix" mod is now obsolete?
  5. @skadi, thanks for some tips. i am currently on a playthrough with the following mods: RND, Frostfall, morrowloot 4E, sperg, revenge of the enemies, high level enemies, start on level 0, and a heavily customized community uncapper ini file. so far the game is very fun, but maybe a small bit too easy. i will try to deadly combat and maybe the movement mod.
  6. i was wondering, in the original morrowloot, what use do i have for e.g. moonstone, when i cannot craft anything with it? or do i miss something? anyway, i use a similar mod compilation like allsunday and i am quite happy with it: morrowloot, sperg, revenge of the enemies, high level enemies, frostfall, RND. thanks for posting this here, will try morrowloot 4E edition right away.
  7. ah, great. this is exactly the thread i am looking for, better yet, that i wanted to post myself. i would like to share my experience about this topic to the thread opener, sorry if this gets a little bit long to read ;) first off, a little background story. i took a lot of time to follow the step 2.2.7 and 2.2.8 guides as well as the skyrim revisited guide (great work, btw!), trying to understand even the smallest details and putting together a perfect base setup. i was even following ddsopt and tes5edit guides, then putting a nice enb on top which i even customized myself. on top of the step 2.2.8 setup i added climates of tamriel, live another life, frostfall hypothermia and realistic needs & diseases. i tested this combination for some time, apart from reducing the difficulty settings in RND (it got annoying very fast) everything was fine and dandy. so, i started to tackle the last part of my modding adventure: finding the right combination of mods to A) remove or reduce monster leveling, because it simply annoys me B) make the game a little bit harder in terms of loot and gear to be found C) reduce the speed of skill leveling a bit after many hours reading through various nexus mods, here is what could fit my request: - skyrim redone - skyrim unleashed - skyrim scaling stopper - requiem - morrowloot - asis encounter zones module - wtf random encounter zones - SPERG i'd like to share my experience with skyrim unleashed and SPERG: the game was extremely challenging, from the very beginning - with the Live Another Life mod active i had nothing, not even money to buy a bow and arrows. this can be crafted with the mod, which takes time, and this is where RND kicked in. i didn't have money to buy food or water, and was constantly tired, and instead of making the game more fun the exact opposite happened. i changed the RND settings to very easy levels and continued to struggle may way forward. i tried fighting some bandits, i basically got kicked in the face everywhere i went. i tried running around in the wild, and got eaten by sabre cats. i was short of giving up and looking for different mods, but with a follower the game started to get somewhat playable, so i continued. also, the crafting changes and trade changes were not bad, so it was ok. i thought i had found what i was looking for. but then, when my char was short before reaching level 5, i went out to the woods and noticed a group of thalmor getting beat up by a group of stormcloaks. i went to the dead bodies, and looted 3 sets of elven armor plus gear worth of 5000 gold. my previously leather armor and wooden bow level 5 char is now dressed in elven gear and shoots dwarfen arrows, and owns half a house. that somewhat killed the game for me. i also noticed that fighting enemies that are at a much higher level made my archery skill skyrocket. it took just some shots for the archery level to be raised. i am now close to archery 50, with a level 5 char. also not what i intended. (in case someone read this far: i would really be interested if the thalmor-stormcloaks thing happens in vanilla too, or was it caused by changes in skyrim unleashed?) i then tested the asis encounter zones module, it made my game CTD everytime i entered the bleak falls barrow zone. it was reproducable, so i kicked it. i then replaced skyrim unleashed with scaling stopper, the 3 different dungeons i tested were vanilla-skyrim-easy, not sure if that was just bad luck, maybe i need to test it more. so this is where i am, right now i wouldn't know what to recommend. i need to test requiem, but i fear it will be too hardcore for me. morrowloot sounds extremely interesting, as it could solve the loot issue, but i need to test it. SPERG is definitely awesome, but i need to tune the leveling issues with the community uncapper (which is part of STEP anyway). what to do about monster leveling, i don't know. i'm very open to suggestions and will monitor this thread. edit: as mentioned in this thread, High Level Enemies sounds interesting. i may give it a go with SPERG+morrowloot.
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