Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. There's a few reasons. One being that pearls exist in the game but are not harvestable. However, Dragonborn added "Pearl Oysters" along the shores of Solstheim, which pearls could be harvested from. This mod expands that concept to the shores of Skyrim using clams. That's why it's included. As to you're point about it being Core, it's a good point. I don't see any reason this should be Core. I'll move it to Extended for STEP 3.0 release.
  2. Just a quick post to say that I've gone through the top couple sections of the guide and made some quick fixes to grammar, structure, wiki syntax, and added a bit of info to make reading more smooth and flow better. This still needs to be completed for the rest of the guide. I also fixed up the header so it's not causing a larger white space.
  3. Mine from SE look like this using the latest version of BethINI: sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa
  4. STEP's suggestions for BethINI is for Skyrim LE. STEP does not cover nor support Skyrim SE at this time. My only suggestion at this time is to make sure BethINI is pointing to the correct MO2 profile and not the the default game locations.
  5. Did you run BethINI to ensure your INIs are in tip-top shape? BethINI will also make the necessary edits for ENBs.
  6. Seems this came up before, but I can't remember anything about the resolution... Check to ensure you are only using one version of vsync. Don't mess is the game INIs, but ensure ENB vsync and driver vsync aren't fighting one another.
  7. Never heard of this issue. Make sure the DLL isn't being scanned and picked up by your antivirus and/nor antimalware software. Other than that, I can't think of anything that would cause it. You may have better results posting on the ENB Dev forums.
  8. To my knowledge, there is no way of coding that with just the FOMOD script. Do remember that all the mods (including the patches) have their own topics here: https://forum.step-project.com/forum/9-step-mod-anthology/ The Patches topic is here and the OP lists the required plugins: https://forum.step-project.com/topic/9370-step-compilation/
  9. Make sure you're using the latest version of MO2.
  10. Did you add the -sse argument to the executables?
  11. Glad we got it working!
  12. Make sure everything here is done correctly: https://wiki.step-project.com/Skyrim_Script_Extender
  13. Did you make the adjustments to the SKSE.ini?
  14. Yeah, I'm fairly sure you're running out of memory. https://support.microsoft.com/en-us/help/4028685/windows-10-get-the-fall-creators-update
  15. Sorry, was replying from my phone and didn't see it. You should have more memory than "3364" looking at your system specs. Is that was the Vram tool gave you? If you're on Windows 10, you need to install the Creators update...if it's not out yet. I'm still on Windows 7, so I don't keep up with such things.
  16. Can you post your enblocal.ini?
  17. That looks like LOD. I would strip out DynDOLOD and redo the process.
  18. Thanks! I tested the nightly build and it's still tossing out the same error.
  19. This is coming from there newest release (Beta 2). MO2 hangs when creating a Bashed Patch with it, but seems to still manage to write the file. I've simple unticked DynDOLOD.esp during Bashed Patch generation to bypass the error. This keeps DynDOLOD.esp as the last plugin in my load order. This worked for me as it doesn't seem to be causing any issues when I check it all out in xEdit.
  20. There are a few things holding me back from this fully replacing Bashed Patching and these are basically just features that WB has, which I have become accustomed to. One is the WB system automatically gathers up all the leveled lists and provides this to the user for management. This is an excellent feature and one of the main reasons I use Bashed Patches. Smash could provide the same functionality as an option for the user. If they are just making a single Smashed Patched for their mod list (as I assume most users would do), it would be nice to have the option of including merged leveled lists into the Smashed Patched just as WB does; without having to worry about anything extra. The second feature holding me back is the ability to include game tweaks right into my Bashed Patch. This reduces plugin count and/or unnecessary console commands. It's a time saving feature. I've also always desired this feature to be expanded upon so that all the game settings could be included. This way users wouldn't have to worry about setting them up elsewhere. A few checkboxes and you're done. Lastly, from what I can tell and from first impressions, Smash currently requires knowledge of the Bash Tag system to get its full functionality. This is a fading...dying?...system which few are fluent with anymore. Finding well written documentation for the tags, by itself, can be an en-devour. Then learning how to apply appropriate tags to mods is another. I think this is evident in that we have become accustomed to WB auto-selecting the mods it wants to merge and most users just going with it. Smash doesn't have this functionality, from what I can tell. It could be possible to do an initial scan of the mods to collect some of this information and provide a couple of presets to merge a few basic plugins with basic edits, as WB does. Then provide the option to merge leveled lists from all mods and include game tweaks. If Smash could get to that point and do a better job at patching than WB, then WB would fall out of use for its patching function due to Smash meeting its goal of Smashing being better than Bashing. These are just my observations during my short time with the program.
  21. Okay, got it all redone and this is what it's tossing the error stopping on: 000008A6 / FenceWoven01This mesh is provided by SMIM in my install. The diffuse and normal is being provided my Real Wood Textures - Farmhouses, which are textures from a classic Skyrim mod. I'm not sure if this has something to do with it or not. I can try running with the texture mod disabled, if it'll help know the results. The record itself is only between Skyrim.esm and DynDOLOD.esp. I don't have any mods that touch that specific record.
  22. I don't have it up anymore. Turns out the latest build of WB doesn't work so well with the latest build of MO2. I have a bug report in about it. I'm about to redo the DynDOLOD process to see if it's been cleared up since I ran a few mods with old forms through the CK.
  23. The newest beta file produces an error when building a Bashed Patch, which is now checking for proper record formats before it will build: DynDOLOD.esp Wrye Bash SE expects a newer format for STAT.DNAM than found. ... STAT.DNAM expected size == 12, but got 8.
  24. Happy New Year everyone! Happy to hear everyone had a good time! My night consisted of a few movies (The Greatest Showman was an amazing movie, if you're into that), then a few drinks at home with my partner, a shot and kiss at midnight, and then bed! Haha!
×
×
  • Create New...

Important Information

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