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Everything posted by TechAngel85
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bug STEP v2.10.0 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
Cleaning mods and sorting masters are modding 101 practices. They are very common tasks to perform for any modder (if you use mods, you are a modder!). I will look to see if I can clarify the note better for newer users. You're welcome and keep at it. You sound a lot like where I was 5 years ago when I first found STEP. Keep at it and you'll be able to accomplish your goals. -
bug STEP v2.10.0 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
Yes, there will likely be one last tiny update before we go live with the dev work for STEP v3.0. Radiant and Unique Potions has been on the chopping block for a while; pending CACO's acceptance or not. -
Sure, if they want to install the guide and keep a pure STEP profile available for to help with testing. We can set up anyone willing to help with mod testing as a Mod Tester group on the forums. This will give them access to a staff forum that they can use, if they need any more personalized help from more experienced members of the staff.
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I have no idea. It's frustrating for me as well because I work on the wiki often and know I could have had this fixed two days ago. I know Z had some family stuff this weekend, but said he would fix it. I'll go find the cattle prod... :evil:
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Skill books; how do they work? And: help needed with scripting!
TechAngel85 replied to ToughPuppy's question in Guide Support & Bug Reports
Best way to learn this is by opening the GECK and looking over vanilla skill books. -
Temporary solution to STEP Wiki being down
TechAngel85 replied to JimmyBoi's topic in Step Skyrim LE Guide
I got in contact with Z. It should be back up today. -
I got ahold of Z. It should be back up today.
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I did see that. Nice enhancement to the log
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It will be down until I hear back from Z.
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Unfortunately, I can report v2.32 does not fix the issue with EVT. This just reaffirms the issue is with the SSE version of EVT. The classic Skyrim version works fine.
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It's down for the normal reasons, most likely. I don't have server access so it's just a waiting game until one of the other admin can fix it.
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A CR Patch is what I meant. Merged patches would be up to the user since we currently don't support them for a few reasons.
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That should work just fine as long as you know what you're doing when it comes to patching in xEdit because you'll still most likely need a custom patch to make everything place nice together.
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I'll be looking at this for my personal SSE guide, but whether or not this would be STEP territory would be dependent upon any potential performance impact using the minimum system requirements listed on the Guide. This would mean testing this on a system with stats as close to the below as possible: Core i3 or equivalent dual core processorGTX 660 2GB VRAM or Radeon HD 7850 2GB VRAM (desktop versions)To test, simple go to an empty interior and start dropping a lot of items in via the console. If you reach, say around 250 objects dropped without impact, then the mod is good there. Repeat for exterior in a town and and drop around 100. If no impact is detected, then it'll likely be fine for STEP. I'm sure it wouldn't have any impact on our systems, Sixxness.
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Sounds like a nice addition!
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Oh, okay. I was prepared to rerun it when I got home! Haha!
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DynDOLOD plugin was loaded after all generations. Well, the title is "Ultra Trees". Haha! Yes, it's just the trees popping in, from what I've been able to tell and only the ones I've listed: https://forum.step-project.com/topic/12520-ultra-trees-tutorial/?p=207055 But that seems to change depending on the selections chosen in EVT SSE. EVT for classic Skyrim works as expected without issue.
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I'm sorry, value? What value are you referring to?
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Changing/Applying a Texture in NifSkope
TechAngel85 replied to DreamerSteamer's question in Other Utilities Support
You have to place the textures directly in your data folder for Nifskope to be able to display them. -
Changing/Applying a Texture in NifSkope
TechAngel85 replied to DreamerSteamer's question in Other Utilities Support
Your screenshot is not there, but it sounds like you just need to edit the UV Map for that section of the mesh. This will allow you to move the map to the part of the texture you need it to use. Right-click on the NiTriShape where you need the make the edit and go to "Texture>Edit UV". -
bug STEP v2.10.0 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
This is always user preference so there is no real need to say it. Greg is correct. There are users who do not use the STEP Patches so the instructions are written for them. -
bug STEP v2.10.0 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
That guide is really old and likely needs a good run-through by one of the staff to spruce it up. However, I did correct a few spelling errors. Fixed. Thanks. The images at the top of the mod pages are just for looks. It's just a small gallery of images typically pulled from the author's page. As such, I've updated them to remove the image with the erroneous setup as to not confuse users. I seen that on the issue tracker. It good to have users in the modding community in high places. Especially so high up they can submit bug fixes the MS Devs. -
bug STEP v2.10.0 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
I'm still running Windows 7 and this is why. There has been absolutely no good reason to update from what I've seen of Windows 10. Now I'm extra glad that I decided to stay on Windows 7. Thanks, fixed. -
Required mods are listed in the opening post here: https://forum.step-project.com/topic/9370-step-compilation/
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This issue is definitely with EVT SSE. I changed the options I installed to custom trees and matched the billboards, reran TexGen and DynDOLOD, and half the issue was fixed. It seemed that only two models where popping in now. So I removed EVT SSE altogether and the issue was 100% fixed. I went and grabbed EVT from classic Skyrim. Installed the mod via MO, archived the install and moved it to WB. Then I reran TexGen and DynDOLOD. The classic version of EVT seems to work perfectly fine besides there being a bit funky results from the hybrid trees with the lush option. Granted these mod options didn't even work with the SSE version. So for reassurance, I re-downloaded the SSE version and redid the entire process again; selecting the same options that worked in the classic Skyrim version. The issues returned. Without errors in the log, this seems to be something with the SSE version of the mod. I will see about getting this reported to the author.

