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TechAngel85

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Everything posted by TechAngel85

  1. That mod taken down by the author. It was incorporated into the STEP Compilation before this, but we have permission to provide the files so they should still be in the Compilation.
  2. You're SkyrimPrefs.INI is reading the wrong display: sD3DDevice="NVIDIA GeForce GTX 580"
  3. Even if they're unchecked, xEdit will load the masters of the plugins with it. The base game is always a master so it will always be loaded. The DLC will be loaded, if they are a required master. So in a way xEdit is a bit dummy proof in that regard. There are still situations of authors not adding masters which they've meant to (not all record forwards require masters to be added). That sort of thing mainly shows up in author-provided patches and not main plugins, though. The cases are few too, but it can happen.
  4. It's fine. Nothing to worry about. BSW is simply providing the meshes.
  5. They're just texture mods, so no issues if they're missing.
  6. Nope, just check in xEdit for record conflicts.
  7. You should probably read the notice at the top of the changelog.
  8. If you have an ENB installed, I believe ENBSeries overwrites the game and driver settings.
  9. I've personally used WB user mod SSE so I'm not privy to all of the quirks with MO2.
  10. It's been discussed in a couple different places.
  11. The STEP Guide is not for the Special Edition of the game. Only the classic, Legendary version. If you want a guide that is similar for Special Edition, I recently just released my personal guide, which will give you a fairly good vanilla-like style: https://wiki.step-project.com/User:TechAngel85/SSE_Guide
  12. If you need to cap it, I recommend your graphics card settings.
  13. You can't can simply change the game using the drop-down menu at the top or you can add the game argument to the exe ( "--game=Skyrim" ) or ( "--game=Skyrim Special Edition"). For example, I use MO for classic Skyrim and WB for SSE. So in the argument field in MO I have: --single-process "--game=Skyrim" Then for running with WB I just use the executable from the LOOT folder on the hard drive and make sure the correct game is selected from the drop-down menu. But you could easily just make a shortcut and put in the argument by right-clicking on the shortcut and going to properties.
  14. Yes, I'm aware of EBT. The Modern Fix will be removed for the next release. Those other types of mods will not being included my me, but can be added by users on their own. My guide will provide a very vanilla feel like the STEP Guide does. Users and add to it as they wish. I'm also aware of Paul's list. I haven't taken the time to rummage through it for anything to included in my own guide, but I did fully go through the STEP Guide and SEPTIM, looking for any mods that I could use or would want to use.
  15. https://www.nexusmods.com/skyrim/mods/11/? Miscellaneous Files.
  16. The updated Compilation is up.
  17. There is actually. I've been working on a personal guide for a couple weeks now since everyone is wanting something for SSE and it's finally getting to the point that it's a fairly decent modding experience. This guide is based heavily on the STEP Guide, but without as much hand-holding, using WB as the mod manager, and had my own personal twists added in. It's also not going to be for potato systems; requiring some horsepower to achieve what you'll see in the screenshots. I'll be posting a teaser thread for it sometime today.
  18. Yeah, you're best to do your patching upfront. I know it's hard to wait. I've been wanting to jump into my new SSE build for days, but have been patching it, adding to it, and patching it some more. Now I'm just trying to pick the right weather mod that fits my tastes. Domolite was too bright and fantasy-like for my tastes (...out of the box...I don't feel that I should have to tweak these things with Imaginator for them to fit vanilla lighting without blowing out saturation). Mator Smash will hopefully replace most manual patching and the Bashed Patch, but I know some users have been having trouble getting it to match what they've done manually. For instance, I know EssArrBee has been trying to get it to replicate the STEP Patches, but has so far been unsuccessful. @Mator, I'm not sure if he ever hit you up on that or what came of it.
  19. I am packing up the new Compilation now and will upload it in the morning (midnight here). I'm currently syncing a large file to my cloud drive so my upload bandwidth is being used at full capacity atm.
  20. I, indeed, have those textures in my Compilation (using the High Res version). This is probably another issue of Ess doing the Normal Res version and I doing the High Res version. I have no idea why he would have chosen to keep the SMIM textures overs RCI because even before we incorporated RCI into the Compilation, we didn't have that combination (I just checked). I'll have to reupload the Normal Res version. I'll do it this evening.
  21. Ah. Thank you. Yes, they are there in the Compilation, but I'm not having any of the issues you describe. Be sure you are using "replace" and not "merge", if you are using the same name as you did for the old compilation.
  22. Hmm...strange. I just tested it and mine are fine; no issues. Textures are being provided by STEP Compilation (overwriting the SMIM textures). I didn't find any meshes for these assets, though, so I'm assuming they are being provided by vanilla.
  23. Where is a location this is happening so that I can check it out ingame? Also, which version of the Compilation are you using?
  24. Ruin Clutter Improved should be providing those assets, though I don't remember if it's just texture, meshes, or both. Definiately follow Greg's advice as that would be my first guess.
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