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TechAngel85

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Everything posted by TechAngel85

  1. It's a good thing to know. STEP is actually moving away from our CR patches (STEP Patches) to replace them with Mator Smash. Ess started looking into it before the last release, but he needed more time to figure it all out so that change will likely take place for out 2.11 release.
  2. Yes, I was able to see it. Did you happen to do this: Load entire load order in xEdit and check plugins for errors. Fix or remove plugins with errors. ? Just load up xEdit, load all mods, select all mods (you can skip Skyrim and the DLC and USLEEP), right-click on a mod, and select "Check for errors". EDIT: You can also just search for that formID (00009389) using the search at the top of the plugin list.
  3. I know there is a learning curve, but adding in a bench and barrel and positioning them would have taken all of 2-3 mins in the CK.
  4. You shouldn't have the DynDOLOD.esp plugin active when running DynDOLOD. Even if you're re-running the program, you should remove the plugin and allow the program to create a new one.
  5. Mod groups are fairly simple. I have a basic one for the official content that really everyone should have. Honestly, imo, that one should come standard with xEdit because there are few instances where you wouldn't want it. The point I was getting at is doing mods individually as they're installed leads to editing the same record multiple times rather than just once. This leads to a longer CR process. It just doesn't seem that is does because it's spread out over time. CRing the entire load order at once might seem like it would take longer, but this is only because you are doing it in one sitting vs over time. In truth, it simply comes down to preference. I prefer to sit down with a couple cups of coffee and knock it out all at once...call be a masochist, but that's the way I do it. I'll also add to what Paul said above, filtering for mod conflicts will not catch all the forwards that should be made. I actually only use that filter for quick checks when testing a new mod or final checks to make sure I didn't miss anything obvious while adding to a patch. We do have a xEdit Guide. It's not complete and it doesn't really teach you conflict resolution, but it's a start. Here's the link directly to the mod groups section: https://wiki.step-project.com/Guide:XEdit#Mod_Groups
  6. Yes, the main wiki page will refresh itself sometime in the next 24hrs. I'm not really positive what schedule S4N has it on currently. You can always click into the mod page to have the correct links until that time.
  7. Thank you. I've corrected these oversights. Fixed. Yes, that was because the FO4 version was newer at one point. I checked and it seems the two versions are identical now. I've changed the link back to the Skyrim page.
  8. As a member of the RS team, I beg to differ. You can CR RS fairly easily. The issues come when users don't know what has been done to the lighting in the cell. However, this is the case for any plugin when the user doesn't understand the changes being made so it's not unique to RS. At any rate, resolving conflicts via a custom patch should be done at the end of mod installation, else you're likely to cause yourself a lot of extra work. Also, RS and ELE should be loaded near the end of the load order so that their changes don't have to be constantly be patched. This is how we do things for STEP.
  9. My main issue with it, is it doesn't provide an install without the NPC appearance edits. Some NPCs Windsong massively changed their appearance to the point they look nothing like the original NPCs.
  10. Most of WATER has been incorporated into RWT now either by default or via options in the installer.
  11. You might try: https://www.nexusmods.com/skyrimspecialedition/mods/10543/? I've been using it and am so far impressed.
  12. No, they're not. I had to check myself because I was a bit surprised. Only the armor and shield is covered by BoS.
  13. I can't see anything in xEdit or the scripts that would directly correlate to this issue. At this point I would have to dig into the CK, but when it gets to that point, it's best to just post a bug report to the author.
  14. Neb mentioned this to me the other day and I told him the "footprints didn't make it in". I took a second look and thought about the recommendations I put in and have changed my mind on this. So to this, I would simply quote the Guide: "If there are not any notes associated with a particular mod, then all options fit the STEP mandate and it is the user's decision. The notes only provide instructions where necessary; otherwise, STEP encourages user customization."
  15. Marked for Testing. Okay, so I tossed on a Testing tag so that we won't forget Kelmych's comment here.
  16. If you want to play the game without it, by all means do so. I find that I can run without it with similar hardware specs to your own. If that yellow line ever starts getting close to 3100MBs, then you're going to want to think about installing it and dealing with the issues. Else, you'll start crashing or having ILS due to hitting the memory cap for the game. This memory cap is what ENBoost is circumventing by launching multiple instances of the "enbhost.exe' process which is basically creating "virtual" RAM for Skyrim to use.
  17. Set deferred rendering to false. What are you using sweetFX for?
  18. That's the PMOP. Just ignore it. Best to turn it off, which we tell users to do in step 5: wiki.step-project.com/Mod_Organizer
  19. This is a common issue with RealVision. Deleting the files from the root folder and verify cache using Steam will usually fix the issue. Never use an "enblocal" file provided by anyone. Set it up yourself so that it's stable on your system and then leave it be. It's called enb"local" for a reason. It's not meant to be shared across systems. For the Runtimes, after you extract it just open the folder and run DXSetup.
  20. I actually remember this happening now too. I'll see if there is a way to patch it when I can. To get around it, players can simply choose the sex they want the PC to be, play through Helgen, and after exiting the cave use racemenu to change their appearance to how they wish. Same result, just a delayed character setup.
  21. Just so no one misses it, Steam Summer Sale has started.
  22. Copy the mods into your "Bash Installers" folder. Then they'll show up on your "Installers" tab in WB. Choose your options in the "Sub-Packages" pane (if applicable), and then right-click on the mod and choose "Install".
  23. I looked around in the scripts and seen nothing that would be of issue with changing the radius. Lowering it from 1200 will only make it easier for you to get caught. In light of the distances being so close together. I'll update the Bashed Patch page.
  24. No, you have quite a few mods in there that aren't STEP mods. So you've clearly not just followed the STEP Guide. Merged Plugins is also not part of the Guide. We HIGHLY suggest new users follow the Guide explicitly until they are familiar enough with modding to be able to adventure out on their own. Once you have a pure STEP installation, then we'll be able to help you better. As it is right now, there are too many unknown mods in your install for us to be of much help.
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