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TechAngel85

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Everything posted by TechAngel85

  1. We're aware and are working towards a new server upgrade. Hopefully it will be live sometime this month, but no promises with the limited time that S4N has had to work on it.
  2. Yes, for now just skip them. Thanks. The global priorities are new-ish so that the plugins are lined up as Ess has them for building the STEP Patches. I've removed the rule from the mod page.
  3. Nothing comes to mind on this one.
  4. https://wiki.step-project.com/User:Shadriss
  5. I actually recommend the driver based settings over ENB's settings. So I personally use the driver AF. If you installed EBT, then it's redundant and not necessary. V2.10.0 is not released yet so if you're following the released Guide (v2.2.9.2), then it's still going to be present. You can safely remove it. I believe the Global Priority is the correct one. This priority should still load it after AOS. Again, v2.10.0 is not released. You can remove this one safely. That's fine. Again v2.10.0 is not released, but you can replace it with the Extended version. Correct. Redundant. No, that hasn't been updated. You should keep the SMIM plugin. A Quality World Map can be updated to the new version just fine. I've used it and recommend the "vivid with stone roads" option. STEP recommends the old version of SFO to stay close to vanilla. You can upgrade to the new one if you'd like. No, only the Cutting Room Floor option is included in the STEP Patches. So if you install the STEP Patches, then you don't need that option, but you still have to install the mod. Correct. You only need to follow our instructions. Ignore the Nexus instructions here. Correct Always install the latest files when no files is specified. Thanks, corrected it. Yes Correct. You install it if you don't use the STEP Patches (not everyone uses the patches so we provided instructions for both scenarios.) Correct. There's really no issues with it in our setup. https://wiki.step-project.com/STEP:Mandate It's fine for our setup. Correct. The "makes noise" options is a patch for alerting nearby enemies to your location while mining. It's an option in CCO which can be turned on or off. If you want it on, get the patch. Again, instructions are provided for both Patch users and non-Patch users. You're simply interpreting the instructions incorrectly. But what you did is fine.
  6. Sure, just create the guide in your userspace on the wiki as others have. That is your space to do what you will with it.
  7. STEP:Core adheres to strictly "augment" or "enhance" the vanilla experience. Another way of putting it is that Core is meant to strictly be an enhanced vanilla game. Everything about it will be in the vanilla aesthetic, but better. This means textures and game mechanics that are strictly in the vanilla style but are improvements by being higher quality, better designed, etc. A perk overhaul would likely never make it into Core. Keep in mind the goal of the Core Guide is to be a building block for anyone to use and build upon. It's a baseline or starting point that should work for just about any build you want. STEP:Extended is a little more flexible because it is essentially our personal expansion upon vanilla (of which we're calling a Pack). It can actually include elements which are not in the vanilla game as long as they are consistent with the original intent, lore, style, etc. Therefore, it's not unfeasible that a perk overhaul could fit into Extended. Keep in mind that Extended will become our "official pack" when STEP 3.0 is released. The Extended mods will be completely separated from the Core mods and the building of STEP:Core+Extended Pack will be different than it is with the Guide today. This being said, STEP 3.0 will be our official introductions of Packs using the features/system that Mod Picker has in place now. I suppose you're going to have to be surprised because I have never ran with a mod that overhauls perks. I have ran a few mods which alter a couple of them slightly (like CACO and Archery Gameplay Overhaul), but nothing as serious as a complete overhaul of the entire system.
  8. You should not clean a Bashed Patch.
  9. I think the reason for the last of interest is explained in the rest of your reply. Basically, to found a combination that really works, you're going to have to play through the game (at least the main quest line) a couple of times; tweaking things until you've found a sweet spot. This would take a lot of time and effort. This is one of the main issues. I think most expect the TES games to be more like other games based more deeply in D&D. We all have experiences with these games (mine lay heavily in the Neverwinter Nights series) so we all expect the mage aspect of TES to be similar because those D&D games pull off these aspects so well. I know when I think of mages, I certainly think back to my wonderful experiences with those games. Fact is, the TES games haven't been build in this manner so we likely need to shift our thinking that the developers may not have expected users to be able to play as strict mages. Though there's plenty of evidence that would lead us to think that they did since there are strictly mage NPCs in the game. Regardless, it's certainly broken. My first playthrough of these types of game are always mage characters...my first playthrough of Skyrim was a mage in God Mod because I died everywhere I went. In actuality, I came to the conclusion the best you could get from vanilla Skyrim would be a battle-mage who is adept with one-handed weapons and magic. My character in SSE is actually based on this concept. He's a Breton who specializes in destruction magic, one-handed weapons, and light armor. He dabbles in enchanting for boosting his armor and weapons stats and is just proficient enough with a bow to be deadly within a few shots when needing to stay at range. I also am testing out Inigo as a follower and have to say he is very entertaining! So far it's working out quite well. Though my character is completely of my own design, there are a few good builds on YouTube that can guide you in this. It's really all about knowing how to manipulate and combine different aspects of the game like perks, skills, armors, weapons, spells, and stones. I recommend checking out FudgeMuppet's (based on other TES games, though I disagree with his heavy armor as I don't think mages should be able to function well in it). Roshank Redemption has a good pure mage build, but it's completely overpowered and that's just using vanilla. FudgeMuppet also has a good pure mage build that isn't overpowered. Finally, here's a pretty battle mage image for your viewing pleasure: And you're right on all accounts. That's why there are mods that overhaul the perks and skills of the game and likely why they are so popular.
  10. Regardless of how long it takes, it's good news. A lot of users are still enjoying classic over SSE, but I personally think as soon as a couple things hit SSE we'll see a bigger migration to it.
  11. I got lazy...that's what happened to it. I'd have to start from scratch with it because some assets have changed. I mainly stopped working on it because I was never able to get rid of the neck seam. Texturing a body was not the best place for me to attempt to learn texturing... Though, I will say that Lydia was looking much better with it:
  12. Personally, I like Windsong's stuff. The last time I looked into it, the plugin was a freaking mess that needed to be cleaned up, but his texture work is pretty good and close to vanilla. Unlike many of the body mods out there, Windsong's actually works on vanilla assets.
  13. Wow! That is awesome news for a lot of people! Personally, I still have no reason to migrate up to Windows 10 but if they get that fixed, it'll be one less "con" on my list.
  14. This is really getting into grey territory here. I, like Neb, think that Xenius's mods were open source as long as you gave him credit AND you notified him. Here's the two issues... Xenius has removed his mods from Nexus. From this, regardless of reason, we should assume he no longer wishes to share his work. Else he could have easily just left the mods up, adjust the permissions, and turned off all the notifications for his mods and inbox so that he wouldn't be bothered. But he didn't do that....instead he removed the content altogether. The second is the highlighted part above which is a stipulation of his permissions...he must be notified. If he ever leaves modding completely, there would be no way of notification. Currently Xenius is still active so this is still possible as long as his inbox isn't full. With all this said, I'm sure all we'd have to do it contact him and he'd allow us to include the content in the STEP compilation. However, I'm of the opinion we should look for better replacements. XCE is years old at this point and other mods have come out.
  15. Most ENBs will work with most lighting mods. They'll likely be fine together.
  16. The thread open in the ENB Support would be the correct place. Please give at least 24hrs to receive a reply.
  17. For you to be getting those files showing up in your logs, something has to be pointing to them. I just confirmed on my end that there is no "crosstalk" since my logs do not show those files.
  18. It doesn't matter. DynDOLOD will ignore the bashed patch.
  19. Check all your executable paths in MO to make sure they're pointing to your Skyrim installation and not SE.
  20. You can probably steal the plugin, but you can't use the entire SSE version in classic Skyrim due to files being converted to newer formats.
  21. No, I've been wanting to check out some of the mods that overhaul the magic system but haven't found the time to do so yet. As you've pointed out, so many of these mods go too far beyond the scope of their intent. This is common practice with authors, though. Take ELFX, for example. It's a lighting mod that should only alter the lighting and effects in the game and work within the confines of that scope. However, it goes beyond scope by altering meshes to accomplish certain lighting situations. Doing this causes a lot of unnecessary issues with mods that also touch those meshes (like BDS). This is also why I've been a big fan of RS over other lighting mods. It stays within the scope of its intent and, thus, doesn't conflict with any of the game's assets.
  22. There are a few more radiant quests than fetching the books for the librarian, but not many. There are also "master" radiant quests that are give by the masters of the different schools of the arts. These quests can only be done once you've reach level 90 or 100, depending on the quest, in the corresponding school. Because magic flat out sucks in Skyrim, few people ever see these quests. You can always build you own idea of the perfect radiant quests! Quest building is a pain and takes a long time, though.
  23. It's purely personal preference. Version 1 is what I use since it's the original textures from The Ruffled Feather. However, the Alternative version would be my first choice out of the newer textures.
  24. Those instructions are probably still fairly accurate. They're there for testing the mod, but it works. You'll still need to check to see if it needs to be patched in xEdit. No, you're correct, but the two packages should be pretty much the same. I actually help maintain the SSE version.
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