Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. Sorry I have taken so long to properly check into this. I've tested and have updated the rules to their proper values. The Global Priorities should be set as follows: RelightingSkyrim_Legendary.esp = 30ELE_Legendary_Lite.esp = 40STEP Patches = 50 (default)Bashed Patch = 80 (default)Dual Sheath Redux Patch.esp = 95 (default)DynDOLOD.esp = 115 (default)Using these priorities will place the mods where they were placed when the STEP Patches were created. Leaving a gap between the values allows for users to place mods between these plugin, if needed. For example, setting plugin XYZ.esp to a Global Priority of 35 will place it between Relighting Skyrim and ELE (possibly useful for other lighting or weather mods, but keep in mind the STEP Patches carry forward records from both these mods).
  2. Geforce Experience sets this to be enabled. From my understanding of what I've read, it renders colors, textures and some effects (like god rays) in 64-bit, rather than 32-bit, for higher precision. Some users report a 1-2 FPS drop. Geforce Experience explains it as, "eliminates color banding in brightly lit scenes by using high precision render targets" and they're showing it on a bright portion of a sunset scene: One user linked to a very technical document here: https://www.catalinzima.com/xna/tutorials/deferred-rendering-in-xna/creating-the-g-buffer/
  3. Thanks! I seen there was an update to both Skyrim and SSE versions and noticed the file size was the same. I also notice you or greg telling a user to use the game argument not too long ago. This all got me curious. Now I can get rid of these multiple installs and just use arguments. ::
  4. So...is there why there are many different versions? Just trying to get a grasp of why there are the different ones to download, especially since they're all the same.
  5. Soo...is TES5Edit, FO4Edit, and SSEEdit all the same program?
  6. I agree! This would be great because I currently have two installs of the program because switching back and forth and a hassle. Having a checkbox for "always load this game" from the game choice window would be a good compromise for those that the feature would annoy.
  7. Sweet! I haven't done anything lately because of the holiday.
  8. No need to reinstall any mods after cleaning.
  9. They are not. You "forward records" into a new "patch". :: It is always best to create a new plugin (your patch) and forward your records into that, rather than forwarding records into existing mod plugins.
  10. That is very strange, if you verified the local cache to get the original files back before cleaning them again. Are you running xEdit through MO?
  11. We use our Nexus page as a file repository. There will be two files you download from it. One of the Main Files and one of the Optional Files. The Optional File is installed first in the Fixes section of the Guide. This file is simply optimized vanilla textures, and version 1.2 is the correct version for these files. The Main File is installed near the end of the Guide and will install a mod compilation and the STEP Patches. This mod will have an installer which will walk you through the choices available to you. If some choices aren't available, it's because you didn't install a mod that requires the option. For this file, version 2.2.9.2 is correct. You will also have to change the name of the file when you get to it in Section N of the Guide. This is because the two files are coming from the same Nexus page and MO will "think" they are the same file, though they are not.
  12. Gopher is so long winded sometimes... This one is better: Also check out Gamerpoets:
  13. @Nexus Webiste It's already in a closed beta testing state as has been for several months. I don't see it taking a year to release seeing that it's already basically designed to the point they're getting feedback from the testers. Though I agree that their development schedule has been incredibly slow in the past. I doubt it'll be that slow with someone now working full-time on the new NMM. I'm just comparing past to present to come up with my personal opinions on the matter. @Dummy Masters If that is true, using dummy masters seems to be going against Mod Picker's philosophy in regards to providing such information on mods. Though I admit ITMs are usually benign in nature. @Adding mods Sounds like a good goal. I'll add some whenever I'm sitting around bored. ::
  14. @OP It doesn't look like it's as easy as a simple tweak. The PlayerFollowCount gets changed to "1" when a follower is active and it looks like it's just a simple "on/off" variable. I would have to deconstruct one of the follower mods to see how they're doing it, and then include just the increased follower portion into a mod. Probably wouldn't take too long.
  15. I don't know what the conflicting records are, but you would typically want to forward losing records. Though it can be more complicated than that. You should know what the records are doing before forwarding anything. I always recommend users watch this video for creating patches:
  16. That mod will be dropped for the next release.
  17. Making such a mod would likely be a quick tweak, though I route have to investigate what actually needs to be tweaked. It could be a simple game setting.
  18. As I mentioned elsewhere, I think until the time to set up the mod list is reduced, most users will likely use the mod pages for this information rather than building out a mod list. Especially when many users already have their setups created and stable. They'd like just check out the mod page of any new mods they're thinking of adding to their setups as a "quick check" for issues to be aware of. Admittedly, if the import feature is as good and easy as you say, then mod lists will likely be used more than I thought. I have not tried the import feature. Will it be a "paid feature" or is it free for everyone? Yes, Mod Picker has more feature, but I wasn't comparing the features in this instance. I was only comparing the ease of setting up and sharing a mod list. Currently for user that want nothing more than a place to post their mod lists and want nothing more, then Modwatch would be the easier of the two. However, I didn't know about all the custom mods being created for you. This would basically put them close to a one-to-one match for nothing more than sharing a mod list using people. Basically, just getting more mods on the platform will cut the time in half. If users want to fully set up their mod lists with mod options and everything, then I don't see any other ways to cut that time down that you haven't already mentioned. I know that utility is coming for Mod Picker, but I think you might be underestimating Nexus. I'm pretty sure I read a while ago that they had some of the feature working already behind the scenes. That was a while ago, and I could be mistaken. Robin has a road map and he's been pretty good about following it. He never hires anyone unless he can pay them for at least 1yr, so Robin saved up for some time before hiring on Tannin. That means the new manager had been planned for some time now. Tannin is also working full-time on the new manager and, from my understanding, he has a team to help him. If all that is true, I honestly don't believe it will be a year. It'll more likely be a few months. As for the website, they're already very close to release. That will likely be within a few months too, if not sooner. How does using dummy masters vs the actual masters affect the outcome of the analysis? EDIT New scroll bar on Analyzer works good!
  19. 1) Mods that only contain assets, and thus have no options to install, will simply install in MO without the user having to do anything. What you describe sounds normal. 2) Mods will have conflicts with one another. These are mainly just mesh and texture assets and it is normal for these conflicts to exist. If you are following the STEP instructions, everything will be okay. 3) Some mods in the STEP Guide do not use the latest version. Other cases will simply be the author using a non-standard version format that MO is unable to pick up on. You can change the version number by double-clicking on the mod in the left pane and navigating to the "Nexus info" tab. The version number is in the top right corner of that tab. Change it to the latest version, if you are sure you have the correct and latest file. Keep in mind, STEP assuming the user has some basic knowledge of modding concepts and how to use the tools involved in modding. STEP is not meant for someone who has never modding anything before and that is why everything is not written step by step. It's meant to be a guide rather than a bible that is followed explicitly. Complete newbies such as yourself, may find it more difficult and will likely make some mistakes along the way as you learn. That's all a part of the modding process. I would suggest you start over since you've installed so much and have made the mistake of installing the wrong with several of the mods, unless you know which mods to fix. When you update/reinstall a mod with MO, you are presented with choices. Read here: https://wiki.step-project.com/Guide:Mod_Organizer#Installing.2C_Updating.2C_.26_Uninstalling_Mods I would suggest you read that entire Guide on using MO. Like I mentioned above, STEP expects users to know how to use the tools involved and this includes MO. Last, be patient. We're a large community, but it still may take 24-48hrs for someone to be about to respond to your posts. We're all doing this free of charge during our free time. :: On that note, I have to leave to my real life job....
  20. Depends. Does the 64-bit framework natively support 32-bit applications (aka older games)? If so, the focus could be to get the 64-bit side working soundly for both FO4 and SSE, then toss in the required tweaks it takes to support another game. If the code and framework supports 32-bit by default, then I see no reason not to include it eventually. I'm no programmer, though, so I could be way off track here. ::
  21. I can't add ENBSeries to the mod list. It doesn't show up under Mods when searching. It does under Tools, but when I try to add it I get an error: Error adding tool, mod_id: The mod is already present on the mod list.
  22. Well, for STEP the mods were probably about 80% complete for our uses; however, if I'm going to put my name on something I want to make sure it's 100% complete for everyone and that's what I did. :: Many of the mods on the list didn't have a complete analysis because they were missing additional main files, optional files, or miscellaneous files that were available on the Nexus page, but wasn't available on Mod Picker as mod options. This led to a lot of resubmission of the mod analyses and let me say...some of those mods got a bit crazy! Like EBQO, for example. That mod supports a lot of other mods via patches. So I had to download a lot of additional mods to complete the analyses. I eventually just started submitting the easier additional mods I was having to download as new mods to Mod Picker since I was required to download them anyway for the analyses. Well...I'll be honest and this may get winded so bare with me. I'm not sure how popular something like this will be for using it as a complete feature set. For me, I see the mod list feature targeting a smaller niche in the community, like those who really need the features (STEP) or those who enjoy putting together modding guides. I think the mod lists work very well for that niche group. I'm fairly confident STEP can use this for our needs, and anyone else who builds modding guides for the community. Including those guides we have on the STEP wiki: Skyrim Revisited, SRLE:LotD, Mystic Dawn, Fear & Loathing, Skyrim All YASH'd Up, etc, etc. I believe the primary users of the mod lists feature will be people creating guides. I see this coming up so I'll mention it, "people can just use it to share their setups". Yes, but the everyday users are already using the more simplistic Modwatch to just share their setups in this manner. It's as simple as uploading some text. Mod Picker may have the import features to make it more simple, but if some mods aren't on Mod Picker yet users will have to submit them. Then if the author as opted out, users will have to do the manual work of setting up custom mods. Mod Picker is simply more work for these users, so I see many of them sticking with Modwatch for that sort of thing. Users do get the added benefit of having issue with their setups checked for them with Mod Picker; however, getting to that point is a lot of additional work. I think most everyday users will simply opt to use the mod pages to check individual mods for this information, rather than taking the time to build out their mod lists. This brings me to the time and effort it takes... I'm sure it will become less of an issue over time as more mods are added and maintained; however, currently it takes quite a bit of time and effort to set everything up properly. STEP's mod list is long, but ours is short compared to some other mod lists. Currently, it takes considerable time to just set up your mod list from start to finish (keep in mind a lot of this time was doing mod analyses). It has taken me two weeks to get to where I am now while working on the list during a the majority of my spare time...and I'm still not finished yet. If everyday users are going jump on board with the mod lists, that time needs to be cut down to just a few hours. We can't forget that Nexus has planned the profile share feature for a while now, and I would bet that the new NMM will have the feature fully implemented eventually. This will be a much faster and more simple way for users to share their mod lists than using Mod Picker. It's also suppose to be automated...as simple as installing a mod and hitting a few buttons. Compare this feature's 'hype' to Mod Picker's mod lists, I would say users would be more willing to use NMM (which will also be free). What I see Mod Picker being popular for (at least at first) will be the mod pages, which is a resource of information that is not easily collected into one place as Mod Picker has it. This is largely due to Mod Analyzer. As long as users are willing to fill in the other stuff like load order and compatibility data, then Mod Picker will be very successful for this feature. The mod list feature I just have doubts of it being widely adopted until the time and effort it takes to set up is reduced, by more mods being added to the platform. If I was you, I'd have a couple team members that do nothing but submit new mods with 'proper' and complete mod analyses. That task is probably the single most time consuming aspect of Mod Picker due to what it takes to get to a complete analysis with some mods. I think EBQO required me to download an additional 11-14 mods for a proper analysis. I'd wager most everyday users will not be willing to go to those lengths to simply submit a mod. Getting the most common and popular mods on Mod Picker should probably be a high priority for the platform to gain momentum more quickly and grow. As for Mod Picker itself, I think it's great! It's easy enough to use that just about anyone should be able to pick it up fairly quickly. The site design is modern and well done; everything you need is just a couple clicks away. The format in which information is presented is easy to read and understand. Overall Mod Picker is put together very well, but it's success will be up to how well the community receives it as a platform and information hub. What I think could use some improvements: Mod priority in the mod lists. I've already mentioned this, but making the mods easier to move than dragging and dropping would be great. Being able to edit the priority is the simplest way to do this from a user's prospective.A place for "install notes" on the mod pages would be nice. For instance, many mods are not packaged correctly (IHSS, Immersive Thunder, Realistic HD Baskets, Skyrim Redesigned, etc). These mods are often either installed incorrectly by new users or they are tossed into a panic when a mod manager tells them that it's not packaged right and requires input to know how to proceed. Seen that plenty on these forum. That's all I can think of atm.There is my long winded opinion. :: Thanks for the dev version!
  23. Okay, I've done it. I've officially made it through the entire STEP mod list, at least for the first round. I would say about 95% of the mod analysis were updated to include the entirety of the mod's files. Now that the mod options include a text field for input, I'll be going through and making sure all the instructions are in place for STEP and finishing up the other 5% of the mods that need updating. Some require an update to Mod Analyzer like Rustic Clothing. I will say doing that for the first time was a bit of a chore! Now that it's mostly set up, maintaining it will be much easier.
  24. Yes, STEP mod list. Thanks, I'll refresh and try to submit. Yeah, I've been renaming them as I go. Didn't know if you were aware, so thought I'd report it.
  25. And this when trying to submit a mod: Couldn't find Mod with 'id'=new Error Details Error 404: Not Found.base.submit-mod: #/mods/submitError submitting new mod.I have also noticed that the names the analysis uses will sometimes be cut off. It would seem to happen when a name has a dash (-) in it. For example, "RUSTIC NORDIC MURALS 2K-1K" would be cut off to be named "RUSTIC NORDIC MURALS 2K". The name is cut off at the dash.
×
×
  • Create New...

Important Information

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