-
Posts
14,559 -
Joined
-
Last visited
Everything posted by TechAngel85
-
The sound section will take a couple of the staff going through and testing individually or one of us making a video to share for testing and comparing to vote on. That's a fairly long and time consuming task. I'll be on vacation next month in May. I might fit this into my "be as lazy as I possibly can be" schedule. ::
-
Not sure where to ask this. About patches/compilation.
TechAngel85 replied to RustyLH's question in General Skyrim LE Support
It won't matter if you have some mods not listed. Just be sure you're patching those on your own, if they need it. It could matter if you didn't install any that are on the Guide which is a requirement for the STEP Patches (installed with the STEP Compilation). A list of required mods/plugins can be found here in the first post: https://forum.step-project.com/topic/9370-step-compilation/ -
Permanently Disabling Objects in Skyrim
TechAngel85 replied to GamerPoets's question in General Skyrim LE Support
Yes, technically it would be. :: -
Permanently Disabling Objects in Skyrim
TechAngel85 replied to GamerPoets's question in General Skyrim LE Support
Well, disabling things in the CK is easy. If you want to use your own plugin see below before doing these steps. Ensure your CK ini is set up to handle multiple masters. (see Notes) Only activate the mod and it's masters in MO. Run CK. Click on File > Data. Find the mod's plugin in the list and click it. Click "Set Active" button. Click Ok to load. Click "Yes to all" for all errors. Click "Retry" for any shaders failures. Let it load...takes a bit. Find your location in the Cell window and load it. Use the Render window to find the objects, double click them to open their property settings, and click the "Initially Disabled" flag. Click okay to close window. Rinse and repeat. Or you can simply find the objects in the Cell window and edit them there without having to bother too much with the Render window. It can be a bit wonky until you get used to it. Save periodically and close the CK when you're done. It may or may not hang and force you to close it. Buggy....buggy buggy...buggy... Your new saved plugin will be in MO's Overwrite folder.To use your own plugin: Open the CK Click Save on the menu bar. Choose a place to save it, name it, and close the CK. Install it into MO. Continue with the steps above, but on step #5 double click on the mod's plugin to make it a master. Also, on step #6, choose your newly created plugin as the active file instead of the main mod's plugin. Be sure you have the new plug checked in MO before launching the CK so it will show up on the list. -
STEP Vanilla Optimized Installs fine (bsa), not in Archive.
TechAngel85 replied to aba42's question in Mod Organizer with STEP
Nexus has been having some issues with large files and we've had to turns these files over to Nexus to uploading. If something has happened during those handoffs I'm unaware. I'll download the files to check them out. -
Permanently Disabling Objects in Skyrim
TechAngel85 replied to GamerPoets's question in General Skyrim LE Support
You should there's not a patch providing them? ...because it sounds weird that it's not working. Your only other option is to jump into the CK to disable them. You could do it in the mod's plugin itself or create a new plugin that will set them to "Initially Disabled". Make a back of the original if you choose the former. -
This mod alone lets you level your alchemy too easily, though I've used it in the past myself. So it alone will likely ever be in STEP. However, CACO is in testing right now and includes this mod's features already.
-
Yes, this one has just slipped through the cracks. I'll accept it for the next version based off the previous posts. Accepted for v2.10.0 for Core.
-
Permanently Disabling Objects in Skyrim
TechAngel85 replied to GamerPoets's question in General Skyrim LE Support
Started a new game after you disabled them? You shouldn't have to, but I can never remember what all gets backed into saves and what doesn't. I wouldn't thank object records would get baked, but you never know. -
I would like to revisit this mod as well. I've been using it in-game and I have to say this mod just looks better. It's closer to vanilla and they look more natural to their environments over BoS. BoS adds a darker tint that just doesn't look right to me. Remember that the Falmer were once Snow Elves. The lore says the willingly took to servitude and took a poison that blinded them. Over the generations they developed into what they are now and the current Falmer is described as being "pale-skinned" or their skin "pallid". BoS skin looks like it's been out tanning compared to the other two shots in the OP.
-
Permanently Disabling Objects in Skyrim
TechAngel85 replied to GamerPoets's question in General Skyrim LE Support
You set a record flag for "Initially Disabled"? -
Not sure where to ask this. About patches/compilation.
TechAngel85 replied to RustyLH's question in General Skyrim LE Support
You use and install the compilation where it's listed. It has a "compilation" of mods we've combined so the user wouldn't have to download them individually. Once you get to section N, nearly all you're doing is patching and other work. Use the STEP Patches we provide. They provide compatibility between the mods in STEP. -
Permanently Disabling Objects in Skyrim
TechAngel85 replied to GamerPoets's question in General Skyrim LE Support
Set disabled flags in the plugin using xEdit. This is the same thing as opening the CK and marking the item as disabled. Never just delete unless it's your own mod. This is what we do with the vanilla lights when working on Relighting Skyrim, per JawZ's instruction. Deleting things can cause issues, though I don't know any specific issues. -
ACCEPTED aMidianBorn Book of Silence (by CaBaL)
TechAngel85 replied to EisDrache's topic in Skyrim LE Mods
Is this just a general comment or STEP, specific? STEP doesn't use the Skyforge part of BoS. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
It wouldn't have all the DX9 components needed. That's why you have to install the runtimes. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
Make sure you install the DX9 Runtimes and then try again. You may simply be limited it that. Was it higher on Win7 before the upgrade to 10? -
CTD and Performance patch ENBoost (by Boris Vorontsov)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
Did you to a "wipe and install" to install Win7 or did you use Microsoft's tools to "downgrade"? -
Get to Know Your Mod Author
TechAngel85 replied to baronaatista's topic in General Skyrim LE Discussion & Support
This was already posted: https://forum.step-project.com/topic/10351-get-to-know-your-mod-author-great-live-stream/ -
How's it coming?
-
DDSOpt does not equal DynDOLOD. They're two different programs. Just so other user's don't get confused, I'll edit your post.
-
That file is for DynDOLOD. If you're not using DynDOLOD, then you can just hide it.
-
Creating a Light Follower Mod
TechAngel85 replied to baronaatista's question in General Skyrim LE Support
Good for learning the basics and knowing what all the windows and settings do: https://ck.uesp.net/wiki/Main_Page This is a good resource for information and how-to's: https://tesalliance.org/forums/index.php?/forum/113-esv-skyrim-school/ This will be helpful to you: https://youtu.be/tLgSYzOaTnA (Detailed Followers Tutorial - knowing how followers are made will help you better your mod) Also check out this ^^^ YouTubers channel for a lot more helpful tutorials: https://www.youtube.com/user/DARKF0X127/playlists Darkfox is one of the better ones on YouTube. Finally, bookmark this page for a list of video tutorials which cover a wide range of topics: https://forums.bethsoft.com/topic/1343653-creation-kit-video-tutorials-merged/ Mod deconstruction like you're mentioning with Immersive Horses to see how things are accomplished is also a good learning tool for the "self-teachers". Self-taught people, like yourself and myself included, will find deconstruction a multiple learning experience where you learn to use the CK as mush as learning how certain things are accomplished. It's how I learned HTML and CSS, and I'm still using this method to learn things in the CK. -
Can yo use a vanilla save to start the game, after STEP install?
TechAngel85 replied to RustyLH's question in General Skyrim LE Support
Some game aspects initialize at game creation. This means any mods which alter any of those game aspects usually need a new game for them to be initialized properly. There are a couple mods in STEP that require this such as Immersive Citizens. So the answer is, no. You should start a new game whenever installing STEP for the first time. Once STEP is installed and a new game created, updating mods or to newer versions of the Guide typically does not require a new game. -
Yes, but he already said the CK was set up correctly. You can also load BSAs by adding them to the list in the INIs, but I wouldn't recommend that when you can just extract the BSA.

