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TechAngel85

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Everything posted by TechAngel85

  1. There are other more useful sides to a profile share. Backups for one. If your computer crashed, it would at least far easier for you to get back up and running. Say your friend/wife/girlfriend/boyfriend/partner is also into the same games like Skyrim but don't have the aptitude for modding. Sharing your profile with them would be an easy way to help them out. It could even be in introduction into modding itself. I won't discount the merits, but I do agree that real modding isn't this.
  2. @Greg That is exactly why I'm asking. Many people would love a STEP version of a profile that they can just install and watch the magic happen. I think there would still have to be some manual work, though. But this could be a saving grace for some users. Tannin could one-up NMM by using a 3 phase process. Phase 1, MO downloads all the required mods for the profile. Phase 2, MO installs the mods according to how the profile has them set (FOMODs would be installed automatically...all this would have to be recorded by MO for the profile). Phase 3, MO processes the installed mods by hiding or deleting files for each mod. Bonus Phase, MO automatically runs LOOT after Phase 3! I could see STEP supporting such profiles shares. This, of course, would be great for backups as the NMM Team suggests. @Audley, Those are all good points. That is why I suggested Phase 3 above. As for NMM breaking FOMODs, I agree. They are behind MO on that as well. MO is currently the better installer. I often ignore the mishaps in NMM for my FOMODs installers. @GrantSP Well, that's all a bummer... Well, I did say that some manual work would likely still be required. EDIT: They also state that in that article:
  3. As some of you may know, Nexus Mod Manager 0.60.+ is out into open beta. With the update, NMM now has profiles which work for all the games that NMM can handle (scroll down to the "Works on" section at the link posted. This is a great feature which we've all enjoyed for far longer with Mod Organizer. Nexus seems to be one-upping MO with the announcement of Profile Sharing which will be coming soon. My question here is directly towards Tannin, but for all to discuss... Will MO be getting a similar feature to be able to share profiles? Also, a note to all: Don't be fooled by the "VirtualInstall" with the new NMM. It's not the same as MO and will still place files into your data folder for your games.
  4. No files are hidden from this mod.
  5. True, but more often than not users miss a step.
  6. Originally yes, but after some feedback the above would be the better option.
  7. I want to to make my new suggestion more clear after the feedback... I would like this mod moved from Fixes up to Utilities. It would still be in the Guide, front and center at the top actually, but remove it from Core. This way it's optional. Core mods are mods everyone should install, which is clearly not the case with this mod. The same goes for DCF, but I'll get to that after we decide on this one.
  8. Can't help but read your reply as a childish retort. Removal reason is due to the mod's purpose being redundant with ENBoost. I know of no users who "can't" use ENBoost. It's is now a requirement of STEP making this mod obsolete to all but those with multimedia keyboards. Same goes for Double Cursor Fix, it's no longer needed for STEP and should be removed or moved to the utility section.
  9. Thanks for testing! I'd like to here from DY and/or EssArrBee since one of them would need to sign off on the move. It could simply be moved up into the utility section of the Guide as an optional mod for those that want the multimedia keyboard control. For all others, this mod isn't needed anymore. Plus it does have some issues reported with it in some circumstances.
  10. The first thing that comes to mind is compatibility with Complete Crafting Overhaul.
  11. Yes, using the multimedia buttons and making sure the Alt+F4 is still working without this mod for those users. ENBoost obviously must be installed. I don't like having redundant mods in STEP for just a specific niche of users. For those users with multimedia keyboards, this would be better suited in a Pack. Utility Pack, perhaps.
  12. Hide it (move to optional ESPs), so that it's not in your load order.
  13. Can someone with a "multimedia" keyboard please remove this mod and test with the latest version of ENBSeries (v0.279) to see if it's still needed? I'm not convinced this is needed in STEP anymore. Keeping it just for those with multimedia keyboards is not a STEP issue from my perspective, but an individual user issue. This mod was added for the Alt+F4 function which is now included in ENBoost since v0.264. If it's kept, I think we should add a note to skip it unless you have a multimedia keyboard...but I'd prefer to remove it completely because we shouldn't be catering to any particular niche, imo.
  14. Are you running an updated MO, updated TES5Edit (not from Nexus, but the developer version linked on the DynDOLOD mod page), and running LOOT after the entire DynDOLOD process?
  15. I'll release it on Nexus as a modder's resource after some testing has been done.
  16. No way of turning that off. You're right, it's been requested before and it's not something he's going to do because it's important info about what the mod is doing (or not doing).
  17. DynDOLOD is a more involved process than we've ever had, that I'll admit. Most users are used to STEP being, more or less, plug and play. We'd like to introduce some more advanced modding to STEP and DynDOLOD is part of that. Users should get used to using the tools that go hand in hand with modding, like xEdit. With that said, all mods in STEP are and have always been optional. It's a guide, not a bible. The one mods that aren't optional are the ones the STEP Patches have integrated. An installer will be coming to help users with the Patches. I'm just waiting for some things to be fixed with the MO internal installer. This issue is most likely a memory issue as Sheson has said. Increase block 1 and test. And as Z had already said, there's no possible way to account for all systems. The values we recommend should work for the majority of users, that doesn't mean they'll work for all users. Hence why I stated above that users need to be familiar with the tools. Too many people are wanting things just plug and play, but that's not modding.
  18. One I had issue with was the exiting cave from doing the Diplomatic Immunity (I think) quest. The one where you visit the Thamor Embassy. The other one I can't remember the name of but it was from the quest where Lod's talking dog, Barbas, leads you to the Clavicus Vile. These caves were not just missing textures, they were missing the floor entirely. You could fall through like nothing was there.
  19. I'd change it to false and use Boris's Vram Tool to get the numbers for VideoMemorySizeMb. That seems to be the easiest solution for the majority of users.
  20. Looks like DynDOLOD might have been messed up somehow. You let LOOT sort it? It should be close to the end of the load order. The LOD switch on the wall where Alduin lands is fairly common issue I think. It happens nearly every time for me. The rest is totally messed up. The missing body would not be a LOD issue though. The missing interior floors in an issue I've had inside caves. I was not able to narrow it down. My guess was DynDOLOD since I've never had that issue until this release of STEP, but it seemed like no one else was experiencing it that I asked so I just kept playing on. So far I've only found two locations that was an issue and neither was an interior building space, both were cave spaces.
  21. I'll be going through this Guide and removing some of the complex language and words (hopefully) without changing the context. Though beautifully written (most likely by Z, if I'm recognizing the style), it's not friendly to non-native English speakers. We need to be able to convey the message without getting over the top with complex wording so all the Guides remain user-friendly for all users. I've already done this to the Intro so those that are interested can view the history and see how I'm changing it to make it easier to understand by a greater audience range. These changes will be done over time. I'm not sitting down and doing it all at once. This Guide needs another good eye on it anyway to make sure it's still up-to-date so I'll be going through it all eventually.
  22. For the xEdit bit, you can check your load order by: Loading all your plugins. (Just click ok when opened) Once you get "background loader: finished", right-click on any plugin and click "Apply Filter to show Conflict Losers". This will filter your records to show only the plugins that are losing conflicts to other plugins. Some of these you want and are okay. Some, you don't want and need to "forward" the records into a patch. So take AOS for instance. It's losing some conflicts under Impact from the Improved Combat Sounds v2.2.esp. This is wanted behavior in STEP, but say you wanted AOS to win those conflicts. To do this you'd simply forward the record into the Improved Combat Sounds v2.2.esp by clicking on the AOS record in the right-pane and dragging and dropping it to the same record for the other plugin. This will change the Improved Combat ESP to match. However, you don't want to do this unless you'll be using those set of mods for now until you're done with the mods. Normally you'd create a new patch. To do that, you right-click on the AOS record (left-pane this time) you want in AOS to win and select "Copy as override into...". In the box that opens, you'd select "" and click Ok. This opens another box for you to name the new plugin which is your patch. After you've named it, it will show as winning the conflict for that record, which is what you intended for it to do. Knowing what to forward only comes in time and experience.
  23. For the mods I add on top of STEP, I always integrate them into where they'd fit in the Guide. So if it's a landscape mod, I'd stick it in that section. This is always completed one mod at a time so that I do not miss anything such as files that need to be hidden of conflicts that need to be resolved in xEdit. In xEdit, sorting for conflict losers (via the right-click menu) is a great way to start looking for compatibility issues. Just load up your entire load order in xEdit and apply that filter that Zilav has provided for us. It's the first place I start when looking for critical conflicts between mods. I've actually found a few conflicts between STEP mods that I felt should have been forwarded to the STEP Patches so I did these myself.
  24. You'll have to unpack mod BSAs or add them to the INI. It's best to simply unpack them.
  25. I updated the Title and moved this into the Guides & Tutorials sub-forum.
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