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TechAngel85

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Everything posted by TechAngel85

  1. All the options were disabled. Stood in the middle of the tundra. No issues with players head moving around. My MCM settings: While Moving - DisabledNon-talking Actors - EnabledCorpses - DisabledDistance - 14feetDuration - 3.5seconds This is because it's a scripted mod and most scripted mods have this potential of staying in your saves. He provide the workaround for cleaning your saves before you delete the mod (and it should say before you disable the ESP). Before disabling and deleting you have to load any saves that you might want to load, disable the mod in that save, resave it, and then you can disable and delete the mod safely without issues. I've tested this and it works for me. Did you follow this instructions for all your saves?I didn't miss it, I just left it out because it wasn't relevant as I wasn't talking about previous saves. I: Deactivated the mod in the MCM menu;Created save 1 and exited the game;Disabled the .esp;Loaded save 1;Created save 2. At this point it takes more time than usual.Tried to load save 2, Skyrim says it's corrupted (and half the size it's supposed to be).It's easy to mess things up. And the average user isn't very patient or technically minded. They'll just blame STEP for it. I followed this procedure and had no issues. Can anyone else confirm this? It's working fine for me. Edit: You should submit a mod ticket for this if you were following the testing procedures.
  2. You can say it only effects "a handful of people", but that's a handful too many. Disabling tracking while running and on corpses should fix those issues as I have recommended disabling them from the get go when promoting this mod. Also, on the save game you missed this part in your quote: This is because it's a scripted mod and most scripted mods have this potential of staying in your saves. He provide the workaround for cleaning your saves before you delete the mod (and it should say before you disable the ESP). Before disabling and deleting you have to load any saves that you might want to load, disable the mod in that save, resave it, and then you can disable and delete the mod safely without issues. I've tested this and it works for me. Did you follow this instructions for all your saves?
  3. I am marking this mod as [PASSED] in my testing. Could I please have 2 more confirm this? If you're going to test please use our testing procedure: https://forum.step-project.com/showthread.php?tid=1073 and https://wiki.step-project.com/Guide:Mod_Testing#tab=Introduction. I've already created the wiki page. Thanks!
  4. I'm claiming this mod as [PASSED] in my testing. Could I please have confirmation from 2 others? Follow our testing procedure: https://forum.step-project.com/showthread.php?tid=1073 and https://wiki.step-project.com/Guide:Mod_Testing#tab=Introduction if you plan on testing. Thanks! EDIT: I have already created the wiki page.
  5. This is an interesting read: https://www.gamespot.com/features/a-sight-for-ore-eyes-examining-the-geology-of-skyrim-6403844/?tag=Topslot%3BExaminingTheGeologyOfSkyrim%3BExaminingTheGeologyOf
  6. Then please help me to understand, unless it's "above my pay grade". By seeing it I also mean contributing to it as potential mod testers. If they decide to test without becoming a Mod Tester then there's no way for them to contribute their findings unless the MT forum is opened to the public as you mentioned. So...not entirely incorrect when you understand the meaning of my words.
  7. The Mod Testing forum is restricted so all the "wannabes" will not be able to see it. That is one of Farlo's (and my) main concerns. Unless you open up the forum, only Mod Testers, Moderators, and admins can't see it. Let me say that I completely understand the reasons for having a closed forum for testing purposes, but as Farlo points out... Merging these threads down the line will completely mess with the flow of the threads. Moving them fixes that issue, but Farlo said, we're going to have a much higher potential of duplicate threads being created. Making the Mod Testing forum searchable might make this less of an issue, but then it's still going to confuse some users as to the reason why the thread is in Testing rather and Suggestions and they could create them anyway. There are issues in either direction you take. Only time will tell if it's too much trouble or not.
  8. The Important (sticky) thread are the ones being considered for STEP within the coming weeks. Normal threads are not currently being considered. We're trying to work out a better solution so the sticky threads aren't taking up the whole first page.
  9. I have no idea. I'm currently using SkyRealism - Cinematic with the lettbox bars turned off and Realistic Lighting Overhaul. This combination is more "realism" than "fantasy" lighting and colors though. ENB and lighting is a very personal choice so it's hard to guide anyone on those. People like too many different things with these things.
  10. Alright, thanks for the clarification. What do you guys think of K ENB? ( https://skyrim.nexusmods.com/mods/30158 ) Looks great, but it's too overly vibrant and saturated for my tastes. Some people like that and some people don't. I happen to be the latter and prefer a more realistic coloring scheme.
  11. That information is no longer valid. RCRN Plus uses RCRN 3.6 with a custom SkyRealism ENB preset. Can't use both RCRN 3.6 and RCRN Plus together.
  12. Hey guys, You may what to take a look at this: https://forum.step-project.com/showthread.php?tid=1799 Seems like some sky textures are missing from the INI? It's possible that the user didn't copy it correctly though. Just deserves a second look.
  13. It should be correct... they may have forgotten or missed a few textures to include in the INI. I'll let them know that the INI needs a second look.
  14. If you followed the DDSopt Guide you should have copied the updated INI for DDSopt which would have prevented this. This issue is from optimizing some of the Sky and Effect textures which should not be optimized with the latest release for DDSopt. If you still have your original textures, unpack them, copy the original Sky and Effect texture folders into the optimized folders so to use the original, unoptimized textures. Then repack and reinstall in WB. This will fix your issue.
  15. Just checked it in the guide...works just fine. I'll add this link as an additional source. EDIT: You're talking about the 2.2.1 Guide link... yeah, that should be updated...it's linking to an old version.
  16. I'll try to add in some information to make it more noob and user friendly. There are too many users complaining that the guide isn't user friendly for newcomers to just ignore it because these reports have been coming in for months. I honestly think it's just too technical for some people and some things just need to be "dumbed down" a bit and be more of a step-by-step guide to get it up and running because that's all most care about doing. The more in-depth stuff can come later in the guide. It might even be good to create two guides... "Getting Started WB Guide" and "Advanced WB Guide"?
  17. The same could be said for all of the rings including vanilla. Rings are made with molds aren't they? Pretty easy to make a detailed mold I would think. Molds... This is a fair assessment.
  18. To be honest, it's such a small object in-game that you only see up-close when viewing in inventory that I could really care less. :P I would pose a question though. Is the fine detail that's in the JotN rings even possible with Skyrim blacksmith technology?
  19. I completely agree with this. Out of this discussion, SkyRealism has been the one thing most agreed upon as the best ENB to use for STEP. Either the Cinematic (minus the bars) or Vanilla would be the winner for the preset.
  20. I've been using it for a while now. No conflicts in WB and it does exactly what it says. You get more items when harvesting. It's just more immersive and realistic. EDIT: I stuck this thread. Sort of a no-brainer addition if you ask me.
  21. I think this discussion can go into full swing again now that 2.2.1 is released, unless we think the mods aren't mature enough yet.
  22. I can honestly say that I don't like it. Falkreath is in the middle of a heavily wooded area and it would only be natural to use the resources that are easily and abundantly available. Using "natural stone" rather then "milled stone" and wood instead of stone for most structures seems to be what you'd naturally expect to find in Falkreath (vanilla style). This mod just changes too much and running up on Falkreath in the middle of a forest with this mod make the town seem out of place.
  23. I'm still surprised this isn't in STEP yet. No conflicts in WB and I've been using it since 2.2.0a and now it's MCM compatible so no more using the console to customize it. I do recommend turning off tracking while running or you'll be staring at all the bunnies while running around.
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