Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. To be honest, I've never looked at those characters close enough to look for issues. Technically, Vanilla body with UNP Textures should make it so that you can use UNP textures so it should work, if that mod works. If it doesn't FAR is just textures so it's an easy revert to use a different option.
  2. It was renamed to "EngineFixes.toml" with the last update to the mod. I just updated the wiki page.
  3. Skyrim Special Edition is on sale on for $15.99US, for anyone who didn't get a free copy and wants to grab it.
  4. 1. Yes, that would work. 2. Yes, that is fine. Unactivated mods do nothing. Texture size is up for you to choose and depends on your system. I still play at 1080p, so I only have 4K textures installed for large objects. It doesn't matter which you choose, in regards to the Guide. The result will be the same. The only difference you'll see is VRAM load and potentially performance drops, if you over do it for your system.
  5. https://wiki.step-project.com/Guide:Mod_Organizer You have to activate a mod for it to be used in the game...
  6. I haven't counted them, but that sounds about right. You'll know when you don't come across any major issues. Sounds like you're in the game so that is a good start!
  7. Thanks! I'll look into it as I'm wanting to replace Convenient Horses. It's a nightmare with mod integration due to the way the author implemented things like the horseback harvesting. I'm not going to add anything else the Patches as it's far too much work for a simple CR Patch.
  8. Thanks for the input. I still haven't decided myself. I just got all my stuff updated and started a new game today to see some of the changes myself. I know the changelog says he's integrated the farmer's quest better and I want to see that in action before I make up my mind. I agree that it's very annoying he's not documenting all of his changes. Power users, and most avid modders, want to know what you're doing to their game. Sad fact is most users on Nexus aren't "avid modders". They're mostly noobs from my experience with them on the mods I manage.
  9. They patch any mod that is using a book reference to use BCS's models/textures. For example, if The Choice is Yours edits a book reference because it's a quest item, then it needs a patch to use BCS model/texture for that book; else, the vanilla book would be shown and not the BCS edits.
  10. You can. The best way to ensure everything is removed is just load everything into xEdit and toggle through the Book Covers records. Once you come across a record that's within the STEP Patch, simply right-click on the STEP Patches column header and select "Remove". Save the new Patch when finished.
  11. Yes is already been added at the top of STEP 5. I took it out of the spoiler since it could be easy to miss. The path is correct. It just needs to be created. I've added instructions to the tool's mod page to create the folder. I'm aware that BethINI updated and those images need to be updated. Just haven't gotten around to it. I'll look into it today. I've updated the mod page. Mod page has already been updated. Updated the mod page. Updated the mod page. Updated mod page. Nope, STEP has never used that plugin. Updated mod page. You shouldn't be using that option, if you are. Therefore, that update file has no bearing on the Guide. It is, but it's not. That's just how it's listed within our back-end framework. I don't know why. Z did all that work. Thanks for the report!
  12. Middle of the Guide? LoSII is at the end of the Guide...are you using the right Guide?
  13. Oh? Hmm... ...seems to be fine to me.
  14. Those are meant to be installed, as well.
  15. The Guide is meant to be installed as a whole, not parted out. The green indicator means that mods is a master to one or both of the STEP Patches, therefore, must be installed to use the Patches. What you want is a STEP Build, however, those don't really exist yet. Not until we are able to build the wiki structure for them. The ETA on that is unknown for the moment because we are waiting on an update to the wiki software that addresses a bug with new versions of PHP.
  16. I have no idea how to read such things. It would be better to post on the Nexus page for that mod. If this (SkyrimSE.exe+1036C6) is a formID, it leads to a navmesh record.
  17. Really doesn't matter. One is just going to be a higher quality mesh. As for the MO experience, I'd think it would be common sense that you need to know how to use the manager you're using for managing your mods, but maybe that's just me...? Here's the MO Guide: https://wiki.step-project.com/Guide:Mod_Organizer
  18. They're added because our back-end is currently mashed together to support SSE. However, the mod pages still only support one game. Therefore to "cheat" them into the SE mod list, we had to append (SE) to the end of some of the mod names that are using the same name for LE and SE.
  19. This is like mod manager 101... Right-click the "Data" folder and select "set as data".
  20. I've not tried it and the STEP Patches do not have not Bash Tags set...so using a Bashed Patch on top of the Guide would be a bit of an experiment. The thing is making a Bashed Patch isn't just a "run and done" process. You have to set the proper Bash Tags on the right mods, else the results are completely broken.
  21. Bottom line is, there is nothing that says files can or can't be taken from the PS4 game and used on the PC. It's a very grey area right now. I even got one of the BGS staff to comment: Therefore, if even the staff can't set it straight for us, then we all have no choice but to remove the mod from the Guide and the LOOT team will leave it removed from LOOT. Users will be free to keep the mod in their mod lists, since it won't affect anything by doing so (and the audio is a lot better). However, we simply can't leave it in the Guide so that we keep ourselves on the "right side" of anything legal.
  22. Most of the time it'll do it on it's own, but sometimes when the change is needed to be seen right away, you'll have to refresh. This is just for the UI. The file will be there as long as you've copied it over. So for example, you copy it over, don't see it, but launch xLODGen anyway, you will see the file listed on xLODGen. It's just MO's UI being a bit slow on it's auto-refresh.
  23. Just uninstall one of the MM files, install the MM LOD file, and then move on to DynDOLOD. xLODGen is just for terrain so you don't need to redo any of it. There also no need to uninstall and reinstall mods like that while using a mod manager. The manager will take care of your file overwrites automatically (well, WB users may need to Anneal...the others do it automatically).
  24. I doubt it has any impact.
×
×
  • Create New...

Important Information

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