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TechAngel85

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Everything posted by TechAngel85

  1. What Greg said. If the note text has changed, it's likely a forward from Even Better Quest Objectives.
  2. Updated the Guide Much of the skyrim specific wording has been removed to allow the Guide to be more generic and useful for all games.
  3. I've removed it as an option in the instructions. I can run Full LOD without issue, but that doesn't mean others can. Keep in mind that the STEP SE Guide is still in beta. Please feel free to report any issues with it using our Bug Report topics.
  4. I pushed out the updates to the Guide. As was planned for its v3.0 update, it's no longer Skyrim focused and is a more generic, informational Guide.
  5. Ah! Missed those zeros. I guess I was just expecting to see them at 1.1 and 1.0 like in the shots.
  6. @DoubleYou Is there a reason you're not including the recommended increase to fDecalLODFadeEnd and fDecalLODFadeStart in your tweaks? https://wiki.step-project.com/Guide:Skyrim_INI/LightingShader I'm using the "Recommend Tweaks" and High preset. These are set to 0.6 and 0.5 (basically default). Looks like it's the same for LE and SE.
  7. It's a bit outdated on the wiki. I have a more updated copy that I'll get out soon.
  8. Probably will work fine, but I really don't know anything about Nemesis.
  9. TexGen is for textures so if those are the same for all then there is no need to rerun that. xLODgen is for terrain so if there aren't any mods that doesn't change the landscape between profiles then you don't need to run it either. Once is enough. Thus, DynDOLOD is likely the only thing you'll need to run and use for each profile. You may want to also have an mod for each occlusion output, depending on what is changing between profiles.
  10. Not really sure. The plant is there, just the flowers are fading in and out. If you're not doing so, I would suggest BethINI to ensure you have your INIs set up properly. Second, you're going to want to look into the various fade distances for objects and the like. You might also try to increase your decal distance or amount to see if that helps.
  11. Max height data is merged at runtime, therefore, leaving it blank will not have any impact if the mod is not drastically changing the heights for the cells it's editing (most mods don't). DynDOLOD updates this data, I think, to correct heights for cells that have objects in them that extended beyond the default heights (e.g. installing a mod that has taller trees vs vanilla trees). This height data is also used to updating the occlusion data using xLODGen or DynDOLOD.
  12. It's any part of the dialogue is part of a quest, then absolutely yes. You'd just need to check whether the quest or stage of a quest is complete. This can be done in both conditions and full scripting. If not, that I'm not sure. The list of conditions available to check against is here: https://ck.uesp.net/wiki/index.php?title=Category:Condition_Functions
  13. That, I don't know. Sounds like it could be possible, but also sounds like it could be ify. What if the Alias Reference is never filled?
  14. Yes. You'd have to have markers for them to travel to the location of the new scene, else they will not know where to go for the scene.
  15. Well, these NPCs are locked in place during these types of scenes or if they move their paths are pre-determined. If you're just wanting her to comment on the NPCs actions and not actually have her a part of back and forth dialogue with the NPCs, then you should be able to design her interaction very much like a comment from locations. Code your scripts or set your conditions to only happen if you're within a certain distance from the scene itself and check to make sure the scene is running.
  16. From the Guide: If the highlighted step was completed correctly, the files should go into those created empty mods and not into the Overwrite mod. For example, my cache mod is named "SSEEdit Cache" because my xEdit executable is "SSEEdit.exe". Likewise, for "xEdit Backups"...since I have "SSEEdit.exe", my backups mod is named, "SSEEdit Backups". EDIT: Scratch that! I see the folders need to be a layer deeper. I've updated the Create New Mod Listings instructions.
  17. I don't think what you're wanting to do is going to work. At least, not in the way you're wanting to do it because you are attempting to add your follower into a dialogue scene where your follow may or may not be at their marker for their part of the scene to play out. I can't think of any references in the vanilla game to point you to where your follower comments within NPC scenes (that aren't forced dialogue). In my option, a better way to do accomplish this would be to add it separately as something Serana would say if specific conditions are met, much like they comment at certain locations and points of interest.
  18. Yes. What Greg said. We have it set up the way we do because that is the best way for most users to clean their mods. It's the "standard" way. Revisit the tools section of the Guide to ensure you didn't miss setting up xEdit for cleaning.
  19. There should, assuming xEdit is saving them. You can check the dates of the files in the Data folder. If they are from the day you cleaned the files, then just copy those over into your Cleaned Vanilla Masters mod folder. You simply will not have the backups. The xEdit Cache and Backups can be placed anywhere in the mod list. Just leave them at the top so they aren't in the way.
  20. Thanks. That seemed to be issue the whole time. Once I deleted the cache and regenerated, all was well!
  21. Then perhaps it's been my cache this whole time. I'll delete it and try again. Thanks for catching that. Copy and paste error there. I'll let you know how the run goes after deleting the cache and rerunning.
  22. Fixed Improved Traps installation instructions. Thanks for this report!
  23. Yeah, that's the thing. There are 12 references and, though I haven't checked the destroyed inns yet, it all works but that one farmhouse. Nothing is in the load order that would overwrite said changes. Here's the record showing nothing is overwritten: Here is the unreleased mod update that has all the new files: https://mega.nz/#!5odyCY6b!bX5mMyrzUgs6PC_zgsZklOm2Xsb8jzdq_3eCqevY-iM
  24. I have checked, doubled checked, and tripled checked. The names are as they should be. No references in the plugin...I've bypassed editing individual references by using a plugin to redirect the vanilla statics to new meshes. Checked. It is present. Checked. It is and the LOD is listed three times. Paths are correct. Here might be something... As I mentioned I'm simply changing the paths on the vanilla records via ESP (flagged ESL). I see the vanilla references in the file, however, the mesh paths are vanilla paths; not the new paths that I'm changing with my plugin. 0001774F 00000000 33175.957031 106024.375000 -13772.250000 0.0000 0.0000 89.2804 1.0 Farmhouse02Snow 00018800 Snow-LargeRef meshes\architecture\farmhouse\farmhouse02.nif meshes\lod\farmhouse\farmhouse02_lod.nif meshes\lod\farmhouse\farmhouse02_lod.nif meshes\lod\farmhouse\farmhouse02_lod.nif
  25. One of the devs has gotten our permission to put up the STEP LE Guide v2.10.0 (current LE Guide), and I'm sure they'll put up the v3.0 Guide when it's released. However, no wabbajack is planned for SE at this time.
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