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TechAngel85

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Everything posted by TechAngel85

  1. Further mods will be added as they are found. These mods have to stick to our Mandate, but as long as they do and they're good mods, then they can be added. Mod suggestions can be added to the SE Mods forum. There currently aren't any plans for an official SE Extended Guide, however, I have my own personal Guide that is similar to a STEP SE Extended. I do include mods that would be considered to be beyond the STEP Mandate's scope, though. My guide will be available when the rest of STEP 3.0 releases. "Packs" are no longer a thing, as they existed on the wiki. The original idea for Packs were to have a Core Guide and then a Pack would simply sit on top of it, sort of like a software add-on. This wasn't really practical, though, due to the natural of modding. I'm now referring to the Packs as "Builds" (this vergage is not set in stone), and there is a small teaser about them at the end of the Guide. Specifically it says, Therefore, STEP Builds use a Core mod list as Packs did, however, the way they are built is up to the user. We haven't fleshed out the Guidelines yet for what will and will not be considered a STEP Build, but it's safe to say that one of the requirements will be that at least a certain percentage of the Core mod list must remain intact. For example, my Guide uses over 90% of the mods in the STEP SE Core mod list so it's okay. However, if a user copied the STEP SE Core mod list and only 40% of the mods remained once their Build is complete, then this wouldn't qualify. Qualifying Builds will have the opportunity to be maintain on our STEP 3.0 website; using the same structure we have in place and use for the building and maintaining the STEP Guides, which has never been available to the public before.
  2. Make sure all the overlays are off. Steam, GeForce Experience, etc. Some capture software can cause issues with ENBSeries too. Also make sure your vsyncs are combating one another. I know some users who don't have performance issues will turn all vsync off and just run the driver's FPS Limiter to skirt some issues too.
  3. Updated the Lighting & Weather Patch for Cathedral Weathers and Seasons v2.0.
  4. xLODGen was dropped at the last minute cause of an issue and then made not a priority due to the addition of Landscapes - Cathedral Concept. It will be revisited at some point so the installing of it was left it. Not sure about Frostmere Crypt. I've ran through it and didn't have any issues. I ran around the exterior and didn't see any issues either.
  5. All you need to do is open the File tab for Ruins Clutter Improved, find the files and folder, right-click on them, and select Hide.
  6. Converting them will not hurt, but they should be good to use as-is. More testing surely needs to be done to confirm, but in my experience (as modder and author) 99.9% of LE mods that are just meshes and textures work as-is for SE. Mostly of what users see in the logs when cleaning is just junk data that isn't going to hurt anything. There are a few exceptions to this, such as landscape textures requiring an alpha channel on SE, but none of the LE mods in the Guide should be affected by any of these exceptions. We, purposefully, didn't include any mods that required conversion to make it easier on users. QUASIPC is not required. I've personally check the patches and included everything needed within the STEP Patches. Until that patch repository is updated, I personally recommend avoiding it. While creating the STEP Patches, I discovered that several of the patches are outdated and will actually break a few of the mods it's suppose to be patching (notably RWT's 2.0+ changes). LOOT cleaning is already mention in the bullet points at the top of Step 4.
  7. There are tons of vids on how to do navmeshing itself, but to get started you'd want to: Make sure mods are active that are needing a patch. Open CK. Save and name the plugin for the patch. Now go to File > Data On the window that opens, make the new patch is the "active" plugin by clicking the button. Double-click the two mods needing a patch so they have checkmarks and then click OK to load everything. From there you just need to go to the issue area, toggle the Navmesh toolbar, and start reworking the Navmesh in the problem areas so that it is call connected together and working.
  8. Thanks! User error. I fixed both of those links.
  9. Much of this has to do with the Wiki structure/theme. The Guide is better displayed on the new STEP 3.0 website, imo. For example, our new tables on the website are expandable. When you click the row, it'll expand to show all the necessary instructions, right there on the Guide. The wiki has users jumping off the Guide to get to this information. That's just one example of the improvements that are coming. The Models & Textures group is quite large. I wouldn't pull any of those out of that group because our new mod groups work much better than the previous groups. Thus, users should have noticed far fewer instructions to hide files vs the previous Guides. With that said, the new website should have this mod group separated out a bit by release. These are good examples of why we've released as a beta. The Guide's format is very similar, however, it's missing all the improvements from the new website and, unfortunately, still has all the quirks of using a wiki for something it wasn't designed to do.
  10. BUG REPORTS ONLY PLEASE! Please post any bugs or issues that you think may be related to the STEP SE Core Beta release on this thread. Reported issues will be fixed, if possible, before the official release with STEP 3.0. Make sure to check back often for updates! STEP SE Core Beta Changelog STEP SE Core Support Forum
  11. Thanks! It's really not a problem, just a bad implementation that causes some grass mods to be too dark. It looks really bad with some ENBs, imo, but I don't know if that's still a requirement with SE to have it on. I'm a bit outdated with my ENB info for SE. I don't get any performance hit either.
  12. @DoubleYou Is bShadowsOnGrass not used in Skyrim SE? I noticed it's not being added or edited by BethINI and it's not listed on the SSE SkyrimPrefs.INI Guide either. I ask because I think I've seen some grass mod authors recommending this to be turned off due to the effect darkening the grass too much. EDIT Nevermind. I see it's available in custom edits. However, users have reported this places it in SkyrimPrefs.ini for SSE, and causes a crash. I know it was moved there in the Skrim LE 1.6 patch, but did this change make it to SE? I haven't been able to test this yet as I'm head deep in getting the SE Beta Guide ready. Just wanted to report what was reported on Nexus.
  13. Discussion topic: Landscapes - Cathedral Concept by The Community
  14. Wow...okay reverted everything back.
  15. Discussion topic: Step SkyrimSE Patches by Step Modifications Patch Reference Step CR Patch Step LW Patch Step PP Patch
  16. Thanks. I've updated to it and simply updated this thread for the new mod.
  17. Discussion topic: Arctic - Frost Effects Redux by iRetrospect Wiki Link
  18. Discussion topic: MM - REAL ELKS by MassiveMaster/zhoulia
  19. Discussion topic: Particle Patch by mindflux Wiki Link
  20. Discussion topic: Dragon Stalking Fix by sevencardz Wiki Link
  21. Discussion topic: Run For Your Lives by Arthmoor Wiki Link
  22. Discussion topic: Tavern AI fix by andrelo1 Wiki Link
  23. Discussion topic: Butterflies Land True by Wanderhall Wiki Link
  24. Discussion topic: Vanilla Body with UNP Textures by Shiva182 Wiki Link
  25. Discussion topic: Tempered Skins for Males by traa108 Wiki Link
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