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TechAngel85's post in How do I move the game to another PC? was marked as the answer
If you're using MO in portable, then you can just take the entire MO folder and move it to the other PC. Paths and stuff should match to make things easier, else you may have to update some paths for tools, game, etc.
If you installed using Instance, like we recommend, then you should just be able to take your profile folder and move that to the other PC after you've installed MO on that PC separately. Still, you may have to adjust paths, etc.
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TechAngel85's post in Weird white lights was marked as the answer
Exactly what you circled. This is the fixed colors:
z929669 EDIT: @R0AST3DN3WT you will want to load the LW patch with LoS and modify the patch data to match the screen. Not sure why adding blue would work, but it probably is because R/G values are also decreased.
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TechAngel85's post in Blank Grass Textures was marked as the answer
Sort of looks like Cathedral Landscapes' files for generating LOD were left enabled.
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TechAngel85's post in Inaccuracies in STEP 2 and 3 in the guide? was marked as the answer
That's possible to do to. The mod folder method just keeps the caches separated by game/profile. I do a lot of authoring too so I don't like there being a ton of clutter. Also, if you need to clean out the cache of a single game, you'd need to separated out. I went with a mod just to keep things tidy using MO. Keep in mind that we'll be using a single installation of xEdit for all games (via launch arguments) so just having it all tossed into a single cache folder would place all Guide plugin caches together (not desirable imo).
True, but I did give the reason, which is what was being asked. It's to catch the cache files (for normal users, I use it for more for mod dev). This drastically speeds up load times. It only takes a couple seconds to load on my end with a full load order. Without the mod, the cache is placed in Overwrite, which shouldn't house any files. It's a temporary folder and should be empty before playing. You're also on the right track with your thought of users posting issues. Basically, it boils down to creating and pushing "best practices". Stopping the bad habits that cause issues...one being utilizing Overwrite as a place to store things. It's not for that and anything stored within it will overwrite the entire mod list ....aka "bad practice" (there's a reason MO warns you there are files within Overwrite).
When I created the new workflow I prioritized three things:
Improve the flow so that's more "start to finish"; little need of leaving the Guide page Remove points of user error, thus reducing user support (like removing LOOT rules and just handling the conflicts via Patches) Reduce maintenance overhead So, yes, if you're using Overwrite to store files, you shouldn't be. This falls under #2. As for the reason for the mod over the program's folder, see above reply to Neb.
Btw, nice to see you around again, Nebulous112!
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TechAngel85's post in Bug: May bork part of the tutorial. was marked as the answer
Okay. I think I found the issue. Looks like it was only buildable within the planet base radius, but not on the planet outside of the base radius. I just hoped in the game to confirm and wood floors are working after the change. I'll have a new version up later today or tomorrow. There are already a few changes I've completed beyond this fix.
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TechAngel85's post in Can't find the Mod Organizer Profiles folder was marked as the answer
Just grabbing answer so it can be marked solved.
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TechAngel85's post in Standing water texture issue was marked as the answer
Yeah, honestly I'm not sure. The load order looks okay and if there is nothing overwriting RWT meshes, then I'm at a bit of a loss. Are there any mods conflicting with RWT meshes?
From that console, DynDOLOD was the last to touch it. If you haven't already, I would rerun DynDOLOD. You might just had a bad run...happens sometimes. Before that, make sure you've unchecked the TEMP files from the LOD section of the Guide.
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TechAngel85's post in Optional Customizations - BethINI Changes & Questions was marked as the answer
You can leave them all on their defaults and not worry about the Snow settings. Yours are fine.
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TechAngel85's post in Viewable Faction Ranks - Which main? was marked as the answer
This is common stuff that shouldn't have to be noted on every mod so I've added this line to the top of the mod list section with the rest of the bullet points: When there is a choice between ESL and ESP, always choose ESL unless otherwise noted.
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TechAngel85's post in GQJ_DG_vampireamuletfix was marked as the answer
This has already been thoroughly discussed on the mod's topic:
Please remember to search before posting.
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TechAngel85's post in Step 1.0.0 - Complete Crafting Overhaul Remastered - MCM broken was marked as the answer
This is a know bug with Armor and Clothing Extension that has yet to be fixed: https://www.nexusmods.com/skyrimspecialedition/mods/19002?tab=bugs (page 2, Issue with translation files). The workaround is to: unpack the bsa and change the translation file name from "Expansion" to "Extension".
The MCM still works fine, it's just the text that is off as the coding variable is being revealed.
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TechAngel85's post in STEP: 1.0.0 - The Choice is Yours (Book Covers Skyrim Patch) was marked as the answer
When it comes to patches, 99% of the time, if you're not instructed to install it, then don't. Most of the mod patches are covered by the Step Patches.
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TechAngel85's post in A few issues I ran into installing the LE 3.0 guide was marked as the answer
Fixed! Thanks for the reports! Call out to Smaller Vanilla Cursors is that it's user preference which options to install. I've added a short note stating that.
Wow...I had never noticed that! Thanks for pointing this out! I've updated the instructions for a proper installation.
You're correct. Simply unselect everything that is auto-selected within those two sections.
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TechAngel85's post in Step 1.0.0 - Missing Master - Butterflies Unchained was marked as the answer
Sorry about that and got it fixed. Z and I got some wires crossed during dev and some of mods ended up in moving and causing some rework. Looks like several missed our review but this should be about the last of them. *crosses fingers*
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TechAngel85's post in Can I integrate Open Cities Skyrim - SSE? was marked as the answer
It's totally possible as long as you mind your mod conflicts and install patches. If you haven't every patched Open Cities, just remember that conflicting assets need to flip worldspaces (from city to tamriel) and their position data needs to be carried forward or fixed for the new world space. Patching Open Cities is more akin to mod building than patching. Especially if a patch doesn't exist for a mod that adds in new content to a cities. For those situations, you'll likely have to use the CK.
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TechAngel85's post in STEP:1.0.0 - Northfire's Skidmarks SE 2K-4K added twice in guide was marked as the answer
Thanks for the heads up. That probably happened because of a cross edit between Z and myself. I'll get it fix.
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TechAngel85's post in STEP:1.0.0 - Remove Small Rocks mod question was marked as the answer
Both are compatible. DynDOLOD fixed it's incompatibility with it, so it really doesn't matter. I added a note to install the High Compatibility file just to remove any confusion since it mentions DynDOLOD.
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TechAngel85's post in STEP: 1.0.0 - Rallys Hanging Moss was marked as the answer
Fixed. It was the link for some reason.
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TechAngel85's post in Real Wood Textures, not available was marked as the answer
It's suppose to point to here: https://www.nexusmods.com/skyrim/mods/50595
I'll get it fixed ASAP!
Edit: Fixed!
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TechAngel85's post in When changing trees/tree mod - Re-run all lod generators? was marked as the answer
For trees, just DynDOLOD.
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TechAngel85's post in Mountains and shadows nearer the player are darker than the ones in the LOD was marked as the answer
For v3 of BDS, use the "Brighter Material" option and don't install BDS's projected diffuse. Allow MM's plugin to load after BDS (LOOT should do this automatically).
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TechAngel85's post in LOOT says delete GQJ_DG_vampireamuletfix.esp was marked as the answer
https://forum.step-project.com/topic/14385-gemling-queen-jewelry-se-by-saerilethlordjoseph7
https://wiki.step-project.com/Guide:STEP_Community_Citizenship#New_Posts
Please search before posting. Several search terms could be used to easily find the linked discussion above...as I did.
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TechAngel85's post in Why create wikipage for suggested mods? was marked as the answer
It just elimites one step for us, if the mod is accepted into a Guide. It's not necessary, but having the community do this also helps to build our "mod database". We're hopeful that users will be able to use the same framework we use for our Guides to put together their own user-built guides and will be used for the planned "STEP Builds". This plays off the old "Packs" idea, however, it won't be a separate framework like that one was. Honestly, it's still too early to say how this plan will play out, but it's one thing we're looking into. Thus, the more mod pages we have on the wiki, the faster it will be for users to slap together their mod lists using our framework.

