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Nozzer66's post in Batched Patches and FNIS,Dual Sheath Redux was marked as the answer
Just unclick in NMM any outputs of any skyproc patcher and FNIS before making the Bashed patch. You can leave the mods installed, just don't activate their outputs. So that FNIS output you've already made, just deactivate that, not the actual mod, for example.
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Nozzer66's post in Batched Patches and FNIS,Dual Sheath Redux was marked as the answer
Just unclick in NMM any outputs of any skyproc patcher and FNIS before making the Bashed patch. You can leave the mods installed, just don't activate their outputs. So that FNIS output you've already made, just deactivate that, not the actual mod, for example.
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Nozzer66's post in Project Parallax Revisited hidden on Nexus was marked as the answer
Yes we know. And no, it's not an issue. Just don't install them.
While they were all good mods, occasionally people decide to leave modding, and that looks like what steveo's done. Pity he couldn't hand his mods on, but they're his creations and he can do with them what he sees fit.
There's also other mods that mod fences and barrels like the Spice of Life mods, and there's other possible parallax mods around too. You can also try them. I'm looking around for replacements to put in the guide.
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Nozzer66's post in Project Parallax Revisited hidden on Nexus was marked as the answer
Yes we know. And no, it's not an issue. Just don't install them.
While they were all good mods, occasionally people decide to leave modding, and that looks like what steveo's done. Pity he couldn't hand his mods on, but they're his creations and he can do with them what he sees fit.
There's also other mods that mod fences and barrels like the Spice of Life mods, and there's other possible parallax mods around too. You can also try them. I'm looking around for replacements to put in the guide.
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Nozzer66's post in Nearly Everything Is Invisible was marked as the answer
In the original Skyrim launcher have you turned off both 'Antialiasing' and 'Anisotropic Filtering'? Your SkyrimPrefs.ini sugegsts you may not have.
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Nozzer66's post in Problem with installing STEP Core - SKSE won't load? was marked as the answer
Firstly, did you actually download and apply an ENB Preset? If you're just using ENBoost and don't intend to use a preset, then that warning in red is fine and expected.
If you are using a preset then you need to find in the ENBseries.ini file the following setting under the GLOBAL header: UseEffect=false, and change that to true.
If you HAVE applied an ENB preset, then it is possible you've made an error as most ENB presets will come with their own customised ENBseries.ini file.
You'll also need to adjust the ENBlocal file to suggested settings for the ENB.
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Nozzer66's post in Two Year Old Save - New Computer - Possible to revive? was marked as the answer
Just update SKSE first and see if that sorts it out. If not, the go through slowly, adding mods in blocks. Like all the UI ones, see if it runs, etc etc.
There's also things like save gave cleaners that might help, but use it as a last resort.
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Nozzer66's post in ENB washed out problem. was marked as the answer
That is likely an antialiasing issue. What you've possibly done is turned on Anti-aliasing in the ENBlocal file, and not turned it off via the original skyrim launcher. Where you're asked to do a few changes to some parameters.
With regards to ENB and presets and what everything in the files mean, I suggest looking at this page: https://wiki.step-project.com/Guide:ENB
And I've just now noticed you're only running a 1GB card. With that sort of card I'd suggest you may not have the graphical oomph to run a full ENB in any case.
Still, ENB's in themselves are not that difficult to install. You were half way there anyway doing what you did with the files from ENB 3.08. The next step is typically to choose a preset, download that and (at least 99% of the time) put the files in the Skyrim directory. Some more involved ENB's may have an installer for you to select the options you wish before you put the files into your Skyrim directory. Vividian ENB is one such example. Some may have their own esp files as well. Again, Vividian ENB does this.
I can also recommend the guides that are in the downloadable file for Skylight ENB. https://www.nexusmods.com/skyrim/mods/48730/? . Aiyen goes into enough depth that you'll know what all the parameters do and how to correctly install ENB's. It's also quite a nice ENB itself.
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Nozzer66's post in Embers HD no blacksmithingskyforgemarker.nif was marked as the answer
Have you added the Forges Addon?
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Nozzer66's post in Some confusion about the guide for a new user - could someone clear this up? was marked as the answer
It's been asked and answered before several times.
When you look at the list of mods on the STEP page, you'll see some have a green bar next to them, some don't.
The ones with the Green Bar are the CORE mods. The other ones are the EXTENDED mods. To install STEP Extended, you install everything. For STEP Core you just install the ones with the green bar beside them.
It's actually shown in the guide in the Mod Tables Legend section.
Regards the texture mods, they are essentially recommended at the level they are to fit a certain level of computer. If you have a rock-crushing machine with a 6GB video card, RAM out the wazoo and a huge monitor, feel free to use bigger textures. Most people don't, and thus STEP recommends often more middle of the road suggestions.
Substitute and add anything you like texture wise, Up to you.
Regards you idea of playing for a while with stuff disabled... I'd just fire the game up Vanilla, completely unmodded first. See how that looks, and THEN fire up the modded version. That's dead easy to do with profiles in Mod Organizer.
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Nozzer66's post in Bit of Confustion, Step + other mods + wrye bash? was marked as the answer
Ok. You need to be methodical here.
Add as many of the STEP mods you're going to add first. Then add anything non STEP you're looking at after that. Go back and add any needed compatibility things you wish/need to use if you've not added them already.
If you're not using the full STEP Extended, then you'll need to choose the correct STEP patch to fit your situation. The page on the guide shows you how to do this.
Then shove the whole load order through TESVEdit and have a quick peek to see if there's anything showing up as conflicting. Feel free to come in here and ask if you're not 100% sure.
Then do the Bashed patch, which I wouldn't run without on any large mods list.
Follow that up with all the other patches like DynDOLOD, Dual Sheath and so on as well as anything else you've added.
Jump in game and make a throwaway character. Use a few coc console commands to run around the map quickly and see if anything looks awry. You're looking for things like missing textures, general missing things, overlapping things cause of two mods shoving stuff in the same place, etc. The MFG Console mod can help here as if you find something that looks dodgy clicking on it in the console can tell you what mod adds it and other things about it. Fix any issues by making your own patch or altering load orders, ensuring BSA's are ticked etc.
Once you're happy, fire up, make your desired char and hack away.
I'd suggest any issues you do find will likely be with mods added on top of STEP. Look at those ones first.
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Nozzer66's post in Tes5Edit found dirty records in a DLC twice in a row was marked as the answer
It's known thing. It's mentioned in the step guide here that dawnguard.esm may need to be cleaned twice. https://wiki.step-project.com/Dawnguard#Recommendations
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Nozzer66's post in TES5Edit via Mod Organizer - duplicate(?) update.esm in Overwrite was marked as the answer
The one that's in the TES5Edit backups folder is the original uncleaned update.esm. The other one directly in the overwrite is the cleaned one.
Easiest way to find out is to check the file sizes.
What you want to do is take the ones that show up in the backups file and put them back in the Skyrim/Data directory. Renaming to remove the additional characters where needed.
The other file directly in the overwrites folder is the one you then put in the Cleaned Update ESM folder as per STEP.
This is behaviour that's only started to show up in newer versions of MO.
You'll need to repeat the same basic way of going around things for Dawnguard.esm, Dragonborn.esm and Hearthfires.esm as well.
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Nozzer66's post in Robert's Bodies Black Bar was marked as the answer
Do you have any bsa's with the word Invalidation in them at all? And if you do, are they on top of the list in which they appear?
If you don't have you clicked the box on the profile you're using to enable archive invalidation?
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Nozzer66's post in Clear and Present Danger F03 Guide - Missing Masters? was marked as the answer
Is Mart's Mutant Mod.esm activated?
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Nozzer66's post in Dual Sheath Redux Patch Fails After Installing STEP was marked as the answer
Yeah, there's a currently known issue with the Unofficial Skyrim Patch and Skyproc patchers in general it seems. If you check the USKP forum page on Nexus there is actually a workaround posted for it.
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Nozzer66's post in ADAM Installation was marked as the answer
https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/?p=128430
Look for the post by user 13xforever on that page.
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Nozzer66's post in General questions and installation best practices was marked as the answer
1) It would depend on what mods in the CORE list you don't want. If any of them are masters in the CORE patch then you'll need to do a little work in TES5Edit, but it's not hard.
2) The max plugin limit is 255. I currently have mine in the 240's and I'm fine.
3) All you need to make is the SKSE.ini file. It's easy to do so.
4) That's how you test stuff. Essentially walking around and seeing what goes phut. But I never use quick save and quick load anyway as it's known to be a problem. What you're describing sounds like either out of memory issues or some scripting SNAFUs.
5) LOOT's not perfect, true. Sometimes you'll need to massage things. I always use the LOOT given order as a basis first and tweak what needs to be done. Adding a few LOOT rules and tweaking the priorities will massage things for you.
6) Nope. Leave them enabled if the Bash Patch didn't already disable them.
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Nozzer66's post in Error message when clicking "Installers" for first time. And general lostness.... was marked as the answer
Wrye Bash can do a few things but in STEP context it's basically there to do the Bashed Patch.
In your initial three 'goals' above you're a little off the mark, then.
1) Not quite. That's what Mod Organizer is supposed to do
2) Nope, like you've realised LOOT is run through MO as well.
3) Not quite true. It's not compress all the mods into a single patch. It's more to provide a way for multiple mods that may edit the same thing to play nicely with each other.
With your followup questions, then:
1) STEP does suggest to fix directory structure when needed. You need to check the MO tutorial again, essentially, and STEP instructions and SRLE for that matter too, will instruct on occasions when you may need to fix some things.
2) You dont need LOOT in WB. You need it in MO. Having said that there are still peiople around who use WB as their mod organizer program. There would likely be a way to add LOOT to WB as an executable. But if there is, I don't know it.
3) No. Installation Order is more geared towards things like making sure the right mods ASSETS win any possible conflict with another mod that may change the same ASSETS. It's possible, for example, to have 3 Mods X Y and Z. X is a general improvement of ALL bottles in the game. Y just does Booze and Z does a specialized version for a Heal Potion bottle. You would want X to be first and improve ALL bottles. Y and Z would then be lower in the list and thus their assets would win over X's. If any of the mods provide a Plug in, you might want that plugin to load before a mod that allows crafting of those bottles, for example.
4) Not quite sure what you mean there, but of you're looking for errors in mods, TES5Edit is a better tool for the job.
5) Yes you did. If you're referring to WB there, that's because WB could be used as a mod organizing tool as well.
6) No no. You don't need to bash patch after every section. Install each section, after each section do a check in game to make sure nothing's gone awry and you can still run the game OK. You only run one SINGLE Bashed Patch at the end of the installation. :) That will cover everything in that one Patch.
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Nozzer66's post in Missing DLC .esms (no ghost file name extension) was marked as the answer
You wont see ESMs in the left pane. You'll see the mods in the left pane and the plugins in the right pane.
What that instruction is telling you is to put the unmanaged Dawnguard right after the Unofficial Skyrim Patch mod in the left pane.
Left Pane = MOD ORDER.
Right Pane = PLUGIN or LOAD ORDER
They are different things.
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Nozzer66's post in Unable to set game data on top level for Forgotten Argonian Roots mod was marked as the answer
Do it a couple of times. Firstly install it ONLY for females using the suggested directory as the data directory. Then install again using just the suggested male directory and select merge when asked.
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Nozzer66's post in High Quality LODs: Merge the Meshes and the Normals Zip files together in MO? was marked as the answer
Either works.
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Nozzer66's post in Possible Conflict Issue: Skyrim is not starting with a full Load order. was marked as the answer
Suggests to me that something you've added after the very basic additions is causing the issue.
I'd start with your basic load order, start adding mods in small blocks, try starting the game again.
You should find what's causing it. Once you do, you could try re-downloading and re-installing, see if that helps.
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Nozzer66's post in sword stuck at my feet was marked as the answer
Ok, have a good look at the skeleton install. Reinstall if needed.
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Nozzer66's post in Regarding Optional Files was marked as the answer
Usually it means any possible options you might encounter in an installer.
So in the coloured instruction above if a mod has 5 options to choose on a certain page, you can choose any/all that suit your wishes.
It can also refer to any optional files. If a mod has optional files, you can grab them and also install them via the merge function.