Jump to content

hypercleats

Citizen
  • Posts

    15
  • Joined

  • Last visited

Everything posted by hypercleats

  1. Same here. I had the same problem until I used the --single-process argument for LOOT in MO. LOOT 0.7.0, MO 1.2.18, and Skyrim are all installed on my D: drive, and UAC is disabled. Win7 64.
  2. Nope, just one 970! I had to turn off AA to keep it reliably above 40 fps, but it looks great.
  3. After a completely new STEP installation, a got the game running on Nvidia Surround at 5256x1050 (5040x1050 without bezel correction). Everything looks fantastic but the UI. Does anyone here play Skyrim with SkyUI on Surround/Eyefinity resolutions? How to get SkyUI's menus to show up on just one screen (or otherwise be usable at ultra-wide aspect ratio, e.g. 48:10/48:9)? Thanks!
  4. This particular set up has been working well for me (my latest character is up to level 16 right now, and I have the Community Uncapper "PCLevelSkillExpMults" set to 0.333 for all skills, so that my level only increments 1/3 as fast as normal). Screenshots of my MO left pane (items 0 - 340):
  5. Do'h! I did not think of that. You are correct. When I open it in TES5Edit the timestamp shows that it is indeed the latest patch. Windows shows the old date and time and this confused me. Interestingly, the Docs folder and the Bashed Patch txt and html files generated by WB have the correct timestamp. Only the Bashed Patch esp is not being updated in the Windows file system. But it is the correct one nonetheless, so I can stop deleting it before running WB. Thanks.
  6. When using Mod Organizer 1.2.11 and earlier, I would make a Bashed Patch and after closing Wrye Bash it would show up in my overwrite folder (where I could drag it out and into its mod folder, replacing the prior patch). Since updating to MO 1.2.14, a newly created Bashed Patch doesn't show up in my overwrite folder, though its "Docs" folder does. Meanwhile, in my Bashed Patch mod folder, the older patch .esp is there, not the latest. A Windows file search of my whole system only turns up the older Bashed Patch along with both the older and the latest Docs folders. I discovered that I can get the latest Bashed Patch if I delete the older one before rebuilding in WB. Then it behaves like it used to with the new patch appearing in the overwrite along with its Docs folder. BTW: the game runs fine with the 2.2.9 Extended mods when I can get the latest Bashed Patch where it belongs. Thanks for any assistance or insight into this!
  7. Where can I find info on the X and check marks in LOOT's "User Metadata Enabled" column? I couldn't find any mention of them in LOOT's help. For me, I have an X next to AOS.esp and check marks next to several others on the list. I had assumed the check marks indicated plugins that had user rules enabled, and since most plugins have nothing in that column I thought that meant that user rules were not enabled for those. But then what does the X mean?
  8. I thought that the AMB ContentAddon included the Skyforge textures and the hotfix. The guide says not to install the Skyforge hotfix. ??? It also says to disable aMidianborn_Skyforge_Weapons.esp and not to install the WAF compatibility patch for AMB Skyforge Weapons because it is "not used by STEP" -- I am confused. Also, why do I get purple textures in various places sometimes, but not other times (particularly often in Jorrvaskr, Dragonsreach, and Ragged Flagon)? If this is only caused by missing textures then why is it an intermittent problem? Thanks!
  9. Following STEP 2.2.9 instructions, the Weapon DeLARPification Project has a higher priority than aMidianBorn Blade of Woe, replacing those meshes. Is this intended? Wondering because it's weird that 2 year old meshes are preferred over CaBaL's current meshes for the Blade of Woe?
  10. Why was this mod dropped?
  11. sorry wrong thread
  12. Thanks for the clarification, Tannin. So, as far as I can tell, having SKSE scripts, Cell Stabilizer, and Distant Decal Fix before the DLCs will cause no issues since none of these have files that are meant to be changed by any DLC anyway. Distant Decal Fix has many files overwritten by USKP so it needs to be above that. And the bug is that the DLCs cannot overwrite any loose files, regardless of position in the left pane. Therefore, a mod like Argonian Decapitation Fix, which has one file in conflict with Dawnguard.bsa, will not be overwritten by Dawnguard even if placed above it. (I hope I'm getting all this correct.) Is the 000c3ca9.nif file in Argonian Decapitation Fix meant to be overwritten by Dawngaurd? BTW: has the Priority 0 = 999999 bug been fixed in 1.2.6?
  13. I made a long-haired character and tried wearing the Imperial helmet while using the imp_helm_imp.esp with the "long hair" flag. It looks exactly the same as when not using that esp. (I.e, my character looks completely bald with the helmet on). So what does the 'long hair' flag actually do? Is there a flag that will allow longer hair to be seen while wearing a helmet, or does the helmet replace the hair?
  14. Now that I've done the complete S.T.E.P. Extended setup through MO (and tested it extensively in game), is there an easy way to transfer all this to another PC with Skyrim installed? I would prefer to start with a fresh install of Skyrim on my husband's PC and then install MO -- with all the mods and scripts and ini configs and load order and profiles, etc. Can I just copy my ..skyrimModOrganizer folder over to install MO with all these mods/settings? Are there other places where settings for MO are stored (i.e., AppData)? Thanks!
  15. I have the same problem as Ubeogesh. This specific question has been asked in this thread more than once, and there is no plain answer? Either the instructions given in the Improved Closefaced Helmets - WAF/CCF Compatibility README are wrong, or the instructions given by STEP are in error (or incomplete). The issue is down to one esp file: "imp_guard_imp" -- the mod README clearly states that the "Improved Closefaced Helmets_Legendary.esp" does NOT include the changes in "imp_guard_imp.esp". STEP instructs us to install the "Improved Imperial Full Face Helmet - No Cloth Around the Neck" optional patch, but then instructs to get rid of the "imp_guard_imp.esp" that enables this patch. What is the point of installing this optional patch at all if the esp is not to be used? (Is this intentional?) No, it does not. It includes 3 of the 4 mentioned, but not the modified records in "imp_guard_imp.esp." The STEP guide should either correct this error or explicitly state that the modified records in "imp_guard_imp.esp" are meant to be discarded.
×
×
  • Create New...

Important Information

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