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BUBISHI

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Everything posted by BUBISHI

  1. Thanks, will give it a second try today.
  2. There is an Uncapper Guide but it was kind of complicated to me. Needed explanation. I would recommend adding a few more examples of custom character builds with different focuses. And maybe a "I want to do X and Y, how can I do it?" section. This little mod has much roleplay-power to me and its potential goes mostly unnoticed I think.
  3. That sounds nice. And it's so easy done even I should make it by myself from here on... let's see.
  4. This is what I was looking for! Great you found the patience to illustrate it to me. I think I'll tweak bot a bit: [skillExpGainMults] to .8 and [PCLevelSkillExpMults] .5 or even .25 Changing it for an current save wont break anything, right?
  5. It's my first character on PC (have some PS3 experiance) and I play with Requiem. Nothing special for my first playthrough, just a simple axe wielding, heavy armored Nord with a bow as a secondary weapon. Wanted to do some smithing and try not to touch any magic, enchanting or alchemy. I noticed that running in heavy armor counts as gaining experiance and so it raises a bit faster than my other skills. With the change in the Uncapper I just wanted to get sure that it is not maxed out to fast. Maybe it will never happen but it fells like a dead end with the cap. Also with Requiem Hard Times I have to sell every piece of loot to gather enough money for a horse. This makes Speachcraft a primary skill which it should not be. Maybe I should reduce experiance gain for Speachcraft by 50%? This is also possible with the Uncapper...
  6. Thank you for explaining it to me. And the default settings for a STEP build with this mod are skill cap = 999 and skill formual cap = 199. Now I just need to know this.
  7. I have some difficulty to understand the Guide for the Uncapper so I just ask what I wanted to do: On my current save (level 6 character) I wanted to uncapp the skill levels so I could for example improve my Heavy Armour above the Vanilla 100. A value of 300 could be realistic. Doing this for all skills is the goal. The Uncapper has two entries for Skills [skillCaps] & [skillFormulaCaps] To reach my goal I should set i<skill name> = 300 in both sections. This alone is enough and I can resume playing with a current save without needing any other changes. Could someone confirm this to me, please. UPDATE: I have just looked into the provided .ini and it looks like the plugin is enabled by default. They Skill Caps are set to 999 and 199, so actually I don't need to do anything and the plugin is part of STEPsetup?
  8. I'm at it right now. First problem: Have hidden tzhe original .esp and added the new after Requiem - Hard Times. This changed load order so I wanted to rerun Dual Sheath Redux patch. This one says it can't rerun because STEPextended patch is missing a Master. So I activated it again and went to TES5Edit to remove the dependancy. Found the Masters panel and the EBV entry it looks like this: Master File MAST-Filename ExplosiveBoltsVisualized.esp DATA-Unknown 00 00 00 00 00 00 00 When I right click on it I only have the option: "Edit" - this gives me a big warnig asking me if I'm sure what I do, so I click "No" and go back, because I'm pretty unsure... "Hide no conflict row" "Column widths" -->Standard/Fits All/Fit text Could you help me, again, please.
  9. I'm at home in two hour and will try this new way. Just wonder what you mean with "hiding"? Should I keep the original EBV active in MO left pane, go to Options and move the .esp up? Or should I go to the plugins panel, right-click the Mod and "hide" it. Thanks.
  10. How do I check? Just to clarify – I know its tedious to explain it to me again, but... I don't need to sort the Masters in Wrye Bash as Roberbond suggested, I can do everything in TES5Edit as you suggested. Means no "changing to Masters", just removing the old Master and adding new one. And if I do it all in TES5Edit I have to activate EBV both plugins before I start TES5Edit to check the STEp patch. Then I remove the one Master and add the new one. So it the new EBV plugin is not dependant on the STEPpatch anymore I could place it anywhere as far I understand the logic behind it. Then it would not be wrong if I place it after Requiem to be sure it works. After it I could rerun Wrye Bash just to see it there are Masters missing now (orange mods) and recreate my Bashed Patch.
  11. So in your opinion after I replace the EBV plugin and errase the extended patch dependancies on it I can safelly move it down my load order past the STEP extended patch and past Requiem to the place where all the Requiem patches are placed. EBV normally is loaded somewhere in the middle in the left priority panel and in the middle of my load order. If I have to move it behind Requiem I would do it in both panels: priorities and plugins.
  12. Stresstesting around Whiterun is what I did: entering and leaving cells (dungeons/cities) in this area. Stealing a horse at the stables and annoying the guard and letting them follow you down to Ford Greymoor and engage with the bandidts there. In addition I also speedmultihacked and run for 5minutes, should crash the game but you will have some light frezes as the game loads. Maybe testing if all the mod menues appear in MCM...
  13. Hmm, I'm a bit confused because both of you deal a different way with the same problem. Smile44 solution sounds more simple so I would do it this way : 1. Check my load order in Mod Organizers plugins panel for the original EBV mod and remember its position - this is important for 4. 2. Deactivate the original EBV mod in Mod Organizers left mod panel 3. Load the Requiem EBV patch and sort in next to the deactivated EBV mod so it takes over the priority number of the original mod. 4. Make sure that the new patched version is placed exactly in the same load order in the right plugins panel as the original one. This way I don't need to rerun LOOT. 5. Load extended patch in TES5Edit by unchecking all other mods in it. 6. Expand the file, find master reference for EBV, right click and remove. 7. At the top of the masters list right click and select "Add" the find the new entry, right click and choose edit then type in the name of the Requiem patch for Explosive bolts visualized. 8. Save. 9. I don't need to recreate a Bashed Patch. No need for rerunning Dual Sheaths Redux or FINIS. 10. Resume playing. OK?
  14. Try removeallitems before you resetinventory. Maybe this helps. I use CBBE with Requiem and had no visible problems yet. Could You tell me how to erase the visualized reference in the STEP patch, please. Do I need to rerun load order after it? I'm still a beginer and afraid to break my game. Thanks.
  15. I tried to use the Bolts Visualized Patch but LOOT stops sorting load order with it. The message says something about "circular dependencies" (sorry have forgotten how it is realy called), so I use the unpatched version.
  16. It could be an issue with the aMidian Born Content Addon. It has been solved recently and the solution is rework your Bashed Patch with the newly added rules. It might help them to reequip their armour when you start a new game. You could also use the console command if you don't want to start a new game: when you stand before them, activate the console, mouse-click on the nude NPC so that theit ID appears in the console and type in removeallitems press enter and then resetinventory press enter. Exit console and they should put their armor on.
  17. This is a legitimate question and I also tried to find the answer. I sorted a few mods inbetween my STEPextended setup where I thought they woud fit in (weapon & armour into 2.I Clothing & Equippement section for instance)Big overhaul mods like Requiem I sorted after the STEPextended patch. But I would like to hear a more qualified answer too.
  18. Great this minior issue is fixed. I used the removeallitems and resetinventory commands to fix it before but sometimes the effected NPS who was only wearing his boots would put on his armour but skip his boots. Thanks to all involved in the solution. I'm tinkering with Requiem and follow the Requiem Pack Guide here in the STEP Wiki. The instructionto to create the Bashed Patch are different for Requiem and recommend not add stats, names and tweaks to your bashed patch as it can mess up Requiem's armor and weapon values, just use merged mods and leveled lists. Guess it does not interferre with the solution mentioned here?
  19. I can confirm that this happened to me even on a new startup. I had only a STEPextended setup without any additions. In the intro I noticed a Nord watching the cart who wore no armor and directly when running to Helgen Keep there Gunnar Stone-Eye in his loincloth. John Battle-Born is the third on my list but I have been only testing my setup arround Whiterun. Will post the size of my bashed patch later if it helps.
  20. Could someone tell me how to correctly update Requiem 1.7 to 1.7.3 in Mod Organizer, please? I'm doing a clean install and the two files must be "merged" or something like this. There is an detailed guide how to do it with Nexus Mod Manager but I can't use the guidlines for Mod Organizer. I wonder why I landed in this thread, because I used the link to forum from this Wiki page, Maybe it's broken....
  21. I have some troubles with LOOT reordering my plugins when I try to install Requiem over STEPextended setup. I'm still a noob and even with help from the forums don't get it right from the beginning. 1. Have a working STEPextended setup and have tested it for several hour ingame. Duplicated it, removed irrelevant mods and reinstalled some old mods with Requiem options. 2. Before installing Requiem and all its patches & addons I run LOOT to create a valid pre-Requiem load order 3. With help from Smile44, the creator of the Requiem Pack here (whom I have to thank for support and patience in guiding me throug the setup) I worked out the correct priority order for Mod Organizer and installed Requiem after STEP extended patch in the left Mod Organizer pannel Now I tried to follow the rule that Requiem should load after all mods and even overwrite the STEP patch to work correctly. For this I manually arranged the Requiem plugins in the right Mod Organizer panel to the same order as in the left panel. 4. Next step would be creating a Bashed Patch for this Requiem setup (followed the advice not to include stats, names and tweaks). Here the problems started: Wrye reported some missing masters and stoped creating the patch. Can't name them right now as I'm not at home but could add them here later. I tried to recreate the Dual Sheaths Redux Patch but it stoped during creation too, due to missing masters. This was the way I was recommended, now I got frustrated and changed to standard procedure just to see what happens. So back to 2. where I changed 2. I maintained the recommended load order from the Requiem pack in the priorities panel but now I run LOOT over it. Sadly I got over 600 dirty references from Requiem.esp. Ignored it for now. Unsuprisingly the LOOT load order was not the one Smile44 recommended 3. Created the Bashed Patch - it worked now, but some .esp are still marked orange in Wrye. Don't know what to do with them. 4. Recreated Dual Sheaths redux Patch - it worked. 5. Started a new game and Requiem kicked in as soon as I entered the Helgen keep in the intro. Could not spot inconsistencies because I can't tell how Requiem works. This approach was not recommended by Smile44, he is pretty sure many Requiem features will be overwritten because LOOT sorts Requiem.esp as one of the first mods in my plugins panel. If anyone is interested, here my load order. Now I'm trying to get it the way Smile44 recommended and would be glad if someone could give me more advice as how to handle Requiem with LOOT. The next thing I'll try today is give the Requiem.esp a higher Meta Rule Priority number than STEP extended patch and then add the LOOT Meta Rule Load After: Requiem to all the Requiem related mods, In this way LOOT should create a load order that matches Smiles44 suggestion. I wonder if Wrye will eat this composition. UPDATE: solved.
  22. 1. I'm relatively new to STEP but I can tell you that the mods should be installed and in this order. If you skip some mods or mods are unavailable at the time (due to updates or NEXUS down) so continue with the list and add them with their advised priority later (put them where they belong in the list). The left panel should look exactly like the mod list in the STEP guide. Be sure You have ordered your mods in MOs left panel by priority (not by groups or alphabetycally). For the SKSE scripts you load in to MO when installing SKSE: as far as I know priority does not matter here. 2. The left panel is not your load order. Your load order will by defined by running LOOT and is displayed in the right plugins panel of MO. Sorry this is not very helpfull now, but I can give you some help later when I'm back home...
  23. You can only use one profile for a game. You can switch profiles between games. They don't work together, they are upgrades. • You first profile should be STEPcore. This one is only composed of green marked mods from the guide. When you create the Bashed Patch for this profile only those mods are seen in Wrye Bash. When You move the Bashed Patch.esp from Overwrites name it Bashed Parch_core for instance. • Then You COPY your STEPcore profile and name it STEPextended. Here You have to add the missing mods from the list and arrange the recommended priority. Maybe you have to reinstall some mods with new extended settings. Untick the Bashed Parch_core before you start Wrye for this profile. Now you see core mods + extended mods in the Wrye Bash plugin panel. Wrye Bash should create a new Bashed Patch into Overwrites. Move it up and name it Bashed Patch_extended. Tick this mod for STEP extended. • You can do this for any future profile. The profiles don't work together are upgraded from core to extented to whatever mod setup you want to add ontop. That is how I understand STEP, someone should correct me, please, if I'm wrong.
  24. Sounds Great. I'm half through my setup for requiem, guess two or three days and I can enjoy gaming.
  25. I have a small issue with this mod that is described by by the mod author: wounds on my character don't disappear unless I reequip some armour or save and reload, this happens most in 3rd person. There is no fix for this as far the author says. Many people in this thread report this mod as beeing to script heavy and corrupting saves if deinstalled on a current game. I have set up STEPcore but wanted to add Frostfall, too. It allso affects combat and I would like to know If it's recommended to play with both mods or choose one only. Some of the posts are over one year old and I don't know if they are up to date with the current release of the mod.
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