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EssArrBee

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Everything posted by EssArrBee

  1. Welcome to STEP. Modders can get a Mod Author badge here on the forums. All you need to do is send a PM from your Nexus account to z929669 to verify. It also opens up a mod author sub forum that only other mod authors and site staff can see.
  2. Yeah that should prevent it from merging.
  3. I'm thinking that I'll do really detailed version of the patches in case I get hit by meteorite. The purpose being that anyone can see what is in every record and pick up where I left off. Should look something like this: https://wiki.step-project.com/User:EssArrBee/Sandbox#Changelog_Proper: Tell me if it is clear enough to understand what I did. Obviously someone with a little TES4/5/FO3/FNVEdit experience should be the ones to take over should that ever come up.
  4. Actually, if using SKSE 1.7 then the two values need to be 768 and 512 not 512 and 256. You want to add 256 to each because the first 256MB are reserved for SKSE.
  5. Well, your Skyrim folder is correct. The only thing I can think of is a load order problem. The memory patch is always a good thing to try, but SSME is the easiest one to use.
  6. Hmm... the whole thing sounds weird to me. Can you take a screenshot of your skyrim folder. Just the top level, not the data folders or anything. Also, load order if you have it. Both with and without all your mods. Don't worry about rolling back right now. You don't have the problem that others have reported with MO v1.2 it seems.
  7. Float point render target is only for ENB with graphics not without. Okay your enblocal.ini looks okay to me, so there is something else in the Skyrim folder that is not right. Do you have the ENBinjector.exe and the d3d9.dll in your Skyrim folder? If you are using MO, then roll back to version 1.1.1. Make sure that your INIs in your MO profile are not set to read-only. That happened to me once and I couldn't get anything to work right until I changed the files back. Is your game directory in /Program Files/...?
  8. Okay, so some pack authors may need the upcoming patches for 2.2.9 to make their stuff up to date with next version of STEP. I've made the working version of the patches and added new combined plugin. The combined plugin is for users that need to build a patch from scratch instead of using the STEP Patches to build off of. It only requires SMIM to be installed and you can disregard the SMIM plugins. After that you can go along and use the combined plugin to build your patch and then just rename it when complete. Get them here: https://github.com/EssArrBee/STEP-Patches/tree/master/2.2.9 Pack Authors: Just send me a PM or post here with any questions. General Users: If you are not a STEP Staff member or Pack author then support will not be provided, so use at your own risk. If you are a general user and need support then you probably shouldn't be using them anyways, and stick to the 2.2.8 guide.
  9. Delev only if it removes items from the list and relev if it alters items already in the list. If it only adds items to list then no tag is necessary.
  10. Alright we've heard enough about your thoughts on body replacers. Let this thread be about the mod.
  11. I can't find anything wrong with it and I wrote the Uncapper guide. So the only person that might spot something wrong is Elys.
  12. Yeah, just skip it or get another sun glare mod. It just got hidden for some reason.
  13. That duplicate thing means he has loaded old saves to many times or he has two plugins that add the sliders. I get that problem a lot when testing new stuff.
  14. Either something got unselected or you just had those perks unused.
  15. Jesus, enemies stop leveling at 35, you must take negative damage.
  16. The wiki pages are not up to date with the current 2.2.9 guide. Also, those patches are for Staff members who know what is going on with current guide development. By chance are you a pack author? I wasn't planning on supporting development patches for anyone except pack authors, but I think the delinquent part is from placing the AMB plugin behind the STEP Patch.
  17. v2.1: (01.05.2014) Update Audio Overhaul for Skyrim 2.1 is now available for download!The mod now comes in a easy to use installer, thanks to keithinhanoi. It contains the updated compatibility patches and smartly combines plugins where possible to lower the number of .esp files in the loadorder. Changes: -New 1 handed blade impact sounds that are not inappropriate like the 2.0 ones. -Several changes to propagation range and amplitude of fires, dungeon waterfalls and continuous ambient magic sounds, generally making these things less audible over distance and through walls and thus less distracting in a tightly packed environment. -Small cleanups in the esp. -Various amplitude tweaks to some ambient sounds -New compatibility patches for Requiem and Traps Make Noise - More Dangerous Traps as part of the installer Known Bug: The Waterfalls and Rapids slider appears twice in the Audio menu and the second one is the real one. I don't know why this happens and it's annoying but it doesn't affect the game in any other way other than looking stupid in the audio menu, which you shouldn't really mess with on a regular basis anyways. Need to see if the combat sounds are better than what we are using. Also, see how to use the installer and what options to use so we can update the directions. I'll take a look at it in a bit to see if we need to update the patches, which I didn't want to do, but whateves.
  18. Is there a plugin with mod? I haven't even looked at this thread at all yet and know nothing. Need to get caught up on STEP.
  19. If I install the non-nude option from Exeter's UNP Armor meshes, does it mess up your textures?
  20. When you break it down, it's all triangle man, all triangles. Even circles We should probably look at that mesh and see about a fix then.
  21. If I use the injector version of ENB, then I cannot get it to work with Skyrim or FNV. I start the ENB Injector and then start the game, but there is no ENB text during the start screen and it is not loaded when a save is loaded. Is anyone else having this issue or is there someone that could test out the Injector version to see if they have the same issue?
  22. MO has an NMM import feature.
  23. Yeah, if you have a stable setup already, then it will be almost the same. The biggest advantage to MO is that you can create profiles and have separate installs for different playthroughs all at the same time. You don't have to redo your installation every new character you want to create. Hey wait is that Dali?
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