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Everything posted by EssArrBee
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Will, are you planning to stop supporting DLC for EBQO and Disease Descriptions as separate plugins anytime soon? Last night I did a test plugin and found that I could get 17 plugins merged into the Extended Patch, and if we go with the non-spell version of Dead Body Collision, 18 plugins total. The compatibility patch would no longer be that though, it would be the 'STEP Core/Extended Compilation'. Here's what I could merge on top of what has already been added from previous patches: We'd probably need permission for a few of those mods.
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Is there somthing like S.T.E.P for NV?
EssArrBee replied to jyujinkai's topic in General Fallout 3 Discussion & Support
We have a bounce around a few idea, but nothing has materialized yet. There is quite bit going on with STEP that most of us haven't had the time to put into a proper NV guide. Plus, there is some issues with using mod managers to install NV without using a combination of MO, NMM, and WB. here is a small list I've put together on my own, but has been a while since I've looked at, so you may just want to pick and choose if you use any of the mods. https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas -
So CT would mean the greater NYC area or maybe Boston if they go north instead. Maybe you can go to Foxwoods and do some gambling and kill a few hookers. Go around Salem and see if they have another witch hunt going on. Maybe I'll go down and see if my family's farm made through the apocalypse.
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In that case Spinning Death Animation, Realistic Ragdoll Force, WBE, both More Salt Please, both Moon Size Tweaks, and the three each of EBQO and Disease Descriptions could technically be merged. That is only two from Core, I believe, Spinning Death Animation and WBE, but Core only has 40 plugins anyways. That would 13 total for Extended. This would be about 50% patch and 50% mod compilation if we did provide that. If that 128 plugin bug was really a problem then that would probably drop Extended somewhere near or below that number that number. EDIT: Added a plugin I forgot about.
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So far I just added patches for other mods into the patch, that way I wouldn't be taking someone else's work, copying it into the patch, and then getting rid of their mod from STEP. That seemed to be bit harsh to me, though I can see something like moon size tweaks and WBE being just changes to a vanilla record anyway so it isn't exactly taking something original and then tossing the source aside. EBQO could basically be merged too, but in that case the descriptions were someone's creative reworking of the quest objectives and not just changing a variable from 1.0 to 0.5. That is why I stopped with forwarding the changes from the individual mod patches for EBQO and left the original mod and dlc plugins alone. Maybe I'm a being a bit to nice to people's work, but I'm sure we could get another 3-4 plugins out of the list with a bit of work. Let me know what you guys wanna do and it should only take a couple minutes, not a huge task to inherit those changes into the patch. Put it at the end of Fixes, the plugin at the end of the load order and Bash Tag: Stats. Also, upload it on the STEP Nexus page to drive up traffic on the website and that will give people something to download and endorse with instead of the pdf with a link in it. The directions you can take right from the readme or just change some of the current descriptions to say this patch is not needed if you use the STEP patch.
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We could probably use a guide for combining a few mods like moon size tweaks. Kelmych's pages are already pretty sources for that kind of thing, but that is not needed for this project. I already merged some things into this patch and it is better for the end user not to mess with it. We would just need to tell them what patches not to use and that they must use all the mods from Core or Extended for that respective patch. I'd definitely help out on a guide for combining mods and using TES5Edit for such things. I didn't realize how many things I'd forgotten about using TES5Edit while doing this little project, since the days I was modding FNV to death. I gotta get my skills back.
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I like the idea of this mod a lot. The clothing in Skyrim is to bland and there isn't enough variety. It actually looks quite good in my current playthrough. I hope someone finally adds some more variety to adults too.
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The way WBE was fixed in SR wasn't done correctly for this patch, Neo changed the actual WBE.esp and forwarded a fix from a really old version of USKP, but USKP also added some subrecord fixes that needed to be forwarded. The way it is done in our patch is by changing the three subrecords to have the two argonian changes, the vanilla dialog, and the WBE change. Now it will play the sound at the right time, but always skip the lizards and anyone with a waterbreathing effect active. The thing is that WBE.esp just adds a couple things to the subrecords and forwards one fix from the USKP, so if we forward those changes to the patch it might just make the entire plugin redundant. That is not exactly the approach I wanted to take by getting rid of peoples work completely, but in this instance it is the only way to blend WBE and USKP together. I'm pretty sure there are a few other plugins that could just be merged right into the patch as well, EBQO comes to mind, but that would mean just removing someones work entirely from STEP and would be a bit disingenuous to the authors that put in the work in the first place. Maybe we should contact Alek and tell him to add the USKP fixes to his plugin. Anyone who uses the my repo since late last night will get the latest version of the patches which should be ready for a final review and then uploaded for people to start using. I guess we should also set up a wiki page and put the directions for disabling plugins on there.
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Just checked this out, it looks like a fallout 4 announcement coming. https://thesurvivor2299.com Looked at the page source and saw fallout.css and BethesdaSoftworks in there. There is also some code for an age gate verification so it looks like an upcoming trailer. 2299 would be 18 years after FNV, to bad we have to wait until next month.
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Core patch is done. The extended patch is done as well unless Nearox has anything else to add to it. If a couple more people look them over to see if anything looks iffy and report back then we can release them. As far as, redundant plugins now. Core + Extended: WAF/GDO patch WAF/AMB Skyforge Weapons patch Diverse Priests/Consistent Old Peeps patch Extended Only: Diverse Priests/BYOD patch EBQO-Non-Essential Killable Children patch EBQO-Parthunaax Dilemma patch EBQO-DB Forever Misc patch EBQO-AMB Skyforge Weapons patch That's eight total plugins removed, three for Core, and actually I think with forwarding the dialog changes from USKP and WBE to the patch that WBE is redundant now. Dialog trees always confused me though so not 100% sure. @Release Coordinators: When ever you guys start getting 2.2.8 list together for inclusions/exclusions we can create a new branch for that and have it ready when the guide updates from now on. Should be easy to update what we already have.
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CTD when trying to lunch game and black screen when lunching ENB
EssArrBee replied to astalicia's question in General Skyrim LE Support
USKP uses all the SMIM mesh fixes in it's fixes, or the fixes in SMIM are just vanilla overwrites that don't need a plugin. There are a couple extra plugins included with SMIM that aren't covered by USKP so they are in the separate. -
CTD when trying to lunch game and black screen when lunching ENB
EssArrBee replied to astalicia's question in General Skyrim LE Support
Very last line on our SMIM wiki page says so, so I just go with it. -
CTD when trying to lunch game and black screen when lunching ENB
EssArrBee replied to astalicia's question in General Skyrim LE Support
Just two quick things about your load order, StaticMeshImprovementMod.esp can be unchecked if using USKP and only use one Oblivion Gates plugin, we recommend without markers. As far as the other stuff you might not have installed the ENB correctly, has it ever worked correctly before? Remember ENB can't be installed with a mod manager. Neither can SKSE, they need to be installed in the Skyrim folder manually. -
Time lapse map of every nuclear explosion ever on Eearth
EssArrBee replied to rootsrat's topic in Step Banter Inn
Most of those tests were done with small explosions, measured in Kilotons. Some were much many orders of magnitude bigger and the biggest the US ever tested was due to a mistake made with calculating reactions, like 12 Mt I think. The Russian Tsar Bomba which the largest nuclear device ever detonated was around 25 Mt and weighed around 27000 kg. The US also made some bombs in the 25-30 Mt range, but the program was canceled because missiles became so advanced that getting bombers in range with payload that heavy would be futile. If we dropped around 20 of our largest bombs at the same time it would probably kill all human and animal life on the planet due to the atmosphere blanketing the planet in radiation. What gets me is how most of Russia's tests were near the southern border of the USSR and that's were all the people live, while Siberia is just completely devoid of civilization and they barely tested out there. At least the US did most of its testing in the desert of NM, NV, AZ, and off the west coast. I've been to Los Alamos a few times, plus worked at White Sands and it is really sad to see areas that will not sustain life, just big ugly holes were mountains used to be. If only we put that much passion into researching diseases or going to space. -
Can we get a link? That always helps us find these recommendations.
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Thank you, that helped a lot. This is what I think we can do for the patches: That is eight patches merged into the Extended and three into Core. Not sure what's up with the EBQO-Thieves Guild Req. patch. Someone else might take a look, but I couldn't get the patch to copy over on the lines I listed. After that, plus the additional stuff Nearox is doing we should have something that is good for wider use. At least for Core that is true. Extended might a little longer.
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kryp added custom keywords to the patches for GDO/WAF and AMB Skyforge/WAF, so the main WAF will not be a master of the patch. copying those over from the patches would make the patch itself a master. Might need to see if those keywords can be forwarded from WAF instead of the patch to get the plugin # down a couple slots. Using a patch as a master of a patch would just be dumb. @nearox why did you commit a patch with a different name? I think the way it works you want the files to have the same name so they can overwrite the older ones and then if something is wrong we can rollback to an older version. EDIT: So, I think this best addresses all the patches that EBQO has had to be packaged with. Leaving the DLC plugins out, there is one for Consistent Old Peeps, DBMisc Forever, Parthunaax Dilemma, and Non-Essential Children that could all be merged into the patch. Technically the mod could be merged, at least I believe it could, but that just seems wrong for some reason, so I left the main plugin and the DLC plugins and merged the rest since those forwarded the original work, not forwarded all the work. Diverse Priests has a couple patches too, that are redundant after merging as well. All but one of them is exclusive to Extended. I'd say 5 or 6 plugins could be removed from Extended. I have 90 plugins, so 144 including Bashed Patch and SUM. Now that would be 138-139 plugins, leaving out that we might still get the two WAF plugins merged if we figure something out there, so 136 is possible. For Core I think it is only 40 plugins, so not to worried about lots of plugins. It just makes the install process easier instead of worrying about the separate instructions for patches of each mod.
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ACCEPTED Weapon and Armor Fixes (by kryptopyr)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
I've had problems with the Stats tag not carrying over changes in other parts of the records from mods not getting the that tag. Also, I made a person plugin for certain changes that is fully mergeable into Bashed Patch and anything with a Stats tag will overwrite those changes as well. -
Yes, the patch is basically a forwarding of all the mods that conflict while used together. Now that I think about it we could get rid of a lot of those patches and reduce the plugin number by quite a bit by merging those patches to into ours. This is ofc. a bigger concern for Extended users not so much Core users. The GDO/WAF patch yes that could be merged, any two mods that have to have an extra patch would work. For Improved Helmets those are not patches as much as completely replacing the plugins from the mod with the ones that kryp made for compatibility, so those are here to stay. Thanks for that light bulb, tech.
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yeah you commit, then at the top is sync button.
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I used the github app for commits and then to sync.
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I think you just upload the files that have changes and leave everything else. You can edit the readme.txt for the website.
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There are really only a couple edits made for WATER and I don't think any for RWT in regards to Core. I think tech is still on break and that means for now 2.2.7 is here for a while since it just came out and was quite a bit of work. We should get a 2.2.7 patch that is good for Core and Extended and then get it into the wild for those users. Mostly casual users who aren't insane like us will benefit from not having to mess with TES5Edit and CK for stuff. One thing I forgot is that the patch needs a Stats bash tag or if you use import stats on the bashed patch the unofficial patches and WAF will overwrite the patch. I'd say use import stats check everything but the last mod wins which would be the patch. I'll add that to the Readme.txt and OP when I get a chance and Will can add it to the BOSS list for us.
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Does anyone have the LOD bug coming back for the latest version? Last time the transparency fix did the job, but not with the latest version. All the distant trees look awful.
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There is no way to undo things like this on consoles. Your only choice is to go back to a save that didn't have the bigger arm or start a new character. You don't have the troubleshooting options on a closed, proprietary platform.

