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Everything posted by EssArrBee
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One of things I was thinking is that the fork projects could be STEP packs. They could just inherit the STEP Core patch since the packs will use that, and then just patch the rest of the mods of for that pack. Those patches could just be uploaded on the pack page somehow.
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Optimizer textures is a stand alone program, not a mod. You install that with the installer.
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Are all your mods not showing up or is it just that one mod? Some mods aren't packaged correctly and if you install them the wrong way MO won't load them properly.
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SKYRIMLE Skyrim Hair Physics Project by xp32
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
Once Apachii give permission to use a few of his models, the mod will get really popular. I like the new HDT physics stuff that is being worked on at the moment. Maybe F4/TES6 will have proper animations and physics because Skyrim is kinda wonky. -
If you have thousands of alchemy ingredients then you could have issues, not just the weight that matters. Each item has to carry with it a bunch of records for effects or stats. All that in your inventory while going in and out of menus could be bad. I will say one thing though, I've had rock solid performance indoors, dungeons, caves, castles, and houses/inns. All of them are really good, makes clearing out a couple dungeons without worrying about ILS kinda fun again.
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I still forgot to sort the masters, so just do it when you open TES5Edit ;) EDIT: Do a version for 2.2.8 with RWT replacing WATER and see if there needs to be many changes, if thats possible.
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Is that a backslash? I thought it was a forward slash? Are you in Australia where everything is up-side-down?
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For a temp fix you can extract the files and add ',\' to the end of line 7 and line 21 then just repack the mod. I'll pass along the fix on the nexus forum, just use the fix I told you about until they update the installer.
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I think it might have to do with being in Program Files since that is a UAC folder. You might need to create a games folder in C: and move your steam directory to that folder. Just google how to move steam, it isn't too hard.
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I would unpack it all ... who knows, someone may update one of them or use it as source for another or a fork. No use in archiving anything really. Git is mostly command line, even on Windows. Refer to this basic manual to get started. Ch 2 goes into the command detail I think. Yeah, that is what I meant, there is no real way to develop on the GitHub app, it is just a place to upload files and organize the repositories. The website is fully integrated for development. https://github.com/EssArrBee/STEP-Patches Anyways, I made all those changes and now from here we can just start with version changes and I changed the name to STEP Patches so it is better for guide version changes.
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I thought all the Immersive armors were put in it's own section, Auxiliary Armors. I've actually been making my own custom plugin for that mod to reduce the # of recipes and how often they spawn in game. I want there to be really rare occurrences or anything but iron, hide, and a little bit of steel spawning until I'm up around level 15 or so. Safety Load reduces any freezes or crashes I've had in the smithing menu, but if I have tons of stuff in my inventory and try to use a load door after crafting some stuff then it crashes right away before the load screen even comes up.
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I think I did this correctly, someone more familiar with GitHub can point me in the right direction if not. https://github.com/EssArrBee/STEP2.2.7Patches It is five patches, I think I listed most the changes in the readme, three of the patches are just ones I had for Wearable lanterns, SoS, and WL-SoS, the other two are CORE and Extended. Still need someone a bit more experienced to take a look at Dialog, quests, and there are couple Navigation Mesh conflicts I didn't touch.
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Don't forget that the higher your VRAM then the more ENBoost helps out. ENBoost doesn't do to much if you hit your VRAM limit due to having 1GB card. If you have one of those 6gb monsters then there is lots of fun to be had with Safety Load and ENBoost.
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I've noticed that the size of my inventory is a factor in CTDs. When I go clear a few dungeons and then unload all the crap I want to sell or craft from my horse, the game can crash after a few minutes with so much stuff in the inventory. I used to get ILS a bunch when my inventory was really large or I'd freeze in the forge menu, but now those are gone and I just have crashes after certain amount of time. I can see that some people say this trades a problem for another one, but it might be that you aren't getting any ILS and it is just postponing the inevitable. I may still get crashes with Safety Load, but I definitely get to play much longer than I did with the ILS problem.
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Oh, should there be a 2.2.7 patch for now and we can do a 2.2.8 patch as we go along?
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Going off what kryp said, it doesn't look like it would matter which keywords we forward for a STEP patch, I would just make sure that we stick with one or the other not a mix match. That only goes for forwarding the keywords that fix perks and other stuff mentioned. As far as the stats tweaks we should keep the ones WAF makes because it scales stuff better. I think that also requires our patch to have a stats tag for WB users. Leaving out HF support is no big deal, but we have to include DG and DB two years out from release. Not even sure for a CORE patch we would even have to fix anything from HF. I'll set something up a little later and someone can take a look at it.
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Everything the same as roots for me. NO problems with menus or SkyUI that I can think of. Noticed longer load screens when using a carriage or going from Skyrim worldspace to city. Crashes for me seem to be memory limit.
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Well, someone needs to talk to kryp about some of the weapon and armor keywords that are added by WAF and how they affect things compared to the keywords added by the unofficial patches. Once we know what the differences are we can decide which approach to use, either hers or the USKP team's and have a patch up right away. I haven't seen kryp around lately, so I'm guessing it is a bit of a break. Until then we can postpone a STEP: Core patch and just patch up a few extended mods that conflict from Extended. Tomorrow though, now must sleep.
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ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
Zero turns that section off. I made a guide for this a while back, but it doesn't address troubleshooting. My suggestion would be to look in the data tab in MO and see where the ini is coming from and see if it is overwriting your custom one. Also, you might have not installed correctly the .dll and .ini need to be in the Skyrim/Data/Skse/plugins folder. To test if it is working set one of the skills like One-Handed under section [skillExpGainMults] to 500 and go hit some stuff, it should level up almost immediately. That will let you know if is working. -
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Identifying errors on the Papyrus logs, constant CTDs
EssArrBee replied to phryxolydian's question in General Skyrim LE Support
Delete the HiAlgoBoost stuff and see if Skyrim starts, if not delete all the ENB files, anything that starts with enb and the d3d9.dll. Then reinstall HiAlgo the normal way and see if Skyrim starts. If it starts one way but not the other then you know they will not work together. This might be on purpose because of some conflict. -
I have to agree with tech, there is no way that you should have any instability using STEP 2.2.7 if you follow the guide to the letter. Even with DSI, EBT, BFSE, and W&C you shouldn't have any problems since there are not major gameplay overhauls and most the textures are 1k. If you are still having issues then I'd bet your system is not up to the requirements for STEP and STEP: CORE only is what you need. I'd also bet that most of the bug reports with STEP and people that have STEP plus some other mods on top, and as someone who answers a good share of the questions around here I'm sure of this. STEP was always designed with the idea that it was a stepping stone for people to add stuff on top of and what STEP packs will address. As for this plugin, I just can ignore the eyeball test. No more ILS with a heavily modded setup, no freezes since I've started using it, and only 2 crashes in two days, both around big battles from Immersive Patrols Battles plugin. I've gone from lots of ILS to zero with my heavily modded profile, I can't ignore that.
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I've had a couple plugins I build it in TES5Edit disappear. I was switching between profiles and I just have no clue where they went. I used Glary Utilities file undeleter to try and find them and they were just gone or maybe I was dreaming the whole thing.
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Identifying errors on the Papyrus logs, constant CTDs
EssArrBee replied to phryxolydian's question in General Skyrim LE Support
So the edits you make to the Skyrimprefs.ini is not for ENBoost part of ENB, that is for the graphics. The enblocal.ini is what you need to change, and also make sure that you have the enb files, d3d9.dll, enbhost.exe, and enblocal.ini, in the Skyrim folder not the Skyrim/data folder. If you have HiAlgoBoost and ENB they will not work together unless you set the proxy in enblocal.ini under the [PROXY] section. take the HiAlgoBoost d3d9.dll and rename it to d3d9_HiAlgo.dll then put it in the Skyrim folder. Then under [PROXY] in enblocal.ini set first to lines to 'true' and the thrid line to d3d9_HiAlgo.dll. When you put HiAlgo and ENB in the Skyrim folder they both had a d3d9.dll and that will mess things up. make sure the ENB d3d9.dll is what you have in Skyrim folder first then rename the HiAlgo d3d9.dll BEFORE moving it into the Skyrim folder.

