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Everything posted by EssArrBee
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Those type of questions require testing, and that takes time. This pack was done with only CORE as a requirement because it added so many crazy mods to leveled lists and spawns. To give it a stamp of approval for compatibility for other packs would need playthroughs with both packs installed. You can do it yourself and report your findings, just list what packs, how long you played, how far into the game you got, any bugs, crashes, or freezes. All those things will give Nearox a much better idea of what will work for people that want to use more packs or mods.
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Are we using the wiki for a working 2.2.8 list? I haven't kept up with it, but I think trying things out amongst ourselves for 2.2.7 will give us an idea of what to do for the next release. I kinda figured out that making a bunch of patches individually might make sense for the people making patches and then what is released to the STEP users is a combined patch. The merge mod scripts available work okay, but a bit of manual editing is still necessary. Here's a couple for Wearable Lanterns and SoS just to see if this is preferable for extended, they are good for anyone using those mods not just STEP users. Every time I open up TES5Edit I get a different idea of how it should be done, so that probably means we should play around with different methods for distribution. Maybe give a poll about a few options that we are willing take on, (not ask for suggestions that will just be a thousand different opinions) and see what people will actually use. When creating something for the community, we should always gage their interest so we know if something will get wide enough adoption to match our efforts. EDIT: Sorry I just realized I messed up one of those patches, will update it later. EDIT 2: Okay here they are fixed this time. Man, I'm hurting this morning.Â
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Papyrus log from clean save guide
EssArrBee replied to Crimson13's question in General Skyrim LE Support
You can't switch between follower mods mid playthrough. You can't really uninstall either mod mid playthrough. You might try on of those save game cleaners that basically go in and wipe everything in the saves, then see if those saves work. Those methods sometimes reset quests you've already done, but it is better than nothing. -
Papyrus log from clean save guide
EssArrBee replied to Crimson13's question in General Skyrim LE Support
UFO is really old and hasn't been updated since Dawnguard came out. Also, you cannot add Civil War Overhaul to a new game. If you had an old version with your saves then you have to keep that older version installed and cannot update it until you start a new game. If you didn't have it with your old saves then can't install it during a playthrough, it just changes to many things. -
Papyrus log from clean save guide
EssArrBee replied to Crimson13's question in General Skyrim LE Support
Well, if you changed your mod setup a bunch from when you played months ago then your saves will be in conflict with the two load orders. Can we also get your load order and system specs that will help us assess if you are just playing with to many mods. -
The problem we would end up with is that if the patches change the same things. then the one that loads last wins. We can't force people to use certain mods, but if we don't then we have to make a bunch of patches. Man, why can't Bashed Patch get cell and graphics imports, that would make everything so easy. We would end up with a wearable lanterns patch and a sos patch and a wearable lanterns/sos patch. That would be easy to make, but would mean that someone like Will would have more work placing all the patches in the right order. The more I think about it the more I like the idea of a Patch that complements CORE and then one for each pack. We are already doing all the work to put together and test STEP and we also maintain an excellent wiki that is one of greatest sources of modding any game period. Not to be a stick in the mud, but we get excited about doing these things early on, but they become burdensome to maintain as time goes on if we try to make it to big a project. As mods get updated most updates will not affect the big patch and if they do we just forward the updates and it is minimal work.
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Should be at the bottom of the page. Maybe it is your browser.
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Well, CORE is far from 128, around ~60, but Extended is at ~140, I believe. CORE could have more than one patch, but it would be from leaving out WATER for people that go with RWT or Pure Waters. It would be really easy to do though. For extended, I would like to do one patch just for wearable lanterns and one patch just for all three SoS mods. then do a patch that groups together the other extended mods plus the CORE patch since there would only be minimal amount of masters added and easy directions to remove those edits could be given. Right click "this" -> Remove.
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Having Two of the same mod (Like CBBE)
EssArrBee replied to Klokinator's question in Mod Organizer Support
Rename the mod when the first screen pops up instead of waiting until it asks to merge/replace/rename/cancel. Leave one with the vanilla name and another with "CBBE - Lets play" or whatever works for you. Better way to install two of something. -
That is a good point about the masters for the patch. I'll take another look and see if I can work a big patch in a way that only CORE mods and only certain Extended mods where absolutely necessary get added. Make a second patch be the full extended patch. That would make more sense. We want to keep plugin count low as possible, so two would ideal, three would be okay, but more than that would just be a hassle to the user. They end up with all the STEP work and then we add in even more and moving around plugins, not favorable. I'll open up TES5Edit again today try and rework it so that the main extended patch tries to only keep the CORE mods as masters if possible. I'm almost certain that it would depend on Chesko updating Wearable Lanterns and SoS changes being split between the two patches. As for Waterbreathing Breathless Emerge, not sure if it is still necessary. Not good with Dialogue records. Is it like FNV, or is Skyrim a bit different?
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From my experience doing this last night, there is no reason to release multiple patches for CORE. The amount of changes that would go into that patch would be minimal and easy to document. That is why I didn't even post it, just to small until we get an update from kryp, since WAF is main conflict. As for extended, we should only use one or two patches IMO. The first would be the CORE patch and anything from a mod that is no longer updated that often and needs forwarding from the unofficial patches or DLC. The second patch would be an evolving patch that would address temporary fixes and conflicts that we know would become redundant from mods that are still being maintained on a regular basis. Ex: Point the Way, does not forward a couple things from the unofficial patches, but being that the author is part of the unofficial patches team, it makes sense those conflicts will be resolved in a couple weeks. Put that in the temp patch. SoS, on the other hand, has not been updated in months and a few unofficial patches have come out since its last update. Put those changes in the main patch.
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DROPPED Enhanced Projectile Soul Trap (by William Imm)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
So what are looking at in terms of usage and patching? Does anything need to be forwarded? Is this mod still required? -
Aww... A thousand pardons, Ms. kryp. Here's a patch for extended, just to get the ball rolling. Left a few mods out. I'm not that good with Dialogue, but all the worldspace stuff and cell edits that needed weather and location changes, like SoS. Tons of changes to Wearable Lanterns, so many adjustments to the positions of the placed lights, so many. Also, all DLC is required.
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Is anyone familiar enough with the way Bash merges leveled lists? Does it take everything from a mod that is marked delev or relev? I'm seeing it leaving things out here and there and wondering how/why?
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We need to talk to kryp and see what kind of ETA he has on updates, if any, for WAF. Then we can discuss what fixes to forward from the unofficial patches and what to forward from WAF. Personally, I like some of the stuff that kryp did and some that the USKP team did. As for CORE the patch will address that USKP/WAF conflict and just a few other tiny things, and for Extended it is mostly cell and worldspace fixes that need forwarding for few mods, like wearable lanterns, and all three SoS mods plus everything from the CORE patch. Might not be to much work, maybe I'll do a quick patch tonight and to start getting an idea of what all we want to include. @Nearox I haven't looked over Audio Sound Overhaul, but we should put together a MT thread. Just bug tech to get it started.
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DROPPED Sounds of Skyrim - The Wilds (by Cliffworms)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
Has anyone heard of this mod or the other SoS mods being supported or updated recently? I don't see any activity from the author, so maybe someone else might know. -
This will be necessary for STEP 2.3.0, since I bet a bunch of packs will need DLC. Maybe start planning for support of Skyrim+ All DLC officially as a requirement for 2.3.0 release. EDIT: Is anyone aware of development or update of Sounds of Skyrim? I don't think it is supported at the moment so patching it for unofficial patches 2.0 right now is a good idea for all users.
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Hmm... I was looking through records to see which mods are going to need the most work and it has occurred to me that we need to decide how to handle the DLC when patching. Skyrim is almost two years old so it is almost time to start thinking about stopping support for Skyrim without DLCs. It would be more work to support STEP: Core, STEP: Core DG, STEP: Core HF.... you see where I'm going, and it is 8 or 10 patches.
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If you are using STEP: Extended which includes BYOD then use that version. If only using STEP: Core then use the version without BYOD.
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Should we start attempting to make a patch or maybe wait for authors to forward USKP 2.0 fixes? Can already see that we will need patch WAF quite a bit to forward everything. Lots of Object Bounds fixes.
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Does HD Enhanced Terrain need to be updated? It says 1024 and that version is under the old files. There are now two versions as of Oct 18, blended and lush.
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ACCEPTED Consistent Older People (by Winterlove)
EssArrBee replied to Kelmych's topic in Skyrim LE Mods
Just got an update for the BYOD compatible edition. Should probably update the guide notes. -
It is the WHQL version of 331 if I'm not mistaken, so everyone should probably update. I have really good performance with almost all games using it. Though I get that stupid sun going through walls bug from ENB again bacause I never do clean installs of graphics drivers.

