
viper37
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Sorry, I retyped my messaged twice to clarify more and I deleted my segment about the game being Anniversary edition. So, I followed the STEP guide, made it sure it was working, up to Dyndolod. Had some problems running Dyndolod though, but I'll figure these out later. I'll come back and ask for help if I can't solve this part myself, once everything else is working like I want. The game was working fine before these mods, even with some of these mods added it was still working. I got a few test runs. I haven't tested it yet with the latest ones and all the physic stuff, just got these installed late yesterday night, just unsure how these physics mods should be installed with STEP. Not too sure about the animation stuff anymore either. I'll look again at the texture conflicts in MO2, make sure I don't overwrite something I don't want to. Nemesis seems to run fin when I click "Launch Nemesis Behavior engine". But trying "Update engine" before the process does not work at all, it gives a critical error. Here is my supplemental mod lists if it means anything to you: https://pastebin.com/smNMThrx I've put them after section 18- and before 19-, but I've added a few utilities to 19-. I've looked at some textures from my mod and hid some files I did not want to overwrite some of the previous textures, and I'll keep looking, but it's mostly the physics stuff I'm unsure at. Thanks again for your time.
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Hi, Trying to avoid running intro troubles later on, and inquiring first. I've successfully modded my game in LE before, following the STEP guide and adding more mods, but it changed so much now... I realize it's not directly related to S.T.E.P., but I don't really know where to ask these questions. I'm modding the Anniversary edition. Trying to add 4 or 5 new mods, but each come with their own requirements, so now I have about 30 new mods, including HDT, BnP, BHUNP, CBPC and Bodyslide studio... Not what I wanted at first... Damn. I only wanted one ore two more houses, connected chests, more dialogues for Serana and Lydia, and a better looking character for my next playthrough. Ah. The joys of modding. So. If I put all these mods into sections between 18- Lightning & Weather and 19- Utilities, am I minimizing my chances of conflicts or is it best that I put my mods after section #19, juste before post-processing? I need to carefully check that nothing is overwriting anything else that I don't want to (I think I'm all right for now, but I'll keep checking). I know LOOT is sorting the plugins, but I want to make sure I don't miss some texture being overwritten by another, or some physics stuff being messed up. I've modded the game before, but I'm far from an expert. Worst case scenario is I'm gonna flush half of these mods and keep the essential ones. I really didn't expect to get all of this stuff at first, I just got carried away. Also, when using XP32, there is mention of a patch needed for Nemesis, but I can't seem to find this patch. I found and [url=https://www.nexusmods.com/skyrimspecialedition/mods/60363]installed this Papyrus stack fix[/url], but is there something else? As it is now, Nemesis seems to be running, but I'm unsure everything is working, and I have yet to finish my setup. Any input is appreciated, thank you. EDIT: Aniversary edition.
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Found some missing mods, corrected that. Re-ran Loot, problem remain. I have an error for missing masters: ccBGSSSE041-NetchLeather.esl ccEDHSSE002-SplKntSet.esl ccMTYSSE002-VE.esl ccafdsse001-dwesanctuary.esm ccasvsse001-almsivi.esm ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccbgssse006-stendarshammer.esl ccbgssse008-wraithguard.esl ccbgssse016-umbra.esm ccbgssse018-shadowrend.esl ccbgssse019-staffofsheogorath.esl ccbgssse020-graycowl.esl ccbgssse021-lordsmail.esl ccbgssse034-mntuni.esl ccbgssse035-petnhound.esl ccbgssse040-advobgobs.esl ccbgssse066-staves.esl ccbgssse067-daedinv.esm ccbgssse068-bloodfall.esl ccbgssse069-contest.esl ccedhsse001-norjewel.esl ccedhsse002-splkntset.esl ccedhsse003-redguard.esl cceejsse001-hstead.esm cceejsse002-tower.esl cceejsse003-hollow.esl cceejsse004-hall.esl ccmtysse002-ve.esl ccvsvsse001-winter.esl ccvsvsse002-pets.esl ccvsvsse003-necroarts.esl could this be it? I thought Skyrim had downloaded all the Creation Club content, but it seems it stops halfway through and gives me an error "Could not connect to Bethesda.net servers". Grr.
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Hello, I'm not new to the guide, just to this version and the Anniversary edition (previously on LE). Congrats on the change, btw, the guide is cleared than ever. I've retraced my steps and so far, I can launch the game with all the mods installed up this one. As soon as I tick this one, the game will load, but will ctd before reaching the menu. I did install the mods group 18, reinstalled them too, made sure I followed the instructions to the letter. With that last patch unticked in MO, I've started a test character, got out of my jail to Whiterun, everything works. But no luck with the patch enabled. Prior to that, I had retraced my steps through every group and loaded the game up to the main menu to make sure everything was working, found one error and corrected it. The previous smokerun at the beginning of the guide had worked well. So, here I am, a little dumbfounded. I plan on using a post-processing this time, everything was installed/configured that way, I am at the part of the guide where I'm supposed to test the framerates. My system specs should be in my signature. I've tried with A Clear Map of Skyrim and Other Worlds, disabled and enabled, same thing. I have no other mods installed/enabled for now. I have re-validated the files in Steam, no effect. I don't understand what I'm doing wrong. Edit (Crash log, sorry): https://pastebin.com/bqsWytPL
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Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
That is tremendous help! Thank you very much! :) -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
There is a patch for Immersive sounds and Enhanced Blood SSE, but for some reason, LOOT reports it's not needed. Anyway. I've added a few -erm, a lot of other mods, and now I need to get the count down. First thing to do would probably be to flag some small esp as esl, but, before I frack things up, I have a question. :) I noticed some of your patches are esl, and others are esp. Wrye Batch says sure, go ahead, flag it as ESL, nothing bad will happen, but if it does, don't come whining to me. ;) What is the reason for not flagging a "simple" esp as esl? Is it dependant on the master? I can not find info on this. So far, I've figured that older mods (<2018) who are not dependant on a master could be converted as esl if Wrye Bash says so, but I'm not sure about the others. Also, do you (or anyone else reading this) know of a written guide on zMerge? I really need to merge some of my mods, but I'm having trouble finding documentation. Wrye Bash documentation on merging seems non existant (the old STEP instructions on creating a bashed patch serve a different purpose, I believe and I haven't touched that since before the SE came out anyway), xEdit documentation is flagged as either obsolete or refers to videos that have since been deleted. Also, Wrye Bash is giving me headaches as it won't let me ALT+TAB to my browser so I can read doc as I go through with it. Ultra-annoying. I found an instruction video on Youtube, but I've never been fond of these things to learn something new. Thanks for your time, it's really appreciated. -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Thanks for the answer, I shouldn't post when I'm tired, I got confused by another set of armor. All is good, I'm slowly correcting my mistakes, thank you very much :) -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Quick semi-newb question. I stumbled upon another patch hub https://www.nexusmods.com/skyrimspecialedition/mods/9951?tab=files'>here (Lost of T'Skyrim). There's also a CBBE There are CBBE patches for Amidian born and Frankly HD Imperial(... ) and I also found a CBBE version of Lustmord armor. My question is: is there a difference between using such patches and generating the meshes as you are doing in your guide? I'm guessing not... (sorry, never dealt with that before and I'm not much of an artist either). If I do install these patches, I guess I don't have to tick the relevant options in #7 of the Generating body[...] portion of your guide? Same if I have CBBE versions of other armour mods I found and installed (notably, some of DX armors). -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Minor change in the instructions for your next update: I believe one of the updates remove this, since there is no such plugin in the mod. -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Duh! I tried looking at the Nexus for his nick but didn't find anything. I had actually downloaded it all, but if he was banned for stealing other people's work, it's a no-no for my personal use. Permissions can be a gray zone sometimes, with past authors not being reachable, but theft, no. Thanks for pointing it out. As soon as I finish my setup I will test the animations, see if it works for me, as well as the other mod. And yes, I know, it is extremely hard to compare one animation to another, in all kind of settings. -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
A couple of suggestions based on reading other parts of the forum... Skyrim Vanilla overhaul textures projet by - Lupus Hegemonia. Despite the name, it appears it is not strictly vanilla, but it really looks good. And there's a bunch of other textures on his site too, some of them look better than what is provided in S.T.E.P or in your guide, imho. Just a cursory look though, I haven't and can't yet play with them. NPC AI process position fix This one seems to work better than closing time. I've replaced closing time with this for my next playthrough, I'll see how it goes. Any reason why you are not using this more modern mod that seems to do the same thing? 360 Movement Behavior SE Again, thanks for all the work :) -
Dread's Skyrim Build (a STEP build)
viper37 replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Much easier on the eyes :) The mod "Silver arrows" has been deleted from Nexus though.