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Greg

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Everything posted by Greg

  1. Also note that the guide for Skyrim Legendary Edition used ENBSeries primarily for its memory management functionality with 32-bit DirectX 9 games. Skyrim Special Edition is 64-bit on DirectX 11 so ENBSeries is required only if you are using an ENB preset.
  2. No, that was just for clarity in naming the file path. You can really put Mod Organizer anywhere you want with two exceptions. 1) Do not put it in any UAC controlled folders like C:\Program Files because Windows will give you lots of grief with access denied issues. 2) Do not put it in the Steam or game folder because I seem to recall the virtual file system gets into a recursive loop and fails to work properly.
  3. I really hate to say this since you've already gone to the trouble of moving Mod Organizer to a new drive, but Mod Organizer's virtual file system does not work correctly when it's installed in the Steam or game folder so you should move it to its own folder... something like E:\Mods\Mod Organizer or E:\Tools\Mod Organizer. The good news is that it should be very easy to move Mod Organizer. Run File Explorer or Windows Explorer, go to E:\Steam\SteamApps\Common\Skyrim Special Edition, select the Mod Organizer folder and cut. Go back out to E:\, create a new folder called Tools, go into the Tools folder and paste. Since you're doing this on the same drive, all Windows does is move the directory entry to the new folder so it doesn't need to copy all the files. Once you've done this, edit ModOrganizer.ini using Notepad, Notepad++, or your favorite text editor and find/replace all instances of E:\Steam\SteamApps\Common\Skyrim Special Edition\Mod Organizer with E:\Tools\Mod Organizer. You'll also find some paths use forward slashes (e.g. E:/Steam/SteamApps/Common/Skyrim Special Edition/Mod Organizer) so replace these with E:/Tools/Mod Organizer. I don't know if it really makes a difference one way or the other so I just use whichever \ or / Mod Organizer put there. EDIT: I'm not sure what to make of this entry in the log. It seems to be saying MO 2.2.2.1 is older than 2.1.6 so you should update from 2.1.6 to 2.2.2.1? 16:38:57.123 [W] "Notice: Your current MO version (2.2.2.1) is lower than the previous version (2.1.6).<br>The GUI may not downgrade gracefully, so you may experience oddities.<br>However, there should be no serious i... 16:38:57.124 [D] displaying main window 16:38:57.473 [D] update available: 2.1.6 -> 2.2.2.1
  4. Thanks. I don't remember seeing that issue when I originally installed the guide years ago, but I'm reconsidering installing it fresh so I'll keep this in mind.
  5. Just for clarification, is the original popup saying the file is corrupt correct?
  6. I think the STEP LE guide used Stealth Skills Rebalanced by kryptopyr that changes stealth in similar ways, although I seem to recall it also optionally changed the perk trees. It looks as if Realistic AI Detection is very similar in that light and sound affect detection and the detection radius is expanded. As a result, stealth is much more difficult at the lower levels. You can read the discussion on Stealth Skills Rebalanced for some insights into the differences between vanilla. My general approach is to enable stealth as often as possible (especially when waking along the roads or through the woods) because your character gains some stealth skills when moving past animals and NPCs that haven't detected your character. I also take the path between Belethor's General Goods and Ysolda's house in Whiterun to walk around (slowly) behind the guard at Belethor's General Goods to level up sneak skills. This can be really tedious and time consuming at the lower levels. The woods around Whiterun is a good place to sneak around provided you stay away from the bandits and the tiger. I very rarely use anything anything other than a bow and I prefer the faster bows that do more damage that allow me to use long-ranged sneak attacks while hiding in bushes or around big rocks with an easy escape path. My general plan is to get in one (and hopefully two) quick shots, get behind something so I can't be seen, and run out of the search radius. Unfortunately, this is a lot harder to do at the very low levels and the Imperial bow doesn't help much. Wear dark colored light armor to minimize noise and light reflections. Wearing heavy metal armor is somewhat like wearing Christmas bells and wearing Elven heavy armor is somewhat like wearing Christmas lights. Stay in the dark areas of interiors well away from light sources. This doesn't really help much at the very low levels, but you'll stay hidden better once you get a few perks.
  7. I just went through Helgen Keep (after the cart ride) and I did not notice any light issues with the NVidia video card. I hesitate to say this is a definitive answer, but I do remember seeing light issues on old rig with an AMD video card.
  8. I also had this issue on my last two or three rigs with AMD video cards, although I assumed it was just a bug in the game engine. If i can find some quiet time, I'll see if it's reproducible on my new rig that has an nVidia RTX 2070 video card.
  9. I see Mod Limit Bug Fix right at the top of the hot mods section, but this is really curious because I don't remember having run into a mod limit with Fallout 3. I know Fallout New Vegas had a mod limit of around 140 or so plugins due to a bug in the game engine that Bethesda never fixed, but I didn't know this was a thing in Fallout 3 as well.
  10. You should be able to load up to 254 plugins with Fallout 3, although I seem to recall that all *.esm and *.esp files use a slot even if the file is not in your load order. This shouldn't be an issue unless you have something like 90 or more inactive plugins in your load order. You might also read the posts in Plugin Limit? and Hitting earlier mod limit of 144 that discusses a similar plugin limit issue.
  11. I wrote a brief overview of the questline here: https://forum.step-project.com/topic/7749-not-so-fast-mage-guild-by-cdcooley/?p=161066 Scroll down a bit and you'll see a response from cdcooley outlining the vanilla questline. It's been a long time since I played this questline, but I do not remember seeing a reminder to return to the College of Winterhold so you may have to remember to do so on your own or just happen to visit the College of Winterhold with the right conditions to continue the questline.
  12. http://enbdev.com/download_mod_tesskyrimse.htm
  13. When I saw that prompt after running BethINI, I mistakenly assumed you were recommending setting the INI files to read-only and clicked it. It didn't take long to regret that decision because Mod Organizer prompted to save the INI files every time I exited the game so I've since reverted these to writable. It's been a while since I ran it, but I don't remember seeing any text explaining that it's not recommended unless I completely overlooked it.
  14. DoubleYou meant d3d11.dll instead of d3d9.dll. I suspect d3d9.dll popped into his head out of habit from years of fiddling and tweaking Skyrim Legendary Edition that uses DirectX 9. Skyrim Special Edition uses DirectX 11. In any case, ENBseries is required only if you are using an ENB preset with Skyrim Special Edition. If you are not using an ENB preset, you can remove it to get back to vanilla. I suspect TechAngel85 is correct in that the ENB preset files most likely overwrote the default enb*.ini files so you can either remove ENBseries completely or restore the files from the ENBseries archive.
  15. You could just use Windows Explorer (or File Explorer) to add the esm to an archive and then install the archive normally, or you can create a new empty mod with the appropriate name in Mod Organizer, right click the empty mod, select Open in Explorer (or a similarly named option) and copy the esm into the mod folder.
  16. Run BethINI as instructed in the guide, apply the tweaks linked in the Fallout INI and FalloutPrefs INI subguides, and then enable Archive Invalidation.
  17. I don't have a definitive answer, but I wonder if may be because the music type is defined in the worldspace, cell, and sub-block records that also affect LOD.
  18. The details of the main quest are documented on the Not so Fast - Main Quest mod page on Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/2475 You get the Horn of Jurgen Windcaller at the end of the dungeon and can return it to the Graybeards if you want. About two weeks after the Graybeards recognize you as the dragonborn, a courier will deliver a note from Delphine.
  19. There are multiple versions of Dual Wield Parrying in the Download tab. The "01 Dual Wield Parrying Script Dragon 2_50" file requires Script Dragon, but the first two do not.
  20. If I'm not mistaken, MacOS, Windows and Linux all use TrueType and OpenType (*.ttf and *.otf) fonts so you may be able to use the font already installed on your Mac.
  21. "Save Configuration" saves all your changes to the enblocal.ini, enbseries.ini and perhaps other ini files and Apply Changes instructs ENBSeries to apply the changes you just saved to the current game. In other words, you should make any changes you want. When you are satisfied with the changes, click Save Configuration to persist the changes and click Apply Changes.
  22. I don't know which specific animations you are trying to convert, but I would just search Nexus and download the Skyrim Special Edition versions of the animations so you don't need to convert them.
  23. When you clean the master files, the cleaned masters are in Skyrim's data directory and the original, unmodified masters are in the ModOrganizer/Overwrite/xEdit Backups folder. In this step, you want to put the unmodified masters back into Skyrim's data directory and move the cleaned masters into a mod named "Cleaned Vanilla Masters". This keeps the Skyrim folder as vanilla as possible so you don't lose the cleaned masters if Steam updates Skyrim. So the first step is to move the cleaned masters from Skyrim/Data to ModOrganizer/mods/Cleaned Vanilla Masters. Once this is done, move the original masters from ModOrganizer/Overwrite/xEdit Backups to Skyrim/Data. Note that you'll need to remove the timestamps from the file names as well so you'll rename something like Dawnguard_20200323111427.esm to Dawnguard.esm.
  24. You need to run xedit with the quick auto clean parameter in order for it to clean the selected master file. if you just ran and closed xedit, it doesn't do anything.
  25. You may need to move Mod Organizer and Wrye Flash out of the Steam and Fallout 3 folder. Mod Organizer's virtual file system does not work correctly if it's installed in the game folder. I usually install these in something like C:\Tools.
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