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Greg

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Everything posted by Greg

  1. Items in the left pane are generally ordered alphabetically within each category, although we may deviate if a mod needs to override assets (generally meshes or textures) in another mod that comes after it alphabetical order. The order of the plugins in the Extenders section doesn't really matter. You should start the game at the verification point (after all extenders have been installed) to verify these are installed and working correctly. At this point you should have skse_loader.exe and skse_{version}.dll in the game folder and you should be running skse_loader.exe to start the game. This leaves only the SKSE scripts installed as a mod and the other plugins are installed alphabetically, which is the same order SKSE loads them.
  2. I think this is a duplicate topic for No Spinning Death Animation (by dDefinder) that has been incorporated into the Step conflict resolution patch.The original topic was very difficult to find
  3. I merged your post into this one so all discussion is in one place.
  4. I am also confused because (unless I am sadly mistaken) Realistic Ragdolls and Force is not used in either the Skyrim LE or Skyrim SE guides.
  5. I also quickly searched Nexus to see if anyone had created a PRP compatibility patch yet, but I didn't see anything obvious.
  6. This is the result of running PJM's Check Previsbines script on my load order withOCsNukaTransitSettlement.esp loaded after PRP.esp. ERROR: CELL 0000DF9A (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) Warning: CELL 0000DF98 (of OCsNukaTransitSettlement.esp) has higher VISI date [2023-01-25] than member CELL 0000DF98 Warning: CELL 0000DF98 (of OCsNukaTransitSettlement.esp) uses Meshes from OCsNukaTransitSettlement.esp but 0000DF98_142AB9AE_OC.nif from PRP.esp ERROR: CELL 0000DF98 (of OCsNukaTransitSettlement.esp) uses Precombines from multiple mods (such as OCsNukaTransitSettlement.esp) which can break Previs ERROR: CELL 0000DF58 (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) Warning: CELL 0000DF79 (of OCsNukaTransitSettlement.esp) uses Meshes from OCsNukaTransitSettlement.esp but 0000DF79_21987E4E_OC.nif from PRP.esp ERROR: CELL 0000DF79 (of OCsNukaTransitSettlement.esp) uses Precombines from multiple mods (such as OCsNukaTransitSettlement.esp) which can break Previs Warning: CELL 0000DF77 (of OCsNukaTransitSettlement.esp) uses Meshes from OCsNukaTransitSettlement.esp but 0000DF77_0A82376A_OC.nif from PRP.esp ERROR: CELL 0000DF77 (of OCsNukaTransitSettlement.esp) uses Precombines from multiple mods (such as OCsNukaTransitSettlement.esp) which can break Previs ERROR: CELL 0000DF56 (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) ERROR: CELL 0000DF57 (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) ERROR: CELL 0000DF76 (of OCsNukaTransitSettlement.esp) has disabled Previsbines as later Timestamp on LAND 0000F10B (of Better Landscape Grass.esp) ERROR: CELL 0000DF76 (of OCsNukaTransitSettlement.esp) has disabled Previsbines due to later Timestamp on LAND 0000F10B (of Better Landscape Grass.esp) This seems to indicate we'll either need to override several PRP previsbine meshes with vanilla meshes or create our own PRP compatibility patch, so it's probably best to drop this one for now.
  7. I moved your post here to avoid having duplicate discussions on the same topic. You can read through the posts in this topic for more information.
  8. Removing a master from patch should only be done if you know what you are doing and you know your way around xEdit. It is highly recommended that you have the original plugin (Vokrii) installed during this operation. Removing a patch using a dummy plugin to replace e.g. Vokrii can be difficult. In both cases you'll need to know whether to remove the record from the patch or to correct the record in the patch using data from another plugin.
  9. When Bethesda initially created the ESL format, the general rule is that any FormIDs from $001 through $7FF are reserved for hard-coded records in the base game file and FormIds from $800 through $FFF are available for use. When Bethesda created Fallout 4, ESL plugins with Version 0.95 follow this same logic. The difference is that in some later release of Fallout 4, Bethesda changed the engine so that ESL plugins with Version 0.95 follow this same logic but ESL plugins with Version 1.00 can use FormIDs from $001 through $FFF and none of these are treated as injections into the base game. Reference xEdit discord and search in:#mod-talk 7FF. EDIT: I forgot to mention that $000 is excluded because this is apparently an invalid FormId.
  10. New records added to an ESL that do not override records in any masters must be in the range xxxxx800 - xxxxxFFF. Records in an ESL that are just overriding records in a master plugin do not count toward this limit.
  11. It sounds as if you are trying to following the SkyrimSE v2.2.0 Guide, but this is for Skyrim Special Edition with the Anniversary Edition content and will not work with the Skyrim Legendary Edition. Although we have a SkyrimLE v3.0.0 Guide for Skyrim Legendary Edition, this guide is outdated and is no longer supported.
  12. Congratulations and have fun installing the texture overhaul mods (clothes) on the baby! We also appreciate all the hard work you put into creating and maintaining the Fallout New Vegas guide.
  13. Are you sure this is caused by Arachnophobia? First verify in 04-Foundation you have DynDOLOD Resources SE 3.0.0 and right below this you have DynDOLOD DLL NG and Scripts 3.00. The order is important here because the scripts and assets in DynDOLOD DLL should override the scripts and assets in DynDOLOD Resources. If you install Arachnophobia, you should ensure it's in the proper order in the right pane and you'll need to use xEdit to resolve some conflicts.
  14. It's working for me at this time, but this is the first time I've looked it today.
  15. I'll just say that it is painful trying to determine whether we have the latest release.
  16. I think this (and most other tagging mods) should be redundant if we use Complex item Sorter.
  17. xEdit 4.1.4 is an extremely experimental build that has not been released yet. I suggest sticking with 4.0.4 unless you have some explicit use for the experimental version.
  18. I split this into a separate topic.
  19. I think it's safe to say that all of the issues I've run into with this mod have been relatively minor. It's mostly corpses that fall into an entryway that need to be pushed out of the way or jumped over if room height allows.
  20. I'd do it this way. if you have a recent version of Mod Organizer, run "Explore Virtual Folder" from within Mod Organizer. This brings up a "File Explorer" like application right in the game's Data directory. Right click the Textures folder and copy. Select File > New Tab to open a new tab. In the new tab, select or create a temp folder somewhere outside of Mod Organizer's purview (e.g. C:\TempTextures or D:\TempTextures) or whatever. In this new folder, click Paste. This copies only the textures that are actually used by the game in an empty folder. Once complete, close Explorer++ and Mod Organizer, run CAO, and do what you want with the textures in the temp folder.
  21. Moved from Fallout 4 Mods to General Fallout 4 Discussion & Support.
  22. You need to purchase and install the Anniversary Edition Upgrade from Steam that includes all of the Creation Club content.
  23. The USVFS log can help diagnose issues when Mod Organizer cannot hook and it may help diagnose issues with the virtual file system when the log is in debug mode. it is highly recommended to put the USFVS log in debug mode only when troubleshooting issues with the virtual file system and for short runs because the log is huge and all the log output significantly degrades performance of the game. In other words, I doubt it would help with this specific issue although I'm assuming "mismatching .bsa files" means the names of the BSA files does not match the name of the plugins. I think you did the right thing by running Wrye Bash since it now has some diagnostics to help identify some issues that aren't detected by other tools. I think the best diagnostic tools at this point are Wrye Bash, xEdit, Better Console, and Crash Logger when used with SSE Engine Fixes.
  24. Ensure all plugins in the right pane are enabled (the checkmark is checked) and verify you have these plugins installed: CACO_SurvivalMode_Patch.esp CC-Fishing_CACO_Patch.esp CACO_Saints&Seducers.esp CC-TheCause_CACO_Patch.esp Note that the Step 2.1.0 guide requires the latest version of Skyrim Special Edition and all of the Creation Club content from the Skyrim Anniversary Edition to be installed.
  25. Just may naive take, but the non-vanilla plumes remind me more of a vortex (tornado or hurricane) than an ash plume. I'd expect an ash plume to have an inconsistent shape, although the color of the plume may vary due to the material in the plume itself. I am not a volcanologist, I do not play a volcanologist on TV, and Skyrim is a fantasy land so take this with a grain of salt.
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