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Greg

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Everything posted by Greg

  1. I think it's generally best to install STEP Core or STEP Extended exactly as in the guide first and test judiciously after completing each section to verify you have everything is working and stable. After you complete the guide, copy your STEP profile to a new profile and add the mods you want in the new profile. This way you can always have a known working profile you can fall back on if something goes wrong. Note that when you copy the STEP profile to a new profile, you should deactivate any generated "mods" (like the bashed patch, FNIS generated output, and DynDOLOD output) and generate these fresh with new mod names. I usually name these something like STEP Bashed Patch, STEP FNIS Output, STEP LOD Textures, and STEP DynDoLOD Output in the STEP profile and Extra FNIS Output, Extra LOD Textures, and Extra DynDOLOD Output in the new profile. You can use whatever names you want, of course... just make it easy to identify which ones go with which profile.
  2. Check your ini files. When you launch Skyrim by itself, it uses the ini files in your games folder (e.g. C:\Users\[username]\Documents\My Games\Skyrim). When you launch Skyrim from Mod Organizer, it uses the ini files in the profile folder (e.g. C:\Skyrim\ModOrganizer\profiles\[profile]). Even better, use BethINI to optimize both sets of ini files for optimal performance.
  3. Right click on a mod in the left pane, All Mods, Check all for updates should check all mods for updates and display a subset of those mods that have newer versions on Nexus.
  4. You shouldn't have to reinstall Steam. After you clean out the Skyrim data folder of any lingering files that don't come with the game, go into Steam and verify integrity (it can be a pain in the butt to find so go to Library, Installed, right click The Elder Scrolls V: Skyrim in the Favorites list, click Properties, click the Local Files tab, and click Verify Integrity of Game Cache). This way if you accidentally delete anything needed by the game, Steam will restore the game folder back to factory settings. Once you get used to it, I think you'll find Mod Organizer is a lot cleaner and easier to use than Nexus Mod Manager.
  5. Mod Organizer does not work like other mod managers so you won't normally see anything other than the masters and plugins that come with the game in the data folder. All mods you install with Mod Organizer are installed into the ModOrganizer/mods/[mod name] folder where [mod name] is the name of the mod being installed. Mod Organizer presents a virtual file system to the game so you don't have to worry about assets (like meshes and textures) in one mod overwriting assets from another mod, so it's generally a lot cleaner and a lot easier to manage assets like meshes and textures.
  6. What did you do to fix this?
  7. I'm using the STEP Optimized Vanilla Textures - Standard Version 1.2 and I haven't experienced any issue with corrupt textures. I also haven't experienced any issue with not being able to stand after sitting, although I have not used Sit Anywhere yet.
  8. Did you uncheck "Have MO manage archives" in the Archives tab of the right pane before running TexGen?
  9. I think Loot always shows that message when it detects Respectful Guard Animations is installed even if the patch is already installed.
  10. LOOT is attempting to say you should have the Respectful Guard Animations Patch for Guard Dialog Overhaul installed.
  11. I think you meant to use the link to the In-Game ENB Guide instead of the one to ELEP - Vanilla Base? In any case, thank you for putting this together.
  12. 140 is 0x8C so that is a seemingly random number to pull out of a hat, although I wonder if the developers of the engine at that time pulled that number out of a hat as the upper limit of an array thinking nobody would ever need more than 640K RAM... I mean 140 plugins.
  13. I have no concrete evidence to back this up, but I have a couple of theories. Either it's extracting a big file that takes a while to decompress and the progress bar is updated after each file is extracted and/or the disk cache is full so it's waiting for Windows to flush the cache so it can continue. I don't think this has anything to do with problems in the BSA archive.
  14. I remember Bethesda saying you just need to open the mod in the new Creation Kit and save to make it compatible with Skyrim Special Edition (although I'll wait to see how this actually turns out when SSE is available), but Skyrim Special Edition is a 64-bit executable so mods that require SKSE won't work until after SKSE has been ported to the new engine. You'll also need to use Mod Organizer 2.x when available because Mod Organizer 1.x isn't compatible with and can't hook 64-bit executables.
  15. This is an issue in the Windows Platform so Nvidia and AMD can't do anything about it in the driver layer. The issue was transferred from the Visual Studio team to the Windows Platform team shortly after it was reported and seems to have disappeared down a black hole from there.
  16. Did you install the Dragonborn Addon? This is the first file in Optional Files section so you'll need to scroll down a bit to find it.
  17. Apparently that wiki page hasn't been updated in an eternity. I just found the updated list in the STEP Compilation thread.
  18. Check this list to ensure you have installed the mods required for the extended patch.
  19. If you're referring to Audio Overhaul for Skyrim, this mod uses an FOMOD installer. When you double click AOS 2.5.1 Full Install-43773-2-5-1.rar, you should see Welcome to the AOS Installer with options to use the 'smart' installer, choose options manually, or install for STEP or SR:LE.
  20. Yes, Crash Fixes works when UseOSAllocators=0. Well, no. You have two choices in regards to memory allocation strategies. If UseOSAllocators=0, the game uses the SKSE memory management strategy so you have to adjust the memory settings in skse.ini and you can monitor the first and second block usage in Memory Blocks Log. If UseOSAllocators=1, the game uses the Crash Fixes alternative memory allocation strategy so Memory Blocks Log no longer accurately reports the usage of the first two blocks. In other words, Memory Blocks Log is effectively useless if you have UseOSAllocators=1. The general recommendation is to install Crash Fixes with the default INI settings (which has UseOSAllocators=0) and to use the SKSE memory allocation strategy and this is how I have Crash Fixes configured.
  21. If you set UseOSAllocators=1 in CrashFixPlugin.ini, Memory Blocks Log will not report correct values and the [Memory] section of skse.ini will be ignored. This is because the Crash Fixes plugin disables the memory management section of SKSE to use its own memory management strategy. I usually leave UseOSAllocators=0 and use the SKSE memory settings.
  22. Would you mind sharing how you fixed this issue for the benefit of others that may bump into this same issue?
  23. Uncheck the CBBE mod in the new profile and uninstall CBBE again with the slim option in the new profile, but rename the mod to something like CBBE Slim so it doesn't overwrite the existing mod.
  24. The current STEP 2.2.9.2 guide says to install both the Complete Crafting Overhaul main file and the CCO Compatibility Patch for WAF True Weapons optional file and this is how I have my profile setup. It doesn't really matter if you merge the patch into the main mod or install it as a separate mod. If you're using the Download with Manager button on Nexus, Mod Organizer will ask if you want to merge it into the main mod. If so, just click Yes. If you're downloading the files manually, Mod Organizer will most likely install this as as a mod named "CCO - WAF True Weapons Patch" without prompting you to merge. In the end, there's really no difference so I wouldn't worry about it. The STEP Extended Patch is installed when you install the STEP Compilation mod in 2.N. Patches.
  25. Somehow this one flew right under my radar undetected so going to download and install this in my next testing setup.
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