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Greg

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Everything posted by Greg

  1. Discussion thread: Modern Brawl Bug Fix by Enai Siaion Wiki Link Description from the mod page: Brawls are poorly implemented in Skyrim. Any magic effects applied to either participant will cancel the brawl and may cause the opponent to pull out their weapon. Depending on your load order, you may experience the infamous "Brawl Bug" that prevents you from completing any brawls. Most people are familiar with the popular Brawl Bugs Patch. Unfortunately, it is several years old and some users are still suffering from the brawl bug anyway due to several errors in its implementation. It also has the potential to generate significant script load. Because its permissions do not allow redistribution, I made an improved fix from scratch. This mod replaces the Brawl Bugs Patch. What does this mod do? The Modern Brawl Bug Fix updates the following 9 scripts. In the vanilla game, brawls (and certain other controlled combat scenarios) are cancelled when either participant is struck by a magic effect. This mod updates these events to trigger only when a participant is struck by a weapon (except fists), hostile spell, shout or scroll. MQSkyHavenSparring: BladesSparringScriptCompanionsSingleCombatQuest: CompanionsSingleCombatantScriptMS11: MS11CalixtoScriptC00: C00VilkasScriptC00VilkasTrainingQuest: C00TrainerScriptDGIntimidateQuest: DGIntimidateAliasScriptDGIntimidateQuest: DGIntimidatePlayerScriptC00JorrvaskrFight: C00JorrvaskrFightAthisScriptC00JorrvaskrFight: C00JorrvaskrFightNjadaScriptNote that healing effects will also not cancel brawls. There are technical reasons for this, as well as the fact that other mods may add automatic healing effects.
  2. I think the first step to make things a bit easier in the long term is to rename all of your "generated" mods in the STEP Core profile to make it clear these belong to the STEP Core profile. I'm looking at my STEP Extended profile so it would be something like this: Rename Bashed Patch to something like STEP Core Bashed PatchRename Dual Sheath Redux Output to something like STEP Core Dual Sheath Redux OutputRename FNIS Output to something like STEP Core FNIS OutputSTEP LOD Textures and STEP DynDOLOD Output are probably clearly namedNow copy your STEP Core profile to a new profile and uncheck the above mods from the left pane. Add any mods you want to this new profiles and then redo the patches section in the guide, but give the generated mods new names appropriate for this new profile (e.g. something like Dark Fantasy Bashed Bashed).
  3. I don't think you really mean that. I'd rather be busy testing good quality textures than wishing someone would create good quality textures.
  4. I think it's documented in the guide somewhere that iPresentInterval=1 must be set in skyrim.ini and EnableVSync=true must be set in enblocal.ini. In a nutshell, EnableVSync=true tells ENB/ENBoost to use the iPresentIntervalSetting and EnableVSync=false ignores iPresentInterval so VSync is disabled.
  5. Gruesome Death Hound by Wolflord13 but it's not tagged for testing.
  6. Discussion thread: RUSTIC DEATH HOUND by Gamwich Wiki Link Gamwich is at it again...
  7. Sure, you could download a fresh copy as well.
  8. It looks is you may need to reinstall FNIS and re-run GenerateFNISForUsers.
  9. Are you using Mod Organizer? It seems to me that you're looking in the Steam/SteamApps/common/Skyrim/Data folder and you should not have SKSE installed in the Skyrim/Data folder at all. SKSE should be installed as a mod in Mod Organizer.
  10. No, leave the mods in the left pane in the order listed in the guide. STEP staff have already verified the integrity of the mod order so you can ignore this warning.
  11. If I remember correctly, the Python DLL is used only by Configurator plugin so you could ignore this error if you don't use the Configurator. If you have a good Mod Organizer archive stashed away, you could just copy and overwrite ModOrganizer/python27.dll, ModOrganizer/python27.zip, ModOrganizer/dlls (the entire folder), and ModOrganizer/plugins (the entire folder) to see if perhaps something here is corrupt.
  12. Make that 605 audio files that also includes Better Horse Pain Sounds and Skeleton after updating to Lucidity Sound FX 1i. @Nebulous: You're right, although I don't have a good handle on how to compare the files in Audio Overhaul of Skyrim 2 with the altered reverb in the plugin.
  13. I just iterated through all audio files in STEP Extended with Lucidity installed and found 519 conflicting audio files (ignoring everything in the Optionals folder) between Audio Overhaul for Skyrimm 2, Better Animal Footsteps, Better Weapon Swing Sounds, Immersive Skyrim Thunder, Improved Combat Sounds, Lower Sounding Thieves Guild Door, Smooth Blade Draw and Sheathe, STEP Mod Compilation, and Ultra Realistic Bow Shoot Sounds -- although Lucidity is not overriding everything in this list. I created a spreadsheet listing all of the audio files, the mods that provide these audio files, and any notes I've taken so far. An X in a column indicates this mod provides this audio file. STEP in a column indicates this is the mod providing this sound in STEP Core/Extended. So far I think we should keep Immersive Skyrim Thunder, Lower Sounding Thieves Guild Door, and Ultra Realistic Bow Shoot Sounds if we accept Lucidity. I haven't gone through all the other mods yet. Of course the big challenge is comparing Lucidity with Audio Overhaul of Skyrim 2. I compared the first four and found that they are almost the same except Lucidity has a bit more bassy rumble.
  14. I think profiles are absolutely fine for a few simple profiles -- say a default vanilla profile, a STEP Extended profile, and a STEP Extended Plus profile with a few mods and an ENB on top. Where it gets confusing for me is having a STEP Extended profile, an SR:LE profile, and an SR:LE LotD profile. Granted, this is mostly to keep *me* from becoming overly confused trying to remember what goes where and which version of a mod goes with which profile.
  15. I just verified chicken.dds and chicken_n.dds are correct in the high-res compilation, but chicken.dds in the normal-res download is a duplicate of chicken_n.dds so it has two normal maps (at least I think _n is the normal map?). I linked the correct one from 2.2.9.2c to get you going since invisible chickens can be a bit annoying at times. https://1drv.ms/u/s!AvbqqNt5ag4jrwSdo3C8uqWixyzk
  16. You might consider disabling the ability to post in your mod page so you don't have to track posts in both places.
  17. Are there any specific reasons you wouldn't extract a BSA?
  18. I reinstalled all the latest clothing mods as well and so far I like the new colors from what I've seen running around Riverwood and Whiterun.
  19. If you move the Mods folder, all you need to do is run Mod Organizer, go into settings, click the Advanced checkbox and enter the path to the new Mods folder. If you do it this way, copy the mods folder first so the mods still exist when you start Mod Organizer, then change the path, exit Mod Organizer, and delete the old mods folder. Thinking about this a bit... any specific reason you don't want to move the entire Mod Organizer folder to the SSD? If it's because you have tons and tons of files in the Download folder, move everything in the Mod Organizer folder except the Downloads folder to the SSD. Run Mod Organizer, go into settings, and change the path to the Download folder.
  20. The first thing is to open Mod Organizer, go the Archive tab in the right pane, make sure Manage BSAs is checked at the top and all of the BSAs are checked. If this doesn't solve the issue... The easiest way is to install and activate Mfg Console and play the game as you normally would. When you come across a black or purple texture, ~ to open the console and click on the object. Mfg Console will then tell you the FormId of the object and which mod last modified that object. The tricky part is that you'll need to run TES5Edit and find that FormId to determine which mesh it's using, and then open the mesh in NifScope to find out which texture it's using.
  21. This makes perfect sense. I didn't remember hearing anything quite like that in this around so I thought it might be a good idea to get a second opinion.
  22. I use Stealth Skills Rebalanced because it does pretty much everything Realistic AI Detection does and rebalances more of the stealth spectrum (including lockpicking and pickpocketing). I don't think either mod forces NPCs to carry a light source (like a torch) in the dark, so I try to make up the difference with sound and movement. If I don't detect anything, I may fire off a long bow shot with a cheap iron arrow to force NPCs to come out of hiding. Once I detect them moving, I can either pick them off with ranged attacks or pick off as many as I can and backtrack out of the area to avoid detection. On occasion I bump right smack into an NPC I failed to detect, but I think it's the nature of the game. Of course, you may need to adapt to different techniques if you use one-handed or two-handed weapons.
  23. SIC: Skyrim Immersive Creatures
  24. In this case, you need to package the archive file to correct the folder structure: Extract the files from the Tail Sprint Workaround zip file so you can see the auxbones folder and ReadMe.txt fileCreate folder called meshes and move auxbones and ReadMe.txt into the meshes folderCreate a folder called data and move the meshes folder into the data folderRight click the data folder, Send To, Compressed (zip) folder and then name this file something like Tail Sprint Workaround-51234-1a.zipInstall this zip file through Mod Organizer
  25. The screenshots I took use the Animated Clutter Compatibility Patch on the Web Extended page.
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