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Everything posted by Guba
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DIFFERENCES BETWEEN MODS FOR SKYRIM AE AND SE VERSIONS
Guba replied to Guba's question in General Skyrim SE Support
OK, so as much as I can see it is very likely that mods which worked fine in SE will also work fine with AE. The only current left problem (in critical mods) is with Dynamic Animation, which I do not use on this installation, also if it would be required for the mod I suggested, Skyrim Directional Combat that I don't use in this installation too. But generally speaking, are there differences between the basic plugins plus the dlcs from SE to AE ? Is it possible to make a comparison with any tool (like SSEdit) on the two versions? I mean, in the 'FLOR', 'MISC' etc. headers? FOr example what is missing in one version and present in the other an so on? >PS: please don't create topics in ALL CAPS. OK. I will comply. Thanks. -
DIFFERENCES BETWEEN MODS FOR SKYRIM AE AND SE VERSIONS
Guba posted a question in General Skyrim SE Support
Hello to this fine Community. I'm an aged modder which is back to play Skyrim again after few years of absence. I'm interested in knowing what are the differences, at the esp code level, between the mods created for the SE version and those created by the AE version. I'm asking this because I have started to play Skyrim again because I read about the new AE version, so I was intrigued and I purchased it. Then I have seen that there are issues, so I did a downgrade to SE, but then I read a review by GamerPoets, which is one of my favorite "helpers", who is discouraging to downgrade. So I re-installed again AE. I did it also because I read that STEP was publishing a guide for installing an AE mod list, that seemed very interesting to me. But I also installed, at my own risk, a series of mods that I loved (including my own mod, MUTIPLE MAGE LIGHT), that are all made for the SE version. I have been playing AE for some days and I haven't encontered (yet) any problem, so I'm asking which are the differences, and if there is a way to patch these mods to make them compatible for AE version. I'd like to use also old mods like Breezehome by Elianora) and to make patches for AE if possible. Thanks for every explanation. -
It seems that DAR is available for AE. https://www.nexusmods.com/skyrimspecialedition/mods/33746?tab=files But I can agree that the requirement list is long. I did not realize that with such a requirement list, also all the items in this list should become part of the STEP guide. Well, it is up to you guys. Thanks for the attention anyway.
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Thanks. I'm a perfect beginner here. Just because the propositions I'd like to make are some, could you please indicate me the right link? I'll add to my favorites. Thanks again.
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Discussion topic: Skyrim Directional Combat by machinegod420 Wiki Link Hello to this fine Community. I would start this evalution on Skyrim Directional Combat. This is because my brother - who was an international ancient sword master - once saw this mod in action and told me that the postures, the tactics of fighting were very close to the real ancient sword fighting techniques. Particularly he was an expert of the one and half hand swords, that is a halfway kind from the one and the two handed sword. The one and half hand technique has both the techniques because the swords are a bit lighter than the two handed type. He was impressed also by the fact that with this mod the fights are very swift, like they were in the real fighting, and terminating quite impressively in few seconds! It is a very hard way to fight with this mod, very immersive and very adherent to the real ancient techinques. This mod eliminates the ridiculous full-arc slashes that are not credible, because after a similar slash you are completely unbalanced, given the weight of the sword, and therefore exposed to the opponent's counterattack. This is my proposal. Tell me your thoughts.
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Two new featurs in the right-click menu in downloads tab
Guba posted a question in Mod Organizer Support
I hope it is the right place for asking for new features. If it is not, please no flame. I'm a novice here. I'm installing the SEE STEP mod-list, and I noticed that a couple of other items in the right click contestual menu in the downloads tab should be nice and easy to achieve. The first is a feature "install and activate" to install and activate the mod just downloaded; The second is a feature "install, activate and hide" to install, activate and then hide the downloaded file. Less mouse walkabouts and clicks, useful for long lists of mods. Thanks for the attention. -
I'm wondering if there is someone who thought humbly: will this monstrosity like to someone ? Perhaps is better to put it under FOMOD installer, just in case not to make the users crazy to find where and how do disable it...
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problem solved. post deleted.
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I'm experiencing a problem with Wrye Bash that I'd like to share with the Community. In simple words it seems that WB, at the end of the bashed patch creation, it is incapable to re-read back it's own documentation file, that one which is created with the bashed patch. The situation: 1. Bashed Patch container mod unchecked in the left panel; 2. Empty overwrite folder at the bottom of the mod list. I run WB, uncheck the mods that it shows could be merged and start the rebuild process. The creation ends, a window appears but it is empty. The visible message is "I can't show the page" with all the other Internet Explorer warnings (Be sure that the web address is correct, Look for the page with a search engine etc.). These are the IE messages, so I "suspect" that WB makes use of its libraries. Then I right click on the empty page, get the properties, and the url of the page is as follows: res://ieframe.dll/dnserrordiagoff.htm#file:///C:/SteamGames/steamapps/common/Skyrim/Data/Docs/Bashed%20Patch,%200.html The error is quite evident, WB goes looking for the final report within the "data/docs" folder, while the configuration of the virtual file system that MO shows to the applications is somewhere else, being the new files written into the overwrite folder. I drag-drop the files into the container mod and everything is fine. The things are a little bit different if I leave active the mod container with the previous bashed patch during the WB rebuild run, because in that case at the end of the process WB shows the previous report, instead of the new one. This is because WB finds in the "virtual" data folder, the contents of the mod container. Is anybody there who's stumbled on the same problem ? Any idea how to configure WB with different paths ?
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May I say that sometimes I feel a little dumb ? ::D:
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OK FOlks, after some little headscratch I realized that: GrantSP is a guy; + EEF means Enhanced Follower Framework (that I knew) but the sign "+" remains a mistery; IIRC dunno... So I went to see into MCM menu of EFF and I have found that a stealth sneaking flag was checked. The problem went away (obviously). As far as I can see there's no another problem and the game is flowing great.
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What is GrantSP ? IIRC ? Sorry, but I'm getting lost with all these acronyms. So you think that it is not a problem due to my keyword choice, to patch "STEP Extended patch" ?
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Folks, a very strange (and unseen) thing is happening here. Every time I press the SNEAK function, Lydia becomes invisible in a very glorious effect, and remains invisible until I press SNEAK again. Do you know any mod which introduces this kind of effect ?
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Kesta, thanks for your reply. Out of topic I'm studying your patches. Indeed a job! Kryptopyr, you're one of my idols. Being you within my hands reach, let me make you my compliments for your mods. they are GREAT! Well, folks, it seems that I'm gonna patching the STEP patch. Very interesting indeed. I'll let you know what will happen... Thrilled. :woot:
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Hello Citizen, thanks for your reply. Well, there is a problem, that is that the background IS fuchsia (or fushia) as you can see from the picture that you can see here. Well, it is too unfortunate that reply is stroked and it seems that nobody knows this problem. Perhaps I'm misinterpreting the colors ?
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First of all, hello to the community. My name is Sergio (aka Guba), 46, Italian. I have recently decided to return to play skyrim and I have found that it is alive and vital as always, and that the community of players-modders has grown up strong with new fantastic mods and new versions of great glories as well. I decided to "level-up" also my modding practice, starting to study and use some tools more in depth, like tesvedit, to deal with some very fascinating things like personal patches to cover more precisely some problems that a normal merged patch does not. Well, the tool is fantastic, but there are obviously some problems that require a greater experience than mine. So this is why I'm here to ask. If this is not the right place to ask please don't flame me, ok ? I looked for the keyword "keyword conflict" into the forum search, but I have got no result. I'd like to know if there is a topic already covered in one of the forums somewhere, if someone has covered this topic indirectly or this is a "forget because negligible" problem. I think it is not a negligible problem also because the color code used for this occurrence is scary ( :-) ) a deep violet on purple background! Is there some expert who has covered this topic in depth ? Which is the best strategy to resolve this issue ? I tried to copy the keyword set that I think is the right one into my patch but nothing, it seems that unless I modify the STEP_Extended_Patch.esp file taking away the conflicting keywords, there is no way to get rid of the problem. I'm using the Extended patch because I installed all the mods of the guide. I hope I did well. Thanks in advance for any help.
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Hello to the community. I was looking for an updated version of TESVEdit manual, because in that one I possess (PDF, white background...) there is not trace about a particular color combination in conflicts, that is purple background with dark violet text. I have this occurrence in the KEYWORD section of some mods such as Weapons & Armor Fixes Remade, Clothing & Clutter Fixes. It seems that both these mods (and others) do not like the Keyword re-definition operated by the the STEP Extended Patch.esp which adds a postfix "_KRY" to each keyword. I looked into the manual (that seems a bit outdated) but this particular color codes are not mentioned. Thanks for any help.
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Modlist done and commented by DansGaming
Guba replied to Simondererste's topic in General Skyrim LE Discussion & Support
Hello. I'm impressed. Really. Can you publish your modlist and loadorder ? I'm really tired to go around forums to look for solutions to my problems. I have just ended the STEP installation and I'm getting a modest 30 fps stable wil no stuttering at all. My PC is not bad (i7, 12gb ram, ATI 3GB vram). Thanks in advance for your help. -
I've just finished to install STEP and since from the first tries I noticed that the enchanting position assumed by the character when uses the enchanting table is completely wrong, too close to the table, and the character is waiving. I would like to get rid of this problem, going back to the vanilla position. Does anybody have any idea which is the mod that introduces this enchanting position ?
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Wrye Bash through MO to create bashed patch
Guba replied to oqhansoloqo's question in Mod Organizer Support
Personally I love Wrye Bash, simply because it is great for patches tuning leveled lists and merging mods. The idea is simply great, and until there will be another one that makes such a brilliant tool to do the same job I will continue to use it saying thanks to the creator. My workflow is simple: LOOT, WRYEBASH, drag the report files into the created mod WRYEBASH PATCH.0 CONTAINER in Mod Organizer, run SKSE. I'm writing here because I want to highlight a problem that I think perhaps someone has using Mod Organizer. When I create a bashed patch the report file shown in the window is the previous run one, because WRYE sees THAT file as the created file. I realized this because I have a CDT problem that I'm trying to isolate adding a mod after another, since the same save will crash in the same cell it crashed before. So I have seen that there is such a problem. The virtual filesystem that MO shows to Wryebash is not including the physical directory where Wryebash go to write. BUT... when I drop the new reports into the CREATED MOD, replacing the previous ones, they are the good ones ! Is anybody who is experiencing the same problem ?