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uncleseano

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Everything posted by uncleseano

  1. Aye Nozzer and Lesslight I do exactly the same thing. Delete the leveled lists from the merged patch and then run bash and leave um at the end of the L.O. But What I was asking if it's ok to merge an auto merged TES5 Edit patch and the STEP Extended patch. Of course I would never touch my Wintermyst/ASIS patch at all. Speaking of which my wintermyst is AFTER my Bashed patch... hope that's ok
  2. Hey guys, first question is in the topic. I removed footprints and wet and cold from the extended patch and my build and all is well but I was wondering about my 'other' patch. Hell I aint even sure if I should have two patches. Bascially after my modified STEP Extended patch I have my TES5 Edit auto patch (sans leveled lists) and then my bash patch. Is this ok? Also can I (or even should I) merge the plugins of the extended AND the auto patch? EDIT: How ugly is this?
  3. I thought the .esp redirected all sounds away from the default folder into it's own one so the point was that ANY sound/music replacer that doesn't have an .esp loses out
  4. How often do you lads use the 'advanced' part of this? There is a bunch of stuff it can clean in my save one called something like 'DragerFixScript', not really sure I should let it.
  5. Haha, ditto, I figured it was meant to look that crap
  6. Yeah that's gorgeous, I miss my bow sound though
  7. I've started using this, now it's nice but I'm guessing with a STEP Extended install it would remove all non .esp sound mods (thundering shouts, crossbow/bow, wolf howls, well... lots really). Is there any way around this...hell, do you guys even think it's worth it?
  8. Ok sorted, I'm somewhere in the middle of an Extended/Revisted Set up. All patched up, extended patch cleaned and some mods removed. Several .esps merged (RWT, ETaC etc), all seems to be stable (touch wood) and happy. Script lad is around 40ms (lots of mods) and FPS limited perfectly at 60 (thank you nvidia Inspector) Pretty happy with it, some amount of mods here all playing nice with each other...
  9. Yeah I've been crawling my way through it, it's pretty damn handy.
  10. Hah! I had that two, prolly from 'Knockdown' from landing in Deadly Dragons. No issues in game (havent given it a proper run yet though.) A smarter man that me said that 'Warnings' although sounding horrible arent too bad, it's the 'errors' ya gotta me mindful of. Well I chased down most the papyrus errors/warning to just a few mods that I was gonna remove anyway. I really want a tigher load order so I throw in a bunch more heavy hitters (FrostFall etc) I've got the info on how to seperate the records required from the extended patch so that's my next move. On to another profile! I'll have a look at the STEP packs too
  11. Ok grand no worries about the SKSE. Would love to get that mod list up there working though... Regarding SoS and AOS I'm pretty sure there is a patch doing the rounds for them both. The merge you mentioned I believe is to do with WAO (which I have listed above), looks VERY promising and I can't wait to get it installed. I have a metric **** ton of error messages in my papyrus, literally just started a bran new full clean install STEP followed guide to the letter and my papyrus looks worse than before... errors and WARNINGs everywhere.. spam like crazy. I literally walked through Helgen to the first fight and BOOM issues everywhere. All this crap arning: Assigning None to a non-object variable named "::temp36" stack: [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 355 [02/24/2015 - 12:57:25PM] Error: (0005CEEF): cannot play a None impact effect. stack: [ (0005CEEF)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 610 [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 401 [02/24/2015 - 12:57:25PM] Error: (0005CEEF): cannot play a None impact effect. stack: [ (0005CEEF)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 613 [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 401 [02/24/2015 - 12:57:26PM] Error: (0005CEEF): cannot play a None impact effect. stack: [ (0005CEEF)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 613 [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 401 and this is spammed too [02/24/2015 - 12:53:02PM] warning: Property DLC1VampireBeastRace on script zbloodnpc attached to Active effect 5 on (000AAF99) cannot be initialized because the script no longer contains that property [02/24/2015 - 12:53:02PM] warning: Property DLC1VampireBeastRace on script zbloodnpc attached to Active effect 5 on (000198BA) cannot be initialized because the script no longer contains that property [02/24/2015 - 12:53:02PM] and THIS [Active effect 2 on (000654F5)].DualSheathReduxEffect.EquipWeapon() - "DualSheathReduxEffect.psc" Line 374 [Active effect 2 on (000654F5)].DualSheathReduxEffect.OnObjectEquipped() - "DualSheathReduxEffect.psc" Line ? [02/24/2015 - 12:51:23PM] Error: Cannot call GetWeaponType() on a None object, aborting function call All this **** after fighting two guys and walking for a few seconds?
  12. Heya, me again :P So I completed the proper full install of the Core and Extended in seperate profiles with seperate mods for each were applicable. I'm wondering now how do I go about adding in new mods that I want (in my new profile of course) and what would the left panel load order be. Sorry for the Horrible list below, these are mods I wanna add, let me know if any of these have major issues with STEP Extended. Also what is the handiest way of checking for conflicts with TES5 Edit? P.S I have been taking notes during the install of required patches and pluin load order for the new mods to be installed Mods I am hoping to install: A Matter of Time Animal Tweaks Apocolypse ASIS Bandolier Book Covers Skyrim Climates of Tamriel Cloaks Combat Evolved Crafting ReCategorized Dawn of Skyrim Deadly Combat Deadly Dragons Son't Steal my Crops Dragon Soul Relinquishment Dynavision (just for NPC chats) Elysium Estate Revenge of the Enemies Expanded Towns and Cities Falskarr fantasy Soundtrack Frostfall Grass on Steroids High Level Enemies Immersive Armours Immersive Patrols Immersive Sounds Compendium (Expecting some mad overlap here) Immersive Weapons Inconsquential NPCs iNeed Food and Water Jaysus Swords OBIS One With Nature SkyComplete Skyrim Immerive Creatures Smart Cast Sounds of Skyrim SPERG Splash of Rain Stones of Barenziah Droppable Supreme Storms Pure Weather (I know I know, this and CoT is mad but WAO seems to fix it) Timing is Everything Uniqie Dragon Priest Masks Unread Books Glow VioLens Wearable Lanterns Winter is Coming Wintermyst Wyrmstooth You Hunger Easier Lockpicking Without Cheating Bad News Bears Realistic Primitive Horse Breeds Jaxonz Renamer Immerisve Sleep Wait Menu Atlas Markers Relighting Skyrim Stunning Statues of Skyrim Bathing in Skyrim Realistic Room Rental Skyrim Coin Replacer Redux Better Fast Travel My Home is Your Home Exstensible Follower Framework Remove unserwater Grass Minty Lighting Convientant Bridges Jesus didnt realise is was so beefy, well what ya think? Anything that stands out? Or whats the best way to check for issues? EDIT: I'll tick them off the list as I get the all clear EDIT 2: Bonus Question, where does SKSE and Stable uGrids go in the left panel load order? I have them first and second right before distant decal fix and the unofficial patches and DLC.. that normal?
  13. Sorted over at https://forum.step-project.com/topic/7237-brand-spanking-new-install-questions/
  14. Oh yeah totally Spatula, you are meant to only use ONE STEP patch. Check out another sneaky thread I started which has all the beef that we were curious about. The TLDR is install ALL mods from extended, install the patch. Create a new profile then start fiddling. By fiddling I mean use TES5 Edit to remove all records pertaining to the .esps that you are removing from the extended guide https://forum.step-project.com/topic/7237-brand-spanking-new-install-questions/
  15. So any advice you could give us? Should we go down the route of removing the .esps or creating a new manual merged patch if we arent using the full Extended? EDIT: Would it make sense to install STEP Core, get the Core Patch. And then start installing the Extended Plugins say, 3 at a time and check them for conflicts before moving on for another few installs. If that was the case would we Merge Plugins BEFORE doing any conflict resolution and forwarding the fixes to the Core patch?
  16. Still sorta draggin my heals over this. Stick in STEP Core/Extended limbo with the patches
  17. Same with flying spatula. I was gonna install pretty much everything bar one or two mods from the extended (footprints/wet and cold) because of the overhead. But it seems after looking through the patch .txt there are a metric **** ton of merges and compatibiliy that I'll be missing out on. So it's either a case of just going with the Core and adding the extended plugins slowly and researching each one or trying to remove the .esps from patch. It's all super messy I tell ya! Would love some advice on the matter
  18. Yeah I can see AOS2_WetandCold Patch.esp and Enhanced Blood Textures - Improved Comabat Sounds.esp Is it a case of removing the two .esps from the patch or getting the list of esps together and merging them myself (that sounds terrifying to me)
  19. Ok that makes way more sense, thank you. No more Autopatching for me so
  20. Heya, quick question. Is it possible to install all of STEP Core (exceot for Improved Comabat Sounds) and Step Extended (except for Wet and Cold/Footprints) and still get the step extended Patch to work?
  21. Wonderful thanks, I'll take from this that any more mods added ontop of a STEP install (and the patch) would require another merged patch for conflicts (if they arise)
  22. At no point during the STEP 2.2.9 walkthrough does it mention using TES5Edit to run an auto merge patch. Is this normal? Or are the patches at the end the merged patch so to speak. If that's the case if we add mods at the end should we run a merged patch?
  23. Here's some Questions for ya guys 1. What are the major differences between automatic and manual patch merging? 2. Is it possible to run the automatic patch and then load everything back up again manually patch the left overs? 3. If number 2 is possible is it even reccomended or should you just manually go through every conflict and make your own patch? 4. When do we use the new .esp merger script? 5. Do we use it to merge our own Merged Patch (manual or auto) our bash and our dynamic patches ie ASIS etc? Phew, that's all my questions for now! Thanks in advance
  24. Wonderful thanks guys, feelin better about having dropped it so. Silly lil thing that is it. Ok so, maybe that really random and unreproducable CTD was in fact from that single value. Thanks again guys!
  25. Same weird issue here. If I limit mine to 60 it'll sit on 61.1 and bounce around once in awhile. I'll disable it and use nvidia inspector so, thanks
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