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DanimalTwo

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Everything posted by DanimalTwo

  1. This mod is not exactly STEP friendly. It is essentially a fully animated player home. Features from the mod page: Animation showing mod
  2. You copy the assets in the order of the mods as they are listed in the left pane (top to bottom) as lower placed mods overwrite the assets of higher placed mods. Your newly created merged mod should be placed under RS Children then the mods from whence the assets came can be unchecked.
  3. I looked at your image again. You are using the Legendary patch, but do not seem to have Hearthfires.esm. Why is Skyrim.exe listed? There is no such file.
  4. STEP is just a base. When you finished your STEP install, make a copy of your STEP profile and use that to add you own touch. This preserves your base STEP profile and allows your own customized profile. I use many of the mods you have listed. You may also wish to look at Skyrim Revisited: Legendary Edition (SR:LE) which already includes many of those mods.
  5. Expand both the Female tree and Male tree until you see the textures folder for both. Then in the archive move the female texture folder to the male folder and select the male folder as your Data directory. You can more things around and it will the effect the actual archive. It looks like this. BEFORE: >Females >CBE >Default Body >UNP >Main >textures >Males >Better Male Body >textures >Default Body >SoS version AFTER: >Females >CBE >Default Body >UNP >Main >Males >Better Male Body >textures >textures >Default Body >SoS version Then select ">Better Male Body" as your Data folder. Alternately install the mod twice selecting the female textures first with "Replace" and then installing the male with "Merge".
  6. That should not be happening. You by chance did not do the following: "Do not overwrite the mteFunctions.pas installed earlier from Merge Plugins TES5Edit Script as it is more up to date." with the Real Shelter for RSPatch.esp. If you did, re-install Merged Plugins v1.9. Then try again.
  7. You can just manually sort them in the right pain of MO before starting TES5Edit. You should only have the merged ESP plus meshes, textures, and sound folder in your overwrite after the merge. TES5Edit should only save the merged ESP if you did things right. Make sure the ESPs are in the correct order before the merge and move them manually if they are not.
  8. It made Neovalen's cut. It is in SR:LE.
  9. Make sure you are using Merge Plugins xEdit Script v1.9. This goes into your 'TES5Edit/Edit Scripts" folder. After you merge you SHOULD have only the merged ESP, plus meshes, textures, and sound folders in your overwrite folder. Rename your merged ESP in your overwrite folder to "RealisticWaterTwo.esp" for compatibility. Then on the left pane scroll down to the your overwrite on the very bottom and right click and select "create mod" calling it "Realistic Water 2 - Merged" or something similar. Move the new mod under the original Realistic Water Two mod in the left pane and active it by checking it. Finally uncheck the original mod.
  10. I usually have SR:LE opened in two browser tabs, one showing the history/recent changes and the other the guide. Then I highlight text from history/changes and use the browsers find function to find the section in the guide.
  11. Reinstall you map mods/tweaks to make sure you did them correctly.
  12. You can delete it. The directory is created by TES5Edit in your overwrite folder and unless you clicked make backup after editing and saving something the directory will be empty. It will be recreated the next time you used TES5Edit and will be empty and can be deleted again.
  13. The best I can do is point you to this page. Guide to Make a Patch for Solving Conflicts.
  14. He is talking about the question MO asks when installing mods. Therefore "Merge", "Replace", "Rename", or "Cancel". No xEdit involved.
  15. Did you set MO to point to the new locations of your mods, downloads, and executable directories (if also changed location)?
  16. I merged patch is created by xedit scripts added to TES5Edit. You can read about the mod and download it here. I is different from a BASHed patch in that it combines multiple ESPs into a single one. Skyrim has a limit as to the number of ESM/ESP one can have, IIRC it is 254. Therefore, the advanced is reducing the number of ESM/ESPs used. Most often it is used for mods that come with multiple ESPs and merging them all into a single one. It does not eliminate the need for still creating a BASHed patch.
  17. From the forum I pointed to the optional is an FXAA injector.
  18. Check here and make sure you installed SKSE correctly: https://wiki.step-project.com/Skyrim_Script_Extender, there is also a video you can watch.
  19. You need to set VideoMemorySizeMb based on your graphics card and system memory. The instructions are here: https://wiki.step-project.com/ENBoost#Recommendations
  20. From the mod page: "before you run the patcher after the first time. make sure you delete 'Spears By Soolie Patch.esp' first, so it can generate a new one."
  21. Your attached file suggests you are using it, unless you posted the wrong enblocal.ini. This is from the file you posted: [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9injFX.dll Your question was what EnableProxyLibrary does. Here is a thread on it https://forum.step-project.com/topic/894-d3d9dll-vs-d3d9injfxdll/.
  22. You downloaded this mod and when your run FNIS you checked both "Skeleton Arm Fix" and "xp32's PC Exclusive Animation Patch Fix" before running your patcher?
  23. You are running FNIS through MO and not outside of it?
  24. Have you run the patcher by itself and not through SUM?
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