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Ewookie1

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About Ewookie1

  • Rank
    Citizen

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  • Gender
    Male
  • Location
    United States
  • Interests
    Skyrim and STEP, Beyond that, Stealth games, woodworking, (of late) water-cooling my computer. Preparing to enter the world of 'Overclocking' just dabbling, but looking forward to squeezing a little more out of the system I've just built.
  • Favorite Mod
    General Stores, and Community - Uncapper
  1. Thank's for the response, and the info. I'll check out her thread as you suggested. I thought it was a STEP pack because I found it on a wiki_step-project site. The following is the url: https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE#Prerequisites_-_This_is_where_we_install_Skyrim_and_a_few_required_TOOLS Anyway, your advice sounds workable. I appreciate the advice. Thank you so much, and have a GREAT New Year.
  2. Lexy's: Legacy of The Dragonborn Special Edition: indicates that iHud is required and included in a merged mod. (ESP's merged) My question is, must I use iHud? I "LIKE" seeing my hud features, even when I'm 'not' in combat. Also, I would 'like' to use an alternate hud mod that I prefer? I like "SkyUI", "SkyHud", and I have a wide screen monitor so I 'NEED' "Complete Widescreen Fix". Are these options even possible? Or, would dropping iHud, not to mention adding the others, break the STEP project?
  3. I'm not sure, but I believe I understand what waitinfuture is frustrated with. If I understand correctly, it's not "just" about the archives. It's about running CK THROUGH MO2 that he's struggling with. At least, that's the problem "I'm having". Obviously, using MO2, I don't put mods in the games regular "data" folder. They are stored and managed in the MO2 folders. Now, I would "LIKE" to work with the mods I have in MO2, but it can't even seem to find the main game files when I run CK through MO2.
  4. Yea, I was afraid of that. Thanks for replying though.
  5. I'm not sure if this is from one of the mod in STEP, or maybe USLEEP, or what, but my arrows won't even fly all the way across the 'Companion's' court yard in Whiterun any more. The last time I played Skyrim, I could snip about the same distance as from the top of the steps to the Dragons Keep, down to the guard in the corner between the general shop and the apothecary shop. Even farther at times. But now, my shots won't even make it across that court into a target. And, my arrows vanish, even when I get close enough to hear the clear 'thunk' of a hit. I can't seem to figure out what's wrong. Is one of the mods in STEP "balancing" the range arrows and bolts can fly, or is that in USLEEP, or what? Does anyone know? If not, I'll keep searching. Edit: My ini setting for range is [Actor] fVisibleNavmeshMoveDist=12288 as recommended.
  6. Thank you for the heads up. I had installed it, but knowing that, I won't activate it. Thank you.
  7. I'm not sure if this is a bug, an oversight or what, but... I was just installing "Wiseman303's Flora Fixes" and found there is a patch for "Clams Drop Pearls" which is installed later in the process. In "Wiseman303's Flora Fixes" file page, there is a patch for "Clams Drop Pearls", yet the STEP instructions don't say anything about downloading that to install later. Nor is it mentioned in the "Clams Drop Pearls" instructions. I was just wondering, should we download the patch and have it ready to activate when we install the "Clams Drop Pearls" mod? Or, does the STEP Compilation cover that. Or... is it just not required? (Sorry to be a pest. )
  8. I haven't tried uninstalling and re-installing Chrome, so I can't answer to that. And you may be right that it's a mess up on my system with Chrome. But every thing seems to be working fine with Firefox. So, for now, until I find a real good reason to go back and reinstall Chrome, I think I'll stick with Firefox for now. I do appreciate your response, and I hadn't notice the dates on the previous posts. I should have looked. The problem had started just the other day after my "IObit Advanced system care" program recommended that I update Chrome just before my problems started. Maybe it was installing the update through that other program that caused the problem. Thanks again.
  9. That sounds like a good idea. I think I'll do that, testing after each section. Thanks.
  10. I tried that Local State edit too, and it didn't work for me either. The problem started for me right after I updated Chrome! I even tried reinstalling Mod Organizer. After trying every suggestion I could find with no luck. I finally installed Firefox and now everything is working fine. I think Chrome is becoming a little too proprietary for my taste. It doesn't support Java, now this, and I've heard others complaining about other issues. Issues that don't usually effect me, but still. And, from what I can tell so far, Firefox seems to have grown up a lot since the last time I used it. I'll keep looking for fixes for Chrome for a while longer. Mainly because I had gotten that set up pretty much the way I liked it. And, if I find an answer, I'll post it here. Or, maybe one of you will find a solution I could use, so I'll keep checking back, but I may just stick with the 'Fox'. Thanks and good luck all.
  11. A suggestion I was thinking of, was to specify locations where people could and should do a trial run, just to the point where your character is getting out of the wagon. That's the first point where we can escape out of the game. The reason for this suggestion is that, for some reason, I can start the game, through MO and SKSE while it's still raw. But, something keeps happening somewhere in the process, and by the time I get to the end, I can't even launch it. And, I have 'no' idea where I'm going wrong. I've had to start over completely three times, spending hundreds of hours trying to compile this thing, just to find out that, somewhere along the way, I screwed up somewhere. And, I have NO idea where! It's awfully frustrating. I'm sure it's something I'm doing wrong. I just don't know where. So what I was thinking, is that perhaps we could make a test run at the end of each section. I was thinking I might like to do that this next time through. The problem is, the STEP process has us installing XP32 Maximum Skeleton Extended fairly early on, which requires running FNIS which isn't install until the END of the STEP program. I was wondering if something could be done about the process to allow for test runs as we go, such as installing things like FNIS, and what ever other patchers might be needed earlier, even if it means having us rerun them a few more times as we go. It would be good practice for future additional modding anyway. Just a thought. Maybe I'll try it anyway, just deactivating mods like "XP32 Maximum Skeleton Extended" or other's that require FNIS or the other Patchers. We'll see what happens. I appreciate your thinking about this though. And, thank you for the great work you've all done already.
  12. First, thank you for replying. And, thank you for your explanation. I've only tried making one mod so far and it was so simple that I never got that far. Besides, it wound up not working anyway. So, I didn't even know that TES5Edit could do that. I wonder if their might be a way for them to clarify that they are referring to an advanced operation and that those of us that don't try to modify mods in xEdit, need not concern ourselves about it? You know, something along the line of: "This warning refers to an internal TES5Edit function used by more advanced users. To clear up any misunderstandings, you should continued to sort all of your mods using LOOT according to the STEP wiki guide." Or something 'like' that. Just an idea? Again, thank you for responding so fast and helping me understand. I'm hoping to learn a lot more in time. But, I'd like to get the STEP setup working before I start delving deeper into xEdit and the CK and so on. In general, I'd like to thank the entire modding community for all they have done to make this game so much more than I ever thought any game could be! I keep coming back to this game because of all you have done.
  13. I've run across one that I'm not sure has been addressed before regarding "Hearthfire Extended by Kinaga" on the wiki page https://wiki.step-project.com/Hearthfire_Extended#Recommendations The STEP instructions have the following warning: Warning: Do NOT sort the masters for this mod! The author states that doing so will break the mod. (<--I didn't see that in the description page.) The author will take of this issue for the users for the next release (no ETA). However, you may clean the one ITM from this mod without issue. This warning is a tad confusing. Are we supposed to deactivate this Mod, or the .esp when we run LOOT? Or is it a warning against sorting it in the Left column of MO, if MO presents a warning to sort it in the left column? Also, the wording of what the author intends to do is a little confusing as well. Probably just some typos, but it muddles up the warning even more. Could you clarify this warning for us?
  14. Quote I'm having the same problem, but I'm running on Windows 7 Pro (64bit) Is it the Chrome 64bit browser that's the problem? Note on the "Local State" file. Mine doesn't have anything about nmm or nxm. And frankly, that "Local State" file looks like a MESS! It's all in one continuous line and over half of it looks like garbledy ****! I assume it code, but there's no rhyme or reason to it.
  15. Hopefully, it'll be a hybrid of the two.
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