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Everything posted by Ewookie1
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iHud and Widescreen in Lexy's: Legacy of The Dragonborn Special Edition
Ewookie1 replied to Ewookie1's question in Pack Support (retired)
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. -
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?
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CK(SE) "create archive" can not set files from MO2 virtual data?
Ewookie1 replied to waitinfuture's question in Mod Organizer Support
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. -
bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
Yea, I was afraid of that. Thanks for replying though. -
bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
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. -
bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
Thank you for the heads up. I had installed it, but knowing that, I won't activate it. Thank you. -
bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
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. ) -
Google Chrome Can't Download from Skyrim Nexus using MO
Ewookie1 replied to Idonea's question in Mod Organizer Support
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. -
That sounds like a good idea. I think I'll do that, testing after each section. Thanks.
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Google Chrome Can't Download from Skyrim Nexus using MO
Ewookie1 replied to Idonea's question in Mod Organizer Support
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. -
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.
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bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
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. -
bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
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? -
Google Chrome Can't Download from Skyrim Nexus using MO
Ewookie1 replied to Idonea's question in Mod Organizer Support
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. -
Hopefully, it'll be a hybrid of the two.
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bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
Thank You. As long as they're absence doesn't affect, or interfere with the rest of the setup, I'm good. Thanks again. One other question thought... Could I use a different Circlets mod in it's place, without upsetting the STEP setup? -
This mod is no longer available, unless it 'inside' the STEP Compilation files? Does anyone no what's going on?
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bug STEP v2.10.0 Official Bug Reports
Ewookie1 replied to TechAngel85's topic in Step Skyrim LE Guide
I was going over the "STEP Compilation Credits" On the Nexus STEP page and found that two of the mods listed are missing. The mods I found missing are: Better Circlets by Yuril Frost Atronach HD by Yuril I went through the rest, and it seems these are the only ones not available. I'm not sure why, but that user's files seem to have been pulled. I just thought it would be a good idea to let someone know about this. I was also wondering if those missing files will cause problems with installing the STEP Compilation files? -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
Ewookie1 replied to hishutup's topic in Skyrim LE Mods
From what I can determine from the STEP Patches Requirements page, it doesn't look like "Relighting Skyrim" is required for the patches. -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
Ewookie1 replied to hishutup's topic in Skyrim LE Mods
Thank you for your help. That's great. I expect that I'll be using all the Required Mods for the Extended Patch, except the ELE. I really appreciate all the hard work you guys have put into the STEP program. It looks absolutely GREAT. I'm redoing the setup because the last time I did it, I did "something" wrong" that caused a CTD everytime I tried to open the Map in game. I couldn't figure out where I went wrong either because I installed "ALL" the mods before testing, rather than testing at each "Benchmark" suggestion. Again, THANK YOU for the alternate Patches. I hope this might help others that have the same issue with the ELE. -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
Ewookie1 replied to hishutup's topic in Skyrim LE Mods
Thank you for your quick responce. Looking into the .7z file, I see that it has both a STEP Core Patch and a STEP Extended Patch. One last question: Do these patches still require all the other Mods as listed in the STEP Patches Requirements page? (https://wiki.step-project.com/STEP_Patches_Requirements) Thank you so much! -
ACCEPTED Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--)
Ewookie1 replied to hishutup's topic in Skyrim LE Mods
Enhanced Lighting for ENB (ELE) - LITE (by --JawZ--) Hello In regards to this mod, I'm wondering if it could be removed from the required list in the STEP Patches... At least remove it from the Core patch. The reason I'm suggesting this is because of the following information quote: Notice: Notice to all ENB users (not ENBoost-only users). This will alter the look of the interior lighting when used with any ENB Preset! If an ENB Preset is planned to be installed later, either verify the chosen Preset works with the Interior Lighting version of ELE or skip this mod installation entirely! Truth be told, I'd like to run and ENB, but the last time I did, with this mod, I found that ALL interior lighting was WAY too dark. And, I'd like the option of following the suggestion of the Notice above, without the penalty of being denied the option of using one of the STEP patches. I'm using almost all of the other required mods for either of the patches, but if I don't use this particular mod, which has a suggestion of NOT using it if you intend on using an ENB. This is just a request/suggestion, but one I hope you'll consider in future updates of the STEP Patches updates. Thank you in advance for your consideration. -
Can you use the Tweak INI box in the Information/INI-Files tab to create a STEP setup INI Tweaks? Including the "STEP" setup tweaks. For example: Create a folder in the "MOD" directory of MO called STEP_INIs, then tell it to ignore the missing data. Reopen that "mod" by right-clicking and selecting 'Information' (or, just double-click on the mod in the left pane). Then, under the [iNI-Files] tab, right-click on the INI Tweaks box at the lower left and create an INI file called "STEP_INIs". From there, put all the recommended ini settings in the box on the right and save. Tick mark the INI file, then close and activate the "mod". The idea being that, you can disable all of the STEP setup mods, including the STEP ini recommendations. Would this work?
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There are also links to some very good video tutorials on the pages mentioned above.
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tes5 edit backups not appearing in overwrite
Ewookie1 replied to MajorFreak's question in Mod Organizer with STEP
First, I should qualify myself by saying that I'm not an expert with MO. I have been working with it a lot over the last year or two (falling in love with it) and have been learning a lot. So, here's my idea regarding the question of how to handle TES5Edit (or any other) backup files. Another way to find the backup inside MO is to double-click the mod, or right-click and select Information. Then, go to the <Filetree> tab. You can find your backup there. While here, if you'd like to keep "first" backup, just create a folder with different name and copy, or move your backup to the new folder. That way, it won't get overwritten. When I first discovered this odd new feature in the recent update, I was a little confused at first as well. But the more I thought about it and looked at it, the more I realized what a powerful tool it could be.