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Nebulous112

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Everything posted by Nebulous112

  1. I don't recommend that anyone remove mods mid-save. Generally just a bad practice. However, if you were going to try it with this, make sure you use a "clean" save. I used XP32 for my last playthrough, and this time I'm using XPMSE to test.
  2. XPMSE is currently in testing to replace the older XP32 skeleton. Either will work fine for STEP. The forcesteamloader argument is a workaround to get SKSE to work without Steam, IIRC.
  3. Read my post above.
  4. Thanks DY, and Greg for the link. Very interesting. Well, if disabling autosaves causes graphical glitches, I will not disable them then. I just won't load from them, lol. Thanks again guys, that is the first I have ever heard of the issue.
  5. Also, note that the newest version of the guide is 2.2.9.2. Make sure you are using the newest version, or some things will not make sense.
  6. You can change the name of the thread. Just edit the OP in the Full Editor.
  7. 1. Check the OP of the STEP Compilation thread, as the instructions state. You are missing a mod. 2. No idea, I don't use them. I think I confused you more than anything, and I was just trying to help. :-( Basically I was trying to say that anything that runs a patcher should be done last. I don't mean "patches" I mean "patchers". Mods that do more than sit in your load order, they run a program based on your other mods to create a patch. Because this process is based on your other mods, the output will obviously change when you change your mods. Bashed patch, DSR, FNIS, DynDOLOD, ASIS, etc., etc. Where you put your extra mods depends on what you want overwriting other things. Learning the basics of xEdit helps enormously. Google FNVEdit Training Manual, look at the conflict resolution section. 3. See #1. You want the Core patch if you are running Core, Extended Patch if you run Extended. That option is a last resort. 4. See this part of the MO Guide. Try browsing through the guide, and playing around with MO a bit. It definitely helps to know the basics of MO. Not as tough as people make it out to be if you put 30-60 minutes into playing around and learning the various features. For your example, merge would be fine, as would re-name.
  8. Gamwich strikes again. Looks like some pretty nice work.
  9. When reading through SR:LE, I noticed Neo recommends turning off autosaves from the start. https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Configure_Skyrim Neo also recommends to completely exit the game if the character dies, and then load the last save. It seems the automatic load is buggy. https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Tips I've read conflicting information regarding autosaves and quicksaves. Many people on /r/SkyrimMods think there is nothing wrong with them, for instance. But everyone seems to agree on the second point. However, if Neo has never experienced the issue and others are, I think it's possible one of these behaviours may be to blame. I'm going the safe route, and have disabled autosave. I have religiously exited the game after death since I read about that issue, as well.
  10. I noticed it usually takes a day or so for the testing tag search to include newly added items. Cache needs to be refreshed, I imagine.
  11. Isn't using coc commands to travel and bypass certain things pretty dangerous on a save you want to keep? I try not to use console commands at all (if I can help it) on saves I plan on keeping. It could also be something like your memory blocks filling up. Try installing Memory Blocks Log, and see from the log if you need to increase your memory settings in skse.ini. Also, for BOSS, you need the 32-bit version, if there is such a thing. MO is a 32-bit program, so it will only run other 32-bit programs. I use LOOT myself, as it is much more up-to-date for Skyrim, not to mention the overall better functionality.
  12. Very possible. I think most were caught, but not all.
  13. Congratulations, Dreadflopp!
  14. Ah, good to know. Just added for compatibility, so users didn't have to download the whole of PapyrusUtil itself. I knew I was probably reading too much into it. Lol Thanks Grant.
  15. This seems like a really neat idea. The wait menu might see a lot less use! Also would be pretty useful for burglary purposes, as Neo says. Edit: Simply Knock overwrites some PapyrusUtil files. Will this affect anything in a STEP install? Description page says to load it after other mods that include PapyrusUtil files (of which STEP has none, besides PapyrusUtil itself). But what about other mods that use PapyrusUtil, such as DynDOLOD? Would we have to disable this for DynDOLOD generation? Also, does anyone happen to know what other mods in STEP use PapyrusUtil besides DynDOLOD? Or if there is an easy way for me to find out myself besides reading all the mod pages? Edit 2: I'm probably reading too much into it. I'm just going to put it last in priority order before the patches and see what happens. I'll try DynDOLOD to see if it throws any errors.
  16. 101Bugs will have to be dropped from STEP if CACO is accepted. If that happens, there would then be no conflict with this mod. Kryptopyr also recommends this to be used alongside CACO on the CACO description page. I'm not testing out CACO, as I don't want to deviate too much from STEP baseline... I've already installed most of the mods currently in testing. However, I am going to drop 101Bugs and add this one to the mix. It looks like some pretty good work. FYI, I'm pretty sure this is all that is needed for compatibility: To use with STEP 2.2.9.2, remove 101Bugs and let this mod (Lepidoptera) overwrite Wiseman303's Critter Fixes.If you are also going to use CACO, move the Lepidoptera plugin to Optional, as the CACO plugin handles it. Just the files are needed.If you are also going to use CACO, download the CACO version of the mod. This version has no plugin as it is handled by CACO.Edit: Updated information
  17. *raises hand* The main site page looks like the Windows 8 start menu with all the different tiles. I thought the world learned how poor an idea that was for desktop users...
  18. In the first case scenario, you will have to make a new mod from the overwrite files that you should name "XYZ Cleaned ESM". In the second case, you do not need to make a mod since the changes will be in effect on the unmanaged DLC itself (you don't have to restore the backup). It is written that each of these follows "XYZ Cleaned ESM" because that is much more common to experience the first scenario.
  19. Is it possible the issue could get resolved after installing the rest of the mods in the guide, including the patches? I have to admit that I have never ran the game before totally completing the STEP guide.
  20. Lol. I do hope he checked his mod list first...
  21. Yeah, unfortunately I do not see that ever being possible. It would require every mod author on the list to give permission for STEP to include their mod, which will never happen. Also, it would put STEP in direct conflict with Nexus, which I doubt the STEP team would consider. Also, what would happen when a mod updated? It would be a tremendous amount of work to re-package the whole thing every time. Not to mention the security issues with Torrents, and the fact that everyone tends to download and no one ever wants to seed. Although it would be convenient, unfortunately it is just not feasible. :-(
  22. Yeah, it just depends if you want to test Core first, or only play at the end of adding all your mods. The rule I use is if I add a mod or change things in any way in my MO profile, I make sure I run all patchers before I play. If you're not going to play the game at all before adding your other mods, no sense doing it twice. DynDOLOD will probably take you 1-1.5 hours. The others are just minutes, though. Regarding the three extenders...ENBoost is not installed via MO, so it is irrelevant. The part of SKSE installed via MO can go after the base game and DLCs or before, it doesn't matter. Same with PapyrusUtil, as long as it is after SKSE. Personally, mine is placed after. I have 0-6 being the Cleaned ESMs, the base game and DLCs (interleaved), 7 is USLEEP, 8-11 is the High Resolution Texture packs and the Unofficial Patch for them, 12 is the STEP Optimized Vanilla Textures, and 13-14 is SKSE and PapyrusUtil. But like I said, it really doesn't matter for the placement of those two. Just make sure they come before other mods that use SKSE.
  23. Yep, definitely a good call! :-)
  24. Uploading them is definitely against the rules. The author has removed the files for a reason, and does not want anyone publishing them. Author's note from the Nexus Page:
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