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Nebulous112

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Everything posted by Nebulous112

  1. I have uploaded an album on Imgur that shows an example of a 2.2.9.2 Extended install in MO. I have also included a screenshot illustrating the instructions for SKSE. For ease of reference, I have removed any mods I installed on top of STEP for these screenshots. Always remember to closely follow the STEP instructions. Due to the nature of LOOT, your plugin list in the right pane may not look 100% like mine. This is just an example of one setup. Also note that the text version of the STEP guide (i.e. the wiki) will always be more up-to-date than the linked videos. The videos are there to give you a general idea of how it is done, but for the specifics, always follow the text of the STEP wiki! Lastly, when you download these mods in MO, you will have some items in the "Version" field in red, and possibly slightly different names for the mods in the left pane. This is just how I set it up (telling certain mods to ignore updates, etc.), along with creating the categories in MO to fit the STEP categories. No need to worry about these things for a standard STEP install, as they don't affect the game, and only help with organizing MO. [spoiler=First screenshot description] This is what a STEP Extended 2.2.9.2 Skyrim mod install should look like upon completion in Mod Organizer. Note that the individual plugin load order on the right pane may vary slightly. This is inherent in LOOT. If LOOT doesn't sense that a plugin needs to moved in the load order, it doesn't move it. This can result in different (but similar) load orders having the same desired effect. In the first screenshot, you will notice a mod not in STEP, Memory Blocks Log. This is a good tool to determine if the SKSE memory patch is working right. If not using it to test, leave it unticked. The Hi-Res texture packs and the Unofficial High res patch are dummy plugins, and should be unticked in the right pane. The "Weapons & Armor_TrueWeaponsLvlLists.esp " is one of the four mods merged into the bashed patch, and after creating the bashed patch it is automatically left unticked. [spoiler=Second screenshot description] "GQJ_DG_vampireamuletfix.esp" is another of the four mods merged into the bashed patch. [spoiler=Third screenshot description] "Complete Crafting_TrueWeaponsLvlLists.esp" is yet another of the four mods merged into the bashed patch. "FarmhouseChimneysCRF.esp" will not be in your plugin list if you follow STEP. The Farmhouse Chimneys CRF patch has not been updated for USLEEP, and requires using Mator's update script to make it work. I have disabled and highlighted it to let you know to ignore it, as this plugin will not be in a standard STEP install. [spoiler=Fourth screenshot description] "Traps Make Noise.esp" is the last of the four mods merged into the bashed patch. [spoiler=Fifth screenshot description] "AOS_Reduced_Reverb_Addon.esp" probably won't be in your plugin list, either. It is the optional reduced reverb patch from Audio Overhaul Skyrim. I have left it disabled and highlighted to let you know to ignore it if it doesn't apply to you, as it will usually not be in a standard STEP install. [spoiler=Sixth screenshot description] Here you can see the Archives tab in the right pane. Everything should be ticked in the Archives tab. Most files will be automatically ticked, but some files you will need to manually tick. Note the order of the HighResTexturePacks. They must be ordered as shown, and will be if they are ordered correctly in the left pane (shown in the first screenshot). [spoiler=Seventh screenshot description] In the right pane, you need to manually tick the STEP Optimized Vanilla Textures S1 and S2 BSAs. The order of S1 and S2 doesn't matter. This screenshot and the previous ones cover all of the mods in the left pane. Note the Output files generated by the different patchers - the Bashed Patch from Wrye Bash, the FNIS Output from Fore's New Idles in Skyrim, the DSR Output from Dual Sheath Redux, and the two DynDOLOD Output files (which I named LOD Textures and DynDOLOD Output). [spoiler=Eighth screenshot description] In the right pane, note that BWS.bsa needs to be manually ticked. Follow the STEP instructions, and install and run the patchers in the sequence shown on the wiki and in the left pane of the screenshot. As each patcher is run, it should be the last thing in the load order. If re-running patchers, untick in the left pane any that come later on in the STEP instructions until you get to them. Before making the Bashed Patch, make sure every plugin in the right pane is ticked. Make sure the LOOT Metadata rules were properly inputted into LOOT, and LOOT was ran. Then make the Bashed Patch. Per the STEP instructions, re-tick "WM Trap Fixes.esp" after creating the bashed patch. Continue with the STEP instructions for FNIS and DSR. For DynDOLOD, follow the STEP procedures exactly, making sure to untick Birds and Flocks from the left pane. It is fine to leave the dummy plugins (HighResTexturePacks and Unofficial High Resolution Patch) unticked, as DynDOLOD accounts for the High Res Texture Packs already. After you follow the STEP recommended procedure (running the two DynDOLOD scripts and create the fake mods, etc.) make sure you remember to re-tick Birds and Flocks in the left pane. Run LOOT one last time, and you should be done! STEP works very well, as long as you follow the detailed instructions in the wiki carefully. Remember to always follow the text of the guide for exact details. It is much more up to date than the videos could possibly be. You obviously can't make a new video each time an edit is made to the STEP guide. :-P [spoiler=SKSE screenshot description] Here is one last screenshot to help show the last step in installing SKSE (adding the .ini file). Follow the STEP instructions. After moving the one .exe and two .dll files directly into the Skyrim folder (not the Data folder), install the SKSE scripts into MO, creating the "SKSE" mod you see highlighted in this screenshot. Right click as shown, and choose "Open in Explorer". Create a new folder called "SKSE". In the SKSE folder, right click and create a new text document, and name it "skse.ini". Make sure Windows is showing you the file extensions, otherwise you might end up with "skse.ini.txt", which won't work. Alternatively, download the pre-made SKSE file linked to on the STEP page. Either way, it needs to be named "skse.ini" and put in a folder named "SKSE", and it needs the values shown in the screenshot. Use the mod Memory Blocks Log by Sheson to confirm your SKSE is setup correctly. If so, the log from that mod should read "512, 256". This corresponds to the 768, 256 settings in the skse.ini. The first number in the log will always be 256 less than the number in the skse.ini. Here is a link to the full album on Imgur: https://imgur.com/a/dw4zN
  2. I assume you ran FNIS from within MO, and then clicked "Update FNIS Behavior". This is correct so far. The files that are generated in Overwrite are the FNIS Behaviour files that make FNIS work. You have to right-click Overwrite, and select create mod (to make a "fake" mod for MO to load with these output files). Name this (fake) mod something like FNIS Output, make sure it is right after FNIS in the left pane of MO, and make sure both mods are ticked. However, I would re-do the process if I were you, as it is important to make sure there were no other files in the overwrite folder before you begin. Also, I see some problems with your FNIS behavior generation. The Warning means you should tick the "Skeleton Arm Fix" patch in FNIS before you click "Update FNIS Behaviour". Otherwise you will have weird behavior in-game. The other problem I see is the fact that you are using the default vanilla skeleton for males, and the XPMS skeleton for females. I run STEP Extended and I see this when I run FNIS: [spoiler=Update FNIS Behavior text]FNIS Behavior V6.2 2015-12-22 10:16:38 AMSkyrim: 1.9.32.0 - D:\Games\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS (242 bones) male: XPMS (242 bones)Patch: "SKELETON Arm Fix" Reading FNISBase V6.2 ... All Anim Lists scanned. Generating Behavior Files ...0_master usage: 1.1 % ( 0 paired, 0 kill, 0 alternate animations)Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0 Creature Pack not installed 47 animations for 1 mods successfully included (character) Not sure what the problem is with yours, but you may want to re-install XP32 Maximum Skeleton and make sure nothing is overwriting the skeleton files. (It should only have a green + sign in the lightning bolt picture under MO "Flags".) These instructions are probably valid if you are using XPMSE, although I do not use it. Make sure you are only using one of XP32 or XPMSE, though, never both. Also, make sure the plugins you are using are all checked, then run LOOT before running FNIS. If you ever add or remove a mod, or update a mod (with any animations at all), you will need to re-do FNIS. Kind of the same with any of the patchers, really, if you ever change what they patch.
  3. Basically, from what I understand, what is happening right now is that the {NoMerge} bash tag also infers the {Deactivate} tag. Hence why it is showing up in the deactivate prompt. See this for more info: https://github.com/wrye-bash/wrye-bash/issues/51 If you un-tick Wiseman's Trap Fixes at the prompt, it doesn't deactivate it, but it doesn't merge it either. If you leave it ticked with the others, again it doesn't merge it, but it does leave it deactivated. As far as I can tell, it is six of one and half a dozen of the other...so long as if you leave it ticked you re-activate it afterward, or just un-tick it at the prompt.
  4. Part of the STEP process is to turn off PMOP warnings, so I personally don't know what warnings you are seeing. The left pane should read: Cleaned Update ESM Unmanaged: Dawnguard Cleaned Dawnguard ESM Unmanaged: HearthFires Cleaned HearthFires ESM Unmanaged Dragonborn Cleaned Dragonborn ESM SKSE PapyrusUtil Unofficial Skyrim Legendary Edition Patch Unmanaged: HighResTexturePack01 Unmanaged: HighResTexturePack02 Unmanaged: HighResTexturePack03 Unofficial High Resolution Patch STEP Optimized Vanilla Textures (other STEP mods from top of list to bottom) It really doesn't matter where SKSE and PapyrusUtil go (for the most part), but I threw them in there. To turn off the PMOP warning, check the instructions on this page. Specifically, the bit about going to Settings and then: "Go to the Plugins tab and click Basic diagnosis plugin on the left and double-click true next to check_modorder and change it to false." For the right pane (plugin pane), just run LOOT. Assuming you install things in the correct order per STEP, you shouldn't run into any issues.
  5. Also, double check that the SKSE memory settings (the skse.ini) is in the correct spot. Use Sheson's Memory Blocks Log to test whether SKSE is set up correctly. The log should say 512, 256. This corresponds to the 768, 256 inputted in the .ini.
  6. Legacy of the Dragonborn (Dragonborn Gallery) [by icecreamassassin] https://www.youtube.com/watch?v=rgDpL4hzD2w This DLC-sized mod is fantastic for anyone who likes to explore and collect items in Skyrim. From the Nexus description page: [spoiler=Supported or Incompatible mods]Supported Mods: The following mods are supported in V14. Install and run these listed mods and Legacy will automatically patch itself to provide special content and features without the need of an additional Plugin! Please note that support only applies to the original mod file and will not function with a custom merged package! So you will need to re-merge your package without these mods and run them separately to gain the additional museum content -Skyrim Unique Treasures -Great jar hunt -Captured Fairies -Konahrik's Accoutrements -Aetherium Armor and Weapons -Dev Aveza Airship -Alternate start - Live Another Life (Use the Solitude ship start for the option to start as the relic hunter to become available) -Helgen Reborn -Wyrmstooth -Hunterborn -Gray Cowl of Nocturnal -Falskaar -Heavy Armory -Trophy Heads -Something Fishy -SkyRe Reproccer ready (patch needed for some changes) -Supports "Hearthfires Multiple Adoptions" in the safehouse living space for up to 6 kids and spouse! -Supports Latest USKP changes other than mod dependent ones -Completely compatible with JK's Solitude and Dawn of Solitude without patching (Legacy is self patching) -Fully compatible with most weapon model replacers such as Unique Uniques, Unique Shapes for Unique weapons and Unique Weapons Remade with in game configuration features! Addon Patches: The following mods will require a compatibility patch which is available here on Legacy's mod page. These patches will ensure that there are no conflicts, contradictions, duplications, etc, and carry forward any changes these mods make which are central to that mod. -Complete Alchemy and Cooking Overhaul -Mad Masker -Immersive Jewelry -More interesting loot -RS Children -Complete Crafting Overhaul -Weapons and Armor Fixes Remade -Dev Aveza -SkyRe -Morrowloot -Morrowloot Ultimate Edition -Requiem (With Requiem+More Interesting Loot) -Immersive weapons -Immersive Armor -Solitude Compatibility Pack. Includes patches for: - True City - Complete Solitude - Solitude Capital Edition - Towns and Villages enhanced - Solitude Reborn - Open Cities Skyrim -Book Covers Skyrim compatibility pack (only for OTHER mods that require a BCS patch) Supplements: These are additional mods I have created to work in conjunction with Legacy. I have left them as separate features in separate mods so people don't have to include the features if they do not wish. I've also done this so people who are pushing the limit on what their system can handle, do not have to have these features to potentially bloat down their game. Dovah Closet - adds a special 16 outfit quick store and quick change vanity in the safe house bedroom. Incompatibilities: -Perkus Maximus (PerMa): The only known incompatibility is that reforged and warforged versions of unique items will not display on their vanilla display in the museum. This is not something I have the skills to patch as the information for these redone versions of the items are not in the plugin but in the XML extensions PerMa uses. Simply console vanilla versions to place on display until a solution is discovered. - There may be FPS drop issues related to ELFX, ENB and SMIM being used in combination with one another. If you have FPS drop and use any of these, you may want to check out this patch: PATCH The ultimate mod for collectors. Due to the scope alone, obviously not a candidate for STEP Core or Extended. It would be phenomenal to see a pack made around this, though! There has been some talk of a STEP pack on the Nexus page, and quite a bit of interest. Legacy's author icecreamassassin has also mentioned there is a substantial update for Legacy of the Dragonborn on the way shortly (v14.12), with quite a few changes, so it would only make sense to wait for this update if anyone is thinking of contributing to a Legacy pack for STEP. A couple people reported on the Nexus page running STEP Core with Legacy, and only some of the museum edits had to be forwarded. However, I have no idea what it would be like to use STEP Extended as a base (minus any conflicting mods), which is what I would love to do. Anyway, if you are a completionist, or you just enjoy exploring and collecting, check this mod out! Edit: Also, Legacy of the Dragonborn is supported by DynDOLOD out of the box, according to the DynDOLOD compatibility list. Custom rules are automatically generated at launch.
  7. FYI, see this post in Dreadflopp's Modular Patches thread. User wisethug was running into issues with the groundfog not showing up. Obviously this is for the ENB version, but since Tech mentioned the groundfog issue in the edit to the OP, I thought I'd mention it.
  8. Huh, that's odd. In the Archives tab, did you have "Let MO manage archives" ticked? What about the High Resolution texture packs and the Unofficial High Resolution patch? Were these also ticked under Archives?
  9. Hi Sheson, I'm thinking of adding a player home or two to my new playthrough, as well as a mod that adds a bookstore in Solitude. I'm wondering if these mods are compatible with DynDOLOD out of the box. I did not find any mention of them in the (lengthy) compatibility list. New Bookstore in Solitude: Books of Skyrim (by MannyGT) Player homes: Druid's Den - Collector's Edition (by Saerilith and Icecreamassassin) [major update / rewrite uploaded yesterday. Now v3.2] Jaggarsfeld (by xJACKTHERIPPERx and DarthXile) / Jaggarsfeld Extended (by TechAngel85) [The Extended mod requires the original Jaggarsfeld] Lakeview Manor Evolved (by mrpdean) [recently came out of beta, now v1.1] Thanks for your time, I do appreciate it. Cheers, Nebulous
  10. I would be interested in seeing some compares, if anyone is testing this mod on a current playthrough. I've added a bunch of mods in testing to my lineup for this go around, but I'm not sure if I'll add this one yet. I don't want to stray too far from the safe shores of STEP baseline, lol.
  11. Nice! New Immersive Citizens and a new version of the STEP patch. You guys must have known that I'd run all my patches and try to call my setup "final" for my new playthrough last night, didn't you? ;-) Oh well, I am excited for the new and shiny! I assume the STEP patch will have the EBQO-CRF patch hotfix included (from the EBQO page)? That was the one thing I omitted because I wasn't sure how to install it with the compilation. Thanks for the quick patch update on the heels of the Immersive Citizens update, Ess! :-)
  12. I know nothing of ENB or Parallax, but moving the STEP Compilation itself is definitely perhaps a bad idea, due to the fact it has the main conflict resolution patch for STEP contained within. Edit: See Spock's post below, apparently it may be OK to move it. I have never tried, and again I do not know anything of Parallax.
  13. If you are starting a new game, I would go through MO and the 2.2.9.2 guide again fresh. It is important to start a new game with 2.2.9.2, and not use a previous save. Make a new Profile in MO. Then delete all the patch output files in the left pane, or you will get confused. Then browse to the TES5Edit folder in Windows Explorer, and delete everything in the DynDOLOD cache folder. Check all of your mods for updates through MO before you install anything. Then just follow the guide from the top to the bottom. If you want to be sure your .ini files aren't messed up for the new profile, you can re-create them. Delete your .ini files from My Documents and from the new MO profile (if it has .ini files yet), and run the Skyrim Launcher again. Change the settings to what you want, then press play. Exit Skyrim, and it should re-create the .ini files from default. Then change the .ini settings based off of the STEP recommended settings. This is easier than messing with a 2.2.9.1 install with mods that no longer apply, maybe missing something, etc.
  14. I agree that Cameron is basically doing the same thing. Like I said, nations will opt out of treaties when it is in their best interest. However, I do find it amusing that you quote the ECHR to defend your point in the first part of your post, then in the second part you completely dismiss Putin signing a law to overturn any ECHR rulling he doesn't like. You are misrepresenting my position. I certainly do not "conclude that anything can be justified so long as it is enshrined in law". I'm not sure how I could have been more clear: I have bolded relevant sections above. Honestly, I thought what you were accusing me of believing (that anything can be justified as long as it is enshrined in law) was the position you took. I do not find this treatment of homosexuals as objective and reasonable, but the majority of the Russian people do, and it is enshrined in law in Russia. You argue that this treatment is acceptable, and to justify it, you quote UN and ECHR rulings. Perhaps I am missing something here...I readily admit that I am no academic. I may be misreading your position, elenhil, but I believe we generally agree on the rights of parents and nations to decide what morals to follow. The main difference is that I find nothing immoral about homosexuality, and therefore I don't find the discrimination, or "difference in treatment" of homosexuals to be reasonable or justified. I do agree that Russia can do what it pleases in this regard, I just don't agree with what they are doing. Legality and morality are separate things. Legality infers explicit rules; legality is objective. Morality varies from culture to culture and person to person; morality is subjective.
  15. STEP Texture Compilation was the billboards file to work with a STEP profile in earlier STEP versions. Was in 2.2.9.1. It is now included in the main STEP Compilation.
  16. Basically, make sure the text of this page was followed to the letter: https://wiki.step-project.com/Skyrim_Script_Extender#Recommendations If you believe it was, then check the file path. If you installed Mod Organizer in the Skyrim directory, the filepath should be: "[...]\Skyrim\Mod Organizer\mods\SKSE\skse.ini". The error I made was not to create a folder named "SKSE" and put the .ini file I created in that folder. It is an easy step to miss. If you change the value to "768" and "256" in skse.ini per the recommendations, and the filepath is correct without the skse.ini being overwritten, the expected outcome of the memory blocks log is to show "512" and "256". Edit: I have never watched the videos, so I cannot make a claim to their veracity. I know the text instructions work.
  17. It means your SKSE is set up correctly. :-)
  18. Try clicking the button regarding Nexus links in the MO settings again. For some reason MO stopped recognizing my Nexus login when checking for updates (it still showed me logged in, though, but the update check would fail). Clicking the button again (even though I already had earlier) fixed it for me.
  19. FYI, more talk about this mod on the Bethesda forum. See this post, and read the subsequent exchange. It references the memory corruption issue mentioned earlier in this thread. Apparently, the below discussion referenced in this STEP thread started a day after v1.0 of Stable uGridsToLoad was released. There never was an update to the mod. The concern on the Bethesda thread is that this memory corruption issue was never fixed. The thread also mentions STEP multiple times, and the fact that STEP recommends it. Arthmoor thought STEP may not know about the issue, and suggested someone let STEP know. Now, the question is - is this potential memory corruption a concern? And if so, does it outweigh the benefit of Stable uGridsToLoad fixing this problem?
  20. Happy Festivus to you all! :-) I have already prepared my grievances, and I am currently training for the Feats of Strength. Wish me luck! ;-) Anyway, I wish all of you happiness and good health during this holiday season and the New Year. This is a community of really decent folks, which is rare to find on the internet. All the best to you and your families. :-)
  21. Nice! I didn't realize they were still touring, either. I never got a chance to see The Prodigy. If they tour Canada, I hope I catch them. I've been on the road quite a bit recently, so I haven't been looking at concert listings at all. I really have to change that...seeing live shows used to be one of my favourite ways to spend an evening. Lol, that is great that your mother enjoyed the show. I can appreciate an eclectic taste in music...I usually prefer listening to classical or jazz. But I do listen to and enjoy most types of music, from classic rock, to blues, to EDM, etc. Just not a huge country, R&B or hip-hop fan. Of course, there are always exceptions. ;-)
  22. *Prodigy starts playing loudly in the background* "I'm the trouble starter, punking instigator I'm the fear addicted, danger illustrated. I'm a fire starter, twisted fire starter..."
  23. Thanks for the heads-up, Tech. I will definitely keep an eye on Immersive Citizens to see if / when it updates to include Solitude.
  24. Of course Russia's laws regarding homosexuality negatively discriminate against homosexuals! Just because this is law in Russia does not magically make it any less discriminatory. I'm really not sure where you are getting your definition of discrimination from. From the dictionary.com definition of discrimination, also cited as the first reference in the Wikipedia page for discrimination (Wikipedia uses the second definition): Whether (negative) discrimination is reasonable and justified or not, it does not change the fact that it is (negative) discrimination. In Apartheid, the negative discrimination was against blacks. In the Russian laws in question, the negative discrimination is against homosexuals. Apartheid was without doubt more severe, that is not at issue. Where we differ here is that you argue that Russia's negative discrimination against homosexuals is both reasonable and justified, whereas I take the opposite position. I believe you are arguing that homosexuality is immoral, and therefore Putin's laws regarding homosexuality have a basis under the morality clauses in international law. I find nothing immoral about homosexuality, so I disagree. This is the problem with morality being subjective. The logical fallacy is so: You stated that Apartheid was illegal by virtue of its laws being contrary to natural law, or "God's law". What I got from your reply was that your definition of being against "natural law" includes unjust and / or unreasonable negative discrimination. What is unreasonable? What is unjust? It changes with the times, and the culture. If these are subjective measures, then how can this be a universal, natural law? A natural law in the sciences indicates a fundamental principle. It is unchanging. It is not subjective, based on the judgement of others. There is no static definition of natural law; it is not written down somewhere for us to analyze. Therefore I would argue that there is no such thing as "natural law". If there is no such thing as natural law, the whole statement is false. I will say it again, morality is subjective. My morals include not discriminating negatively against homosexuals. Others, including some in Russia, have a different set of morals, which conflict with my own. Which conforms to "natural law", I ask you? The answer is neither. To answer your question regarding why I think Apartheid was illegal: I do not think it was illegal. That is, until the new government came into power and made it illegal. Legality does not make something moral or immoral. I agree that Russia has the right to decide what is "moral" in their own country. I agree that parents have a right to decide what is "moral" to teach their child. I just take issue with morality somehow being classified as objective "natural law", and with homosexuality listed on the immoral side of this supposed "law", no less. I think the crux of the issue is the fact that my morality != your morality. I disagree with Russia's laws regarding homosexuality; I find Russia's homophobic laws immoral. However, Russia obviously has a different stance. For what it's worth, I would also agree that Russia's law is "legal". Any nation can pull out of a treaty at any time. For that matter, any nation can change the law to suit their circumstance. It has been done many times in the past, and it is still being done. Let's see what Russia just did today: Putin signs law allowing Russia to overturn rulings of international rights courts.
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