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Nebulous112

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Everything posted by Nebulous112

  1. Fair enough, I'll just skip it for now. Thanks, Tech. Lol go play some FO4, Ess. You guys don't owe us anything; it's awesome simply that we get the chance to use the creations of others, and for free no less. :-) I've heard good things about FO4, but I'm waiting mainly for some of the bugs to be fixed. That, and of course all the amazing mods that the early-adopters will make! Lol ;-)
  2. Finishing up my 2.2.9.2 install, I noticed there are two new hotfixes for EBQO...one is fairly straightforward, just updates the mod to 1.5.6.1. However, the other is an update to the Cutting Room Floor - EBQO patch. As this patch is part of the compilation, how would you guys recommend I proceed? I could install the CRF option on EBQO, then the hotfixes and get the CRF esp in my plugin list anyway, even though it is already included in the patch. But I am unsure if I do this if everything will play nicely with the compilation. Could I merge the CRF patch hotfix into the compilation? Again, I am unsure how this will effect things. Any advice would be appreciated!
  3. Should be correct. To test, move an ESM or two to the bottom of the plug in order in MO. Just drag and drop in the right pane. Try LOOT through MO as described above. It should move the ESM(s) back. EDIT: Also, I could be wrong, but besides not having the Metadata feature, I think the in-built MO "Sort" function runs an older LOOT api. So it may not have access to the new masterlist (different masterlist rules for v6, v7 and v8/8.1).
  4. The way I understand it: If MO is ran, and new files are generated that are not currently in any MO mods, these new files get written to overwrite. The Overwrite folder is at the very end of the mod list...it has a higher priority than everything else, and will therefore overwrite any of the same files that already exist in the mod list. Hence the name. If you move the files to the mod they are coming from, or create a new mod with the overwrite files, when MO runs it should see these files in the mod list and not make new copies. As for creating a new mod vs putting them back in the mod that generated them, that is a matter of priority order. It is probably best to throw them back in the mod they are from, if you can determine it.
  5. Also, clicking "Run" in MO when LOOT is the highlighted executable should bring up the LOOT window. Just like if you ran it outside of MO. It sounds like the LOOT window is not coming up when you click run. Note that the plug-ins will not move automatically...you still need to click the icon to sort plug-ins and then click apply. Close the LOOT window and plug-ins should have moved in the right pane.
  6. I noticed something similar off the bat as well with my 2.2.9.2 install. I just closed the Configurator and browsed to the Mod Organizer profile, then copy/pasted them from the guide with heavy use of the 'find' function (Ctrl+f) in the INIs to not duplicate anything. Also, if I recall correctly from my 2.2.9.1 install, the Configurator changes 'iPresentInterval' in it's default location (SkyrimPrefs.ini) instead of it's proper location (Skyrim.ini). Could a note be put in for these two settings that they must be changed manually?
  7. See this wiki page: https://wiki.step-project.com/ENBoost#Recommendations Might be worth trying the listed optional Borderless Fullscreen settings out as well, to see if that gives you any performance boost.
  8. ENBoost should help, I definitely recommend you get it working before trying anything else.
  9. Lore friendly?! Nipple magic definitely wants to be more than just friends. LOL On another note, XPMSE has just updated to version 3.5, to coincide with FNIS just updating to 6.1. Together, these updates should apparently get rid of any remaining issues with custom animations that users were reporting.
  10. This update changelog looks great! I particularly enjoy what random encounters can add to the game, so now I am even more excited to use Immersive Citizens when I finish my STEP 2.2.9.2 install. Thanks again, Shurah. :-)
  11. It looks like the file structure part of those instructions didn't get updated when the name did. It should read something like this: EDIT: Grammatical and punctuation changes.
  12. Fair enough, Shurah. I didn't catch it when I read through the description the first time, and no one had mentioned it on this thread. Regardless, I'm happy to hear about a new update in the works. I've pretty much only heard raving reviews about Immersive Citizens, so I'm very excited to try it out on my new STEP install. I've read how much time and effort you have put into this project, and it's astounding. So thank you for sharing it with us. :-)
  13. Thanks, Kelmych. :-)
  14. Just an FYI, please see this thread at the AFK Mods forum. It looks like with installation of any new mods that add NPCs (or any updates to existing mods that add NPCs), you must create a new game to take advantage of the "Go Home" functionality of Immersive Citizens for those new NPCs. This only occurs on an existing save that already has Immersive Citizens installed. For the lazy, I've posted the transcript below: I'm not sure if you guys feel this requires a warning in the Immersive Citizens wiki page or not. However, this is good info to know. Especially if Cutting Room Floor or other mods get updates that add new NPCs. Anyway, I am planning on updating to 2.2.9.2 over the weekend, so I am definitely stoked to try out Immersive Citizens. It does look phenomenal. :-) Edit: (clarity)
  15. Thanks, Tech. The craziness of retail during Black Friday I couldn't imagine. Plus, I suppose it's also Thanksgiving weekend for you Americans as well. Unfortunately, I already had my turkey day a month back. Anyway, I hope you have a chance to get some rest over the next few days, between work and turkey. Also, I wish you (and the rest of the STEP team) a happy Thanksgiving. :-) Cheers, Nebulous
  16. 1) The phrases "STEP patches", "STEP Extended Patch", "STEP Core Patch", etc. are mentioned numerous times throughout the guide. In the LOOT Sorting and Patches section, in recommendations for mods throughout the guide, and in individual wiki pages. To avoid confusion, it might be good to add to the STEP Compilation wiki that the STEP Patches and the STEP Texture Compilation Pack are included. Right now, the Compilation wiki only shows the list of additional mods added. 2) Disease Descriptions should be removed from the list. Included in the Compilation for Extended, and not a part of Core. 3) Please see this feedback post by Starfield. A decent amount of bugs are listed, (none listed yet in this thread,) along with more generalized feedback, as well. Edit: 4) On the Skyrim Redesigned wiki page, there is a BCF link (for Wrye Bash users). This link brings me to an upload file page (assuming I'm logged in to the wiki), with a note saying the file had been removed, as STEP no longer supports BCFs. The link itself on the Skyrim Redesigned page should be removed.
  17. It also mentions in the description that the Animated Clutter patches don't work right. They are in the download, but dropped from the installer due to "stability issues". More work may be needed to get these mods to play nice. Besides the small compatibility issues, this mod looks better than RWT. Haven't tried this in-game, though.
  18. Glad to hear the correct solution was figured out!
  19. The High Resolution Texture Pack wiki now mentions it should be placed after Dragonborn. Should it not be USLEEP?
  20. Lol, I'm glad to hear he likes the colour! The 128GB SSD will be the main "C:" drive that Windows will be installed on. The 1TB HDD drive will be a separate drive, probably labeled "Data", and it will likely be the "D" drive. Everything will usually want to install on the "C:" drive automatically, unless you tell it otherwise. However, with only 128GB of space (not including the size of Windows itself), the quick SSD may run out of space quicker than you think. I'd recommend to install most basic programs on the "C:" drive, along with the one or two main games he is playing at a time. He should install everything else he can into the HDD (drive "D:") This includes music, pictures, movies and other games he is playing which he doesn't have room for on the SSD.
  21. LOOT does have an issue reporting feature for their rule masterlists on their GitHub page. It's a separate repository from the main LOOT branch for each game. If the updates make sense generally and arent't specific only for SR:LE, I'm sure they'll be looked at. I think a person can also update the masterlist themselves, but I'm not sure if it's through a pull request or if anyone can just merge. This is the link to the Skyrim repository: https://github.com/loot/skyrim
  22. This one is OK...GTX 960m (4GB model), 8GB memory and 1TB HDD. $950: Acer Aspire V17 Nitro Black Edition VN7-791G-76Z8 This one is great, but the whole laptop is a red color. Personally, I wouldn't care with $800 off. Phenomenal deal...970m and 16GB memory with a 128GB SSD and 1TB HDD. A little over budget, though, $1149: MSI GS70 Stealth Pro-086 I'll edit more in if I see them. Edit: The $1149 red model linked apparently also comes with a free game. This one is a good open box deal, but still not as good as the brand new red laptop. Basically the same as red, with 128GB more SSD space (256GB vs 128GB). $1269: ASUS ROG G751JT-DB73
  23. To clarify, I have no first-hand experience with Lenovo. I just remember researching one particular laptop that I was very close to purchasing, and which I declined due to the reported screen problems with that particular model. Lenovo could be a good brand overall, I really don't know. My research was only really with the one model. However, I do remember Lenovo's sticker price was cheaper (in relation to the value of the parts inside) than most other companies. Which is never a bad thing.
  24. FYI, from LOOT readme: Basically, the way I understand it (which could be wrong), is that if LOOT doesn't think a plug in needs to be moved, it won't move it. For plug-ins that have no rules per-se, this may be an issue. Again, I'm unsure if it has anything to do with the above specific issue. But I have noticed in the past, completely deleting a mod from MO, then re-downloading it, it did not go back to it's previous normal spot in the middle of the load order after running LOOT, because LOOT didn't see an issue with it being placed near the bottom. Not an issue with most mods, but could be an issue with some.
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