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CorneliusC

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Everything posted by CorneliusC

  1. @z929669 @DoubleYou @TechAngel85 thank you all and thank you so much, TechAngel, for the detailed workshop/ walkthrough to comprehend and fix this. I'll try to patch this later tonight As for adding additional/ new mods from 2.1 to the existing guide, i tried to only add mods which were most likely not be conflicting or in need of patching, like mods from Animation & Physics, Models & Textures or Interface. So as for Lighting & Weather, i am still running with Luminosity and the current patch Edit: just posted a link to this thread on the 'Unofficial Creation Club Content Patches' page on Nexus
  2. Thank you Aside from 'LeanWolf's Better-Shaped Talos Statue' and a few single-file vanilla sound and animation replacers i have also added a few mods already discussed & accepted for STEP 2.1, which i thought could be integrated with the current guide without conflicting with the patches Sadly i cannot provide a screenshot from within 'Better Informative Console', but from checking there i think the mentioned bug happens with 'FXfireWithEmbersLight', ID 0806B564, using a model 'FXfireWithEmbers02.nif', which is last changed by the Tundra Homestead esm
  3. I have a minor visual bug occuring at Tundra Homestead, at the outside crafting area. When approaching from the house or standing inside the crafting area, the light from the brazier next to the anvil seems fine, when standing outside of the crafting area (in the field, with the back to the river), the lighting from the brazier is completely different, brighter and colder. (Third image shows the viewing-from-the-outside situation at night) I am curious as to what could have caused this and how i might correct it (STEP 2.0 with Lighting & Weather, no ENB) Thank you
  4. I may be completely off here, but i don't think this has anything to do with LOD, more with meshes and textures. Any additional texture or parallax texture mods installed?
  5. Instantly added, thank you Maybe also in combination with the author's complimentary mod? https://www.nexusmods.com/skyrimspecialedition/mods/72481 Edit: The mentioned complimetary mod is currently hidden by the author
  6. Is the second plugin ('RaceMenuPlugin.esp') still considered optional with STEP? (I remember this being the case in LE, never had any need for these additions myself) Author's description:
  7. I understand, thank you. I've read the 'Guide Development Workflow' document after posting this morning, my apologies ...
  8. So we'll be hiding four meshes in DROPS, keep the two DROPS textures overwriting Particle patch?
  9. Thank you so much. I'll try this tonight as per your suggestion, with the combination of Particle patch and DUST, hiding the overlapping meshes and textures.
  10. If i may ask, is there a public 'dev log' or notes listing the records which need to be changed/forwarded/patched? I have already added four of the AYOP modules to my 2.0.0 install (never really liked the 'Not So Fast' mods in LE before) and would really like to patch AYOP, where it is needed. Thank you ...
  11. After reading this last week i immediately switched back to DUST by Ramccoid (which i also had done in LE some time ago). I'm using DUST in 512 resolution with BethIni high and particles set to 3000 (Step 2.0.0 with Lighting & Weather, no ENB), and to me it looks very nice with 'more' accentuated dust effects. One texture is overwritten by Elsopa Hd - Dirt Blast.
  12. Thank you. Good to have these links as a list here. To comment on these: The 'muted ones': https://www.nexusmods.com/skyrimspecialedition/mods/17496 This what i will use today, a four second silent replacer of that specific vanilla wav file, i've placed this in it's alphabetically ordered position in 'Sounds & Music' https://www.nexusmods.com/skyrimspecialedition/mods/12510 Mutes the sound via an esp, didn't try this, because i didn't think it practical or necessary to do this via esp? The mod also offers a second version, where the sound is toned down in volume, also not attractive for me. There are video examples/ compares on this page https://www.nexusmods.com/skyrimspecialedition/mods/3387 Also mutes the sound via an esp The 'replacers': https://www.nexusmods.com/skyrimspecialedition/mods/22866 Both new replacer sound files are interesting, but of course you can only use one, for melee and ranged combined. I tried the archery specific version yesterday and it still felt 'off' in the way of putting too much of an emphasis on the situation, but most importantly, in a sneak attack killcam the sound played at the very end of the sequence, when the creature was already hit and had hit the ground, so the sound felt like a delay of a second maybe. Deinstalled it https://www.nexusmods.com/skyrimspecialedition/mods/43100 Also a straight sound sound replacer, but via a fomod, with two versions to choose from. Video examples/ compares are on the page. I didn't understand the author's choice of these sounds of a 'deep drum bass' hit at all and didn't use it I see now how little i sometimes appreciated all these sound mod contributions in Step before, especially with 'Smooth blade draw and sheath' and its 'Audio Dynamic Sneak' in LE There is an SE port of the original mod https://www.nexusmods.com/skyrimspecialedition/mods/47364 Maybe you already saw and discussed this for Step SE, or there were issues with the port i am not aware of?
  13. There is one particularly annoying sound in my game, that is an additional sound playing on a successful sneak attack, a overly loud percussive sound, like beating on a plastic bucket. Calling this annoying is of course highly subjective, but in relation to all other beautifully curated sounds in Step, this one is just off. I am playing an archer type, but i am guessing this is the same sound for all sneak attacks: Data/sound/fx/ui/ui_sneakattack_01.wav I've found a few mods for this, most of them with an esp. Right now i am trying 'Replace Sneak Attack Sound - Gore'. If anyone has also encountered this and has another recommendation, it would be welcome. Thanks in advance Edit: Just found that in Step LE this was covered by 'Smooth blade draw and Sheath', which muted this particular sound.
  14. Wow, thank you! Another question: Can i add Post-Processing and ENB later onto a progressing game, or is it better to start with a new game?
  15. Thank you! I've just rechecked every entry in 'Cell' in the LW patch, and it's almost exclusively forwarded lighting entries from Luminosity. Since in my case LOOT sorts RWT even after Luminosity, i added RWT as a master to the patch to keep all these lighting forwards from Luminosity over RWT in the patch The game looks gorgeous now btw with 2.0.0
  16. I'm having a question about the lighting & weather patch (this is a complete STEP install without the post-processing and enb): For some reason. LOOT sorts (in this order) Luminosity, Ralistic Water Two, Atlas Map Markers and A Clear Map of Skyrim AFTER the lighting & weather patch. This results in almost every CELL entry and three (torch-related) entries in LIGHT in the patch to be overwritten by Luminosity and then by Realistic Water Two. I think the intention here (in the CELL entries) was to forward the changes by Luminosity. Differently, i think, for the entries in LIGHT, where the torchlight entries differ, were intended to change Luminosity. What would be the best approach here? Should or could i add both of these plugins as masters to the L & W patch to have LOOT sort this in the order intented? Really would appreciate some advice
  17. I've had this creation-kit-from-MO-error yesterday and solved it via this user comment, i thought it was on the nexus page for 'Dragon Shout with Voice', but can't seem to find it now. anyway, worked fine for me ... "For those who run from Mod Organizer and get the "Steam Error" at start: - Click the top right executable drop down list and select "Edit..." - Find the "Creaktion Kit" entry - Under "Overwrite Steam AppID" section, enter "1946180" and check the box. - Click Okay and hit Run. There should be no more error."
  18. Thank you for the comment, Mousetick The feeling of 'odd' comes from comparing this latest installation to me last installing Skyrim & STEP five years ago Now i followed LOOT's suggestions, except for cleaning 'Guard Dialogue Overhaul' and 'Complete Crafting Overhaul'. Last night i generated all LOD, started a new game, which seemed to start out fine from 'Alternate Start' into the wilderness, aside from a strange audio bug when outside, like feet continuously moving in place, which didn't relate to my own movement. Still need to check MCM settings and all my surroundings also
  19. Addendum: In the current LOOT (0.18.3) masterlist there is a 'load after Lanterns Of Skyrim - All In One - Main.esm' rule for the Unofficial Skyrim Legendary Edition Patch, which seems to explain the odd placement of both plugins Still unsure how to proceed, given the other oddities in my load order
  20. thank you both Greg, yes, the argument was missing, i remember adding it, but seem to have missed to 'apply' it. new sorting with the added argument didn't change the load order though. i am attaching my current load order. i am now just before step 5 in the guide (LOD) and skyrim loads fine with a new game into the alternate start cell thank you for any further comments you have on this ... loadorder.txt
  21. hello i'm in the last leg of installing the LE guide, and LOOT places the lanterns of skyrim esm after hearthfires esm and before dragonborn esm and the unofficial skyrim legendary edition patch. that doesn't seem to be right at all? LOOT also suggests a third party dawnguard patch. any suggestions? should i create a LOOT rule for the placement of lanterns esm? thanks in advance ...
  22. thank you, question was already recently been asked on Nexus, with no response by the author — i'll keep it cleaned
  23. hello just re-installing step after five years loot suggests cleaning 4 itm entries on the latest caco version (2.0) anybody had any experience with this? is this maybe relevant later in the guide? should i re-install and keep the entries? my best ...
  24. Wonderful news. While the nexus page states "Uninstall the old version, then install the new one", i was wondering, if it would be better to use the "Clean Savegame Procedure" while updating mid game?
  25. The second sticky post on the nexus forums offers a comparison (of which i only understood a third) of both mods. Aside from HDT (which i don't use), i think this mod offers the additional benefit of several draw- and sheathe animations to be changed in game via MCM, change and randomize weapon positions on NPCs and also the ability to customize weapons and quiver positions for your avatar (via console "showracemenu"). So for me this is a huge difference while using "only" STEP-Extended animations.
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