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CorneliusC

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Everything posted by CorneliusC

  1. Author also linked this in the mod's 'Posts' section, linking this here for QoL https://stepmodifications.org/wiki/Guide:Skyrim_Skill_Uncapper
  2. I've had the best results when everytime there is a need to redo 'Step 5 / LOD' in the guide, i'd complety delete everything, only keeping the folder structure ('xLODGen Output', 'TexGen Output' etc.) and redo everything step by step, starting with xLODGen, TexGen and then DynDOLOD with Occlusion. This might be a bit over the top, but gives a full LOD data related to the current setup ...
  3. I was slightly off topic there in my comment, but as you said, adding your suggested metadata rule should give you the same result/ load order as with AMM as a master in the STEP patch ...
  4. Cleaning unused masters in the current STEP patch concerns up to 4 or 5 additional plugins, which have no records of their own in the patch. It would be wonderful to have these 'manually added' plugins somewhere listed, perhaps in the changelog, for anyone who changes the patch and uses 'cleaning unused masters'. That said, i think adding these masters to the patch is a more elegant solution than using LOOT rules on a specific plugin ...
  5. Thank you for this. Since i've already altered my STEP patch, i'd like to add this myself. Using each the full ('Sound Descriptor') record from ISS, 'Copy as overide into ...' the STEP patch and there, in each (new) record, change only the 'GNAM Category' record into the one from ISC, which in my case is 'AudioCategoryFSTHorse "Horse Steps" [SNCT:20181700]'.
  6. "Safe to update mid game?" "Yes it is." (quote author)
  7. New version: Version 1.5.0 Safe to update mid-game. Lowered the decay, room filter, and volume of narrow stone reverb. Acoustic Space Improvement Fixes increased the number interiors with this profile, so I wanted to revisit it.
  8. New version seems to work fine with 2.2.0 game play, albeit only checked with the default settings. INI settings from the earlier version also transfers fine after being in game.
  9. Thank you. So the patch is still relevant for everybody and has no relation to TCIY ...
  10. Thank you all for the recommendations. I actually played with almost all of these animations mentioned here at some point last year and it quite showed the limitations of the engine, with at least some animations having an opposite-of-immersive effect in game. Still this encourages me to try again to add a small group of non-intrusive idles with a less-is-more approach. I would start with only EVG Animation Variance, Immersive folded hands, NPC Animation Remix (no looped idles version), Take a Seat and maybe a randomized Jarl Sitting Animation Replacer by Mur4s4me.
  11. I'm not sure i understand the recommendations for 'Umgak's Vokrii Compatibility Patch Compendium' in section '20 - Patches', which is currently only one patch used, a Vokrii - Trade & Barter patch. Recommendations say: 'Install the Main File only if TCIY will NOT be used.' Checking the patch in xEdit, i didn't see any connection to 'TCIY', which i am using also.
  12. Found it in the discussion on the Nemesis engine: https://stepmodifications.org/forum/topic/16000-nemesis-unlimited-behavior-engine-by-shikyo-kira/page/2/#comment-266492
  13. Thank you. I'm interested, what mods are you using with DAR and which do you think would fit with and possibly compliment a STEP install?
  14. Mod is now updated with TexGen instructions: Version 1.2 included TexGen configuration files to automate the process of creating the required LOD textures game modes TES5, SSE, ENDERAL and ENDERALSE are covered
  15. The update file is still there as a convenience for users of previous versions not having to download one of the main files again, see the main description page of the mod: "If you have version 4.01 already installed then you only need to download and install the 4.02 patch in the update section." So if you're downloading one of the main files now for the first time, you wouldn't need the update file. STEP instructions might be slightly outdated here.
  16. Very interesting read, these last two pages, thank you. Mod has been updated just now ... Version 0.2b - Forwarded a plume data to the Worldsettings ESPFE.
  17. This mod works great overall, offers more statistics than 'Viewable Faction Ranks' and presents them more immediate in game. For me this is definitely an alternative to (the currently still bugged) 'Viewable Faction Ranks'. I am using this together with Icons for Skyrim Character Sheet by the same author.
  18. Thank you. Looking forward to play with this, also as a potential alternative to 'Viewable Faction Ranks'.
  19. Installed and endorsed. Thank you.
  20. Thank you, Mousetick for the comprehensive research and thank you, z929669 for linking this thread to the mod's page posts' section. The author also responded, confirmed that their last addition of checking for stage 200 is responsible and wants to check and fix the script ...
  21. Just to add to this from going through my early save games: This 'bug' doesn't happen with Thaneship of Whiterun at all, i believe this is explained with Whiterun Thaneship being also tied to the quest 'Dragon Rising', and the character is being listed as Thane of Whiterun correctly after completing said quest. First inconsistency happening for my character is at level 9, even before the quest 'Dragon Rising', with the mod's MCM listing the character as Thane of Falkreath, without the character even having visited Falkreath at this point. I checked here with the mentioned console command, but for Falkreath: 'getstage favor258' with the result of 'GetStage >> 200.00', reading the quest as completed.
  22. I just did a quick check of the these two assumptions of ours ('Discovery of the town/hold', 'Purchase of a property') with an early level 4 save of mine, character just arrived outside Whiterun (Main Quest: Before the Storm), just discovered Tundra Homestead and the surrounding farms, not even discovered Whiterun. All three windows/ status pages of the mod's MCM are blank, with no information. After discovering Whiterun; no change in the mod's MCM pages (no thaneship status). Adding 10000 septims to the character's inventory, buying and visiting (thereby finishing the quest) Tundra Homestead; no change in the mod's MCM pages (no thaneship status).
  23. I cannot recall when the issue starts, i don't look that much at the mod, especially not early in game, while the statistics are nice to have, they are somewhat inconveniently listed within the MCM. I actually hoped i could exchange this mod with 'Skyrim Character Sheet', which sadly is not updated yet. It would be interesting to know if this starts to list the character as Thane when first discovering Whiterun, the very first situation where this counts. I only noticed after visiting the second town/settlement and after my character already being named Thane of Whiterun. In both the last two games i purchased Tundra Homestead (CC) quite early, but i think after the character being named Thane. (I may check later if there are early saves to corroborate this).
  24. You're right, the mod does not make you a thane and doesn't affect any gameplay, just shows that my character is thane in the factions window of the mod's mcm, for me, as soon as my character discovers the respective settlement/ town. This is why my initial post was so akwardly formulated and why i linked to the mod's post page, where this is discussed and the author tries to explain at which points their mod checks for thaneship and how.
  25. I'm just glad to hear none of us had it wrong or an error in the setup (hihi) ... And yes, 'Rustic Clothing' is fine with having loose files overwriting the AMB bsa.
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