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z929669

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Everything posted by z929669

  1. It is a reported bug that this mod reveals the entire local map prior to exploration of the cell. If that's indeed the case, we can't use it. Can someone confirm this behavior with Step? If I need to test myself, it will postpone this otherwise-nearly-ready guide update ;).
  2. I've had no issues running this in my testing other things. Given the inherent benefits of the NG versions, I'm tagging as accepted. Please post back with issues if they arise.
  3. I've had no issues running this in my testing other things. Given the inherent benefits of the NG versions, I'm tagging as accepted. Please post back with issues if they arise.
  4. I've had no issues running this in my testing other things. Given the inherent benefits of the NG versions, I'm tagging as accepted. Please post back with issues if they arise.
  5. I've had no issues running this in my testing other things. Given the inherent benefits of the NG versions, I'm tagging as accepted. Please post back with issues if they arise.
  6. Given we've had no counter to my previous analysis, I'm un-tagging this one from testing. Please post back any disagreement.
  7. This is a no-brainer unless anyone can report issues. Non I've seen when running it, but I haven't noticed the aurora 'stuck' issue myself in my testing other things.
  8. Can anyone report any issues with the updated AOS and this mod?
  9. Has anyone had cause to use/test this?
  10. Tagged dropped, since we are picking up ElSopa - HD Keys Redone SE instead
  11. Tagging this accepted per testing feedback and results.
  12. Tagging this one as accepted per the testing feedback.
  13. Yep, same logic applies to both in xEdit.
  14. @TechAngel85@DoubleYou@Greg (and anyone else reading this) Revisiting this mods guide recommendations, as some settings have been updated/merged/dropped I suspect. I think that for some of the patches disabled by default, we should recommend they be enabled (e.g., underfilled soul gems). Some of these counter vanilla behavior that is arguably an oversight or just not ideal or sensible. We're doing this with equipBestAmmunition (probably because we deviate via BethINI for this one) but not for any of the other settings. Trying to determine if anyone else thinks we should be recommending some of the other 'patches' settings be enabled. Currently, I have a 2.2.0 note stating that the other settings are optional per the user, but I think some of these are quite difficult to comprehend for those not very familiar with the specific vanilla mechanics addressed (me included). It's therefore best if we provide recommendations for certain of these. I see quite a few 'patches' settings that I would call soft 'fixes' due to oversight rather than purposefully intended in vanilla.
  15. This looks like stuck LOD. It also looks like it could be terrain LOD but maybe not. The TEMP mods for Tamriel and Cathedral Landscapes only apply to terrain LOD via xLODGen. They have nothing to do with DynDOLOD (object LOD) and should be disabled at all times except when generation terrain LOD via xLODGen. You should troubleshoot on the DynDOLOD support forums for help if you can't resolve yourself. Stuck LOD usually happens for me if I am loading a save game or using the console to COC/COW (e.g., loading an exterior cell without exiting a child worldspace first). Test with a new game and by loading this cell normally to rule out anything like this (walk there or fast travel near this area but load the cell by walking into it).
  16. you can also look at these two posts I made if you want a step-by-step analogy to the general methods, one using a specific example and another to simply find master records in a plugin that depends on that master (we really need a simple and brief guide on how to do this. I will work on setting that up): Odin example General method for finding patch records related to a particular master
  17. Please post about the Step guide in the Step guide topic and not this topic. This is for all supplemental guides.
  18. Sorry, I meant this post and the two after that If that doesn't help, please post your issue on that topic.
  19. Yes, you want that. THe instructions have been updated. Thanks
  20. See if this post and the ones after it helps.
  21. OK, yeah I was jumping to conclusions incorrectly and assumed the lighting was the result of the patch. It seems like it's a good fix, so thanks for taking the time! PS ... and I forgot to wear my thinking cap at the time, or I might've assumed better!
  22. Sorry, but I can't tell what order corresponds with these screens. They look like the same fireplace and the ones at left look similar as do the ones at right. Top set is upstairs, and bottom set is downstairs? Left is Step, and right is patched?
  23. Not sure about that, but obviously not something we would deal with on our side. You would need to check that stuff similarly to update that patch yourself. We'll just wait for the mods to update. Do tell if you find anything though. I suspect there are likely many plugins that could use some patching after the latest rounds of updates in the past few months. Krypto patches very likely. Those don't have much activity recently as far as I have seen.
  24. Well, I guess I don't remember having to do that, but it's been a few years.
  25. A very simple approach to resolving this is to do as @Greg suggests with a slight (but significant) modification: First, add the attached script to your xEdit installation: ../xEdit/Edit Scripts/ (it's just a slightly tweaked version of "Report Masters.pas" shipped with xEdit) Install AOS new version as a different mod name. It can be anywhere in your mod list (defaults to highest priority). Go into that mod (right click, "Open in Explorer") Rename the plugin by adding a suffix or whatever before ".esp" Activate this (and all other Step mods as normal) Run LOOT to sort. Run xEdit and load the CR patch along with the renamed AOS (this will load the original AOS and all other CR patch dependencies) Once loaded, right click on the Step CR patch > Apply Script > select that script and OK. Once you get the report back, tick AOS plugin master and OK (this bolds all records in the CR patch that correspond to the original AOS) Find the record(s) that have no corresponding records in the updated AOS plugin (there is only one under "Weapons" branch I think) Remove this from the CR patch and save this (just close xEdit and select OK). This is your updated CR patch, so it's ready in MO now. Simply reinstall the new AOS mod (over the original this time), and remove the renamed new AOS mod, and you're good. Report masters and flag records.pas
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