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Everything posted by Electrocutor
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I've been watching the logs processing for DynDoLOD while it runs, and I'm curious if it requires that there be empty ESPs for any MO mod that contains only loose files or BSAs. It seems that the only textures it references that I see are ones that are part of mods that contain an ESP that is active/checked. Does anyone know if this is the case?
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STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
After paying closer attention, I think what seemed like non-directional impact sounds was in fact just very, very loud sounds echoing off the walls, so I couldn't really tell which way they were coming from. Testing outdoors gives a lot more room to distance myself and significantly reduce echoing. I agree that the amplitude is far too high though... Setup an outdoor battle between NPC groups, then back away until the combat impacts sound faint, then take a screenshot. With only vanilla and USLEEP installed, do the same. It seems to me that the distance where combat impacts become faint are about 3 times as far as vanilla, but all the other sounds seem to be about the same. -
Extending S.T.E.P.: Extended - ENB and More
Electrocutor replied to Pheyne's question in General Skyrim LE Support
I prefer just to use the pre-made Optimized BSA because they have already tested it to make sure not to include any textures/meshes that should not be included (because they don't need to be or they cause bugs if they are). -
How to deal with conflicting files?
Electrocutor replied to RadikulRAM's question in General Skyrim LE Support
He probably should have linked this as well... https://wiki.step-project.com/Basics_of_Resolving_Conflicts -
Skyrim No Start, ENBoost Warning
Electrocutor replied to aba42's question in General Skyrim LE Support
Just to get past the obvious: 1. You do not have Skyrim or Mod Organizer installed under Program Files? 2. You made sure to manually add the three required metadata edits for LOOT? 3. Your Skyrim\Data folder contains nothing except what was originally in there right after first installing from Steam? 4. You only ever execute Skyrim by using the Mod Organizer SKSE Run? 5. You only installed a fresh download of enbhost.exe, enblocal.ini, and d3d9.dll into the Skyrim folder, and none of the other ENB files; as well as not using any of the files included with ENB Preset downloads? 6. You're running Windows 7? (3714 is the maxmimum possible value for VideoMemorySizeMb on Windows 8/10) 7. You only have the STEP mods installed, and no additional content from the STEP mods that was not specified in the instructions? 8. If you have multiple GPUs (for instance Intel Embedded + Nvidia), you have the correct one selected to render Skyrim? 9. You have run the Microsoft DirectX Redistributable to make sure your DirectX isn't corrupt? (https://www.microsoft.com/en-us/download/details.aspx?id=8109) -
STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
Yes. I just retested with only USLEEP enabled and the combat sounds are positional again. Two quick places to notice: 1. Just after the wagon ride, when the archers shoot the thief, they are too far away to hear their bow strings twinge. 2. After you go indoors and the two imperials start a fight with Ralof, move near and far while turning and you'll hear the differences in their combat sounds. Just let Ralof do the fighting while you listen. It seems that after STEP, the combat sounds are simply either played or not played depending on a certain distance. There is no variance and no position. ---- Unrelated: Would it be considered a bug that STEP does not include the textures and meshes from Bandolier, Cloaks of Skyrim, Jaysus Swords, and Winter is Coming Cloaks even though CCO and leveled lists already have the entries for them? -
STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
If I listen to something like footsteps or waterfalls or whatnot, then the closer I am to something, the louder it is, but fades away when further; and if I turn to the left or right, it changes the sounds to come out of the right or left speaker; but for weapon impacts, the sounds are always 100% volume and always directly front and center regardless of where the fighting is happening. To reproduce, simply listen near, far, and to the side of some NPCs fighting it out. I've rerun DynDOLOD twice, no errors (at the end) any of the three times, and the periodic issues persist; if I don't load the generated LODs, the normal ones do not have the problem. If no one else has these problems, I guess I'm just unlucky. -
Extending S.T.E.P.: Extended - ENB and More
Electrocutor replied to Pheyne's question in General Skyrim LE Support
My intent is to create a single new 'vanilla' mod from a clean STEP install. I would then consider it to be vanilla Skyrim and mod however I wanted after that. The main reason being that a clean STEP install still has so many TES5Edit errors and critical errors that I cannot find and fix post-STEP errors within the sea. Anyway, if you've gone the SRLE route, it's a moot point. I started doing the same, but the task seems so daunting; I wish there was just a simple full package for these kinds of things instead of having to do it all yourself every single time. It's wrong that it should take 10 times longer to setup the game than the amount of time that you actually get to play it; but it sounds like Valve, Nexus, and Bethesda aren't interested in allowing full compilations. -
STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
What I've found so far: Combat sounds are not positionalDynDoLOD Patch causes periodic z-axis offset issue of LOD textures (such as a terrain texture loading in mid-air) and periodic shading/shadow issue of LOD textures (specifically not shaded/shadowed when it should be)Dialog voice overs are constantly cut short/cut offENB Compatibility: Parallax support is only partialENB Compatibility: Water foam texture glows in the dark -
Extending S.T.E.P.: Extended - ENB and More
Electrocutor replied to Pheyne's question in General Skyrim LE Support
I tried to use MergePlugins.exe to create a full clean STEP:Extended to use as a starting point, but it wouldn't allow me to. It said that USLEEP had a critical continuity error and wouldn't even allow the attempt. Were you actually able to get STEP to merge or did you scrap STEP in favor of SRLE? -
I've always had CTD and freeze problems with the following that I've been unable to correct, even after hours of manually combining compatibility patches for them all and resolving conflicts in TES5Edit. Might be a good place to start? STEP: ExtendedFalskaarWyrmstoothSummerset IsleJK's LiteExpanded Towns and CitiesCivil War OverhaulImmersive PatrolsHelgen RebornImmersive College of WinterholdImmersive ArmorsImmersive WeaponsImmersive CreaturesSkyTESTCampfireHunterbornFrostfallRealistic Needs and Diseases
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STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
Are you sure? I've noticed that all of the weapon combat sounds seem to not have a position and are instead played directly in front and center as a normal stereo sound instead of being placed by position. Is there a conflict between Enhanced Blood and some of the improved impact sound mods that is causing the position of playback to be none? -
STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
After doing a clean install of 2.2.9.2, not adding any additional mods, and starting a new game; the enhanced blood textures mod causes countless warnings and errors in the papyrus logs which make it extremely difficult to filter and see any errors caused by additional mods that are added later. There are many thousands of errors within only a couple minutes. Could you please provide instruction on how to fix the broken parts of enhanced blood so they do not overflow the logs? Examples: [01/20/2016 - 10:30:53AM] Error: (0009B0DC): cannot play a None impact effect.stack:[ (0009B0DC)].Actor.PlayImpactEffect() - "<native>" Line ?[None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 619[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 409 [01/20/2016 - 10:30:54AM] Error: Cannot call GetValueInt() on a None object, aborting function callstack:[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 348[01/20/2016 - 10:30:54AM] warning: Assigning None to a non-object variable named "::temp33" [01/20/2016 - 10:30:54AM] Error: (0009B0DB): cannot play a None impact effect.stack:[ (0009B0DB)].Actor.PlayImpactEffect() - "<native>" Line ?[None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 622[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 409 [01/20/2016 - 10:30:55AM] Error: (0009B0DC): cannot play a None impact effect.stack:[ (0009B0DC)].Actor.PlayImpactEffect() - "<native>" Line ?[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 429 [01/20/2016 - 10:30:56AM] Error: (0009B0DB): cannot play a None impact effect.stack:[ (0009B0DB)].Actor.PlayImpactEffect() - "<native>" Line ?[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 423 [01/20/2016 - 10:31:19AM] warning: Property DLC1VampireBeastRace on script zbloodnpc attached to Active effect 3/4/5 on (0001348C) cannot be initialized because the script no longer contains that property Other Errors: *Looks like duel-sheath scripts don't account for pugilism/spell-casters [01/20/2016 - 10:15:28AM] Error: Cannot call GetWeaponType() on a None object, aborting function callstack:[Active effect 3 on (000654F5)].DualSheathReduxEffect.EquipWeapon() - "DualSheathReduxEffect.psc" Line 374

