mentaltyranny
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Everything posted by mentaltyranny
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I am working on my own personal compatibility patch for my load order (and possibly making a Magic PACK for STEP, but I digress...), but I noticed almost all of Kryptopyr's mods do not incorporate and then overwrite a significant portion of USLEEP edits. After comparing the STEP Extended Patch to her mods like WAFR, CCF, and CCOR, it is obvious that armor and weapons should use only the keywords from last Kryptopyr mod in your load order and that a couple reversions to vanilla damage was intentional for CCOR true weapons and armor. But for certain armors like Penitus Gloves (see USLEEP addons for Khajits and Argonians) and the dozens of Armor Addons where USLEEP adds Amulet slot to various Robe Biped Data (and Kryptopyr's CCF does not), it is not clear what the best practice should be. So I am curious, what is your guys' stance on USLEEP and the various Kryptopyr mods? If any of you have a link to forum post or something where this has already been discussed, I would appreciate it the same. Thanks in advance for your time. I have tried posting on her mods nexus pages and PMing her to no avail. I have a suspicion that she doesn't even use USLEEP/USSEEP, favoring her mods instead.
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MCM menu text smashed...
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
Okay... if you have the same issue it makes me feel better. I just could have sworn that I didn't have the problem before... Also I was afraid that it was a sign of more trouble later. I am just building my personal compatibility patch through xEdit, and just started it and looked at the menus and saw this. Thanks! -
MCM menu text smashed...
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
Shadriss, I am using the Main Font Replacement mod that is in STEP only. I am using the STEP recommended setting of Fertigo Pro as well. I Just don't remember happening during my old setup with the same mod 6 mo. ago. I will try reinstalling when I get back from work today, but I really doubt it is the problem. Unless everyone else using that mod has the same problem with it and 16:9 monitor with the appropriate BethINI setup? -
I am having a weird problem, some of the text seems too big the MCM menus in the various mod. I am using STEP extended and a few magic mods. But this is my third time modding Skyrim and I don't remember this, even though I had similar mods before about 6 months ago. Any ideas? A SkyUI update, maybe? Here is an example from Complete Alchemy and Cooking Overhaul: Here is what it should look like (from the images on its nexus site):
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Wow... I was hoping that CK just populated the values into the record directly, leaving the template without a gameplay effect. That really changes things for conflict resolution, both manual through xEdit and automated through Wyre Bash/Mator Smash. Just to make sure I understand, assume in my example above that I copy the record from CustomSmash.esp to my My xEdits.esp at the bottom of my load order, and then pull over the template armor subrecord from Mage Outfit Texture Overhaul.esp into it. Will it be the case that the keywords, including "WAF_ProtectiveClothingCCF_10" and a weight of 3 will be ignored in favor of the keywords and weight in the template, but still use the listed amount for value from the record itself? Assuming that I am right... Interestingly, those keywords, including "WAF_ProtectiveClothingCCF_10" ARE in the template, but ARE NOT in the record itself, which means that Mator Smash results here changed little. Namely it appears to have changed only value and weight (55 and 2 from the template, respectively) using subrecords from CCF, and technically did not change the armor the armor rating (as it is also 10 in template).
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I am just found and used Deorder's custom settings for Mator Smash from a Reddit page linking to Google drive, and I have to say I am impressed (but that is another topic for another forum). Anyway, I am examining the patch, and I have a concern. For EnchClothesRobesMageDestruction01 "Novice Robes of Destruction" [ARMO:0010D668], and please note that this record is only affected by STEP mods, my custom patch didn't carry-through the armor template, as shown here on xEdit: To be clear, I am NOT asking advice on how to make Mator Smash pickup the subrecord from Mage Outfit Texture Overhaul.esp. Rather, I am asking if I should forward this subrecord in xEdit to my own conflict resolution patch at the bottom of my load order? I looked up Armor Template in the Creation Kit wiki, and it says "f filled in, only the Name, Value, and Enchanting fields are used; all of the other values will be inherited from the template." However for this record, as you can see, Mage Outfit Texture Overhaul.esp has a lot more subrecords than Name, Value, and Enchanting. So I thinking that the Armor Template values actually aren't used in game, and when you select one in Creation Kit, it just loads the values from the record being used as template directly into the record. Is my understanding correct?
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Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Again, I was wrong here. The STEP LOOT sorting rules make ALL BUT THE FIRST record, AMBWaterRiverLPSD [sNDR:0003C73B], from AOS2_RealisticWaterTwo Patch.esp unnecessary. These are unnecessary with proper LOOT sorting as well. -
Okay, I think I know what caused this... in order to apply my new graphics tag and to reduce clicks (right clicking is difficult for me), I highlighted every plugin after the official plugins (unfortunately I highlighted the official high resolution pack as well, as LoS & USLEEP come before them in my load order, per STEP) and right clicked into "tags" then "manage tags". For any mod that the detect bash tags detected bash.graphics, I replaced it my lash.graphics tag, making sure that my "Apply combined setting" checkbox was ticked. Your program started with the first mod highlighted LoS, then automatically moved to USLEEP, ect., saving me tons of right clicks. For any mod without a bash.graphics tag (or no tags at all), I clicked "cancel" which moved me on to the next highlighted mod. I thought "awesome!," as it saved me hundreds of right clicks for my non-Bethesda mods of 138 plugins (135 if you exclude High Resolution Pack). When I was done, I rebuilt my patch with the new settings, everything looked great... until I got back to MO, and had missing .esms/.esps errors, bloated data file with .BAKs, and the high resolution patches were in overwrite (which, again, is weird because I clearly did nothing to them tag-wise; I clicked "cancel" for all three). Keep in mind that I have a high-end rig, a STEP setup to the "Based Patch" with a handfull of mods from Kelmych's Magic Pack Ideas, and I no better than to do newbie mistakes. Finally I came here a little more frustrated than I should have... I am sorry if my comment regarding beta insulted you, that was not my intent. Rather, I generally feel programs should be in beta that have bugs with unforeseeable consequences, such as these. Your comment saying that I am not using the program correctly and I was using dated, "legacy" functions only reinforces this idea in my mind. I am wrong about version conventions, I am sorry. But just because I feel that MS should be in beta, does not mean I would not use it... I use lots of beta mods and tools... Nevertheless I take extra precautions with beta software, and I wish I had done so here. It took me hours to get my mod installation correct again and verify all plugins. Tried replicating the problem at a smaller scale, but it didn't appear. I don't want to do it at a large scale because of how long it took me to fix. Again, please don't think I am insulting you, being a non-expert, non-newbie, I would have serious concerns with the community at large using your program. There is apparently a lot that can go wrong if they "explore" the program, and I am not very happy with smash.all, albeit it is better than Wyre Bash alone. I actually really like the edits from the last patch I built with automatic tag detection (I used recent fireundubh version) and making a handful of adjustments, but it is still quite limited scope. I would love to see the settings you quoted from Deorder, as I have a logical mind (I am an attorney) and they sound better than what I am doing. I am surprised that there is not more sharing of these settings, because save for an error or two (like missing BODT - Body Template data I reported to the main forum), the quick patch behaves correctly. In my opinion, it's just stripping out these legacy settings and the logic in the settings that need work. Nevertheless, the program is amazing, i just don't know enough enough about the differences between preserving and overriding deletions, and what force values mean (I can figure out what treat as single entity is). I also wish I understood how master plugins affect MS logic. In other words, what is the difference in MS application of conflicts and overrides in the same subrecord in these situations: Game loads esm A, then esp B, and then esp C, and the subrecord has different values for each, will smashed patch have this record, and if so, which subrecord one does use?What if B as A as master, but C has the same value as A?What if C as A as master, but C has the same value as A?Yes, this is all well, well beyond the scope of the topic. But I can't find documentation anywhere... maybe I just can't find it. But I really don't want to watch hours of video either, so maybe it is me.
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Mator, I'm sorry if you took it as rude, but please look back and consider that I didn't use bloated language for anything. I am actually a big fan of your tool, and I do hope it is included in STEP as a replacement for Wyre Bash. I did read the main forum topic for Mator over the last several months, if you look back at it I posted several times (I actually meant to post there, see below). I am sorry if I did come off as rude, but please under that I am spending hours trying to restore my mod setup to what it was prior. That can be frustrating considering the lack of written guides on Mator Smash. I don't like videos because I am physically disabled and I can't keep up with them. I move very slowly (I am typing this now with an onscreen keyboard), and very deliberately. I am sorry if I used your program wrong, but I have not been very satisfied with the default "smash.all" settings like many here on the STEP forums. Please don't take this as un-constructive criticism, but I think one of the powerful aspects of Wyre Bash (especially during the Morrowind and Oblivion days) was the fact that you can assign different settings "tags" to different mods. From my understanding Wyre Bash only ripped the settings associated with that tag out of each tagged mod (obeying Rule of One if there was overlap), and combined those settings with the winning records for each load order. Your tool clearly has the power to this again, but I feel like your settings lead to results similar to if you applied every tag to every mod in Morrowind or Oblivion. In fact, I think the patch I built this "wrong" way looks significantly better in xEdit compared to smash.all. I know you disagree, but again I ask why didn't Wyre Bash apply every tag to every mod? There was some rational for not doing so... That said, I had some real bugs that I think you missed when you first read my earlier post. Granted I am not an expert by any means, but I am no novice either. This my 5 Bethesda game I modded, and I am modding Skyrim for the 3rd time. So please don't think I installed Skyrim in a system Program folder or can't tell to check antivirus logs or quarantines. Here they are again in more detail: Have ".BAK" files in every mod - keep in mind only 60 of my 143 plugins have tags and associated settings; the rest I have no tags and set to skip (a part of my trial to build a better patch)USLEEP plugin missing - so far this is the only one missing, I am half through scanning the mods folder in MO to see if anything else is missing; again, Skyrim is installed on a non-system drive and there is nothing in my antivirus logsOfficial High Resolution Packs in Overwrite and missing for vanilla data folder - again, strange because they had no tags or settings, and I applied neither to themModern Brawl Bug Fix - size mismatch between the .esp and .bak file, again this is weird because I had it skipped and had no tags on itFinally, yes I am aware of the nexus site. But that is generally there for support... I am smart enough to know how to fix this myself; that is not what I am looking for. Instead, I was looking for a development forum so I could report the event for future development. Since there is no official website or community for this tool that I could find, I thought this might be the best place to report this without it getting drowned in requests of people unable to figure out the quick patch button. But it looks like I made a mistake, I meant to post it on the much larger official thread. Somehow I lost the original forum when I transferred my reply to my cell to finish at work... Sorry I was wrong... Again, please understand that I am not expecting you to do anything with your freely provided tool. I appreciate the work you do for free; it is not lost on me!
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Okay, I'm having a major problem with the program. I'm using version 1.0.2 and I used the "bash tags for Wyre Bash" script to detect the appropriate tags for all my plugins. After doing so, I wanted to fix some of the logics for the tags and Mator smash. In order to leave the default tags I simply cloned them and then made the necessary edits. However, what I did so I noticed Mator smash was not automatically updating the combined tag logic with my edits. Accordingly, I went to the tag manager and highlighted necessary plugins and then swapped the tag with my new one, making sure that combine tags was checked. For some unknown reason, after exiting, it filled every mod with a .Bak file, completely removed The Unofficial legendary edition patch, and for some reason, ripped the official high-resolution patches out of the unmanaged folders. Even more disconcerting, some of the Bak files do not have the same file size as the new plug-in. So far, I have only found the file size mismatch with one plugin, modern brawl bug fix, which is weird because it was skipped in my Mator patch. It was a difference between 104 bites and 100 bytes. I am really concerned that Mator smash may have destroyed my mod installation. I am scanning the mod folder in modmanager for Bak files now and checking if the matching plugin is there with the same file size. I will let you guys know what I find later tonight. As an aside, I strongly believe this program should have been left in beta. There are significant issues with the logic change in bash tag settings. For example, under bash graphics, in the ingestible record among others, what model sub record does not include alternate textures, even though it does in the smash all setting. I would highly recommend that the bash tags be completely rebuilt. Also, the program as a whole makes strange decisions, overriding some records and not others with the same mods involved. These bugs are really disappointing considering the power of the tool. Finally, if I am posting this to the wrong spot, please let me know. I have done an internet search and I am not finding a better forum.
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Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
I was wrong here. The STEP LOOT sorting rules make these two changes from BetterQuestObjectives - BCS Patch.esp unnecessary. -
[WIP] Mator Smash
mentaltyranny replied to Mator's question in Mator's Utilities Support (archived, read-only)
Not exactly sure where to report this, I am using Mator Smash 1.0.2, and the smash.all setting failed to carry through BODT - Body Template data on ArmorElvenGildedCuirass "Elven Gilded Armor" [ARMO:0001392A]. The only change I made to the smash.all setting is that I linked Object Bounds to Model, which honestly I feel you should do as default (as if the model changes, obviously the object bounds would be different). Interestingly, this appears to be the only record where this occurs (the other armor records in Smash Patch have Body Template data). Mator Smash was only dealing with 3 mods for this record, Skyrim.sm, UnlimitedBookshelves.esp, and Clothing & Clutter Fixes.esp. Here is a pic: Sorry regarding the size, I can't figure out the optimal image size for display here! Additionally, has anybody figured out good smash settings for Unofficial Skyrim Legendary Edition Patch.esp, Cutting Room Floor.esp, CollegeOfWinterholdImmersive.esp, Immersive Citizens - AI Overhaul.esp, and Weapon and Armor Fixes_Remade? Mator smash doesn't grab everything out of USLEEP and I can't figure out the settings to make the program treat any change that WAFR makes as paramount. I am thinking I need to make a whole new setting for WAFR, but don't know where to start... -
LOOT dropped the whole Global Priorities sorting method, and replaced it with the option to assign mods to Groups. They also made a flow chart editor so you can easily adjust which Groups load first. However, we are now unable to follow STEP instructions regarding assigning Global Priorities. Below are the mods effected and their new default Group (in parenthesis): ELE_Legendary_Lite.esp (Lighting)RelightingSkyrim_Legendary.esp (Default)The others, thankfully, are all "Load after..." LOOT instructions. What should we do with these mods? Which Groups are comparable to the old Global Priorities? Any help is appreciated!
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Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Tech, okay, I think that was everything anyway. Just so you know what to look out for, there were missing/incorrect edits in STEP Extended Patch for the following plugins: FarmhouseChimneysCRF.esp XImmerse Citizens - ELE patch.esp* TCIY-BCS Patch.esp AOS2_RealisticWaterTwo Patch.esp* AOS2_WetandCold Patch.esp HFE-CRF-Patch.esp XRDO - Cutting Room Floor.esp BetterQuestObjectives - BCS Patch.esp* BetterQuestObjectives-CRFPatch.espAdditionally, the missing records from the two plugins marked with asterisks (*) that weren't mentioned in the installation instructions on the STEP wikis. The ones marked with an "X" can't be carried through using xEdit to STEP Extended Patch (or any other patch) without such requiring it as master file for some reason. I thought I discovered a way around this before when modding skyrim last year, but I can't remember it. Unfortunately, this means that that adding them to STEP Extended Patch (or any other) will still require them in your load order, which defeats the point. I hope this helps somehow. It really made me learn a lot about modding Skyrim. Let me know if I can assist in any way! -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Just wanted to post, for the record I technically got this wrong. The STEP Extended patch had a small typo when it incorporated this record. Unfortunately, there also two other records in STEP Extended Patch that differ from BetterQuestObjectives-CRFPatch.esp: NarzulburFreeFormWifeQuest "A Wife For Mauhulakh" [QUST:000E316E]FreeformWinterholdCollegeB "The Missing Apprentices" [QUST:000E357D]The first one looks like an obvious overlook when copying records in xEdit. It looks like the STEP Patch author forget to pull over the Aliases data after Scripts. The second is more tricky, as the STEP Extended patch has two flags checked for the quest, one being "Start Game Enabled" and the other being "Unknown 5". Looking at the CRF change log, it says Start Game Enabled for version 1.1.3, but makes two other logs for Missing Apprentices in version 1.1.3a and 2.0. Based on the fact that the STEP Extended patch hasn't been updated in quite some time, and the fact that neither of these records are checked in the current version of BetterQuestObjectives-CRFPatch.esp, I assume that the STEP patch is out of date. -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Even though the STEP mod wiki for EBQO does not mention installing the EBQO/BCS compatibility patch, some records from BetterQuestObjectives - BCS Patch.esp were partially included in the STEP Extended Patch. However, it looks like some of it didn't make it in. Here are FormIDs as reported by xEdit are: dunFolgunthurJournal2 "Journal - Daynas Valen's, Part 2" [bOOK:00085FE3] DA07KeepersoftheRazorNotes "The Keepers of the Razor" [bOOK:000973AC] The crickets here make me wonder if posting this is any good... again let me know if you guys want me to make any additions to the STEP wiki pages. I know you guys are busy. -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
It looks like a couple changes from the HFE-CRF-Patch.esp weren't incorporated into STEP Extended Patch. Analysis via xEdit reveals that the mod simply removes the 3 "Bee Hives" in CRF and replaces them with "Apiaries" from Heartfire Extended. The STEP Extended Patch does remove the Bee Hives, but fails to add the Apiaries. I recommend installing a Heartfire Extended/CRF patch in order to see the new apiaries. -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
The STEP Extended Patch is also missing the two edits from AOS2_WetandCold Patch.esp, an AOS patch for use with Wet & Cold, that were missed too. Here they are: AMBrWindMountainGustA [sNDR:0003E602]AMBrWindMountainGustB [sNDR:000CF2CA] -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
The same thing appears to be the case with the AOS/RW2 compatibility patch. Even though it is NOT mentioned in Audio Overhaul for Skyrim STEP wiki, AOS2_RealisticWaterTwo Patch.esp, the patch for Realistic Water Two was partially included in the STEP Extended Patch. However, it looks like a most of it didn't make it in. Here are FormIDs as reported by xEdit are: AMBWaterRiverLPSD [sNDR:0003C73B] AMBWaterfallLargeLPSD [sNDR:0003C8EF] AMBWaterfallMediumLPSD [sNDR:0003DDD2] AMBWaterfallLargeDistant2DLPSD [sNDR:0003DDFC] AMBWaterfallLargeDistant70002DLPSD [sNDR:0003E48C] AMBWaterfallLarge2DLPSD [sNDR:000B6019] AMBWaterRapidsMediumLPSD [sNDR:000B601D] AMBWaterRapidsMedium2DLPSD [sNDR:000B6090] AMBWaterfallMedium2DLPSD [sNDR:000B60E0] AMBWaterfallMediumDistantLPSD [sNDR:000B60FA] AMBWaterCanalRiften012DLPSD [sNDR:000F11F5] AMBWaterCanalRiften022DLPSD [sNDR:000F11F6] AMBWaterfallMediumDistantCloseLPSD [sNDR:000F9933] AMBWaterfallLargeDistantVerbLPSD [sNDR:00104D54] AMBWaterfallLarge2DMarkarthLPSD [sNDR:0010FB9E] AMBWaterfallMedium2DMarkarthLPSD [sNDR:0010FB9F] AMBWaterfallMediumMarkarthLPSD [sNDR:0010FBA0] AMBWaterRapidsMediumMarkarth2DLPSD [sNDR:0010FBA1] AMBWaterRapidsMediumMarkarthLPSD [sNDR:0010FBA2] AMBWaterfallLargeMarkarthLPSD [sNDR:0010FBBE] Again, you guys may also wish to tell users who do not install STEP Patches to select the patch in the fomod. Lmk if you want me to do it for you guys! -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Even though it is NOT mentioned in Immersive Citizens-AI Overhaul STEP wiki, Immerse Citizens - ELE patch.esp, the patch for ELE - Lite was partially included in the STEP Extended Patch. However, it looks like a couple changes from it didn't make it in. Here are FormIDs as reported by xEdit are: MorthalFalionsHouse "Falion's House" [CELL:000138D0] SolitudeErikursHouse "Erikur's House" [CELL:00016A09] SolitudeStables "Solitude Stables" [CELL:00070469] MorthalThonnirsHouse "Thonnir's House" [CELL:000138CA] MorthalThaumaturgistsHut "Thaumaturgist's Hut" [CELL:000138CB] KolskeggrMinePavosHouse "Pavo's House" [CELL:0001F7B3] DragonBridgeLumberCamp "Dragon Bridge Lumber Camp" [CELL:00013A7D] MorthalJorgenandLamisHouse "Jorgen and Lami's House" [CELL:000138CF] You may also wish to tell users who do not install STEP Patches to select the patch in the fomod. I can do so for you guys, but I want to make sure that I am allowed. -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Not to revive a dead post, but since I am trying to play Skyrim LE again, I was wondering where this conflict resolution guide was, Kelmych? The link leads back here. Everyone else, I think I found some more missing patch records, and even some missing patches on this STEP installation. I will post here as I confirm. -
If you look at the nexus page for kryptopyr's Traps Make Noise mod, under the File tab in the miscellaneous section, you see a compatibility file Wiseman303's Trap Fixes dated "26 May 2018, 9:26AM". Considering this also "ncludes recent changes made to the MagicTrap script by the Unofficial Patch", this mod should "win" in MO and its version of MagicTrap.pex should be the one that makes it into gameplay. However, if you follow STEP 2.10.0's instructions on the installation page and mod wikis, MO will instead use the older and out of date, Wiseman303 version of MagicTrap.pex for gameplay. Users should either place Traps Make Noise after Wiseman303's Trap Fixes in MO's left pane, or alternatively, after double-clicking Wiseman303's Trap Fixes on the left pane of MO and going to the Filetab, hiding Scripts/MagicTrap.pex (and possibly also Scripts/Source/MagicTrap.psc). I hope my comments are helping STEP in some way. You guys do great work and I have learned much here. I would make the changes myself to the Wiseman303's Trap Fixes's STEP wiki page, but it is more than simple proofing and so I feel like I would be overstepping, no pun intended .
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Helllo Everyone, If you look at the STEP mod wiki pages for USLEEP, STEP Optimized Vanilla Textures, Easier Lockpicking, SRO, etc. You will see that they have the OPT content flag highlighted. If you hover the mouse over the tag, it says "Mod does not have optimized textures", which I find especially weird considering it is flagged for STEP Optimized Vanilla Textures... seems counter-intuitive. I thought that maybe the tag message was reversed, but if you hover over the un-flagged OPT in the SIMM STEP mod wiki page, it also says "Mod does not have optimized textures". So both the flagged and un-flagged text says the mod isn't optimized, unlike the SKSE flag and the others that say different text when they are highlighted accordingly. Considering that I believe that I believe the flag is supposed to be there/not there to signal users struggling with framerates to use DDSOPT, but this logic is failing because both SRO and STEP Optimized Vanilla Textures are flagged OPT. Any help is appreciated!
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No one has tried the havoc fix or the beta?
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I have a 144 mhz monitor. I am limiting fps to 60 through nvidiaprofileinspector. Should I enable the Havok fix as well? Should I try v2 beta? Any one have any experience with these options? Thanks!

