mentaltyranny
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Everything posted by mentaltyranny
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Sorry I keep posting... I had trouble with my STEP installation in the past. However, I was using G-sync, and considering Skyrim's physics are tied to frame-rate, I wanted to try it again without G-sync. However, like an idiot I deleted my installation in the equivalent of a rage quit, so I am going to have to start over. After searching these forums, it sounds like a new version of STEP, maybe 2.10.0 or even 3.0, may be just around the corner. If so, I would like to wait until it is released. I know the realities of public relations won't allow for you guys to give a definitive release date, but I was wondering if you guys could say rather the next STEP version was days, weeks, or months away? And also, thanks everyone for the hard work!
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Mods Stop Working Hours Later
mentaltyranny replied to mentaltyranny's question in General Fallout 4 Support
OK, good. I was afraid that I was breaching some etiquette here unwittingly. I'm more a forum lurker than a poster, so sometimes I feel like I sticking my foot in my mouth... It wasn't just BFSE, it was a bunch of mods, mainly ones that edit the game world with scripts. They would work great then just stop without rhyme or reason. -
Mods Stop Working Hours Later
mentaltyranny replied to mentaltyranny's question in General Fallout 4 Support
Sorry guys, I tried asking this on the forum for TechAngel's guide and got ignored. I guess this is the wrong forum too... -
I am a mid-experienced mod user. I modded my play-through of Morrowind and Oblivion with over 100 mods a piece... it was quite difficult with multiple restarts. Until I discovered STEP for Fallout 3 and NV, the wealth of experience there made me not have to restart multiple times. So awesome! I followed STEP 2.10 for Oldrim (STEP Extended with mods from Kelmych's Magic Pack Ideas) recently, but I got really frustrated with how mods suddenly stopped working. For example, Burn Freeze Shock Effects suddenly stopped removing pelts and cooking meat 20 hr into the game. When I restarted, it worked again with no change to mod setup. Then again, over time it started happening again (for BSFE it was around the 10 hr mark). Please keep in mind this is one example of many mods that stop functioning after working flawlessly for many gameplay hours. After taking a break do to frustration, I thinking that maybe with Skyrim SE things would be better since Script Extender is out for it. I tried following TechAngel's guide, but it is dated and he is too busy to update. Does anybody recommend another "STEP-like" mod guide SE users should follow in the meantime? If not, what is the most "STEP" Fallout 4 guide? I tried to play Bethesda games a generation behind so there is a well developed mod library by the time I get to them. I might have to skip Skyrim, the Ordrim, SE, and VR editions really divided the Skyrim mod community. Very frustrating... Or should I give STEP 3.0 a shot when it comes out? Thanks everyone in advance for your time!
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Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Okay, there are also a few edits for BQO patches that were missed too. From BetterQuestObjectives-CRFPatch.esp: FreeformFrostRiver "Supply Line" [QUST:000681D4]From BetterQuestObjectives-PaarDilemmaPatch.esp: MQPaarthurnax "Paarthurnax" [QUST:0003FA16]I know this probably seems petty, but I am just trying to help... you guys do an awesome job! -
Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
To continue, there is ALOT of content missing from 3.0.3 farmhousechimneysCRF.esp which is NOT included in the STEP Extended 2.10.0 Patch as well. I don't know if it is missing in Core. I would recommend Extended users include it in their load order. I really hope this is helping someone, if not, lmk and I will quit posting these... -
Sorry Kelmech, I am actually referring to this Linen Wrap (RuinsLinenPile01 "Linen Wrap" [MISC:00034CD6]). It appears to be used by CCOR to make torches (CCO_TorchCraftingBasic "Torch" [MISC:XX0E76FC]), the weird child's doll (BYOHRecipeDoll_CCO [COBJ:XX0310B4]) that I have no idea what the point of it is, some cloaks, and a few other items. I have been digging through xEdit and it just seems weird that there are no recipes for Linen Wrap considering how comprehensive CCOR is. Am I missing something? I thought for sure that there has to be a couple recipes for turning items like clothing into linen wrap...
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I think this is the right place to ask... I am using a STEP Extended + mods from Kelmych's MagicPack ideas and I can't, for the life of me, figure out how to craft linen wrap. CCOR let's you breakdown armor and weapons into leather and alike, and I figured out that... I just have gowns and gloves I would like to make into linen wrap. Any ideas?
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Hi everyone, I just started my Skyrim playthrough and just completed Bleak Falls Barrow. However, after turning in the Dragonstone, Irileth didn't interrupt and talking to the Jarl results in a "Not Now!" After scouring the internet for a solution, it looked like the only answer was to restart with the different/no mods and pray that it didn't happen again. Not very hopeful... So I decided to use my new xEdit skills and check what mods where modifying the quests. It turns out that the quests are modified by Not-So-Fast Main Quest! That made me load up the game and look at the mod's MCM menu, and what do you know - by default "First Dragon Sighting" doesn't occur for 6 days if you have this mod installed! I confirmed this on the mod's nexus page. So it looks like if you have Not-So-Fast MQ installed, this is not a bug but rather intentional to give you several days to do side quests and the like. Not don't know if there is a similar vanilla bug, but looking at the google search results there may be dozens, if not hundreds of individuals like me who made the same mistake. So I thought I would post this here on the STEP forums to help anyone else looking into this. Also, I don't know if the mod author, cdcooley, is on these forums, I recommend adjusting the quest completion text of Bleak Falls Barrow to say something like "I should give Farengar sometime to research the Dragonstone" rather than just saying that "the Jarl will reward me." I think the author just forward the BQO text by default, which is kinda misleading here.
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Dual Sheath Redux & Dragonbone Mastery
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
FYI, I reinstated everything in step.2n and above. The conflict is no longer listed under conflicts tab in information (under right click menu), but with Dual Sheath Redux selected in the left plane of MO, it still highlights Dragonbone Mastery - Weapons Retexture green. Under the data tab in the right pane, the following files are definitely in both mods: meshes/dlc01/weapons/dragonbone/SwordSheath.nif meshes/dlc01/weapons/dragonbone/SwordLeft.nif meshes/dlc01/weapons/dragonbone/DaggerLeft.nif Granted, all 3 files are themselves overwritten by BSW, so maybe it doesn't matter. However, all 3 file sizes are different so maybe this is a serious conflict. Since there are no matching textures in textures/dlc01/weapons/dragonbone/, maybe these meshes all are being used with vanilla textures and there is no real conflict. But then again, BSA archives are NOT unpacked for viewing in data tab... -
Dual Sheath Redux & Dragonbone Mastery
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
Okay I am back to my computer. It looks like Dual Sheath Redux (not DSR Output) overwrites 3 mesh files from Dragonbone Mastery - Weapons Retexture. They are the meshes/dlc01/weapons/dragonbone folder. They are SwordSheath.nif, SwordLeft.nif, and DaggerLeft.nif. Being that there appears to be no overwritten, accompanying textures in Dragonbone Mastery, I am not as worried as I was. But nevertheless any conflicts involving DSR and the SkyProc patching system are concerning. Can anyone with more knowledge then I tell me if the conflict is significant? If so, any help resolving it would be greatly appreciated! -
So after spending the last month of free time making my custom compatibility patch in tes5edit, just before I left for work this morning I installed and ran Dual Sheath Redux, as per the instructions. After running the .jar file and creating a mod from overwrite, I noticed it conflicted with Dragonbone Mastery - Weapons Retexture on 3 files. I am away from my gaming computer, so I am not sure what those files are, but if I remember correctly they were textures or meshes. I will post more details tonight, but I am kinda curious if anyone else using STEP Extended 2.10 has noticed this? Thanks in advance for your replies!
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What is Enhanced Lighting for ENB-LITE? What does it do?
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
Oh, and as an addendum to the above, I am referring to the ELE_Lite_v0_95c_Only IL STEP Specific main file, not the non-STEP version of the mod. -
Ever since I installed STEP, I have not figured out the deal with Enhanced Lighting for ENB-LITE. I can't seem to figure it out from the STEP guide, wiki, Enhanced Lighting for ENB-LITE nexus page, and even here on the forums. Accordingly, I was wondering if anyone here would mind answering the following questions: What is Enhanced Lighting for ENB-LITE? What does it do? Does it do anything on its own (without an ENB preset)? Why is it in STEP Core? What is ENB-LITE? Is Enhanced Lighting for ENB-LITE the same as ENB-LITE? If they are not the same, how does Enhanced Lighting for ENB-LITE change ENB-LITE? Why is ENB-LITE not included in STEP Core? Or STEP Extended? Is ENB-Lite the best preset to use with Enhanced Lighting for ENB-LITE that fits with STEP's vision, despite being not included in STEP? Where do we find and how do we install this "best preset to use with Enhanced Lighting for ENB-LITE"?Thanks in advance for everyone's time!
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Missed RDO xEdits in Step Extended
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
I also found a missed records from TCIY-BCS Patch.esp that wasn't carried into STEP extended. Look for DLC1LD_AetheriumWars "The Aetherium Wars" [bOOK:02004D5B]... -
It looks like a couple changes from the RDO - Cutting Room Floor Patch.esp weren't incorporated through to the STEP extended patched. Here are FormIDs as reported by xEdit are: LillithMaidenLoomRef [ACHR:0010E2B6] (places LillithMaidenLoom "Lillith Maiden-Loom" [NPC_:00013BC0] in GRUP Cell Temporary Children of WhiterunStables "Whiterun Stables" [CELL:000165A0])[iNFO:0002129C] ('Mind you don't cross Tassius. He's in charge around here.' in GRUP Topic Children of [DIAL:0002124F])[iNFO:0002ABA7] ('Old lady Maiden-Loom owns the stables. But my father and me, we run things.' in GRUP Topic Children of [DIAL:0002707A])[iNFO:02015C80] ('Look at you, wandering around causing trouble. Precious.' in GRUP Topic Children of [DIAL:02004DAA])There are several other entries that are included the STEP Extended. Could the patcher have accidentally used RDO - USLEEP.esp instead (the RDO nexus says RDO - Cutting Room Floor Patch.esp is a joint compatibility patch for use with BOTH CRF & USLEEP)? The 3rd & 4th entries above don't seem necessary (although the 4th one says in NAM3 - Edits says "Edited ON PURPOSE!"), but the 1st & 2nd seem important for stability. I went ahead and incorporated my changes to my own compatibility patch. Let me know if I should reverse this...
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Just in FYI, I was checking things out in xEdit and it looks like Stealth Skills Rebalance sets Crime: Alarm Distance to 1200 on its own. WB instructions say to use the tweak to set it 1000, which of course will override. But SSR also has scripts in it, and while I don't have CK, this specific WB tweak may interact with SSR in unexpected ways. I am removing the tweak from my game (but leaving in TimeScale), and I just thought you guys should know! Thanks!
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Unclean ESMs in MO-Emulated Data folder for Wyre Smash
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
I only used Free Commander to see if it was a problem exclusive to WB, or a problem with MO. I am not sure how to test if the cleaned or unclean Bethesda esms are being loaded into Skyrim. I am trying to eliminate issues prior to heavily playing. I get frustrated by the play --> bug --> hunt ---> fix --> restart --> repeat cycles. So I would really like to know if my cleaned ESMs are actually loaded prior to heavy playing. As an aside, Antipodean, what do you mean by "Since it is really needed no one has automated that process." Should I be looking for instructions as for removing the nav meshes? I assumed that it was not necessary unless you had mods that introduced new nav meshes that specifically interacts with the deleted ones. And since most non-landscape mods don't have nav meshes... you get the picture. -
Unclean ESMs in MO-Emulated Data folder for Wyre Smash
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
I thought that it was just Wrye smash until I tried Free Commander. However, I noticed that for new, non-overwritten (such as ESPs) MO-emulated data you can't "right click" to view Properties in Free Commander. But for the overwritten Bethesda ESMs, you can. So I was thinking that when I check Properties on Update.esm, Free Commander is "looking through" the emulated data to the file as is un-emulated in the data folder. I was wondering if someone with more experience than me could verify the behavior in their Wyre Smash and/or Free Commander, and if it it is there, tell me it isn't in their Skyrim game. Again, Wyre Smash displays the cleaned file size in left pane, and the unclean file size in bottom-right pane when right clicking and selecting "Change to" on the Bethesda ESMs. Wyre Smash also says that the cleaned Bethesda ESMs are unclean when clicking Mod Checker at the left of the bottom bar then it the popup clicking on the Scan for UDRs. Curiously it doesn't doesn't do this for cleaned mod. Which is why I think these programs may be just looking through the data. Does these programs do this for ANYONE else? -
Unclean ESMs in MO-Emulated Data folder for Wyre Smash
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Yeah, I have that. Left pane MO looks like it should going from Cleaned Update --> Unmanaged Dawnguard --> Cleaned Dawnguard, etc. LOOT and xEdit appear to be detecting the cleaned esms appropriately. Free Commander and Wyre Smash do not. No idea why? Would anybody who can verify that they are using the cleaned Bethesda esms in-game check Wyre Smash by clicking Mod Checker then scan for UDRs and see if they report as unclean too? Or check to see if Free Commander reports the reduced "cleaned" file sizes? I just want to make sure that I am using the cleaned esms in game. -
Unclean ESMs in MO-Emulated Data folder for Wyre Smash
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Two copies; one in overwrite and the other in TES Backup, also in overwrite. Any ideas? -
Unclean ESMs in MO-Emulated Data folder for Wyre Smash
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Sorry guys I just realized I messed up the Spoilers code, sorry? Would someone mind fixing it. I checked things out by running Free Commander XE inside MO. And here is what I got: Name Vanilla Size Cleaned Size MO EMULATED (Windows) (MO) (Free Commander XE) Update.esm 1484 kb 1.3 mb 1.4 mb Dawnguard 24,470 kb 23.3 mb 24.4 mb Hearthfire 3482 kb 3.3 mb 3.4 mb Dragonborn 62,999 kb 61.1 mb 64 mb Everything else in Free Commander XE appears as it should. Any ideas? -
Unclean ESMs in MO-Emulated Data folder for Wyre Smash
mentaltyranny posted a question in General Skyrim SE Support
Okay everyone, I am not sure if I should post this in the Wyre or MO sub-forums, so thanks in advance for moving if necessary. To put it simply, my cleaned update.esm is 1302 kb, the regular is 1448 kb. In MO, the data tab in right pane says that Cleaned Update ESM is overwriting update.esm. In wyre smash, the left hand pane says update.esm is 1302 kb. LOOT does not report any mods need cleaning. Then I was goofing around with changing masters for the RIL patch for Immersive College of Winterhold, and noticed that it says in the "change to" data folder browser that update.esm is 1448 kb. Every mod is there as it should be, just update and all Bethesda esms are their uncleaned file sizes! In Wyre, if you click Mod Checker then scan for UDRs, it says all Bethesda esms need cleaning. This even appears when restarting MO as administrator. I am concerned because while everything else appears as it should, and MO can add files to skyrim data folder, it may not be able to overwrite any data there. Oh, I have my skyrim installation on a non-system (F:) drive. Is everything ok or is there a problem? -
[WIP] Mator Smash
mentaltyranny replied to Mator's question in Mator's Utilities Support (archived, read-only)
Sorry Mator, One more thing: where do you extract the v0.9.4 smash.all script? Or is that an experimental build of MS as a whole? Sorry I just want the best logic I can for MS. Thanks! -
[WIP] Mator Smash
mentaltyranny replied to Mator's question in Mator's Utilities Support (archived, read-only)
Thanks! Just to follow-up, am I supposed to use the skyrim.esp and the dlc in the patch? Do you have any idea what the difference is between smash.all and bash.all?

