Jump to content

Search the Community

Showing results for tags '19-utilities'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • News & Announcements
    • Announcements
    • Community Information
  • Supported Games
    • Fallout 3
    • Fallout 4
    • Fallout New Vegas
    • Morrowind
    • No Man's Sky
    • Oblivion
    • Skyrim Legendary Edition (LE)
    • Skyrim Special Edition (SE)
    • Supplemental Guides
    • Unsupported Games
  • Supported Tools
    • BethINI
    • Creation Kit
    • DynDOLOD & xLODGen
    • Mod Organizer
    • Post Processing
    • xEdit
    • Other Utilities
  • Mod Author Topics
    • Skyrim LE Mod Author Topics
    • Skyrim SE Mod Author Topics
  • General Discussion
    • Step Banter Inn
    • INI Tweaking
  • Step Website Support
    • Forum Support
    • Wiki Support

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start




Nexus Mods

Website URL


Favorite Mod(s)

Diamond in the Rough


Found 4 results

  1. Discussion topic: Fores New Idles in Skyrim SE by fore Wiki Link The new FNIS is just as essential in SSE as the old one was for vanilla Skyrim. All the reasons for the old apply to the new.
  2. Discussion topic: Nemesis Unlimited Behavior Engine by Shikyo Kira Wiki Link This mod replaces FNIS and is the tool that seems to support the most mods anymore. I have tested it out with STEP, and I ran into no issues, and it enabled me to try out a few different other animation mods that require it. It is pretty much plug-n-play. I had been having issues while testing with an FNIS generated skeleton where my character would entirely disappear, which I believe to be due to an animation\skeleton bug. It will be difficult to tell if this fixes it, as it was an issue that typically would go away upon relaunch of the game.
  3. Discussion topic: No Grass in Objects by meh321 Wiki Link Accepted for next SE guide version (> 1.0.0) Prevents grass clipping through most objects. Mod performs a raycast in-game from each position where grass is located and if it detects a collision with another object then it doesn't place grass at that point. Needs .Net framework but that's already a requirement for MO2. OCD sufferers rejoice!
  4. Discussion thread: Fore's New Idles in Skyrim by fore Wiki Link Considering what the mod was commonly used for, it would seem really bizzare for me to suggest this for STEP under normal conditions. But, there's actually a reason for it, and it has to do with a side feature of the mod. The reason being that this tool has a option to fix animation problems when using the Maximum Skeleton. I have heard reports that the new animations introduced by the Dragonborn DLC don't function when using the Maximum Skeleton, even with the optional non-FNIS patch. Running FNIS appears to fix the animation problems with Dragonborn, as long as you tick the "SKELETON arm fix". Neo's been using this for a while, and it doesn't appear to have negative effects. On the game, at least. Accepted for STEP v2.2.6 -- Thanks to WilliamImm for creating the mod page and to Neovalen for doing the testing/confirmation via Skyrim Revisited.
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.