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Nexus Mods

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Diamond in the Rough


  1. Discussion topic: Step SkyrimSE Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.2.0 guide to this topic.
  2. Discussion topic: Step FalloutNV Guide (curated by Majorman) Changelog Nexus Mods Please submit feedback about the 1.2.0 guide to this topic.
  3. Discussion thread: ENB Guide by STEP Wiki Link This thread is for discussion and improvement of the ENB Guide on the wiki. Thanks Staynd for getting the guide started! Thanks to anyone who as contributed to the maintenance of this Guide! Updated OP (08/15/13) ~ TechAngel85
  4. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.4.0 Guide to this topic.
  5. Discussion topic: Step SkyrimSE Patches by Step Modifications Patch Reference Step CR Patch Step LW Patch Step PP Patch
  6. Discussion topic: FOMOD Guide by Step Modifications Wiki Link Work in progress FOMOD Guide. Step is aware there are tools available for FOMOD creation. This Guide's purpose is an alternative to those tools, as well as, an informational resource.
  7. Hello there I just started trying to find the best way to mod my game to keep it fresh and so on. I found the Step Skyrim Special Edition v2.1 guide on here and was like that's exactly what I was looking for. Did a fresh install of the game and started setting it all up when I noticed that of the first few Extensions that are required / recommended 3 didn't work because they were out of date. I then looked it up and saw that the game had received two updates in the last 3 or 4 weeks and now I'm asking myself if there is a way to get the most recent version of game modded properly or if there is a way to roll those updates back and play on a slightly out of date version of the game that is being fully supported by the mods. I didn't look much further in the modlist to see how many were affected, but given that out of the 7 or 8 extensions 3 didn't work definitely took some of my motivation. Should I wait until the mods are all updated? Should I wait until there is a new guide for the latest version? Should I try to roll back and follow the guide that way? Or is it only those 3 mods that don't work and I should continue on with the modding and leave the ones that don't work to the side for now? I did look for exactly a guide like the one on here, because it is nearly complete and is essentially a complete overhaul of the vanilla experience which is kind of what I wanted to get to.. But yeah any help or guidance would be very much appreciated. Cheers ^^
  8. Guide say change every Frame Limit. Does that include each UIFramerateLimit_____, such as map, Inventory, etc? Thanks.
  9. I just tried to run the game after installing extenders and got the following message: A DLL plugin has failed to load correctly. If a new version of Skyrim was just released, the plugin needs to be updated. Please check the mod's webpage for updates. CrashLogger.dll: disabled, only compatible with version earlier than 1.6.629 ScaleformTranslationPP.dll: disabled, only compatible with version earlier than 1.6.629 UniqueMapWeatherFramework.dll: disabled, only compatible with version earlier than 1.6.629 Continuing to load may result in lost save data or other undesired behavior. Exit game? (yes highly suggested)
  10. I think I have messed up. Should my mods be going in AppData\Local\ModOrganizer\Skyrim Special Edition\mods\? Shouldn't this be in my root drive:/Modding/Mod Organizer with everything else? Thanks.
  11. I just downloaded the latest skse64 per the guide but there is no steam_loader_.dll in the file to extract to game folder. Is this known? Should the instructions be modified for this new version, if so? If not, was I not supposed to select the manual download for this? Thanks.
  12. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.3.0 Guide to this topic.
  13. Discussion topic: System Setup Guide Wiki Link Prerequisite guide to installing one of the Step gaming guides (STEP LE / STEP SE)
  14. I have a whole mess of mods, well in excess of the 255 plugin limit. Wrye Bash says that it can get us around that limit by combining them into a bashed patch. The documentation says that any plugins included in the bashed patch will then be automatically deactivated. The documentation also claims that plugins don't have to be active to be included in the bashed patch. I don't see this happening. For one thing, plugins which aren't activated aren't being included in the bashed patch, and it won't let me activate all plugins at once to create a bashed patch. I don't see any way around this. Anybody have a solution? I didn't see very much in either the STEP topics or in the Wrye Bash documentation about creating bashed patches, to be honest.
  15. Discussion topic: ReShade Guide by Majorman Wiki Link This thread is for discussion and improvement of the ReShade Guide on the wiki.
  16. Discussion topic: Step SkyrimSE Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.0.0 guide to this topic.
  17. The following was preliminary testing. Read through this for general background about our testing and findings. The end result will always be what we recommend in our latest mod-build guide. As of last update to this post, this is the 2.0.0 WIP settings I am testing various xLODGen settings for "Terrain". I compare the same two areas (snow/no snow). So this is not comprehensive, but gives people some ideas of settings results (on my system) with STEP 0.3.0b. It is a relative compare of different terrain LOD results, all else remaining equal. skyrimprefs.ini LOD settings: [LOD] fLODFadeOutMultActors=15.0 fLODFadeOutMultItems=10.0 fLODFadeOutMultObjects=30.0 fLODFadeOutMultSkyCell=1.0000 [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=50000 fBlockLevel1Distance=72500 fBlockMaximumDistance=94000 fSplitDistanceMult=4.000 fTreeLoadDistance=72500 Settings Rationale Based on my review of sheson's xLODGen thread and documentation, it looks like we should be using best quality and largest textures at LOD4, baking normals for best result (only if normals size ≥ 512 at a given level). Why? Because, in RL, resolution of our environment increases as it gets closer. Also, sheson recommends not tweaking brightness/contrast/gamma without good reason: he suggests lightening/darkening the noise map instead. I have confirmed that changing gamma between 0.97 and 1.10 has no apparent impact in game (data not shown). Lastly, raise steepness should be a good add for LOD8/16/32, since it increases bump effects for mips (probably not necessary at LOD4, due to higher quality textures, and closeness of these textures). I did compare using/not using raise steepness, and I didn't find any really noticeable difference (Lo setting does not include at LOD32, but all others do), so I am including it simply because it sounds rignt "just in case". Compression type does have a significant impact on quality, even for diffuse. BC7 is observably superior to DXT1, particularly with respect to shore-line jaggies around water. Compare order: Optimal settings (my system, my opinion) > lo settings > hi settings > ultra settings. Links to the settings are also below. My system is agnostic of these settings. I take no detectable performance hit either way, but I expect that typical PCs will see some difference of more/less significance (system specs in sig). Optimal Settings - LOD data ~ 5 GB, gen time ~ 45 min Lo Settings - LOD data ~ 2.5 GB, gen time ~ 25 min Hi Settings - LOD data ~ 9.5 GB, gen time ~ 45 min Ultra Settings - LOD data ~ 33.5 GB, gen time ~ 45 min It would be great if someone with a PC closer to that recommend for STEP and also running STEP would test xLODGen and let us know about performance impact and time to generate. UPDATE: After getting some feedback from sheson: Added Solitude (looking South from near the main gate) Increased quality on Lo settings to '10' for LOD16 and LOD32 Examined VRAM usage in all scenarios and include a compare of with/wo mipmaps in the 'optimal' settings (apparently, it's not clear if mipmaps are used at all by LOD. sheson confirms that diffuse does not use them, but normals might) Updated Lo Settings (else they are same as linked previously) Compare order: Lo > Hi > Ultra > Optimal > Optimal (without mips) Optimal Setings (no mips) Findings: FPS stats are largely unaffected by terrain LOD quality on my PC. VRAM usage was consistently lower for Lo settings relative to all others and no-mip-Optimal settings (versus Optimnal WITH mips). Not a huge diff, but lower well beyond the +/- 200 MB variation in reported VRAM usage. Optimal (no mips) was comparable to Lo in terms of performance but noticeably better in terms of quality. VRAM usage stats are not entirely reliable, because they varied by +/- 200 GB on my PC on any given save-game load once stabilized. This is consistent with how VRAM (and RAM) behave. Algorithms are being employed at any given time in any given system that govern use of RAM. It depends on what the GPU is 'thinking' at the time a save game is loaded: are you loading from a fresh game boot via MO? Did you recently reboot your PC? Are you loading one save game after another? .. it is inconsistent, but not wildly so. My findings are that VRAM usage is a bit less with Lo settings and by NOT enabling mipmaps/raise steepness. Based on the screen compares and VRAM usage, there is no reason to enable mipmaps or "Raise Steepness" on my system. Simple Summary (for my PC) Use Optimal Settings (no mips) or some proportionate deviation from that: LOD data ~ 4.2 GB, gen time ~ 36 min This takes a bit less time to generate LOD, probably decreases VRAM usage to a marginal extent, and results in quality that is all but indistinguishable from Ultra settings. DXT1 compression does not appear to save much besides disk space and costs in quality, so use it on diffuse maps ONLY if disk space is a major issue.
  18. Discussion topic: Step FalloutNV Guide (curated by Majorman) Changelog Nexus Mods Please submit feedback about the 1.1.0 guide to this topic.
  19. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.2.0 Guide to this topic.
  20. I posted a couple of weeks ago about a STEP SE guide addon. It has developed into a proper STEP build, which is why I decided to start a new topic. This is a guide based on STEP SE and you use it instead of STEP SE. It is in a finished state and I am currently game testing. I will add the guide to the STEP wiki soon, which is as easy as cut and paste some text. It is currently on Github only. On the todo-list: Revisit the animations section of the guide and check out Project New Reign - Nemesis PCEA as well as other animation mods. ___________________________________ Introduction: Welcome to Dread's Skyrim Build Link: https://dreadflopp.github.io/dreadsskyrimbuild/ This guide is a STEP build based on the STEP: Core build. The STEP team has built a base with mods that enhances and fixes Skyrim without breaking the vanilla look and feel. This guides further enhances Skyrim, adds to it and alters elements of it in several ways. The mods featured in this build are chosen to be immersive and realistic. Realistic in a fantasy setting means believable. The mods should feel like they expand or enhances vanilla Skyrim, like they could have been there from the beginning. What to expect Support for the Survival mode from Bethesda Creation Club. HD textures for landscapes, structures and buildings that keeps the vanilla look and feel. HD textures for clutter, armors, weapons other items. Bigger trees for a truly immersive forest. Enhanced visuals with Cathedral Weather, Relighting Skyrim and Luminosity Lighting Overhaul. New unique armors are added to the game. New weapons types with custom animations. More adventures with new quests and new lands to visit. Overhauled cities, towns and villages. Expanded character creation with the CBBE female body with realistic presets. Overhauled character leveling and skill system: Overhauled skill trees with new perks. Overhauled magic with new spells. A new class system. New experience system that encourages exploration. Slower leveling to allow you to experience the dlc-sized added content before maxing out your character. New, tougher bandits and dragons. New NPC's and followers. This build is made to be easy to install No LOOT rules, every conflict is resolved with the patches. Run LOOT and you are done. No bashed patch. All level list conflicts are resolved by the patches. No merging of plugins. Every patch is esl-flagged to make sure the plugin limit count is not reached. Advanced FOMOD installer for the patches. No need to choose which patches to use, the installer does the work for you. Almost all mods are optional All mods in this build are optional, except for: Unofficial Skyrim Special Edition Patch. Cloaks of Skyrim and Winter is Coming. Use them both or not at all.
  21. I can get the game to launch if I untick Alternate Start and Cutting room floor. Is there a posted search procedure for back tracking the build to discover the my faults. I have used these guides several times over the years. So, they function, I apparently do not, this time. Crash Logger,Footprints will also stop launch. Thank you in advance.
  22. Boot Skyrim SE/AE through Mo2 and Skse64_loader. Error Message that a DLL plugin has failed to load. CrashLogger.dll: couldn't load plugin (0000007E) In side crash logger couldn't load plugin 126 (handle 1) Reinstalled CrashLogger mod, no joy. Suggestions?
  23. Hello, I've followed the instructions for the SSE Anniversary Edition carefully (https://stepmodifications.org/wiki/SkyrimSE:2.0.0), the version I have. After installing the mods from Step 4 - 02 (Extenders), I tested the build by launching with SKSE, and it immediately crashed. I tried a couple more times before going back over the instructions, starting with the system setup guide. I haven't been able to find any step that I missed, and whatever I've been able to check in my build looks correct. Prior to adding any of the Step 4 - 02 Extenders, the game launched as normal from Steam. I launched in order to restore the Creation Club DLC, as per the "Restore Original Masters" section in Step 3. I went ahead and disabled every mod in the left pane, including the Cleaned Vanilla Masters, so that only the vanilla plugins were enabled. I then tried launching through Mod Organizer 2 using the Skyrim SSE launcher (not SKSE). It still CTD'd immediately. Launching the game through Steam still works fine. I've attached my latest crash log. I'm afraid I don't know how to read these, but after several failed attempts to launch the game I see there's an identical line at the top of every crash log: I went ahead and searched the forum for "EXCEPTION_ACCESS_VIOLATION" and found several threads that mention it, but none of them have run into the problem at after Step 4 - 02. Thanks in advance for your help! crash-2022-06-28-03-33-37.log
  24. Hello. I am following the S.T.E.P. guide, and noticed at the Flickering Meshes Fix mod that there are options for Parallax support. It appear that the S.T.E.P. guide does not have you installing any Parallax textures. If I want to install those at some point in the future is that okay to do? Will it disrupt the guide? Or perhaps I can come back at a later time (after installing, say, 2020 Parallax mod, and then enable the Parallax options inside this mod. Thanks~
  25. Discussion topic: Step SkyrimLE Guide Resources: Nexus Mods Please submit feedback about the 3.0.0 guide to this topic.
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