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Nexus Mods

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Diamond in the Rough


Found 149 results

  1. Hi, I am doing the latest Step Guide with little alterations like having Mysticis over Odin, Adamant as perk overhaul or adding followers. I didnt saw anything that odin is especially needed but in LOOT theres warning in Step Patch - Conflict Resolution.esp --- This plugin requires "Odin - Skyrim Magic Overhaul.esp" to be installed, but it is missing --- Apart from that theres no other warnings/errors in LOOT. Do i need Odin with this get-up or can something be done (its not that i dont like changes but i simply like vanilla feel better bcs i dont play often and i do prefere it that way) Heres Load order from LOOT if needed:
  2. 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
  3. 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~
  4. Discussion topic: Step SkyrimLE Guide Resources: Nexus Mods Please submit feedback about the 3.0.0 guide to this topic.
  5. Discussion topic: Step FalloutNV Guide (curated by Majorman) Changelog Nexus Mods Please submit feedback about the 1.1.0 guide to this topic.
  6. Discussion topic: Step SkyrimSE Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.0.0 guide to this topic.
  7. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.1.0 Guide to this topic.
  8. I recently installed the latest Wyre Bash update, 310 Beta 1. I installed it because whenever I would try to save my Bashed Patch esp for Fallout: New Vegas, I would get this particular error message, and the patch itself does not save. "< not supported between instances of 'nonetype' and 'int'". It would also not register the masters for the patch in the screen section beside the load order. I have reinstalled Wyre Bash, I have also deleted the previous patch (Which also had the same error), and I don't know what else to do in this case. U have some coding knowledge, but I think it won't help here. What should I do? I have attached a screenshot below of the error messsage itself and how no masters show up in the section for them in the GUI.
  9. I'm retruning back to playing Skyrim after a couple of years absence. I've purchased the AE upgrade and began following the guide. I chose not to use the post-processing option during this build. While running DynDOLOD this message appeared on the screen. I don't believe this is a DynDOLOD problem, but I can't figure out what I need to do to resolve the issue. Skyrim.esm isn't a master that needs to be cleaned is it? I don't remember reading that it was. Any help or suggestions would be greatly appreciated.
  10. Discussion topic: System Setup Guide Wiki Link Prerequisite guide to installing one of the Step gaming guides (STEP LE / STEP SE)
  11. Get really to roll you eyes, I have newbie questions. Well I was all excited, followed all the steps to Performance Testing, until the game crash immediately after startup. Using both the SKSE loader and the regular loader. First thing to test or start over? How does this guide work if you want to go beyond the mods listed. Main things little CBBE/3BA bodies, more city overhauls, cloths, vampire overhauls, other fun things. Is that a no -no with this guide?
  12. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.0.0 Guide to this topic.
  13. [2022-04-02 20:44:52.481 W] The C:/Users/USERNAME/AppData/Local/Temp//fomod/info.xml in this file is incorrectly encoded (Requires the opening tag. in line 1). Applying heuristics... What kind of horror is this? Help!
  14. Hello, wanted to ask if the only CC content required for the new STEP Guide for AE were these 4 - ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm ccBGSSSE001-Fish.esm I don't need any other CC content right?
  15. Anyone know how to fix this or know what cause of that item float Always happen in Windhelm
  16. Discussion topic: Skyrim Special Edition Grass LOD Guide by STEP Wiki Link This thread is for discussion and improvement of Skyrim Special Edition Grass LOD Guide on the wiki.
  17. Discussion topic: Step SkyrimSE Patches by Step Modifications Wiki Link Step CR Patch Step LW Patch Step PP Patch
  18. Question: I know that STEP guide is require DLCs (including Creation Club), but is it require to actually turn on Survival Mode? In other words: I don't like survival mode, if I turn it off, will everything be alright? I assume yes, but just ask anyway just to clarify
  19. But after last message in 29 second, nothing is going on, DynDOLOD just don't work.
  20. Guys, a question about your ENB preset - does it support night eye / Gopher's Predator vision mod?
  21. How hard will it be to manually uncouple 2.0 from the full AE content?
  22. Well, I finally got around to installing the Conflict Resolution Patch, but it is giving me Missing Master errors on the creations that I don't have installed. Is there an easy way to fix this or should I just go without the resolution patch and make a Bashed patch?
  23. 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.
  24. Discussion topic: Step SkyrimSE Guide Resources: Nexus Mods Please submit feedback about the 1.0.0 guide to this topic.
  25. Discussion topic: Creating Tree LOD Models by The Step Team A discussion topic for suggestions and feedback relating to the guide.
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