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Found 133 results

  1. 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.
  2. Discussion topic: Step SkyrimSE Guide Resources: Nexus Mods Please submit feedback about the 1.0.0 guide to this topic.
  3. Discussion topic: Step SkyrimSE Patches by Step Modifications Wiki Link Step CR Patch Step LW Patch Step PP Patch
  4. Discussion topic: Step FalloutNV Guide (by Majorman) Resources: Nexus Mods Please submit feedback about the 1.0.0 guide to this topic.
  5. Discussion topic: AI Overhaul by SpiderAkiraC Wiki Link
  6. Discussion thread: Guide:Skyrim Special Edition Game Files by STEP Wiki Link This thread is for discussion and improvement of Skyrim SE Game Files guide on the wiki.
  7. TechAngel85

    xEdit Guide

    xEdit Guide This is a comprehensive guide to the xEdit programs (TES4Edit, FO3Edit, FVNEdit, TES5Edit, FO4Edit, SSEEdit).
  8. Mod-Build curators can access Step's guide-maintenance framework guide and create discussion topics within this forum.
  9. 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.
  10. Discussion thread: SSE SkyrimPrefs INI Guide by STEP Wiki Link This thread is for discussion and improvement of the SSE SkyrimPrefs INI Guide on the wiki.
  11. Discussion thread: Guide:Skyrim SE Game Files by STEP Wiki Link This thread is for discussion and improvement of the Skyrim SE Game Files guide on the wiki.
  12. Discussion topic: Step SkyrimLE Guide Resources: Nexus Mods Please submit feedback about the 3.0.0 guide to this topic.
  13. Discussion topic: Step NoMansSky Guide Resource File: Nexus Mods Please submit feedback about the 1.0.0 guide to this topic.
  14. 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.
  15. 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
  16. Discussion topic: PSArcTool by periander Wiki Link
  17. Discussion topic: MBINCompiler by monkeyman192 Wiki Link
  18. Discussion topic: AMUMSS by Mjjstral & Wbertro Wiki Link
  19. Discussion topic: System Setup Guide Wiki Link Prerequisite guide to installing one of the Step gaming guides (STEP LE / STEP SE)
  20. Starting a topic to collaborate on updating the MO wiki guide to current MO2 relevance. The guide has been updated to address many of the most important changes from MO to MO2, but it still needs a comprehensive audit/revision as well as a title change to make it clear that it is the "Mod Organizer 2" manual/guide. I know that MO(1) is still available for whatever reason, but unless there is a really good reason to do so, I'd prefer not to maintain doc on what I believe is no longer relevant (set me straight if I am mistaken). Thus the drive to revise the current doc. Ultimately, this is a call to contributors familiar with the intended use and direction of MO2. At the very least, we will need 'expert' content reviewers. I'm hoping that the MO2 devs or maintenance staff have some interest here, as this maintenance should serve them well as a resource to which users can be directed from the app itself and from Discord/Reddit/wherever in order the RTFM. There is also this forum, where MO supporters are encouraged to post (and MO devs and enthusiasts are also encouraged to use as a resource). Anyway, we still have the primary MO-manual creator, @DoubleYou --and those of us here at Step that know MO well-- but having developer support and that of others will help us to keep it relevant and remove any persisting redundancy.
  21. @boycad Let's discuss your guide work here. It looks like you want to create an unofficial guide based on your own personal vision. This is totally fine, and you can do that using the Step guide infrastructure. Again, this benefits you and other curators (like us) in the long term. In response to your reply on the wiki: "badges" that I mention have nothing to do with the wiki or Wikipedia. It's just a forum group you would belong to "Fallout4 Curator" that would give you and others that curate FO4 guides permissions to do certain things on the forum and wiki to support that. It is also a label that all members can see so they know that you are an 'authority' on such matters. First step is to create your wiki mod pages as described on all the threads I linked on your wiki Talk page. I am also in the process of creating a guide for curators, but that will take a week or two.
  22. Discussion thread: Guide:Skyrim SE Display Settings by STEP Wiki Link This thread is for discussion and improvement of Skyrim SE Display Settings on the wiki.
  23. Clear and Present Danger - A guide for modding Fallout 3 This thread is the feedback thread for the Fallout 3 guide that complements EssArrBee's "Fear and Loathing in New Vegas" guide for modding Fallout New Vegas. While Fallout 3 is older, some friends of mine who never played it got interested when they recently bought Fallout 3 GOTY at a Steam sale. I said I would provide them some information on mods and utilities they might want to try. After that, well ... it kinda grew to be a bit more. I looked in detail at the "Fear and Loathing in New Vegas" guide and found to my surprise that many of the better mods available for Fallout 3 and Fallout New Vegas were very similar, and that there were also many new mods for Fallout 3 that weren't available for Fallout 3 the last time I played it in 2010. Since I really liked the style of the "Fear and Loathing in New Vegas" guide, I made a copy and used it as the starting point for the Fallout 3 guide. A lot of the "Fear and Loathing in New Vegas" guide text and structure has been preserved. It is intended to include a set of mods in each category that were a reasonably representative set of the better mods currently available for the associated category, including ones that I (or other participants in this thread) had used and liked the last time playing Fallout 3. I also wanted to include some mods I had never used that seemed quite interesting and worth trying. Of course, since it is an evolving guide there is a lot of flexibility to add and remove mods in the list. There has been a reasonable amount of testing of Fallout 3 with the entire set of mods in the guide loaded, but I wouldn't characterize the testing as extensive. There is still a lot of testing of some of the optional texture especially for clutter and weapons. EsssArrBee has been working lately on evaluating exterior textures choices to try to come with a set with good quality and acceptable performance; this also needs to happen for Fallout 3. Since Fallout 3 is older it may be easier to get good performance; the resolution of the textures and meshes for Fallout 3 are usually not as high as those for more recent games. Many of the initial mods added to the guide are the Fallout 3 versions of mods in the "Fear and Loathing in New Vegas" guide; this simplifies some of the testing needed. There is more detail on this at the beginning of the guide itself. I wanted to have a theme for the guide that is closely related to the Washington DC area, to the Fallout 3 storyline, and to the overall set of Fallout games. My choice was "Clear and Present Danger". Fallout 3 is much less whimsical and more serious than the other 3 Fallout games (and IMO even more dangerous from the outset than the recent Elder Scrolls games), and the Jack Ryan series of books/movies have at least a few good relevant quotes; I'm open to suggestions on supplemental themes. I continue to work on updating the LOOT mod cleaning instructions and Bash tags for the mods in the guide to include in the LOOT masterfile. Since Fallout 3 is old, many mods have ITM and UDR errors shown in FO3Edit. Bash tags are critical in providing the data Wrye Flash needs to provide compatibility among the varied mods included in the guide. With the proper Bash tags and existing compatibility patch mods, it doesn't look like much will be needed in any manual merge patches - at least among the mods in the guide that are not marked as optional. Wrye Bash is also being expanded and evolved to include the Fallout 3 and NV games, and eill eventually replace Wrye Flash for use with the Fallout games. This is the feedback thread, so look and see what you like and don't like and what's missing and comment. Fortunately here on the STEP forums there are always lots of useful comments and feedback. If you have troubleshooting questions or comments please enter these in the "Support" thread. If you want to suggest mods to add to the guide please enter these in the overall STEP "Mods" thread, using the Fallout 3 tag to identify the mod. I'll update this post as the guide moves forward, adding comments on some of the issues that seem to be of most interest.
  24. Discussion topic: GIST - Genuinely Intelligent Soul Trap by opusGlass Wiki Link
  25. Discussion topic: Hunters Not Bandits by raccoondance Wiki Link
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