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Found 8 results

  1. I love the guide (been using it for years and love the efforts you guys have put into enhancing the vanilla game), but I have an issue/question about Alternate Start being a requirement for the patch. Why? Don't get me wrong it's a fantastic mod with all the options available, but, not everyone wants to use that. I for one prefer Skyrim Unbound as I feel I have much more control over how I start the game than just picking a location to spawn in. I would love to remove it as a master, but, I don't even know how to do that anyway. I guess i'm basically asking why it's been made a requirement to use the patch? I apologize if this has been asked before already.
  2. 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.
  3. Hi, I am trying to make a patch and eventually start making Patches for the Skyrim AE community. I am trying to figure out this Reference ID dilemma. I bring up Console Command in game and click on an object to acquire its Reference ID. Then I exit the game and pull up xEdit and search that ID in the MOD (or even my entire MOD List) and there is no matching ID. If I dig down further and locate the object I find the reference ID in xEdit is slightly different than the ID acquired in game using the command console. It seems to be the first couple of characters in the reference ID that are different and every other character after that, matches. But, it's nearly impossible to locate items through xEdit like this. It took me 20 minutes to locate it. Example: I am running The Great City of Solitude SSE, and I want to make a patch. There is a gaggle of buckets floating out over the water on the docks and I want to patch items like this to be disabled or moved when using this MOD. The console reference ID is (05000832) . . . it is nowhere to be found with a search through xEdit, even with every MOD loaded. There has to be an easier way to locate Objects within xEdit with their reference IDs from the in game console command for modding and making patches. Am I missing something? Thanks in advance.
  4. Hi, I'm modding SkyrimSE with MO2 by following this version of the step guide: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#04-Foundation. I've followed everything until now but experience problems with the first mod I need to install without using Nexus. It's Skyrim SE particle patch for ENB and I downloaded 'SPECIAL EDITION > ALL-IN-ONE INSTALLATION > LATEST VERSION (GOOGLE DRIVE)'. It's installation went fine (Situation A) but when I have to enable the optional ESP 'Particle Patch for ENB SSE.esp' I get the message 'Plugin not found: Particle Patch for ENB SSE.esp' in my log (Situation B). I've tried: reinstalling the mod, refreshing, enabling and disabling the mod, restarting MO2, re-downloading the file. It doesn't fix my problem. I've added the pictures of situation A and B. I hope there are people who can help me here. Thanks so much in advance! Situation A Situation B
  5. Hi All, I was wondering what the STEP Lighting and Weather Patch does in terms of the fixes it may include, or edits to records. I use all the recommended mods in the 18-Lighting & Weather section of the guide. The equivalent reference document for the CR patch is useful, but I can't seem to find anything similarly for the LW patch either on the wiki, this forum or elsewhere on the web that describes what it does (beyond the red-marked mods listed in the STEP guide that give an indication of what mods it does effect). I ask as I wouldn't mind removing Lanterns of Skyrim from my current load order (post-1.0.0 update) - the old LoS MCM adopted for the current STEP iteration has overly bright, white tone lights for my taste (an issue acknowledged in this thread here), which do not respond to the light patch recommended on Manny's Nexus page for me. LOOT pulls a strop if I remove LoS completely, and keep the LW patch; an error message appears with regards to dependency. Will the game play nice if I keep the LW patch, but remove LoS from the load order (despite LOOT's alarm bells, which I know aren't reliable)? Alternatively, if I remove both LoS and the LW patch for the sake of my OCD and LOOT's constitution, what am I losing by dropping the LW patch with regards to the rest of the section 18 mods? Many thanks in advance!
  6. I noticed that the mod 'The Choice is Yours' has a patch associated with it that is tied to the 'Book Covers Skyrim' mod we downloaded early, but the guide makes no comment about downloading this mod or that it is included in one of STEP patches. Is this patch in one of the STEP patches or is it something I must download individually?
  7. Discussion topic: Better Dynamic Majestic Mountains by ThatSpartacusGuy Wiki Link Dropped with BDS v3 update. No longer required.
  8. Discussion topic: STEP Skyrim LE Patches by The STEP Team Mods that are required for the Patches are marked on the Guide by a GREEN indicator at the beginning of the mod's listing. Included Tweaks The following tweaks are included in the STEP CR Patch: Timescale is set to 15 (default 20) Fast travel speed adjusted to match walking speed 40% faster arrow speed vs vanilla for more realistic speeds 50% chance of recovering arrows from corpses (default 33%) NPC greeting distance reduced to reduce random greets from every NPC passed Crime detection distance reduced to ~1/2 cell distance for more realistic detection distance Bump wait times for NPCs to move out of the way have been reduced (default 3.0/1.0, reduced to 0.5/0.5) Bump wait distances have been increased to help those NPC get out of the way (default 75/150, increased 150/250) NPC max-dodge-chance reduced to prevent uncanny ability of enemies dodging projectiles (default 100%, reduced to 66%) Incorporated Mods The mods below have either been 1) incorporated into the STEP CR Patch (permissions allowed for this) and are indicated as such, or 2) the edits from the mod were already created from scratch for the Patch. This means the mods listed below will never need to be installed for the STEP Skyrim LE Guide: Battle Cry Fix (incorporated; thanks NTense!) Don't Talk With Your Mouth Full (incorporated; thanks Whitefang37!) Move it Dammit - for Skyrim Special Edition No NPC Greetings (Special Edition) Leveled Lists The STEP CR Patch now includes a merged leveled-list for the Guide. This merged leveled list would have been similar to what was being provided by WB. Our merges, however, are addressed by hand and each conflicted is checked to ensure only the correct and desired forwards are made vs WB's default output, which is full of issues. What this means is users get a far cleaner (and proper) merge of the Guide's leveled lists vs what can be provided by a tool.
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