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  1. 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!
  2. 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?
  3. Discussion topic: Better Dynamic Majestic Mountains by ThatSpartacusGuy Mod Picker Link Dropped with BDS v3 update. No longer required.
  4. Discussion topic: kryptopyr's Patch Hub by kryptopyr Wiki Link
  5. Quoting this topic on behalf of Arthmoor who is not a member here on STEP forum Edit : Beta testing of v2.1.3 of the last ever separate patches is still in progress if anyone wants to join in ( Details in the second post of each patch topic at the home of the Unofficial Patch Project. ) Edit : Beta Test version of USLEEP is now on the streets for anyone willing to participate / continue a playthrough while preserving a save point for after the beta test to go back to https://afkmods.iguan...n-patch-usleep/
  6. Discussion topic: STEP Skyrim LE Patches by The STEP Team Mod Picker Link 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 speed40% faster arrow speed vs vanilla for more realistic speeds50% chance of recovering arrows from corpses (default 33%)NPC greeting distance reduced to reduce random greets from every NPC passedCrime detection distance reduced to ~1/2 cell distance for more realistic detection distanceBump 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 EditionNo 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.
  7. Fast Travel Speed Fix (by michaelrw) Mod Picker Link
  8. Discussion topic: QUASIPC by Qwinn Mod Picker Link
  9. Over time, and by reading comments of mod authors, I have learned that for certain record types displayed in TES5Edit, when using the conflict filter feature, some records are incorrectly identified as conflicting (ie., "conflicting" = overridden by a plugin which comes later in the load order.) For example, ripple, the author of Inconsequential NPCs has explained that location persistent references (LCPR sub-records in LCTN / Location records) supplied by different plugins are not actually overwritten by the last mod in the load order LCTN for certain locations (source). The implication here is that all those references are combined and used from all mods with that record type when Skyrim is started. So in other words, when making a compatibility patch in TES5Edit, you do not need to copy overrides for those particular records. I have asked in a number of places which records types do not need to be carried forward into compatibility patches, but have never received a reply, and still to this day have not found a definitive list in one place. Well, I'd like to change that, and I need your help, if this is something you are knowledgeable about. Below is a list of record types, grouped by category, that I have read comments saying they are incorrectly identified as conflicting, because they are actually combined at runtime: A List of Non-Conflicting Record Types seen in TES5Edit [WIP] Dialogue Topic (DIAL) Record sub-record types: TFIC - Info Count (Confirmed - sources: here & here)Dialogue Information (INFO) Record sub-record types: PNAM - Previous Info (Confirmed here)Idle Animation (IDLE) Record sub-record types: ANAM - Related Idle Animations (Confirmed here)Location (LCTN) Record sub-record types: ACPR - Actor Cell Persistent ReferenceLCPR - Location Cell Persistent ReferenceRCUN - Reference Cell UNiqueACSR - Actor Cell Static ReferencesLCSR - Location Cell Static ReferenceRCSR - Reference Cell Static ReferenceACEC - Actor Cell Encounter CellLCEC - Location Cell Encounter CellRCEC - Reference Cell Encounter CellACID - Actor Cell Marker ReferenceLCID - Location Cell Marker ReferenceACEP - Actor Cell Enable PointLCEP - Location Cell Enable PointNOTE: Other LCTN sub-record types require conflict management. (Confirmed - sources: here, here, here & here) Story Manager Quest Node (SMQN) Record sub-record types: SNAM - Child sub-recordsQNAM - Quest Count / Quests(Confirmed - source: here & here) Story Manager B??? Node (SMBN) Record sub-record types: SNAM - Child sub-records (Confirmed here)For more details about how the above listed sub-record types merge at runtime, please see this excellent opening thread post by Arthmoor from 12 March 2014. Many thanks to him for confirming / explaining all of these, and a tip of the hat to MonoAccipitor for noticing Arthmoor's post. I will update this list with additional confirmed non-conflicting record types based on your replies. Thanks in advance for your help, and let's hope others can benefit from this list!
  10. I created my own, but I get CTDs when opening the retort... Then I heard there was one already for LE. However, when I searched, I can only find the SSE version (which was converted from the LE version). I've been looking for it everywhere for it for over any hour (found a couple broken links, but that's about it). Anyone know where it is/where I can find it?
  11. So, After leaving Vault I notice lots of missing meshes (red polygons and exclamation marks) around the first city. After some testing I discovered that the missing meshes happens when both WEP WMK Uniques for the Pitt FWE and WMK Uniques for FWE EVE Addon are ticked in my load order. I'm using my Before Gameplay profile for testing (the same profile that is suggested by the Step Guide). I need to now with patches target specifically those two .esps so I can continuing testing to find a way to solve the problem. Anyone can help?
  12. Discussion thread: Bashed Patch by EVERYONE! Wiki Link Finally creating a thread for this topic as it relates to STEP
  13. Despite meticulously installing according to the STEP guide, the STEP Core patch is inaccessible in the installer. As far as I can tell, there is no way to efficiently troubleshoot this because the Guide itself no longer puts CORE tags on the main page of the guide, I would have to go through every mod's wiki page one by one. This would take hours. The possibility of it still not working after all those hours is discouraging, and brings me here. How do I force the Core Patch to install manually, without the installer? Do I only need 00 Core and one of the 04 STEP Core Patch folders? Is this all that is required for the STEP Compilation? I'd very much like to dissect this and piece it together correctly. For the record, I think the reason it is not accessible is due to contradictions within the guide itself. i.e., listing ENBoost as absolutely required for any STEP install, then listing SKSE-Elys-AltF4 as unnecessary if you ENBoost already. Why is this mod listed at all if one of the very first absolute requirements invalidates need for it? There were other confusions that I would have to fish through the guide to find, but that would take a great deal of time.
  14. I am using MO to install STEP, I have installed every mod from the list and finally got to the patches at the bottom, I downloaded the STEP patch and tried to run it in MO, and it asks if I have installed realistic Force and I say yes but then when it asks to install the patch it is greyed out. I know this means the mod is not installed correctly but I am not sure what to do differently. I installed the file, I do still have a plugin because I do not know how to remove it, it says to remove it in the instructions but doesn't say how, I tried disabling it and I also tried reinstalling the mod. Still with no luck installing the patch. I am not sure if the plugin is the issue or if something else is wrong. Thank you in advance for the help. This is a very long process I would hate to no be able to complete it.
  15. Hello Guys, first of all, english is not my native language, so I'm sorry for any mistakes i might make. I know there has been a similar post about this topic but my question couldn't be answered there so I'll ask again. Is there a way to install the Step Patches one by one, so I can leave out a specific one ? I don't really like the mod "the choice is yours" as I tend to forget about the stuff I hear and read in Skyrim if I don't immediatly go after it. I liked that random things I hear on the streets of Skyrim were added to my Journal, so I could pursue them later. Sadly it seems like I can only install all the Patches or none, when I use the STEP Compilation (V. installed). Is there a way arround this ? Is there a list of what patches are included in the STEP Compilation ? Sorry if this is a stupid question, but I don't really have a solution. (If that is relevant for whatever reason, I installed the STEP extended Pack + arround 60 mods that I found on the Nexus, and I had a stable Game so far)
  16. Discussion thread: Unofficial Skyrim Legendary Edition Patch by Unofficial Patch Project Team Wiki Link This is now released and will be apart of STEP as of version All info below is from the beta. Posting this on behalf of the UPP team who are not members here : First public notification of the USLEEP beta, details in the first post ( ordinarily beta details are in the second post, but this is the first version of USLEEP so there are no previous version details ( apart from the collective fixes from all other Unofficial Patches which are included in USLEEP, and linked at the end of the first post ) ) AFK Mods topichttps://afkmods.iguanadons.net/index.php?/topic/4276-relzwipz-unofficial-skyrim-legendary-edition-patch-usleep/ BGS topic https://forums.bethsoft.com/topic/1538020-relz-unofficial-skyrim-legendary-edition-patch-usleep-1/ Also announced in the existing USLEEP topic on Nexus forums https://forums.nexusmods.com/index.php?/topic/3059159-unofficial-skyrim-legendary-edition-patch-usleep/page-6&do=findComment&comment=29222744 And the existing topic on The Assimilation Lab https://www.theassimilationlab.com/forums/topic/15080-unofficial-skyrim-legendary-edition-patch-usleep/?do=findComment&comment=338076 And the existing topic on Dark Creations https://www.darkcreations.org/forums/topic/9628-unofficial-skyrim-legendary-edition-patch-usleep/#comment-270754 TES Alliance ( https://tesalliance.org/forums/ ) is down at the moment, but there is an existing topic .. Probably a few other places too, but that should be enough for anyones preference to give feedback if not here on this forum. I will give Arthmoor a heads up there is another topic here in case of any feedback from STEP members.
  17. Hi there, I am following the STEP guide from scratch using a new installation of Skyrim. In the section '2.A Loot Sorting & Patches' mention is made of STEP Patches. Could someone explain to me what these are and who should use them? What is meant by 'saving plugin slots'? These patches are also mentioned at the very top of the guide: Notice: This is the Current version of the STEP Guide. Don't forget to visit STEP on the Nexus to download the STEP Patches and to endorse STEP if you are a returning user. Thanks and enjoy the guide! There is a compilation of mods on that page - 'Step Compilation Installer'. I checked and some of these mods are not included in the actual guide itself. Are these mods supplementary to the guide?
  18. Hi! I have a small question, do i have to rebuild all step patches just for intalling Immersive Armors and Immersive weapons?
  19. So I got unofficial legendary skyrim patched installed, and my game won't launch? Any ideas? Also I have not fixed the navmesh files yet if that matters.
  20. I just tested it out in game. When I have USLEP (Unofficial Skyrim Legendary Edition Patch) running, the FNIS spells do not work on npcs at all. However, when I turn it off and try again, this time the FNIS animations work. FNIS is necessary in order to run other animations... but USLEP is also necessary to run without bugs... any way to make them compatible? Whether FNIS or USLEEP is on individually or together - Mod Organizer, LOOT, and the mods themselves do not report any issues... they only happen when it comes to spells in game. I've tried using TES5Edit to change FNIS's masters if it relied on individual unofficial patches, but I noticed it's master is only Skyrim.esm so I canceled out of it. Before anyone asks, I'm not running a crap ton of mods right now and my pc is not at fault. I only have 6 mods which are all basic mods: (USLEEP, FNIS + Creature pack + spells pack, SkyUI, SKSE and Unofficial Hi-rez Pack.) Answering the post that comes before my own: - I'm running windows 8.1 on an HP laptop bought 3 years ago. - I follow step partially but mainly use it for advice on individual mods - I have applied some ini tweaks, but I doubt this has anything to do with my problem - I tested my problem out in various places and cities on many different npcs but it's still the same results
  21. Hi, Is it possible to remove a particular master from the STEP Patch (without screwing up the whole patch) using xEdit? Here's the situation: I have installed all of the STEP Core and Extended mods, but I would like to take just one mod out of my setup. However, the STEP Extended Patch is dependent on this mod as a master (as is the Core Patch if I'm not mistaken). I suppose one solution would be to just install the STEP Combined Plugin and then install the various compatibility patches provided by some mod authors, and try to resolve the remaining conflicts manually in xEdit. OR A more direct solution could be to just remove this dependency from the STEP Patch. Is there a way to accomplish this relatively neatly without messing everything up? I think I have a good idea as to the best way to go about doing this, but I wanted to check with the people on this forum before I did anything since I'm still pretty new to using xEdit and modding in general. tl;dr: Would it be okay to do the following? 1) Load the STEP Extended Patch into xEdit 2) Right click the STEP Patch and run script called "List records referencing specific plugin" (specifying the plugin I wish to remove as a master) 3) Go through the list which is generated and delete all of those records from the STEP Patch 4) Right click the STEP Patch and select "Clean Masters" 5) Save and quit In my case, I would like to remove Immersive Citizens from my load order so that I can try out some city expansion mods (ETaC, JK's, Nernie's, etc.) If I use the method just described, will it "break" the STEP Patch in any way? Would it still effectively resolve the conflicts between the remaining STEP Extended mods? Or is there a better method to accomplish the same thing? I'm sure the STEP Patch is WAY better than whatever I might be able to put together trying to resolve the conflicts among all of the other STEP mods myself. So, if it is possible to excise the Immersive Citizens dependency from the STEP Patch then I would appreciate any advice on how to do so =)
  22. I'm not new to this. I've been playing Skyrim since 11.11.11. I'm trying to do a clean step install for the new year. Everything is fine until I get to the new step patch. This is the error I get. I love step and I was going to wait until 2.3 but my profile was getting buggy. Any thoughts?
  23. As an example from the mod pack "Skyrim Gameplay Rebalance" I only want 4 mods from that specific pack nothing else. Ultimate Combat Combat evolved Immersive Patrols Revenge of the enemies and the pack itself provides some patches but they require "Skyrim immersive creatures" mod which I do not want I also use two mods from another pack from the same author: Dovahkiin Reborn Moonlight tales - werewolf and werebear essentials Better vampires this pack patch requires Elemental Destruction Thunderchild - Epic Shout Package Disparity Complete Alchemy & Cooking Overhaul The pack author states: If you only install some mods from the pack or if you have other packs installed, please merge your own patch with instructions found here. (instructions are very poor I think) Does the patching even apply to me? since I do not even use "skyrim immersive creatures" or Elemental Destruction etc... or can I just roll with the mods installed normally?
  24. Hi Folks, I have a couple of issues with the STEP Extended Patch and a consequent question. Firstly the patch includes esp's which Requiem does not want installed. Second (and I'm sure to run into more issues like this as I continue to mod my profile) reinstallation of ELE to accommodate Falskaar and Wyrmstooth leads to the STEP Extended Patch esp having a Missing Masters error (it wants ELE_Legendary_Lite.esp rather than ELE_Legendary_Fs_Wt_Lite.esp). After reading the Readme file in the Extended Patch distribution, I'm planning on building my own merged patch for what continues to be relevant from the listing there. My question is, does the Extended Patch provide any other functionality over and above merging the listed esp's? Would I be better off applying the Combined Plugin (assuming it has any functionality I would otherwise miss) and then merging this with relevant selected esp's from the list? Thanks in Advance, John
  25. Mod Source: Papyrus Compiler Patch for x64 Systems by DoubleYou Description This patch allows you to compile Papyrus scripts when using the Creation Kit in conjunction with Mod Organizer when you're using a 64-bit computer. This patcher made in CodeFusion offset patches one single byte at 0x00000218 from 01 (AnyCPU mode) to 03 (32-bit only mode). More explanation can be found here: https://forum.step-project.com/topic/6214-howto-use-creationkit-from-mo/ Installation Extract Patcher to the Papyrus Compiler directory inside the Skyrim folder. Run Papyrus Compiler Patch for x64 Systems. Click Patch. Read log to verify file was successfully patched.A backup shall be created with a .BAK file extension. If you run into a permissions issue (possible even if run as admin), try copying both the patch and PapyrusCompiler.exe to your desktop and execute there, moving the new files back to this directory once complete. Uninstallation Delete PapyrusCompiler.exe from the Papyrus Compiler directory inside the Skyrim folder. Rename PapyrusCompiler.exe.BAK to PapyrusCompiler.exe inside the same folder Credits Thanks to Tannin42 for discovering this fix.
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