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Skyrim Revisited Pre-Release Feedback


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Guide bug report:

 

In "Clean the Beth" ESMs section, when it says:

 

"Navigate to /overwrite/TES5Edit Backups and move all of the backup files to /Data.

Select all the ESM files in the /Data folder except Skyrim.esm and move them to the /overwrite directory.

Rename the .backup* files to their original name such as Update.esm, Dawnguard.esm and so on."

 

 

This part

 

Select all the ESM files in the /Data folder except Skyrim.esm and move them to the /overwrite directory.

 

Is not necessary, since the cleaned esms were already in modorganizer/owerwrites folder

 

 

 

Also, check USKP v1.32 beta which is going to be realeased soon, so you can adjust tesedit compatibility tweaks before it's final release.

 

 

I'm proceeding installing the whole guide, im very enthusiast of it, awesome work Neo!

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I'm proceeding installing the whole guide, im very enthusiast of it, awesome work Neo!

Indeed. While I've been playing Skyrim modded primarily by since the literal first S.T.E.P. release by you, TC. I cannot imaging playing the game now without Neovalen's work on Skyrim Revisited.

 

In my humble opinion, this is truly as close to a finished game as Bethesda could have done with the work of the mod community and yours, the STEP team, and Neo's extensive work to make a guide that perfects as much what our collective vision of Skyrim is and could be.

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I'm proceeding installing the whole guide' date=' im very enthusiast of it' date=' awesome work Neo![/quote'']

 

Indeed. While I've been playing Skyrim modded primarily by since the literal first S.T.E.P. release by you, TC. I cannot imaging playing the game now without Neovalen's work on Skyrim Revisited.

 

In my humble opinion, this is truly as close to a finished game as Bethesda could have done with the work of the mod community and yours, the STEP team, and Neo's extensive work to make a guide that perfects as much what our collective vision of Skyrim is and could be.

I totally agree, in fact i consider Neo's work the pinnacle of STEP

 

That's why i would like to officially promote Skyrim Revisited as the new, evolved STEP (for the more committed and seasoned modders), and let the rest of the community work in "simplyfing" it for the less knowledgeable users.

 

basically, SR already includes the actual STEP mods, but expands it over the STEP mandate (in a rather good and awesome way, i think), there is no reason to work on 2 different STEP or STEP-like guides, if we have Neo and his amazing committment/knowledge, and this wide community/admins to support the process.

 

The fact that this came from the STEP community makes me extremely proud!

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I first started with STEP and while it was a good baseline, then I personally did not agree on the super strict Vanilla mandate.

Some things in vanilla are just broken, and I agree with almost all of Neo´s choices so far on what to build on top of STEP to remedy that.

Also his choices are compatible with all the mods I use that are not on the list which just makes it better!

 

But STEP is an awesome project and Neo´s works really does deserve praise for years to come!

 

Also now that Bethesda have finally said that no more DLC will come out then most mods will hopefully update to full Dragonborn compabitility, and get closer to a final state! Then it would also become easier to create automatic STEP installer scripts! Which is the logical next step when you do not have mods undergoing massive changes every few months.

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I first started with STEP and while it was a good baseline, then I personally did not agree on the super strict Vanilla mandate.

Some things in vanilla are just broken, and I agree with almost all of Neo´s choices so far on what to build on top of STEP to remedy that.

Also his choices are compatible with all the mods I use that are not on the list which just makes it better!

 

But STEP is an awesome project and Neo´s works really does deserve praise for years to come!

 

Also now that Bethesda have finally said that no more DLC will come out then most mods will hopefully update to full Dragonborn compabitility, and get closer to a final state! Then it would also become easier to create automatic STEP installer scripts! Which is the logical next step when you do not have mods undergoing massive changes every few months.

I have to agree with that.

 

STEP Mandate is based to the assumption that, even though Skyrim gameplay is messed up and umbalanced (and boring), mods were still not mature enough to be featured in the guide. Time are changing, expecially after tes5edit, the last DLC and some new revolutions (SkyUI, MCM, etc).

 

That's why i think SR approach is now the most appropriate for STEP.

 

Also, what i love about Neo is that he's a freaking perfectionist (more than me), and indeed he's more expert than me in modding and using modding tools. The sheer complexity (mandatory to have a bugfree experience) od SR is simply umbelievable, and the fact he keep this updated on a daily basis is even harder to believe. I'm totally committed in helping his work from now on.

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I actually think SR is easier for novices to implement than was STEP. Sure it is more complex, but the incredibly detailed step by step instruction in SR are extremely useful for holding your hand through the process when you don't understand everything. The modding knowledge required to start using SR is actually very very low.  When I first ran through STEP it was good, but still left many answered questions about exactly how to implement some of the processes.

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I actually think SR is easier for novices to implement than was STEP. Sure it is more complex' date=' but the incredibly detailed step by step instruction in SR are extremely useful for holding your hand through the process when you don't understand everything. The modding knowledge required to start using SR is actually very very low.  When I first ran through STEP it was good, but still left many answered questions about exactly how to implement some of the processes.[/quote']

Another reason to give more relevance to SR. Also, a newbie can simply skip the tes4edit fixes, thus doing as STEP does, ignoring them...

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I actually think SR is easier for novices to implement than was STEP. Sure it is more complex' date=' but the incredibly detailed step by step instruction in SR are extremely useful for holding your hand through the process when you don't understand everything. The modding knowledge required to start using SR is actually very very low.  When I first ran through STEP it was good' date=' but still left many answered questions about exactly how to implement some of the processes.[/quote'']

Another reason to give more relevance to SR. Also, a newbie can simply skip the tes4edit fixes, thus doing as STEP does, ignoring them...

True - but the TES5Edits are not difficult (one or two excepted) as Neo lays it out keystroke by keystroke they just take time and attention to detail.  Gopher's (I think - the guy with the British accent) video on TEST5Edit (for ITMs and UDRs) is also an amazing resource. 

 

Between these two one can develop an intuition of how to use TES5Edit looking at a new mod and figuring out what sort of common issues to look for.

 

I wonder if a very much striped down version of SR/STEP (but with very detailed step by step instructions to walk the new mod user through it) might not be helpful to newer players who want to get going quickly - maybe how to set up MO to install the unofficial patches and maybe half a dozen of the most useful mods (SKSE and Sky UI come to mind as being foundations for other mods), edit the ini files and then build any necessary bashed patch, plus probably a few more issues.  This could have someone unfamiliar with modding up and playing within a few hours and provide a base for them to install their favorite mod or two not included in SR.  I know when I first looked at STEP my motivation was to figure out to to build a stable base that that I could add a few mods that really appealed to me at the time, as well as how to actually add mods to my game.

 

As you bring up with the TES5Edits - I think some additional commentary of the relative merits of the various steps would be useful: what is essential, what is adds a bit of stability, and what adds a bit (or a lot) of increases to the graphical or immersion experience. That might help with new mod users understanding where to devote their efforts, especially if their time is limited (or they are eager to get playing).

 

BTW - none of the above should be seen as critique of either STEP or SR - I have tremendous admiration for each of them and think they have made my Skyrim far more rewarding.

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I think most of this is the long term intention. But Neo also has to live life, and perhaps eventually actually also play the game :P

 

Between the STEP guide and SR and these forums... most detailed information can be found with just a bit of searching.

I doubt it will ever be possible to do SR and get playing within a few hours... there are just too many small details. I know it took me at least 2 days to get it started the first time. Granted that was also with all the downloading. The only way it would be possible is if it was possible to do an installer script that would simply put all the mods into MO in the correct order so you only have to run the skyproc patchers and bashed patch + fnis and you are good to go.

 

Then there would also need to be a detailed guide on what to optimize to reduce memory usage without affecting quality too much.

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Quick question I'm hoping someone can help with. I was just in Shimmermist Cave and noticed the ceiling texture was missing. I didn't get a screenshot cause I have to go pick up the little one, but it was a speckled texture map with blues/purples/greens/etc. Just a bunch of bright pixels.

 

Any clue which texture is likely missing? i've been running this install and textures now for some time but just haven't hopped into that cave in awhile.

 

Thanks!

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Hmm yes I also got that... it is a sort of alpha texture that is on top of the cave texture... .will have to check the CK to identify exactly which it is.

 

 

Good catch!

 

Edit/update: Hmmm it does not do it inside the CK. And I have verified that the problem is also preset without any ENB... strange. But then again my knowledge about this sort of issue is very limited still!

Thought it was the moss, but nope if I crank up the ambient lighting via ENB I can see the moss on the walls, but these speckles are everywhere in that cave.

Hope someone else will have some nice input by tomorrow!

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How does one install Soul Gems Differ - Full and Empty 1.5.2 via MO?

 

When I download the BAIN installer installer version (1.5.2) all I get are a series of check boxes within the standard manual MO process, and not any sort of an installer.

 

Yeah unfortunately you have to check the appropriate boxes as z didn't include an FOMod installer.

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