Jump to content
mentaltyranny

Missed RDO xEdits in Step Extended

Recommended Posts

It looks like a couple changes from the RDO - Cutting Room Floor Patch.esp weren't incorporated through to the STEP extended patched.  Here are FormIDs as reported by xEdit are:

  • LillithMaidenLoomRef [ACHR:0010E2B6] (places LillithMaidenLoom "Lillith Maiden-Loom" [NPC_:00013BC0] in GRUP Cell Temporary Children of WhiterunStables "Whiterun Stables" [CELL:000165A0])
  • [iNFO:0002129C] ('Mind you don't cross Tassius. He's in charge around here.' in GRUP Topic Children of [DIAL:0002124F])
  • [iNFO:0002ABA7] ('Old lady Maiden-Loom owns the stables. But my father and me, we run things.' in GRUP Topic Children of [DIAL:0002707A])
  • [iNFO:02015C80] ('Look at you, wandering around causing trouble. Precious.' in GRUP Topic Children of [DIAL:02004DAA])

There are several other entries that are included the STEP Extended.  Could the patcher have accidentally used RDO - USLEEP.esp instead (the RDO nexus says RDO - Cutting Room Floor Patch.esp is a joint compatibility patch for use with BOTH CRF & USLEEP)?  The 3rd & 4th entries above don't seem necessary (although the 4th one says in NAM3 - Edits says "Edited ON PURPOSE!"), but the 1st & 2nd seem important for stability.

 

I went ahead and incorporated my changes to my own compatibility patch.  Let me know if I should reverse this...

Share this post


Link to post
Share on other sites

I also found a missed records from TCIY-BCS Patch.esp that wasn't carried into STEP extended.  Look for DLC1LD_AetheriumWars "The Aetherium Wars" [bOOK:02004D5B]...

Share this post


Link to post
Share on other sites

To continue, there is ALOT of content missing from 3.0.3 farmhousechimneysCRF.esp which is NOT included in the STEP Extended 2.10.0 Patch as well.  I don't know if it is missing in Core. I would recommend Extended users include it in their load order.  I really hope this is helping someone, if not, lmk and I will quit posting these...

Share this post


Link to post
Share on other sites

Okay, there are also a few edits for BQO patches that were missed too. 

 

From BetterQuestObjectives-CRFPatch.esp:

  • FreeformFrostRiver "Supply Line" [QUST:000681D4]

From BetterQuestObjectives-PaarDilemmaPatch.esp:

  • MQPaarthurnax "Paarthurnax" [QUST:0003FA16]

I know this probably seems petty, but I am just trying to help... you guys do an awesome job!

Edited by mentaltyranny

Share this post


Link to post
Share on other sites

The REGS pack (see my signature) also mentions that the farmhouse chimneys - CRF patch currently seems to be missing in the STEP Extended patch. The REGS-STEP patch in this archive also contains a few patch records for compatibility between STEP Extended mods.

 

I find your comments on additional patch records useful.

 

There are also a few patches for compatibility between STEP Extended mods in this conflict resolution guide that are not in the STEP Extended patch; some of them are also in the STEP-REGS patch.

Share this post


Link to post
Share on other sites

There are also a few patches for compatibility between STEP Extended mods in this conflict resolution guide that are not in the STEP Extended patch; some of them are also in the STEP-REGS patch.

Not to revive a dead post, but since I am trying to play Skyrim LE again, I was wondering where this conflict resolution guide was, Kelmych? The link leads back here.  

 

Everyone else, I think I found some more missing patch records, and even some missing patches on this STEP installation.  I will post here as I confirm.

Share this post


Link to post
Share on other sites

Even though it is NOT mentioned in Immersive Citizens-AI Overhaul STEP wiki, Immerse Citizens - ELE patch.esp, the patch for ELE - Lite was partially included in the STEP Extended Patch.  However, it looks like a couple changes from it didn't make it in.  Here are FormIDs as reported by xEdit are:


  • MorthalFalionsHouse "Falion's House" [CELL:000138D0]
  • SolitudeErikursHouse "Erikur's House" [CELL:00016A09]
  • SolitudeStables "Solitude Stables" [CELL:00070469]
  • MorthalThonnirsHouse "Thonnir's House" [CELL:000138CA]
  • MorthalThaumaturgistsHut "Thaumaturgist's Hut" [CELL:000138CB]
  • KolskeggrMinePavosHouse "Pavo's House" [CELL:0001F7B3]
  • DragonBridgeLumberCamp "Dragon Bridge Lumber Camp" [CELL:00013A7D]
  • MorthalJorgenandLamisHouse "Jorgen and Lami's House" [CELL:000138CF]

You may also wish to tell users who do not install STEP Patches to select the patch in the fomod.  I can do so for you guys, but I want to make sure that I am allowed.


  • Upvote 1

Share this post


Link to post
Share on other sites

The same thing appears to be the case with the AOS/RW2 compatibility patch.  Even though it is NOT mentioned in Audio Overhaul for Skyrim STEP wiki, AOS2_RealisticWaterTwo Patch.esp, the patch for Realistic Water Two was partially included in the STEP Extended Patch.  However, it looks like a most of it didn't make it in.  Here are FormIDs as reported by xEdit are:


  • AMBWaterRiverLPSD [sNDR:0003C73B]
  • AMBWaterfallLargeLPSD [sNDR:0003C8EF]
  • AMBWaterfallMediumLPSD [sNDR:0003DDD2]
  • AMBWaterfallLargeDistant2DLPSD [sNDR:0003DDFC]
  • AMBWaterfallLargeDistant70002DLPSD [sNDR:0003E48C]
  • AMBWaterfallLarge2DLPSD [sNDR:000B6019]
  • AMBWaterRapidsMediumLPSD [sNDR:000B601D]
  • AMBWaterRapidsMedium2DLPSD [sNDR:000B6090]
  • AMBWaterfallMedium2DLPSD [sNDR:000B60E0]
  • AMBWaterfallMediumDistantLPSD [sNDR:000B60FA]
  • AMBWaterCanalRiften012DLPSD [sNDR:000F11F5]
  • AMBWaterCanalRiften022DLPSD [sNDR:000F11F6]
  • AMBWaterfallMediumDistantCloseLPSD [sNDR:000F9933]
  • AMBWaterfallLargeDistantVerbLPSD [sNDR:00104D54]
  • AMBWaterfallLarge2DMarkarthLPSD [sNDR:0010FB9E]
  • AMBWaterfallMedium2DMarkarthLPSD [sNDR:0010FB9F]
  • AMBWaterfallMediumMarkarthLPSD [sNDR:0010FBA0]
  • AMBWaterRapidsMediumMarkarth2DLPSD [sNDR:0010FBA1]
  • AMBWaterRapidsMediumMarkarthLPSD [sNDR:0010FBA2]
  • AMBWaterfallLargeMarkarthLPSD [sNDR:0010FBBE]

Again, you guys may also wish to tell users who do not install STEP Patches to select the patch in the fomod.  Lmk if you want me to do it for you guys!


  • Upvote 1

Share this post


Link to post
Share on other sites

The STEP Extended Patch is also missing the two edits from AOS2_WetandCold Patch.esp, an AOS patch for use with Wet & Cold, that were missed too.  Here they are:

  • AMBrWindMountainGustA [sNDR:0003E602]
  • AMBrWindMountainGustB [sNDR:000CF2CA]

Share this post


Link to post
Share on other sites

It looks like a couple changes from the HFE-CRF-Patch.esp weren't incorporated into STEP Extended Patch.  Analysis via xEdit reveals that the mod simply removes the 3 "Bee Hives" in CRF and replaces them with "Apiaries" from Heartfire Extended.  The STEP Extended Patch does remove the Bee Hives, but fails to add the Apiaries.  I recommend installing a Heartfire Extended/CRF patch in order to see the new apiaries.

Edited by mentaltyranny

Share this post


Link to post
Share on other sites

Even though the STEP mod wiki for EBQO does not mention installing the EBQO/BCS compatibility patch, some records from BetterQuestObjectives - BCS Patch.esp were partially included in the STEP Extended Patch.  However, it looks like some of it didn't make it in.  Here are FormIDs as reported by xEdit are:


  • dunFolgunthurJournal2 "Journal - Daynas Valen's, Part 2" [bOOK:00085FE3]
  • DA07KeepersoftheRazorNotes "The Keepers of the Razor" [bOOK:000973AC]

The crickets here make me wonder if posting this is any good... again let me know if you guys want me to make any additions to the STEP wiki pages.  I know you guys are busy.


Share this post


Link to post
Share on other sites

From BetterQuestObjectives-CRFPatch.esp:

  • FreeformFrostRiver "Supply Line" [QUST:000681D4]                            
Just wanted to post, for the record I technically got this wrong.  The STEP Extended patch had a small typo when it incorporated this record.  Unfortunately, there also two other records in STEP Extended Patch that differ from BetterQuestObjectives-CRFPatch.esp:
 
  • NarzulburFreeFormWifeQuest "A Wife For Mauhulakh" [QUST:000E316E]
  • FreeformWinterholdCollegeB "The Missing Apprentices" [QUST:000E357D]
The first one looks like an obvious overlook when copying records in xEdit.  It looks like the STEP Patch author forget to pull over the Aliases data after Scripts.  The second is more tricky, as the STEP Extended patch has two flags checked for the quest, one being "Start Game Enabled" and the other being "Unknown 5".  Looking at the CRF change log, it says Start Game Enabled for version 1.1.3, but makes two other logs for Missing Apprentices in version 1.1.3a and 2.0.  Based on the fact that the STEP Extended patch hasn't been updated in quite some time, and the fact that neither of these records are checked in the current version of BetterQuestObjectives-CRFPatch.esp, I assume that the STEP patch is out of date.
Edited by mentaltyranny

Share this post


Link to post
Share on other sites

I've completely reworked the patch for 3.0. So you may continue your analysis, however, it might all be for not since the 3.0 patch is 100% rebuilt from scratch.

Share this post


Link to post
Share on other sites

I've completely reworked the patch for 3.0. So you may continue your analysis, however, it might all be for not since the 3.0 patch is 100% rebuilt from scratch.

Tech, okay, I think that was everything anyway.  Just so you know what to look out for, there were missing/incorrect edits in STEP Extended Patch for the following plugins:

  • FarmhouseChimneysCRF.esp X
  • Immerse Citizens - ELE patch.esp* 
  • TCIY-BCS Patch.esp 
  • AOS2_RealisticWaterTwo Patch.esp* 
  • AOS2_WetandCold Patch.esp 
  • HFE-CRF-Patch.esp X
  • RDO - Cutting Room Floor.esp 
  • BetterQuestObjectives - BCS Patch.esp* 
  • BetterQuestObjectives-CRFPatch.esp
Additionally, the missing records from the two plugins marked with asterisks (*) that weren't mentioned in the installation instructions on the STEP wikis.  The ones marked with an "X" can't be carried through using xEdit to STEP Extended Patch (or any other patch) without such requiring it as master file for some reason.  I thought I discovered a way around this before when modding skyrim last year, but I can't remember it.  Unfortunately, this means that that adding them to STEP Extended Patch (or any other) will still require them in your load order, which defeats the point.
 
I hope this helps somehow.  It really made me learn a lot about modding Skyrim.  Let me know if I can assist in any way!

Share this post


Link to post
Share on other sites

 

Even though the STEP mod wiki for EBQO does not mention installing the EBQO/BCS compatibility patch, some records from BetterQuestObjectives - BCS Patch.esp were partially included in the STEP Extended Patch.  However, it looks like some of it didn't make it in.  Here are FormIDs as reported by xEdit are:

  • dunFolgunthurJournal2 "Journal - Daynas Valen's, Part 2" [bOOK:00085FE3]
  • DA07KeepersoftheRazorNotes "The Keepers of the Razor" [bOOK:000973AC]

The crickets here make me wonder if posting this is any good... again let me know if you guys want me to make any additions to the STEP wiki pages.  I know you guys are busy.

 

I was wrong here.  The STEP LOOT sorting rules make these two changes from BetterQuestObjectives - BCS Patch.esp unnecessary.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 94 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By Lili_Cakez
      In the main YouTube tutorial I think it was said to redo the entire install if your load order changed,  but is that just for graphical mods that might affect LOD? I tend to find new outfits or jewelry I want to install mid playthrough and I was wondering if I can just install those without redoing TexGen and DynDOLOD. From what I can see, the load order for my graphics mods do not change as far as dependency when I run LOOT after installing a non graphical mod, but I wanted to check before I tried anything. Also, can a Bashed Patch be rebuilt without having to regenerate LOD?
    • By rolandito
      Anyone have thoughts/comments on their experience running Realistic AI Detection in STEP LE?
      I see that it's part of the loadout for STEP SE and wondered if there were some specific conflict or other reason it wasn't included in the LE guide?
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.