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Posted (edited)

Hello thanks for the guide.

 

It's not a bug, but in my opinion there are some things that could be improved in the final version.

 

1- There are too many mods with fomod installers and custom options. It's hard to make sure everything is equal to the guide. Maybe you could talk to mod authors so they add "STEP recommended" option in the installer  ::D:

 

2- In the section Audiovisual - Models & Textures, there are too many mods so it's easy to make a mistake. Maybe group all the mods related to monsters in another section?

Edited by dragon84
Posted

Hello thanks for the guide.

 

It's not a bug, but in my opinion there are some things that could be improved in the final version.

 

1- There are too many mods with fomod installers and custom options. It's hard to make sure everything is equal to the guide. Maybe you could talk to mod authors so they add "STEP recommended" option in the installer  ::D:

 

2- In the section Audiovisual - Models & Textures, there are too many mods so it's easy to make a mistake. Maybe group all the mods related to monsters in another section?

Much of this has to do with the Wiki structure/theme. The Guide is better displayed on the new STEP 3.0 website, imo. For example, our new tables on the website are expandable. When you click the row, it'll expand to show all the necessary instructions, right there on the Guide. The wiki has users jumping off the Guide to get to this information. That's just one example of the improvements that are coming.

 

The Models & Textures group is quite large. I wouldn't pull any of those out of that group because our new mod groups work much better than the previous groups. Thus, users should have noticed far fewer instructions to hide files vs the previous Guides. With that said, the new website should have this mod group separated out a bit by release.

 

These are good examples of why we've released as a beta. The Guide's format is very similar, however, it's missing all the improvements from the new website and, unfortunately, still has all the quirks of using a wiki for something it wasn't designed to do.  ^_^

Posted

Hey TechAngel,

 

This is not a bug report, but I couldn't find a suggestions/ questions post for SE Core.

 

I am just wondering about the use of "oldrim" mods. In the past I have had problems with unconverted meshes and/or textures, such as unexplained ctd. So I am wondering if the used "oldrim" mods should be converted with, say, Cathedral Asset Optimizer? For me it is standard practise now, but maybe to err on the safe side for people new to modding SE.

 

Also, LOOT threw out a few recommendations when I ran it after installing the core. Most recommendations were about needing patches from QUASIPC to make things work nice® together. Perhaps it is an idea to add QUASIPC to the list as well? LOOT also mentioned that Realistic Water, Farmhouse Chimneys and Audio Overhaul needed to be cleaned. Maybe you could add to the running LOOT part of the guide, that dirty plugins need to be cleaned with SSE Edit Autoclean for the less experienced modders?

Posted

Hey TechAngel,

 

This is not a bug report, but I couldn't find a suggestions/ questions post for SE Core.

 

I am just wondering about the use of "oldrim" mods. In the past I have had problems with unconverted meshes and/or textures, such as unexplained ctd. So I am wondering if the used "oldrim" mods should be converted with, say, Cathedral Asset Optimizer? For me it is standard practise now, but maybe to err on the safe side for people new to modding SE.

 

Also, LOOT threw out a few recommendations when I ran it after installing the core. Most recommendations were about needing patches from QUASIPC to make things work nice® together. Perhaps it is an idea to add QUASIPC to the list as well? LOOT also mentioned that Realistic Water, Farmhouse Chimneys and Audio Overhaul needed to be cleaned. Maybe you could add to the running LOOT part of the guide, that dirty plugins need to be cleaned with SSE Edit Autoclean for the less experienced modders?

Converting them will not hurt, but they should be good to use as-is. More testing surely needs to be done to confirm, but in my experience (as modder and author) 99.9% of LE mods that are just meshes and textures work as-is for SE. Mostly of what users see in the logs when cleaning is just junk data that isn't going to hurt anything. There are a few exceptions to this, such as landscape textures requiring an alpha channel on SE, but none of the LE mods in the Guide should be affected by any of these exceptions. We, purposefully, didn't include any mods that required conversion to make it easier on users.

 

QUASIPC is not required. I've personally check the patches and included everything needed within the STEP Patches. Until that patch repository is updated, I personally recommend avoiding it. While creating the STEP Patches, I discovered that several of the patches are outdated and will actually break a few of the mods it's suppose to be patching (notably RWT's 2.0+ changes).

 

LOOT cleaning is already mention in the bullet points at the top of Step 4.

Posted

Hi Tech,

 

From the Instructions for Ruins Clutter Improved:

 

Hide the following files/folders:

  • meshes\furniture\workbenches
  • meshes\furniture\enchantingworkbench.nif
  • meshes\furniture\enchantingworkstation.nif
  • meshes\loadscreenart\loadscreenenchantingworkbench.nif
  • textures\clutter\candles

 

I'm not able to hide folders in MO2, only files within the folder.

The meshes\furniture\workbenches folder also contains files from Embers HD.

Should I hide all files including the ones from HD Embers in the Workbenches folder?

 

Thank you.

Posted

Hi Tech,

 

From the Instructions for Ruins Clutter Improved:

 

Hide the following files/folders:

  • meshes\furniture\workbenches
  • meshes\furniture\enchantingworkbench.nif
  • meshes\furniture\enchantingworkstation.nif
  • meshes\loadscreenart\loadscreenenchantingworkbench.nif
  • textures\clutter\candles

 

I'm not able to hide folders in MO2, only files within the folder.

The meshes\furniture\workbenches folder also contains files from Embers HD.

Should I hide all files including the ones from HD Embers in the Workbenches folder?

 

Thank you.

All you need to do is open the File tab for Ruins Clutter Improved, find the files and folder, right-click on them, and select Hide.

Posted

All you need to do is open the File tab for Ruins Clutter Improved, find the files and folder, right-click on them, and select Hide.

Thank you Tech, I was actually working from the Data tab in the right hand pane of MO where it didn't allow me to hide on folder level. Thanks for pointing me in right direction. 

Posted (edited)

Hi everyone,

 

First of all, thank you for creating this list of mods.  I really appreciate the detail that went into this, including the incredibly thorough instructions.  I'm really enjoying my game so far.  I can't believe my previous Skyrim experience has been so lacking! 

 

I have two things I just wanted to note:

 

#1 The guide has users install SSELODGen, but I'm not sure where we use it.  I'm not an experienced modder, but I read the guide pretty thoroughly and I saw references to TexGen and DynDOLOD, but not SSELODGen.

 

I ask b/c of #2:  I'm missing a huge chunk of land under Frostmere Crypt.  There are bunch of floating trees and rocks around it.  If I fall into the missing land, I eventually land in water.  I thought maybe regenerating TexGen and DynDOLOD would fix the issue, but it hasn't.  I'm wondering if I need to use SSELODGen.

 

I note that I installed some mods on top of your guide, but they are not texture or landscape mods (alternate start, animations, cloaks and armor, new races).  When I disable all of them and only enabled the mods in the guide, I continued to have the same problem with missing terrain. 

 

I followed all of the instructions, including the masters cleaning, and even reverified the files using Steam though Steam didn't find any issues. I can post pics and provide my load order if that's helpful.  Apologies if this isn't the feedback you're seeking in the bug section, but I don't know where else to post this. 

 

But this is a minor issue - it's obvious you guys put in a ton of work on this guide and I give you all of my thanks!

Edited by horker42
Posted

Hi everyone,

 

First of all, thank you for creating this list of mods.  I really appreciate the detail that went into this, including the incredibly thorough instructions.  I'm really enjoying my game so far.  I can't believe my previous Skyrim experience has been so lacking! 

 

I have two things I just wanted to note:

 

#1 The guide has users install SSELODGen, but I'm not sure where we use it.  I'm not an experienced modder, but I read the guide pretty thoroughly and I saw references to TexGen and DynDOLOD, but not SSELODGen.

 

I ask b/c of #2:  I'm missing a huge chunk of land under Frostmere Crypt.  There are bunch of floating trees and rocks around it.  If I fall into the missing land, I eventually land in water.  I thought maybe regenerating TexGen and DynDOLOD would fix the issue, but it hasn't.  I'm wondering if I need to use SSELODGen.

 

I note that I installed some mods on top of your guide, but they are not texture or landscape mods (alternate start, animations, cloaks and armor, new races).  When I disable all of them and only enabled the mods in the guide, I continued to have the same problem with missing terrain. 

 

I followed all of the instructions, including the masters cleaning, and even reverified the files using Steam though Steam didn't find any issues. I can post pics and provide my load order if that's helpful.  Apologies if this isn't the feedback you're seeking in the bug section, but I don't know where else to post this. 

 

But this is a minor issue - it's obvious you guys put in a ton of work on this guide and I give you all of my thanks!

xLODGen was dropped at the last minute cause of an issue and then made not a priority due to the addition of Landscapes - Cathedral Concept. It will be revisited at some point so the installing of it was left it.

 

Not sure about Frostmere Crypt. I've ran through it and didn't have any issues. I ran around the exterior and didn't see any issues either.

Posted (edited)

Thank you very much for this guide.

 

In the detailed instructions for SMIM at https://wiki.step-project.com/Static_Mesh_Improvement_Mod_(SE)#Recommendations, under "Lanterns", there is neither a check box nor radio button next to the options for Lanterns.

 

After having completed the rest of the guide I'm still unsure as to whether the Lanterns are missing a checkbox / radio button, or if this is meant to mean, "leave this one blank". None of the other install guides indicate leaving an option blank by having a lack of symbol next to an object, so it is confusing. I went ahead and checked the box, assuming that if lanterns would be subsequently replaced by something else, that would overwrite.

Edited by Justin_Z
Posted

Thank you very much for this guide.

 

In the detailed instructions for SMIM at https://wiki.step-project.com/Static_Mesh_Improvement_Mod_(SE)#Recommendations, under "Lanterns", there is neither a check box nor radio button next to the options for Lanterns.

 

After having completed the rest of the guide I'm still unsure as to whether the Lanterns are missing a checkbox / radio button, or if this is meant to mean, "leave this one blank". None of the other install guides indicate leaving an option blank by having a lack of symbol next to an object, so it is confusing. I went ahead and checked the box, assuming that if lanterns would be subsequently replaced by something else, that would overwrite.

I've fixed it. It should have a checkmark to install it so you're okay. In the past we skipped the option because there was only a 4K texture available (which is ridiculous for such a small item) but since that time a 2K texture was made for the install and we're now including it.

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