Jump to content
Sign in to follow this  
mwanted

My STEP SE extension

Recommended Posts

Hi guys,
first of all I want to congratulate and thank you for the amazing work you are doing in the step SE guide.
I've been preparing what is probably going to be my most beautiful playthrough (out of 3 in the past I've never finished Skyrim :P) by following your guide step by step.

After 2 days (lol) I'm almost at the end (of course with MO, the God of Mod Managers) and in a place where I want to add my personal touches and I'm afraid to ruin everything.

I'll leave the extensions I'm worried about below with some comments, if someone far more experienced can give me the thumbs up or down I'll be eternally grateful ;)

Bear in mind that unless specified it's implied I'm going to follow every step of Step.

  1. I'd like to use Ordinator, so I guess I'll need: Ordinator + ini patch for Skill Uncapper dedicated to Ordinator + the Odinator CACO, CCOR, WACCF patches by Kryptopyr + not installing the Smithing perks overhaul. Is it enough? :confusion:
  2. This is even trickier but something I really really want: Skyrim revamped - loot and encounter zones  + MEZF - Missing encounter zones fixed (the all exteriors version + RW2 patch) + I don't understand if I also need this: Skyrim revamped: complete enemy Overhaul
  3. Immersive world encounters
  4. Then there's Frostfall, I don't know if I'll be able to add it to the already impressive list. Maybe I'll try to start without it.

Then something I don't get (It's really a lot I don't play Skyrim): does the STEP setup have the footsteps on the snow? ::P:

 

Thanks

Edited by mwanted

Share this post


Link to post
Share on other sites

That's a very specific setup that I'm not familiar with so without actually doing it myself, I can't offer you much advice.

Footprints is planned, but it needs to be tested to see if it works with the animations we have. There was also an issue of the decal transparency not working with some lighting, so users end up with visible squares. Both these things need to be tested and I haven't gotten around to doing that yet.

Share this post


Link to post
Share on other sites

Ok thanks guys, I guess I'll try it out and leave some feedback here (on the technical side but also on the gameplay side)

  • Upvote 1

Share this post


Link to post
Share on other sites

That's a very specific setup that I'm not familiar with so without actually doing it myself, I can't offer you much advice.

 

Footprints is planned, but it needs to be tested to see if it works with the animations we have. There was also an issue of the decal transparency not working with some lighting, so users end up with visible squares. Both these things need to be tested and I haven't gotten around to doing that yet.

For what it is worth, I use STEP as a core base for my modding and I am currently using footsteps with your animations and no apparent issues... not the thorough testing that you guys would usually do, but from my POV they work fine.

Share this post


Link to post
Share on other sites

For what it is worth, I use STEP as a core base for my modding and I am currently using footsteps with your animations and no apparent issues... not the thorough testing that you guys would usually do, but from my POV they work fine.

Good to know! Have you tried it with ENB, perhaps?

Share this post


Link to post
Share on other sites

Afraid not Angel, I just use STEP without an ENB.

 

I have used them for maybe 50 hours of gameplay and testing and they haven't been the cause of any crashes as far as I could tell.

 

I debug crashes through Papy and .netscriptextender and couldn't see anything that implicated them as a cause when I did crash.

 

They're one of my fav mods TBH! Love immersion :)

 

FYI the nexus ID of the footprints mod I use is: https://www.nexusmods.com/skyrimspecialedition/mods/3808

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
Sign in to follow this  

  • Similar Content

    • By CorneliusC
      Starting a list for all the mods in the current STEP guide, which are in need to be updated (or already are) to work with the current game version 1.6.640. I'm listing only relevant mods in each category (please correct me if i missed anything).
      For a more comprehensive view on SKSE dependencies please see https://modding.wiki/en/skyrim/users/skse-plugins
       
       
    • By mooit
      Hi,
      I'm using DynDOLOD Alpha99...
      In the past I was able to get my distance grass colors more balanced, looking similar, now the farthest distance out is a greener color, then the rest of the grass.
      Here's a screen shot of the grass I am referring to with red boxes around it, that appears greener than the rest...
      Green Grass — Freeimage.host
      I'm using Complex Grass... 
      To balance the colors, is this just playing around the TexGen Direct/Ambient?
      In DynDOLOD I've tried default settings and these settings for the complex grass.
      ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ; make bottom darker to fake shadowing ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 ComplexGrassBrightnessTopR=0.500 THANKS
    • By TechAngel85
      Discussion topic:
      Particle Patch for ENB by mindflux
      Wiki Link
       
  • 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.