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Posted
On 8/5/2022 at 6:48 AM, Whitestar127 said:

EDIT: And it seems there is an issue running the Creation Kit from MO now (after downloading it from Steam's store page instead of the Bethesda Launcher). I get this error running it from MO

app_error.thumb.png.d4de26f3a22536253b7f9793e4c4828b.png

 

I noticed this too. Interested if anyone knows of a fix. I haven't had to run CK much yet but I might in the future.

Posted (edited)

I've had this creation-kit-from-MO-error yesterday and solved it via this user comment, i thought it was on the nexus page for 'Dragon Shout with Voice', but can't seem to find it now. anyway, worked fine for me ...

 

"For those who run from Mod Organizer and get the "Steam Error" at start:
- Click the top right executable drop down list and select "Edit..."
- Find the "Creaktion Kit" entry
- Under "Overwrite Steam AppID" section, enter "1946180" and check the box.
- Click Okay and hit Run. There should be no more error."

Edited by Cornelius2022
Posted
On 8/10/2022 at 7:52 AM, CorneliusC said:

I've had this creation-kit-from-MO-error yesterday and solved it via this user comment, i thought it was on the nexus page for 'Dragon Shout with Voice', but can't seem to find it now. anyway, worked fine for me ...

 

"For those who run from Mod Organizer and get the "Steam Error" at start:
- Click the top right executable drop down list and select "Edit..."
- Find the "Creaktion Kit" entry
- Under "Overwrite Steam AppID" section, enter "1946180" and check the box.
- Click Okay and hit Run. There should be no more error."

 

On 8/7/2022 at 5:22 PM, egocarib said:

I noticed this too. Interested if anyone knows of a fix. I haven't had to run CK much yet but I might in the future.

Sorry, just seeing this, but yes. That is the correct way to fix it. I actually have it on my user page on the wiki:
https://stepmodifications.org/wiki/User:TechAngel85#Creation_Kit_Fixes

Posted (edited)

Found a couple minor guide issues during my latest install.

The FAR Forgotten Argonian Roots instructions seem to be a bit of a mess. No, I'm not complaining unusual packaging of the mod, I'm pointing out that the STEP instructions tell users to set the specular maps to be installed, then uncheck them, preventing install. If STEP doesn't recommend the specular maps (which I hear are bugged, per the mod thread here), The "No Glow Skin" and "Clean Up" sections of the install instructions should both be removed. Or, if STEP wants to recommend the specular maps, the "Clean Up" section should be removed. As it stands, the instructions appear to be needlessly complex and counterproductive.

It looks like the guide has fallen back to the oldrim version of Natural Eyes SSE, which is fine, but the current 2.0.0 guide still refers to it as Natural Eyes SSE and lacks the usual "This is a SkyrimLE mod" warning, which I found a little confusing.

Edited by spaceoden
Posted
On 8/12/2022 at 7:37 PM, spaceoden said:

Found a couple minor guide issues during my latest install.

The FAR Forgotten Argonian Roots instructions seem to be a bit of a mess. No, I'm not complaining unusual packaging of the mod, I'm pointing out that the STEP instructions tell users to set the specular maps to be installed, then uncheck them, preventing install. If STEP doesn't recommend the specular maps (which I hear are bugged, per the mod thread here), The "No Glow Skin" and "Clean Up" sections of the install instructions should both be removed. Or, if STEP wants to recommend the specular maps, the "Clean Up" section should be removed. As it stands, the instructions appear to be needlessly complex and counterproductive.

It looks like the guide has fallen back to the oldrim version of Natural Eyes SSE, which is fine, but the current 2.0.0 guide still refers to it as Natural Eyes SSE and lacks the usual "This is a SkyrimLE mod" warning, which I found a little confusing.

I added a note to Natural Eyes.

FAR was modified by @TechAngel85, so I defer to him on that one. It does seem redundant to move the glow maps into Textures and then uncheck them before install.

NOTE: we are using the no glow option, so maybe those should be installed to replace the default and the instructions assume the glow versions are installed??

Posted
51 minutes ago, z929669 said:

I added a note to Natural Eyes.

FAR was modified by @TechAngel85, so I defer to him on that one. It does seem redundant to move the glow maps into Textures and then uncheck them before install.

NOTE: we are using the no glow option, so maybe those should be installed to replace the default and the instructions assume the glow versions are installed??

I recommend we either find another mod to use this race or create a fomod that users can download and use. A fomod would be quicker and easier for users. The author doesn't give two flips about fixing FAR so at this point I would almost rather find another mod, to be honest.

Posted (edited)

Very excited to be using STEP again, I actually made a promotional video for STEP back in 2012 for the Nexus page before hardware was on the market that could realize its true glory. I'm amazed at the rock solid performance I'm getting on a 2080 Super even going all out with ENB.

However I am getting one consistent bug. Guards at night are walking around looking as though they should be holding a torch, but aren't holding a torch. Looks very awkward lol. I followed the guide to the absolute letter, I'm fairly confident in that. Does anyone have an idea what could cause this? Where I should be looking?

Edited by Investigamer
Posted

Addendum: After closing the game and re-running nemesis, upon reopening the game guards were now holding torches. Not sure if it had anything to do with nemesis, probably just had to restart the game, but figured I would post this in case others run into a similar issue.

Posted
46 minutes ago, Investigamer said:

Addendum: After closing the game and re-running nemesis, upon reopening the game guards were now holding torches. Not sure if it had anything to do with nemesis, probably just had to restart the game, but figured I would post this in case others run into a similar issue.

It's a glitch of sorts. I have loaded the game and seen guards with torches and sometimes without. It's definitely a glitch of sorts, but I don't know the cause.

9 hours ago, TechAngel85 said:

I recommend we either find another mod to use this race or create a fomod that users can download and use. A fomod would be quicker and easier for users. The author doesn't give two flips about fixing FAR so at this point I would almost rather find another mod, to be honest.

I'd like to fix that mod but I recall perms don't allow.

I think we should probably double check whether we do or do not want the glow maps and remove the corresponding steps.

Posted
On 8/14/2022 at 9:30 AM, z929669 said:

I'd like to fix that mod but I recall perms don't allow.

I think we should probably double check whether we do or do not want the glow maps and remove the corresponding steps.

Permissions don't allow and the author has ignored or refused my help with it so I've written that off. To each their own...

We don't want the glow maps, but there are other textures we do want that could be a part of that. Point is, I'll have to go through installing the mod again to know what is what from the instructions. I'm thinking there is just some confusion in what is actually happening, but will need to check.

Posted

Hi again, just wanted to pop in and say thank you for all the fast and helpful support lately. Really appreciated!

Right now I'm finishing up my install by adjusting the ENB brightness. I use strobing on my monitor so it's quite a bit darker/dimmer overall. Adjustings things like AmbientMinLevel, AmbientLightingIntensity and DirectLightingIntensity among others seems to do the trick.

  • Like 1
Posted

Ummm...what's going on with the console now? Just after finishing the install - and in an early savegame - I used the command which adds the Thief Stone (so that I don't have to fast  travel to the Guardian Stone every time). That worked then.

But now all I get is this:

use of some commands will disable achievements

and then it refuses to give me that spell. Is there any fix?

 

Posted

The only thing I can think of is the SSE Engine Fixes enables achievements with mods by default so you might try changing EnableAchievementsWithMods to false. This has been in SSE Engine Fixes for a long time, though.

Posted (edited)
On 8/20/2022 at 9:08 PM, Greg said:

The only thing I can think of is the SSE Engine Fixes enables achievements with mods by default so you might try changing EnableAchievementsWithMods to false. This has been in SSE Engine Fixes for a long time, though.

Thanks, I set it to false in the EngineFixes.toml file. And now I get a warning before loading the savegame that achievements are disabled (which is what I wanted).

But – and this is definitely weird – I still get this message:

useof.thumb.png.85ac20cf8704aaab1ec8d47ad5488a5e.png

I have no clue what's going on. I double checked that EnableAchievementsWithMods was still set to false and had not been reverted somehow.

EDIT: I see that I already have those three spells active. Maybe that's the reason. Oh well, then this is a non-issue strictly speaking. (I hope).

EDIT2: I believe it was actually the fact that I had those spells already that was the reason for that "not added" message. So strictly speaking I can set EnableAchievementsWithMods back to "true", since that doesn't seem to be the cause of any issues.

Edited by Whitestar127
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