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Posted
4 hours ago, ihatethedevil said:

Hello! First of all I wanted to say I'm extremely grateful for this very detailed and well written guide. However sometimes the description isn't clear enough and it says to download both the main file and the optional, do I merge or rename the optional file? Thanks in advance!

See Mod Installation Considerations under the Mod Table Reference section of the guide. MO provides the right mod names on installation, but it's up to you. Most of our recommendations will call out whether to merge or use a different name on installation of multiple files. If you have a specific example, share the link so we can address it.

  • 4 weeks later...
Posted (edited)

Hello,

I've just started with the installation of the mods from the category 14 Gameplay - Quests in the guide. And I'm doubtful what I should do regarding the installation of Alternate Start - Live Another Life. The guide entry mentions that the latest version is only available on afkmods.com. However, the download link points to Nexus Mods. What's the recommended option? Get it from Nexus or the latest version from afkmods?

 

P. S. In the wiki entry for the mod, getting it from afkmods appears as a recommendation, so I'm gonna go that way. I can always revert back later to an older version from Nexus, in the case you advice me otherwise. With that being said, if the latest version on afkmods is indeed the recommended way to go, maybe it would be a good idea to edit that part of the guide so that the download link points to the recommended download location.

Edited by Dedalo
Posted
43 minutes ago, Dedalo said:

Hello,

I've just started with the installation of the mods from the category 14 Gameplay - Quests in the guide. And I'm doubtful what I should do regarding the installation of Alternate Start - Live Another Life. The guide entry mentions that the latest version is only available on afkmods.com. However, the download link points to Nexus Mods. What's the recommended option? Get it from Nexus or the latest version from afkmods?

 

P. S. In the wiki entry for the mod, getting it from afkmods appears as a recommendation, so I'm gonna go that way. I can always revert back later to an older version from Nexus, in the case you advice me otherwise. With that being said, if the latest version on afkmods is indeed the recommended way to go, maybe it would be a good idea to edit that part of the guide so that the download link points to the recommended download location.

They're the same version. Arthmoor opened up most of his mods on Nexus again, and we updated the links without reviewing the instructions. We'll see to it. Thanks for letting us know.

Posted
12 hours ago, z929669 said:

They're the same version. Arthmoor opened up most of his mods on Nexus again, and we updated the links without reviewing the instructions. We'll see to it. Thanks for letting us know.

Soon after, I noticed that the Paarthurnax Dilemma mod (also by Arthmoor) entry in the guide would benefit from exactly the same edits to Alternate Start: Live Another Life. But I've just checked that both entries have been already updated conveniently in the guide. Thank you. :)

  • Like 2
Posted (edited)

Hello,

Currently, I'm completing the steps from the section 19 Utilities of the guide. And specifically, configuring the Dyndolod inis is proving difficult because there are three lines we are instructed to edit in the INIs that are illegible, as you can see in the attached screenshot. (I've tried disabling my web browser's extensions, but the issue persists). Could you ckeck that part of the guide and see if you also find those parts illegible, please?

illegible.jpg

Edited by Dedalo
Posted
59 minutes ago, Dedalo said:

Hello,

Currently, I'm completing the steps from the section 19 Utilities of the guide. And specifically, configuring the Dyndolod inis is proving difficult because there are three lines we are instructed to edit in the INIs that are illegible, as you can see in the attached screenshot. (I've tried disabling my web browser's extensions, but the issue persists). Could you ckeck that part of the guide and see if you also find those parts illegible, please?

illegible.jpg

I have made a change that may resolve this once the data refreshes. Use this page to get it until then: https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_3_Alpha/2.3

Posted
5 minutes ago, DoubleYou said:

I have made a change that may resolve this once the data refreshes. Use this page to get it until then: https://stepmodifications.org/wiki/SkyrimSE:DynDOLOD_3_Alpha/2.3

I was able to read the illegible parts by increasing the text size in my web browser and selecting the problematic lines with the help of my mouse. (I copy-pasted them to a .txt file then). :D I'm gonna check that everything I've edited is OK with the help of that article of the Wiki. Thank you. :)  

Posted (edited)

Hi again,

A bit later in that section of the guide (19 Utilities), I'm also finding some issues when I run Nemesis (as instructed in the guide). Specifically, I'm getting two warnings upon running the application from within Mod Organizer. I'm attaching a couple of screenshots where you can see both warnings. How should I proceed?

nemesis_warning1.jpg

nemesis_warning2.jpg

 

Also, I ran Loot prior to running Nemesis and I saw a warning there about 15 ITM records in the Smooth Shores mod, IIRC. The entry in the guide for that mod did not mention anything about cleaning it. Should I clean it anyway?

 

P. S. I ignored those warnings and simply followed the instructions given in the guide. As for the dirty plugin, I cleaned it when further down in the guide it was mentioned that we should run LOOT and clean any remaining dirty plugins by that stage of the STEP build.

Edited by Dedalo
Posted
18 hours ago, Dedalo said:

Hello,

Currently, I'm completing the steps from the section 19 Utilities of the guide. And specifically, configuring the Dyndolod inis is proving difficult because there are three lines we are instructed to edit in the INIs that are illegible, as you can see in the attached screenshot. (I've tried disabling my web browser's extensions, but the issue persists). Could you ckeck that part of the guide and see if you also find those parts illegible, please?

illegible.jpg

I've been optimizing our CSS, and the font here is no longer monospace, so I will address this later this evening after work.

Posted
3 hours ago, z929669 said:

I've been optimizing our CSS, and the font here is no longer monospace, so I will address this later this evening after work.

Thank you.

At this stage, I feel like I'm close to finishing the STEP v2.3 build on my end. I've already run the terrain LOD generation, TexGen and DynDoLOD itself as well. Regarding DyndoLOD, I've got a report after the LOD generation process has finished that warns me about some 50 to 100 textures that do not match. I'm attaching a screenshot with the first half of the report, but the list of affected textures is longer than what you can see there. I can upload the report itself, in case you want/need to have a look at it.

Is this unexpected? I think I've been considerably strict while following the guide indications, but it's still entirely possible that I've slipped somewhere in the process.

DyndoLOD report.jpg

Posted

I looked into this recently, and I believe I have tracked it to a bug in Blended Roads, where the normal dwemer versions are not correctly mapped to the Blackreach road texture. I always used the Really blended variant that doesn't have the issue. In reality, you are never going to notice the difference in LOD, so it is safe to ignore. It's just a slightly more bronze road texture variation that only occurs in Blackreach.

Posted (edited)

DoubleYou

That's good to know, thank you. Apparently, the finished build is working fine. The performance benchmarks run fine. And I've started a new game and created my PC. Next thing is going through the MCM menus. I'm almost there. :D

Edited by Dedalo
Posted
9 hours ago, z929669 said:

I've been optimizing our CSS, and the font here is no longer monospace, so I will address this later this evening after work.

This has been resolved.

4 hours ago, DoubleYou said:

I looked into this recently, and I believe I have tracked it to a bug in Blended Roads, where the normal dwemer versions are not correctly mapped to the Blackreach road texture. I always used the Really blended variant that doesn't have the issue. In reality, you are never going to notice the difference in LOD, so it is safe to ignore. It's just a slightly more bronze road texture variation that only occurs in Blackreach.

Good to know. I'll add a note to update this in CL if I can confirm the issue and how to resolve.

  • 3 weeks later...
Posted

Hello guys! I've been using your guides for years and I very much love and appreciate all the time and hard work put into this game I still love all these years later. I have been following 2.3 up until installing the "Just Ice" mod by Sparrowprince. It has been deleted from the nexus site and I'm unable to find it elsewhere. Having been away for a while, it may be that it's known where someone can find this mod and I'm just oblivious or this question may have been answered somewhere else but I missed the post. I appreciate any help or advice you can give, or if there's a similar mod that will work in its stead please let me know. Thank you!

Posted
15 minutes ago, corefocus70 said:

Hello guys! I've been using your guides for years and I very much love and appreciate all the time and hard work put into this game I still love all these years later. I have been following 2.3 up until installing the "Just Ice" mod by Sparrowprince. It has been deleted from the nexus site and I'm unable to find it elsewhere. Having been away for a while, it may be that it's known where someone can find this mod and I'm just oblivious or this question may have been answered somewhere else but I missed the post. I appreciate any help or advice you can give, or if there's a similar mod that will work in its stead please let me know. Thank you!

The MA took it and others down, so just skip that one for now. We'll address this in the 2.3 guide short-term over the next few days and in the dev 2.4 guide long-term.

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