Like so many other posters I see here, I'm coming back to Skyrim and STEP after a fairly long break. First, I've always been a huge fan of STEP and can't express how grateful I am for the amazing work that's been done. You guys are INCREDIBLE!
I'm working my way through installing the mods (so far so good), and I'm having trouble wrapping my head around a few things - hoping someone can help me understand.
My confusion is basically over external patchers such as Dual Sheath Redux and Fore's New Idles. Specifically:
How do these mods interact?
When do I need to run the external patchers, and in what order?Â
The Wiki pages for both of these mods have instructions that seem to assume that Mod Organizer is NOT being used - for example, Dual Sheath Redux's extra instructions state, "After installing all mods and running BOSS, run Dual Sheath Redux Patch.jar in Data\SkyProc Patches\Dual Sheath Redux Patch\." which is really not how to get that mod to run when using Mod Organizer. And the Mod Organizer page does not really include the specific instructions for getting these patchers to work. (NOTE: the FNIS wiki page states that Dual Sheath Redux is installed "downstream" of FNIS, but if following the guide in order, FNIS is installed well after Dual Sheath Redux)
I was able to get Dual Sheath Redux to run through Mod Organizer, but I'm now trying to activate New Idles. Questions about FNIS:
Do I just run the EXE file through Mod Organizer (Data tab)? Or do I actually add it as an executable? (Is there a difference? :-) )
How often should the FNIS EXE be run? Once? Or like Dual Sheath Redux, which states that DSR should be run after adding any mods that include weapons, armor, etc. Should FNIS be run BEFORE the Dual Sheath patcher? After?
As far as interactions/dependencies between these mods, this is my understanding (please correct me if I am wrong, I *REALLY* want to understand this, as it impacts other mods I'm hoping to use)
Realistic Ragdolls (required for XP Maximum Skeleton) - adds new model skeletons (and physics?)
XP32 Maximum Skeleton (required for Dual Sheath Redux) - adds new human skeleton, including better options for equipment placement (shields, weapons) as well as options for non-STEP mods such as Frostfall, etc
Dual Sheath Redux (requires 1 and 2, above) - uses the XP Max Skeleton, modifies placement of weapons and shields on models, adds draw/sheath animations. Patcher rebuilds the content of the mod to accomodate custom armor and weapons.
Fore's New Idles (no explicit requirements?) - the included EXE rebuilds animation files to incorporate new idle animations for specific mods. For STEP, however, it is primarily used to fix specific issues (as in, STEP does not include mods with new idle animations)
Is the above accurate?
Thanks so much for any help. Sorry for the wall of text.
Question
drannos
Like so many other posters I see here, I'm coming back to Skyrim and STEP after a fairly long break. First, I've always been a huge fan of STEP and can't express how grateful I am for the amazing work that's been done. You guys are INCREDIBLE!
I'm working my way through installing the mods (so far so good), and I'm having trouble wrapping my head around a few things - hoping someone can help me understand.
My confusion is basically over external patchers such as Dual Sheath Redux and Fore's New Idles. Specifically:
The Wiki pages for both of these mods have instructions that seem to assume that Mod Organizer is NOT being used - for example, Dual Sheath Redux's extra instructions state, "After installing all mods and running BOSS, run Dual Sheath Redux Patch.jar in Data\SkyProc Patches\Dual Sheath Redux Patch\." which is really not how to get that mod to run when using Mod Organizer. And the Mod Organizer page does not really include the specific instructions for getting these patchers to work. (NOTE: the FNIS wiki page states that Dual Sheath Redux is installed "downstream" of FNIS, but if following the guide in order, FNIS is installed well after Dual Sheath Redux)
I was able to get Dual Sheath Redux to run through Mod Organizer, but I'm now trying to activate New Idles. Questions about FNIS:
As far as interactions/dependencies between these mods, this is my understanding (please correct me if I am wrong, I *REALLY* want to understand this, as it impacts other mods I'm hoping to use)
- Realistic Ragdolls (required for XP Maximum Skeleton) - adds new model skeletons (and physics?)
- XP32 Maximum Skeleton (required for Dual Sheath Redux) - adds new human skeleton, including better options for equipment placement (shields, weapons) as well as options for non-STEP mods such as Frostfall, etc
- Dual Sheath Redux (requires 1 and 2, above) - uses the XP Max Skeleton, modifies placement of weapons and shields on models, adds draw/sheath animations. Patcher rebuilds the content of the mod to accomodate custom armor and weapons.
- Fore's New Idles (no explicit requirements?) - the included EXE rebuilds animation files to incorporate new idle animations for specific mods. For STEP, however, it is primarily used to fix specific issues (as in, STEP does not include mods with new idle animations)
Is the above accurate?Thanks so much for any help. Sorry for the wall of text.
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