EssArrBee Posted February 1, 2014 Posted February 1, 2014 SSME is also a decent solution to the whole thing. I uses a different Dynamic Link Library file for DX9. This allows ENB and skse to function without changes.
DoubleYou Posted February 1, 2014 Posted February 1, 2014 Maybe we should hold off on the whole memory patch thing until we know for sure how the SKSE guys will handle it?
Kelmych Posted February 1, 2014 Posted February 1, 2014 I expect the SKSE-based solution will be the longterm approach for the memory patch, but it's a little early to recommend it in STEP. They are including other fixes in the new version, so everyone will be using it anyway.
z929669 Posted February 1, 2014 Posted February 1, 2014 Yep. Lets give it all honorable mention in Troubleshooting for CTDs and ILS but leave it out as a 'mod' until it stabilizes. We can then dynamically add it to the live release.
Rechet Posted February 1, 2014 Posted February 1, 2014 Just wanted to pour out some joy here as well. :) I just finished installing STEP 2.2.8 in its current, unfinished state (not yet fully functional STEP patch), using HQ options. I whipped up a savegame with 100+ player hours, a half-messed up 2.2.7 install and assumed it would be pretty much unplayable - it was already becoming unstable back then. My jaw has officially dropped: I managed a complete tour of the lands without a hitch. All major holds included, at speedmult 500. FPS stayed at 60 the whole time, except during cell loads. And all I have is a i3570k CPU, GTX 770 GPU and an old SSD with both Windows and Skyrim on it. One word: IMPRESSIVE! <3
DoubleYou Posted February 1, 2014 Posted February 1, 2014 Well, it should be; we expect to release tomorrow ;)
Freyrgjurd Posted February 1, 2014 Posted February 1, 2014 I feel that STEP Patches additional instructions are somewhat confusing, specially at the Wrye Bash tip. Since the guide is adopting MO, there should be an update to it. What checkboxes ? I think you should separate the patches for Core and Extended. It will be more user friendly. 1. STEP Patches (Core only) 2. STEP Patches (Extended) ---> Note: Could be complicated. Also, if using extended, should leave a note that the patch is for the FULL extended installation, as well for core.
z929669 Posted February 2, 2014 Posted February 2, 2014 Quote Just wanted to pour out some joy here as well. :) I just finished installing STEP 2.2.8 in its current, unfinished state (not yet fully functional STEP patch), using HQ options. I whipped up a savegame with 100+ player hours, a half-messed up 2.2.7 install and assumed it would be pretty much unplayable - it was already becoming unstable back then. My jaw has officially dropped: I managed a complete tour of the lands without a hitch. All major holds included, at speedmult 500. FPS stayed at 60 the whole time, except during cell loads. And all I have is a i3570k CPU, GTX 770 GPU and an old SSD with both Windows and Skyrim on it. One word: IMPRESSIVE! Thanks for confirming that it works! Next questions:Was it easier to follow 2.2.8 than previous versions?Did you follow 2.2.8 exactly, or did you use it more as a guided setup?
Rechet Posted February 2, 2014 Posted February 2, 2014 Quote Quote I just finished installing STEP 2.2.8Thanks for confirming that it works! Next questions:Was it easier to follow 2.2.8 than previous versions?Did you follow 2.2.8 exactly, or did you use it more as a guided setup?The 2.2.8 guide is in much better shape than 2.2.7 ever was. :) I used the entire STEP 2.2.8 Extended almost to the letter, selecting HQ options wherever possible. I did add Clothing and Clutter fixes and replaced Ars Metallica with Complete Crafting Overhaul, so the STEP patch wouldn't work for me anyway. Next step is to create my own, personal STEP patch by combining some .esp files in Tes5edit. The guide is still missing a short clarification about patches in general: while you DO have to follow the installation order for mods in general, patches that are specific to conflict resolution can only be installed but NOT enabled until the mod that specific patch is for has been installed. Trying to benchmark STEP after 2.D. Fixes will cause a CTD otherwise, and will continue to do so until 2.M. Gameplay mods have been installed. However, there's no need for the user to worry about .esp sorting mid-install (missed this clarification, badly, during 2.2.7 install), just use BOSS for it if benchmarking is required. A short notice after each section about which .esp files are safe to activate at that point would be nice. Skyfalls & Skymills and Improved Closefaced Helmets have .esp files that BOSS doesn't currently recognize, a short notice about possibly needing BUM for these two could also be in order. Quick edit: Real beginners to modding could also need a pointer that yes, they need to manually activate DG, HF and DB .esm files in MO since those aren't activated using MO's default settings. Quick edit 2: A note about updating FNIS, DSR and Bashed Patch is needed. It's ok to make their output into new mods the first time, but I'm assuming you need to do some manual copying from overwrite to their respective "mods" if anything else happens to the load order after the initial STEP install and these need to be rerun.
Freyrgjurd Posted February 2, 2014 Posted February 2, 2014 https://www.nexusmods.com/skyrim/mods/30947/? *Dead Body Collision Fix* Not pointed in the guide what version. NMM Download (with MO) gets the Fireball Desintegration version. I think it should be pointed out for the Original version.
DoubleYou Posted February 2, 2014 Posted February 2, 2014 There has been much discussion, and I think we have decided to leave it up to the user to choose whether they want the disintegration spell or not.
z929669 Posted February 2, 2014 Posted February 2, 2014 Quote Quote Quote I just finished installing STEP 2.2.8Thanks for confirming that it works! Next questions:Was it easier to follow 2.2.8 than previous versions?Did you follow 2.2.8 exactly, or did you use it more as a guided setup?The 2.2.8 guide is in much better shape than 2.2.7 ever was. :) I used the entire STEP 2.2.8 Extended almost to the letter, selecting HQ options wherever possible. I did add Clothing and Clutter fixes and replaced Ars Metallica with Complete Crafting Overhaul, so the STEP patch wouldn't work for me anyway. Next step is to create my own, personal STEP patch by combining some .esp files in Tes5edit. The guide is still missing a short clarification about patches in general: while you DO have to follow the installation order for mods in general, patches that are specific to conflict resolution can only be installed but NOT enabled until the mod that specific patch is for has been installed. Trying to benchmark STEP after 2.D. Fixes will cause a CTD otherwise, and will continue to do so until 2.M. Gameplay mods have been installed. However, there's no need for the user to worry about .esp sorting mid-install (missed this clarification, badly, during 2.2.7 install), just use BOSS for it if benchmarking is required. A short notice after each section about which .esp files are safe to activate at that point would be nice. Skyfalls & Skymills and Improved Closefaced Helmets have .esp files that BOSS doesn't currently recognize, a short notice about possibly needing BUM for these two could also be in order. Quick edit: Real beginners to modding could also need a pointer that yes, they need to manually activate DG, HF and DB .esm files in MO since those aren't activated using MO's default settings. Quick edit 2: A note about updating FNIS, DSR and Bashed Patch is needed. It's ok to make their output into new mods the first time, but I'm assuming you need to do some manual copying from overwrite to their respective "mods" if anything else happens to the load order after the initial STEP install and these need to be rerun.Very nice feedback. @DoublYou, EssArrBee or anyone elseWould you care to address some of these issues in the guide? I am going to get started with the update procedures for Nexus. Should we move the STEP Patches to end of the install?
SSL Posted February 2, 2014 Posted February 2, 2014 Quote Should we move the STEP Patches to end of the install?I know that I'm random here, but I'd like to see STEP Patches at the end.
DoubleYou Posted February 2, 2014 Posted February 2, 2014 While I think there is some merit to having the STEP Patches at the top (it informs the user what compatibility patches he needn't install), it is better suited to place it at the bottom. This reflects load order as well. But how will we do that? Delete 2.A? Create 2.N? That's difficult. For now, just add a note to not activate it I suppose. As to the Skyfalls and Improved Closefaced Helmets esps not being recognized by BOSS... I guess we could simply tell them to place the Skyfalls + Skymills + DG + DB.esp after Guard Dialogue Overhaul.esp and the Improved Closefaced Helmets_Legendary.esp after Explosive Bolts Visualized.esp. Add a note to activate the DLC? That's a little too juvenile. If they don't know how to do that, they won't know how to install SKSE or just about any of the other mods for that matter. Probably ought to add a note about subsequent Bashed, FNIS, and DSR patches needing to be moved from overwrite back to there appropriate mod folders.
EssArrBee Posted February 2, 2014 Posted February 2, 2014 How about also dropping the SOS patch since those mods are not in STEP anymore. You can no longer use that patch along with STEP Core and I do provide support for that patch since it would basically be a SOS-AOS-USKP patch, which pretty much exists on the AOS patches page. I'm going to removing that patch from the Github page soon, since it cannot work with STEP unless users are installing legacy version for some reason. Lets distribute the to patches in WB style and make the two folders 00 Core Patch (ONLY Choose One) and 01 Extended Patch (ONLY Choose One). This will help immensely as so many people just browse right over the ten places it says to only choose one patch. If we put it in the install screen then that would cut that number down drastically. EDIT: Should add DoubleYou to the credits too!
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