Thryann Posted August 17, 2015 Posted August 17, 2015 On 8/17/2015 at 6:42 PM, EssArrBee said: Yeah you need to keep it ticked.ok, great and thanks again for your help.
CorneliusC Posted August 20, 2015 Posted August 20, 2015 I've just noticed that the NO ELE Patch has no priority setting (therefore LOOT puts it somewhere in the middle of my load order). I assume i can just edit this in LOOT with the same priority as the Extended patch (980000)? Thank you.
kranazoli Posted August 25, 2015 Posted August 25, 2015 (edited) Hey, I need some support about STEP Extended Patch. If I use STEP Extended profile as a main rule (profile), but extend my mod list with other mods from REGS and Legendary and some other mods, etc... I am thinking of, wheter shouldn't I change the Global Priority for STEP Extended Patch? This is, how my mod list end at this moment: STEP Extended Patch.esp --> Priority Value 980000 These are sorted by LOOT there where they are: Alternate Start - Live Another Life.esp --> Priority Value 990000FarmhouseChimneys.espBetterQuestObjectives-AlternateStartPatch.esp And these two changed by mine: 1.) World_Map_Height_Pitch_Tweak_250.esp --> where is it, to works fine.(Load After BetterQuestObjectives-AlternateStartPatch.esp) DynDOLOD.esp (by LOOT) 2.) DLCMapHeightTweak_Kraag.esp --> where is it, to works fine.(Load After World_Map_Height_Pitch_Tweak_250-esp) Bashed Patch, 0.esp (by LOOT) Dual Sheath Redux Patch.esp (by LOOT) ----------------------------------------------------------------------------------------------------------------------------------------- I'd like to know does it looks right? Thank you! Edited August 25, 2015 by kranazoli
kranazoli Posted August 25, 2015 Posted August 25, 2015 (edited) On 8/25/2015 at 9:58 PM, EssArrBee said: Looks okay to me.Thank you! Wouldn't be a better solution, to set Global Priority for: World_Map_Height_Pitch_Tweak_250.espDLCMapHeightTweak_Kraag.esp ... instead of Load After rules? Edited August 25, 2015 by kranazoli
EssArrBee Posted October 29, 2015 Posted October 29, 2015 Extended Patch updated (finally). I don't think it is mandatory, but it is now up to date with BYOD 3.0. Core only users ignore. NON-ELE patch here: https://copy.com/kiGiWq80fiWP2LkY Next STEP Guide update the NON-ELE patches will be included on the Nexus page. All patches will end up in one download with a nifty installer.
onem4nb4nd Posted November 2, 2015 Posted November 2, 2015 I'm sorry It's not easy for me to check the current version (due to master dependencies) but my STEP Extended patch modifies Daedric Dagger to 5.5 weight when Vanilla, USKP, and WAF have it at 6.Is this concurrent? If so, why?If not, I can't imagine why I would have modified the step patch, that's not like me at all. Accidents happen though!
TechAngel85 Posted November 2, 2015 Posted November 2, 2015 That weight was forwarded from WAF as far as I can tell. WAF v5.1 has it set to 5.5. Make sure your WAF install is up-to-date.
onem4nb4nd Posted November 2, 2015 Posted November 2, 2015 (edited) Just deleted all my WAF files and downloaded new ones to make sure I had the right file. WAF still has the dagger at 6The only thing I've done separate from STEP are faster arrows and DP masks options Edited November 2, 2015 by onem4nb4nd
TechAngel85 Posted November 2, 2015 Posted November 2, 2015 Are you sure you're following the STEP instructions? I just did the same and mine is saying 5.5.https://copy.com/1KLcrflfDebN0pTn
onem4nb4nd Posted November 2, 2015 Posted November 2, 2015 Yeah I figured it out. WAF's all-inclusive .esp for optional faster arrows and DP masks also implements the True Orcish & Daedric Weapons.esp changes which for some reason set the dagger at 6.The irony of the True Daedric .esp creating a false Daedric Dagger (if you're to trust the main .esp is what's really intended) is a joke only savored by Kryptopyr. I spent much too long solving this mystery in between creating compatibility patches.Patches for Kryp's CACO, no-less! :hurr: :facepalm:
onem4nb4nd Posted November 4, 2015 Posted November 4, 2015 (edited) I've been working on my CACO / STEP patch and I found out you guys swapped the models in your Extended patch for at least one set of potions but didn't swap a couple others.Potions have 4-5 tiers:lessergreatextraextremeextreme (sometimes)Your patch fixed the Standard (great) and Quality (extra) Invisibility potion models - they were swapped. There are apparently other offenders of the same swap.Magicka FortificationHealth FortificationStamina FortificationFeatherAre these proven to have the correct models and only the invisibility potion needed fixing? Edited November 4, 2015 by onem4nb4nd
EssArrBee Posted November 10, 2015 Posted November 10, 2015 On 11/4/2015 at 2:33 PM, onem4nb4nd said: I've been working on my CACO / STEP patch and I found out you guys swapped the models in your Extended patch for at least one set of potions but didn't swap a couple others. Potions have 4-5 tiers:lessergreatextraextremeextreme (sometimes) Your patch fixed the Standard (great) and Quality (extra) Invisibility potion models - they were swapped. There are apparently other offenders of the same swap. Magicka FortificationHealth FortificationStamina FortificationFeather Are these proven to have the correct models and only the invisibility potion needed fixing?I was looking into all the models, but lost interest and gave up. I'll look at the ones you listed and adjust them in the next version of the patches which is soon.
EssArrBee Posted November 10, 2015 Posted November 10, 2015 Beta for Core patch if you guys want to try it out with the dev guide. USLP compliant. Also, Immersive Citizens' patches are included now. https://copy.com/RlbhbB4hK1YbRJ4T
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