z929669 Posted April 21, 2014 Author Posted April 21, 2014 We should drop Dynamic Fires, given the associated bugs.
TechAngel85 Posted April 21, 2014 Posted April 21, 2014 Added Dynamic Fires to the changelog to be removed. @DY,Can you work your magic on the 2.2.9 Guide so I don't mess it up again? Thanks!
z929669 Posted April 23, 2014 Author Posted April 23, 2014 I removed Dynamic Fires from the 2.2.9 guide. You just need to go into the Form and edit the source code accordingly.
darthbdaman Posted May 1, 2014 Posted May 1, 2014 Double Cursor fix is still in the 2.2.9 guide. It should probably be removed considering that the functionality is already in ENB. 1
MadWizard25 Posted May 1, 2014 Posted May 1, 2014 Double Cursor fix is still in the 2.2.9 guide. It should probably be removed considering that the functionality is already in ENB. Huh, I did not know this, thanks for the info!
TechAngel85 Posted May 1, 2014 Posted May 1, 2014 Double Cursor fix is still in the 2.2.9 guide. It should probably be removed considering that the functionality is already in ENB.The reason it is still in there is because the ENB fix hasn't been fully tested yet.
oqhansoloqo Posted May 16, 2014 Posted May 16, 2014 What about the changes associated with aMidianBorn Book of Silence Addon Content?
EssArrBee Posted May 16, 2014 Posted May 16, 2014 What about the changes associated with aMidianBorn Book of Silence Addon Content?Already working on it.
phryxolydian Posted May 19, 2014 Posted May 19, 2014 White Phial Replacer Candidate? Very nice retext methinks. It doesn't change the effects, just the bottle.
z929669 Posted May 19, 2014 Author Posted May 19, 2014 White Phial Replacer Candidate? Very nice retext methinks. It doesn't change the effects, just the bottle.STEP mods post? Nothing gets tested without a mod post ;)
TheDane Posted May 23, 2014 Posted May 23, 2014 (edited) Any eta on the release of STEP 2.2.9? Can't wait to use complete crafting overhaul and the other nice mods you guys have added to the guide :D Edited May 23, 2014 by TheDane
TechAngel85 Posted May 23, 2014 Posted May 23, 2014 None. There are several things we are hashing out. Some of which require learning new things for the Team as well. Things operate more organically around here instead of on a linear timeline and path so it could be next month...it could be 3 months.
phazer11 Posted May 23, 2014 Posted May 23, 2014 Yes one of the things is how we're handling BSAs and some side projects that if they cne through and work as intended will make it even easier (and faster) to download and install the mods you need for the guide.
EssArrBee Posted May 24, 2014 Posted May 24, 2014 I think me and Kelmych have figured out the major issue around MO and BSAs load order problem. I came up with a proposed solution and install order here: https://forum.step-project.com/topic/5033-ramifications-of-bsa-extraction-in-mod-organizer/page-4?do=findComment&comment=82145 We would have to change up the order of 2.D to make this work because the DLC would have to moved into their own mod folder in MO so they could be installed in the order their plugins are supposed to be ordered. The optimized textures can be put between the DLC and Patch so that the files overwrite correctly. It is a pretty simple solution and does not take much time. Only, thing to be aware of is verifying integrity of cache will redownload the DLC.
Kelmych Posted May 24, 2014 Posted May 24, 2014 By the way, in my MO load following the mods you showed in your post I have the 3 optimized HRDLC archives and then the UHRP (installed without BSA extraction for consistency). I also have the cleaned version of Update.esm in a mod that loads before the ones in your list. The inclusion of cleaned update.esm in a mod, along with the mods listed in your post, should allow verifying cache integrity without causing a problem. There are still issues on best practices with mods that have BSAs, and we might want to mention this in the guide. Tannin suggests that mods should be installed unextracted when possible. I optimize textures on all mods that I feel deserve it, especially mods with 2Kx2K exterior textures so I can reduce at least the exterior normal map sizes. Even with this I've seen GPUz report 3.8 Gb usage on my 4Gb VRAM card. I typically leave the resources as loose files when I optimize the textures in a mod, but sometimes I will rebuild the BSA if there is one (e.g., when needed for a FOMOD).
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