If you're taking some suggestions from a random Internet guy (albeit one with documentation experience) about https://wiki.step-project.com/STEP:Guide and the Mod Organiser...
- currently the difference between STEP Core and STEP Extended is far from clear.
At this point I think that I'm supposed to install all the mods with a green left-hand sidebar in the Guide (STEP Core), activate the STEP Core patch, check it all holds together, then create a new profile, copy my STEP Core profile into the new profile, install the mods without a green left-hand sidebar (non-STEP Core), and install and activate the STEP Extended patch instead of the STEP Core one in this new profile.
If that is correct, explaining this would really this, and listing all the STEP Core mods *then* do a second listing for STEP Extended would be necessary to avoid confusion. That they are mixed together is the main reason why I'm not sure at all my understanding above is correct.
- there should be a note that, in Mod Organiser, the mods need to be ticked in the left-hand pane to be activated, *and* the plugins need to be ticked in the plugins tab of the right-hand pane (in my case they were not ticked in by default). This is not the same logic as other installers such as NMM, and people can easily think that just launching the install from the downloads tab did the trick. Since it's called "install". :-) It's just one or two sentences and can save a lot of pain for newbies.
- the current procedure does run into overwrites issue that CTD the game. It starts with SKSE - Elys - Alt F4 (which in my case CTD'd), then there are the meshes from Race Menu (and the latter keep popping back). Having a Detailed Installation note for Elys - Alt F4 explaining overwrites would be very helpful for newbies, and teach them how to deal with further overwriting issues.
- a lot of mods lack game data at the top level, with the content of the extraneous /data folder having to be moved up. Yeah, it's obvious when you grok the mod folders structure, but people who just came to STEP for some hand-holding and are discovering Mods Organiser may easily not have that background at all. One simple example early in the Guide (IIRC the first occurrence was with Consistent Older People) would help them a lot.
- likewise, people discovering Mod Organiser might not know what to do at their first prompt to merge patches, especially since NMM has something that resembles that issue and is handed very differently (in NMM you click "no", not "merge", so people can easily be misled by their previous experience).
- once the STEP Core installation procedure reaches Tobe's HR Textures, the notion of hiding files using the File Tree is introduced from the blue. This is trivial to fix - add something like like "right click on the Tobe's Highres Textures, select Information in the contextual menu, go to the File Tree tab in the window that just opened, and right click on the following files so you can hide them :" in the Detailed Instructions.
Question
Ghostwise
If you're taking some suggestions from a random Internet guy (albeit one with documentation experience) about https://wiki.step-project.com/STEP:Guide and the Mod Organiser...
- currently the difference between STEP Core and STEP Extended is far from clear.
At this point I think that I'm supposed to install all the mods with a green left-hand sidebar in the Guide (STEP Core), activate the STEP Core patch, check it all holds together, then create a new profile, copy my STEP Core profile into the new profile, install the mods without a green left-hand sidebar (non-STEP Core), and install and activate the STEP Extended patch instead of the STEP Core one in this new profile.
If that is correct, explaining this would really this, and listing all the STEP Core mods *then* do a second listing for STEP Extended would be necessary to avoid confusion. That they are mixed together is the main reason why I'm not sure at all my understanding above is correct.
- there should be a note that, in Mod Organiser, the mods need to be ticked in the left-hand pane to be activated, *and* the plugins need to be ticked in the plugins tab of the right-hand pane (in my case they were not ticked in by default). This is not the same logic as other installers such as NMM, and people can easily think that just launching the install from the downloads tab did the trick. Since it's called "install". :-) It's just one or two sentences and can save a lot of pain for newbies.
- the current procedure does run into overwrites issue that CTD the game. It starts with SKSE - Elys - Alt F4 (which in my case CTD'd), then there are the meshes from Race Menu (and the latter keep popping back). Having a Detailed Installation note for Elys - Alt F4 explaining overwrites would be very helpful for newbies, and teach them how to deal with further overwriting issues.
- a lot of mods lack game data at the top level, with the content of the extraneous /data folder having to be moved up. Yeah, it's obvious when you grok the mod folders structure, but people who just came to STEP for some hand-holding and are discovering Mods Organiser may easily not have that background at all. One simple example early in the Guide (IIRC the first occurrence was with Consistent Older People) would help them a lot.
- likewise, people discovering Mod Organiser might not know what to do at their first prompt to merge patches, especially since NMM has something that resembles that issue and is handed very differently (in NMM you click "no", not "merge", so people can easily be misled by their previous experience).
- once the STEP Core installation procedure reaches Tobe's HR Textures, the notion of hiding files using the File Tree is introduced from the blue. This is trivial to fix - add something like like "right click on the Tobe's Highres Textures, select Information in the contextual menu, go to the File Tree tab in the window that just opened, and right click on the following files so you can hide them :" in the Detailed Instructions.
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