TechAngel85 Posted July 8, 2014 Posted July 8, 2014 STEP v2.2.9 has been released on the STEP Community Wiki! Visit the STEP Nexus Page to learn more and make sure to check out this release's changelog.
Spock Posted July 8, 2014 Posted July 8, 2014 Gratz for the release! The sound section could imho use some testing/changes. Better Weapon Swing Sounds, Smooth Blade Draw and Sheathe, Improved Combat Sounds and Ultra Realistic Bow Sounds could probably be removed. Realistic Wolf Howls should probably be installed before AOS. Will PPR still fit with the additional AMidianBorn exterior textures?
TechAngel85 Posted July 8, 2014 Author Posted July 8, 2014 Gratz for the release! The sound section could imho use some work though. Better Weapon Swing Sounds, Smooth Blade Draw and Sheathe, Improved Combat Sounds and Ultra Realistic Bow Sounds could probably be removed. Realistic Wolf Howls should probably be installed before AOS.We've tested most if not all of that have decided to keep it as is for now.
BUBISHI Posted July 8, 2014 Posted July 8, 2014 Definitely not going to bed right now. Thank You for the new STEP release!
Spock Posted July 8, 2014 Posted July 8, 2014 I just checked the extended patch, appearently the sound mod's esp files are not touched so they can just be removed if desired. Sorry for the ninja edit. Do you know if PPR and fixparallax=true in ENB will conflict with AMidianBorn exterior textures?
EssArrBee Posted July 9, 2014 Posted July 9, 2014 The new LOOT load order rules we created will give you a load order that removes the need for a bunch of AOS patches. Even the RWT patch which was the biggest patch by far, only needed to retain 3 records with the new load order. The ADS.esp (Smoothe Blade Draw and Sheathe) does not really provide sounds anymore, but it does still provide some cool features that help with muting sneak sounds a bit. Those records are patched. I still recommend both installing and loading ADS.esp first for STEP.
DoubleYou Posted July 9, 2014 Posted July 9, 2014 I just checked the extended patch, appearently the sound mod's esp files are not touched so they can just be removed if desired. Sorry for the ninja edit. Do you know if PPR and fixparallax=true in ENB will conflict with AMidianBorn exterior textures? No idea.
Spock Posted July 9, 2014 Posted July 9, 2014 It's been a while since I looked but if I remember right you won't hear any ADS samples if installing them before AOS except for fire spell draw sounds. Comparing the samples with my sword, the AOS sword sheathe and draw sample is the more realistic one. I cannot speak for other draw and sheath sounds but given the overall approach of AOS I assume the same is true for them as well. Edit: Just checked the BWS.esp, seems it's soley there for the BSA. Those samples are covered by AOS as loose files and thus should get completely overwritten anyway.
EssArrBee Posted July 9, 2014 Posted July 9, 2014 Yeah, all the sounds are AOS, but there is another part of ADS.esp that works with SKSE I believe and it basically lowers the volume of sounds when sneaking. I merged the records, keeping all AOS sounds and ADS features. If that makes any sense.
redirishlord Posted July 9, 2014 Posted July 9, 2014 That does make sense, thanks. ADS also offers muting of certain (annoying) sounds, so definitely proper to keep it.
Spock Posted July 9, 2014 Posted July 9, 2014 Yeah, all the sounds are AOS, but there is another part of ADS.esp that works with SKSE I believe and it basically lowers the volume of sounds when sneaking. I merged the records, keeping all AOS sounds and ADS features. If that makes any sense.That does make a lot of sense. But shouldn't ADS be installed first to keep the AOS sounds as some samples conflict?
Octopuss Posted July 9, 2014 Posted July 9, 2014 From ini tweaks:[Actor]fVisibleNavmeshMoveDist=12288.0000 I believe this is not needed anymore since it was added to the USKP with 2.0.5.
EssArrBee Posted July 9, 2014 Posted July 9, 2014 That does make a lot of sense. But shouldn't ADS be installed first to keep the AOS sounds as some samples conflict?You may be right, I'll look into it.From ini tweaks:[Actor]fVisibleNavmeshMoveDist=12288.0000 I believe this is not needed anymore since it was added to the USKP with 2.0.5. The INI management of MO is better left for another day. We just got past BSAs, so lets leave this be for a couple weeks.
DepartedCitizen-00004 Posted July 9, 2014 Posted July 9, 2014 SKSE got updated to 1.7.1, though I doubt that will cause any issues.
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