Jump to content

STEP Recommended MCM Settings

Recommended Posts

There are quite a few mods in STEP, especially Extended, that make use of the MCM. Since a few more will be added to the next update it would be a good idea to start making recommended settings for those mods.
Some mods have MCMs that will need reviewed:

  • Auto Unequip Ammo
  • BFS Effects
  • Come Together
  • Complete Crafting
  • Convenient Horses
  • Deadly Spell Impacts
  • Dual Sheath Redux
  • Dual Wield Parrying
  • DynDOLOD - No changes needed
  • Enhanced Blood
  • Factions - No changes needed
  • Footprints
  • Immersive HUD
  • Lanterns of Skyrim - Already have recommended settings
  • Lock Overhaul - Already have recommended settings
  • Minty's Lightning
  • Not So Fast - last update changed default settings to something that might not need adjusting for STEP
  • SkyUI
  • Thieves Guild Requirements
  • Timing is Everything - Lots of different quests to discuss for this one
  • Trade and Barter - Already recommend not turning it on, but that might need a review
  • Wet & Cold
  • Wonders of Weather

Mods in testing that will need settings:
  • ESF: Requirements Only - A lot like Thieves Guild Requirements

Below are screenshots of the default settings for each mod.


Color Code:

Light Grey - settings yet to be determined

Green - settings finalized

Orange - settings finalized, no change from defaults

Strike Out - MCM template has been integrated into mod page with determined settings


All information has been moved to the wiki page here: https://wiki.step-project.com/Project:MCM_Recommendations


Currently the page is still in development so bare with us until we get it completed.

Share this post

Link to post
Share on other sites

Reference. Some I would recommend, but from using them in my current play through there are some I'd change.

Share this post

Link to post
Share on other sites

Recommended settings for MCM would be very much appreciated as it's difficult to know what some of the settings do and it would be time consuming to research them. As usual I'll prefer to use STEP recommendations so I can get on with playing the game.


::D: bring em on boys :thumbsup:

Share this post

Link to post
Share on other sites

For ease of reference, these are the MCM recommendations which STEP currently gives in the individual wiki pages:



[spoiler=Trade and Barter]

Download and install the Hearthfire version of the mod and activate the .esp, but do not click "start mod" in the MCM options.





[spoiler=Lanterns of Skyrim:]

Mod Configuration Menu
In the MCM settings for Lanterns of Skyrim, STEP recommends changing following settings:

  • Check every
    • Default: 5 secs
    • STEP: 60 secs
      • This will change how often the script checks the lanterns. Increasing this will prevent the script from running so often.
  • Enable lanterns along roads
    • Default: ticked
    • STEP: unticked
      • This will disable lanterns along the roads in Skyrim which returns those area to a more vanilla and lore-friendly state.





[spoiler=Lightning During Thunderstorms (Minty Lightning):]

Mod Configuration Menu
In the MCM settings for Lightning During Thunder Storms (Minty Lightning), STEP recommends changing following settings:

Lightning Config - Fork Lightning Options
  • Hostile
    • Default: unticked
    • STEP: ticked
      • This will make the lightning strikes that hit the ground hostile. This means they can hurt you, NPCs and creatures. This is more realistic. If you don't like this, leave it unticked.
  • Frequency Delay
    • Default: 5 secs
    • STEP: 25 secs
      • This will reduce the frequency at which these ground strikes occur. STEP has increased this setting to provide a more realistic feel. The new setting will produce approximately one strike every 25 secs instead of one strike every 5 secs.

Leave all other settings unchanged.





[spoiler=Auto Unequip Ammo:]

Mod Configuration Menu
In the MCM settings for Auto Ammo Unequip, STEP recommends changing following settings:

  • Follower Addon
    • Default: unticked
    • STEP: ticked
      • This will add the mod's functionality to your followers as well.





[spoiler=Dual Wield Parrying:]Mod Configuration Menu
In the MCM settings for Dual Wield Parry, please note the default key (V) for blocking when dual wielding weapons. You may change this if you like. Make sure the Mod Active setting is ticked or the mod will not work.




[spoiler=Lock Overhaul:]

Mod Configuration Menu
You must activate the options in the MCM for Lock Overhaul or the mod will basically do nothing. If the mod is not active, activate it. In activating it, you'll have to exit the menus back to the game before you're able to see the available options. STEP recommends changing following settings:

Smash Locks
  • Activate Smash Locks
    • Default: unticked
    • STEP: ticked
      • This will turn on the ability to smash locks with a weapon.
  • Allowed Weapons
    • Default: Only Two Handed
    • STEP: Two+ One Handed
      • This will allow locks to be smashed with one and two handed weapons but not with bows and crossbows, as long as you have the skill requirement.
Unlock with Magic
  • Enable Unlock Spell
    • Default: unticked
    • STEP: ticked
      • This will turn on the ability to unlock locks with destruction magic as long as you have the skill requirement.





[spoiler=Wet and Cold:]Mod Configuration Menu

Disable the "Go Home" feature. This feature is implemented by Immersive Citizens.




Share this post

Link to post
Share on other sites

I think some obvious ones that should be changed:


Auto Unequip Ammo: Unheck Use Equip Sets, although this one gives me fits on occasion because it changes the arrows when I explicitly equip a bow with different arrows.


Thieves Guild Requirements: I usually bump requirements to begin 3rd quest to Sneak Skill 30 and requirements to begin 4th quest to Sneak Skill 50. This is just my preference though.


Timing is Everything: This may be a one-off oddity, but I was attacked by two groups of Cultists almost back-to-back. This has happened once, so I haven't bothered to dig into it. I think the levels for The Wolf Queen Awakened, Grimsever's Return, and Unfathomable Depths are a bit too low. I usually bump these to 25, 30 and 30, respectively so they don't trigger quite so early in the game.


Companion's Guild: So far I've left all these at default.

Share this post

Link to post
Share on other sites

As long as the Molag Bal quest is set to level 1000, I don't care. I hate that Vigilant of Stendarr in Markarth so much. 

Share this post

Link to post
Share on other sites

I've updated the OP again with some formatting and features.


@Ess, DY, Z

I think we need to move this onto the wiki (not in the STEP namespace) and set it up like we did the Core and Extended mod reviews. I can easily see this thread is going to become extremely massive in its current format. I'll look into setting this up this weekend.

Share this post

Link to post
Share on other sites

I'm not sure what you mean Tech. I mean this thread should have some input from the community. I want to know what works best for people. Also, I've forgotten enough about the quests that I may need some suggestions for Timing is Everything. 

Share this post

Link to post
Share on other sites

I think he means to move the information in the original post (the screenshots, recommended settings, etc.) to the WIKI so it's easier to maintain.

Share this post

Link to post
Share on other sites

Yes! This is going to be a nightmare to maintain here on the forum. I already have part of the page set up. Staff (and any user that signs up on the wiki) can make their official recommendations on the wiki. Other users can simply use this topic to post theirs so we can take those into account (normal members rarely venture in here anyway). It'll be much easier and some of the staff and get in some wiki editing experience along the way.


I'm think I'm done for the night if anyone wants to fill out some of the wiki page using the OP as a reference.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By GSDFan
      The following pertains to the developer builds of MO2. This has been tested with the latest build 2017-11-24 with the Update A2. The A3 update will cause the Creation Kit (CK) to report that it is not working and close and the latest version of Fallout 4. This may well work for SkyrimSE and other programs run from MO2. As always this worked for me and your mileage may vary.
      As MO2 is still in Beta and there are numerous problems still being worked on. The two problems I have encountered, one is that the CK will not load at all, this is not a MO2 problem at all, and once it is run, saving will result in a hung not responding CK and the user must terminate the CK manually and lose all work done. I would highly suggest that if you are doing a complex mod to do it in the vanilla environment.
      Problem one, as I stated earlier is not a MO2 problem and is included here to help others, as it can manifest in the vanilla environment also under certain conditions. Especially if the user has installed optional DLLs in the games root folder. In my case I found out that I had a DLL called dxgi.dll. If this DLL is present, the CK will not load when it is launched even from outside of MO. Renaming this DLL will allow the CK to launch. So, for every session you want to run the CK you just must rename dxgi.dll to something else and you are good to go.
      Problem two, not saving from the CK. This will be for the CK run from MO2, but may work for other programs run from MO2. As I understand it, MO2 has a problem when writing files that aren’t already in the VFS system, often resulting in odd behaviors, i.e. not saving newly created files, and hung programs.
      With that in mind I do the following:
      For editing an ESP:
      Open the mod to be worked on in a Windows Explorer window. Open the MO2 Overwrite folder in a Windows Explorer window. Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Start the CK and make changes until you are ready to save. When you are finished save your modified mod. It will now be saved to the Overwrite folder. If you are not going to modify anymore, right click the Overwrite folder and select “Sync to Mods…†option. Your mod will be copied to the back to the original mod. The Overwrite folder should now be empty. For converting “MOD-Name.esp†to an esl:
      Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Make a copy of “MOD-Name.esp†to “MOD-Name copy.esp†and rename it to “MOD-Name.eslâ€. You can also use a blank ESP to do this. I use a saved blank Bashed Patch, “Bashed Patch, 0.esp†from Wrye Bash, to do this renaming as needed. You should now have “MOD-Name.esp†and “MOD-Name.esl†in the overwrite folder. Copy, not move, the newly created “MOD-Name.esl’ into the mod being worked on folder window. This will make the actions in the last step work for us. Start MO2 and the CK and open the mod to converted, as described above, making it the active mod. From the file menu select the “Compact Active File Form IDs†click through the dialogs until no more show up. From the file menu, select “Convert Active File to Light Masterâ€. Click the dialogs until no more show up. The new ESL will be written to the “MOD-Name.esl†in the Overwrite folder at this time. No need to do anything else in the CK so close it now. Back in MO right click the Overwrite folder and select “Sync to Mods…†option. Your mod will be copied back to the original mod leaving the Overwrite folder empty.  
      For the MCM and MCM mods you need to have the empty data structure in the vanilla “Data†folder. They are MCM\Config and MCM\Settings. With this folder structure present in the Data folder MCM mods will now show up in game.
      I also had some problems with Transfer Settlements mod not saving Blueprints. To correct this, I had to create the following folder structures, “F4SE\plugins\TransferSettlements\Backup†and “F4SE\plugins\TransferSettlements\blueprintsâ€. When present in the vanilla game settlement blueprints will now save in game. When testing this without the folder structure present the Transfer Settlements would complete without any mod added ESPs being listed. With it there I got the list of ESPs I was expecting to see.
      I hope this helps users of the Developer builds have a better experience.
    • By GSDFan
      The MCM has been released for Fallout 4 and has a few issues with MO2. Mainly mods not showing up in the menu. This can be overcome by creating an MCM menu in the vanilla games data folder and copying each mods MCM there.
      After any hotkeys are set the resulting output will be written to the overwrite folder and a mod can be created from this and enabled. Any subsequent changes to the hotkeys will be written here. You may see another empty folder in the overwrite foldet the first time this is done.
      Tested with MO 2.0.7.
    • By Majorman
      Hi guys, finally got to playing the game, created a character and had some fun. Then I opened MCM and started configuring the mods and discovered that I cannot disable Cyberware. All other PN add-ons can be turned off, but not the implants. The PN readme states I should be able to disable Cyberware.
      Did I screw up on install? How can I reset the vanilla implants?
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.