DoubleYou Posted November 28, 2015 Author Posted November 28, 2015 On 11/27/2015 at 9:04 PM, EssArrBee said: Hey DY, can you add something for the Core or Extended mods in the table? Prompt that from the mod pages somehow. That's what Core, true or false, is.
aragonit Posted November 29, 2015 Posted November 29, 2015 (edited) I used to have the extended patch, but now the new installer doesn't give me the option. <sigh> It would be so nice to know WHAT exactly is missing that the extended patch option isn't available.I have all core mods installed (also the few new additions - BTW, could new additions be marked as such?). I checked the FOMOD and enabled one file which was disabled for some obscure reason.Here the list of files required for the extended patch, just in case someone else has the same problem:ADS.esp aMidianBorn_ContentAddon.esp Animated Weapon Enchants.esp AOS.esp BetterQuestObjectives.esp Book Covers Skyrim.esp Bring Out Your Dead - Legendary Edition.esp Clothing & Clutter Fixes.esp Complete Crafting Overhaul_Remade.esp Cutting Room Floor.esp Dawnguard.esm dD - Enhanced Blood Main.esp DeadlySpellImpacts.esp ExplosiveBoltsVisualized.esp Guard Dialogue Overhaul.esp HearthFires.esm Improved Combat Sounds v2.2.esp Invisibility Eyes Fix.esp RealisticWaterTwo.esp The Paarthurnax Dilemma.esp TheChoiceIsYours.esp Unofficial Skyrim Legendary Edition Patch.esp Weapons & Armor Fixes_Remade.esp Edited November 29, 2015 by aragonit
Greg Posted November 29, 2015 Posted November 29, 2015 On 11/29/2015 at 1:53 PM, aragonit said: I used to have the extended patch, but now the new installer doesn't give me the option. It would be so nice to know WHAT exactly is missing that the extended patch option isn't available.I have all core mods installed (also the few new additions - BTW, could new additions be marked as such?).Go back to Page 1 of this thread and read the original post. The first post includes the plugins required for the Core Patch and the Extended Patch.
TechAngel85 Posted November 29, 2015 Posted November 29, 2015 I updated the OP to highlight any new additions to the plugins for the Patches, as well as any changes to already existing required plugins. It's those mods which will need to be added or updated to the newest versions.
EssArrBee Posted November 29, 2015 Posted November 29, 2015 I think Immersive Citizens and Hearthfire Extended need to be in the required files. Hearthfire Extended only for Extended.
TechAngel85 Posted November 29, 2015 Posted November 29, 2015 On 11/29/2015 at 5:08 PM, EssArrBee said: I think Immersive Citizens and Hearthfire Extended need to be in the required files. Hearthfire Extended only for Extended.If those ESPs are required for the Patches, I'll add them and reupload the file whenever Shurah finally uploads the update of IC and you have a chance to check them out. Those dependencies were entirely designed from your Patches Requirements page on the wiki. Since these are two new mods, they would have been missed.
EssArrBee Posted November 29, 2015 Posted November 29, 2015 On 11/29/2015 at 5:13 PM, TechAngel85 said: If those ESPs are required for the Patches, I'll add them and reupload the file whenever Shurah finally uploads the update of IC and you have a chance to check them out. Those dependencies were entirely designed from your Patches Requirements page on the wiki. Since these are two new mods, they would have been missed.I really gotta start keeping my own wiki pages up to date, don't I?
TechAngel85 Posted November 29, 2015 Posted November 29, 2015 On 11/29/2015 at 5:14 PM, EssArrBee said: I really gotta start keeping my own wiki pages up to date, don't I?
TechAngel85 Posted November 30, 2015 Posted November 30, 2015 High Res version has been uploaded to Nexus.
jakeslim Posted December 4, 2015 Posted December 4, 2015 (edited) Hello, first, can I say what an awesome development this STEP compilation is from the last time I used STEP (at least a year ago now I think) Something strange seems to have happened upon my installing the compilation though - once I'd selected all the installer options (hopefully correctly, I believe so anyway), I got the "this mod is already installed, do you want to replace / merge / etc" dialogue box from MO. That was already a bit weird, and not knowing what to do I picked "merge" just out of habit mostly. Anyway, a new mod did not appear in the LH pane of MO at the bottom of the priority order as it usually would, although I suppose that is because I merged - question is, into what existing mod did I merge? I did have a new esp for the STEP extended patch. Am I being really stupid here? EDIT: about three seconds after posting this, I thought that maybe I'd merged with the STEP optimised vanilla textures as they have the same mod ID? Seem plausible? Also any way to check this, and if that is indeed what happened I assume I need to reinstall both? Finally, if that was the case, I'd suggest putting an info message somewhere to cover this for future users (yes, it was stupid, but also veeeery easy to do) EDIT2: confirmed that I merged with the STEP optimised vanilla textures. Reinstalled both. Edited December 4, 2015 by jakeslim
EssArrBee Posted December 4, 2015 Posted December 4, 2015 Just check the name you're installing the mod under and change it if you already have a mod with that name.
cccow Posted December 4, 2015 Posted December 4, 2015 Is it normal for TES5 to report this on an error check? It seems to run through all the affected plugins (Skrim esm, NEChildren, BOYD) so I guess it is intentional or my Skyrim esm has got fuddled up. Reveal hidden contents [00:00] Checking for Errors in [CC] STEP Extended Patch - No ELE.esp[00:00] DB06 "Breaching Security" [QUST:0001EA55][00:00] QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> [00:00] QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Script Fragments Quest \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> [00:00] QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Script Fragments Quest \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> [00:00] QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Script Fragments Quest \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> [00:00] QUST \ Objectives \ Objective \ Targets \ Target \ QSTA - Target \ Alias -> [00:00] QUST \ Objectives \ Objective \ Targets \ Target \ QSTA - Target \ Alias -> [00:00] QUST \ Objectives \ Objective \ Targets \ Target \ QSTA - Target \ Alias -> [00:00] NPCOWhiterunNazeem&AhlamSleepHome22x8 [PACK:CC000816][00:00] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> [19033220] < Error: Could not be resolved >
Greg Posted December 4, 2015 Posted December 4, 2015 I think that error in Skyrim.esm is normal. At least I remember seeing this same error in my Skyrim.esm as well.
DoubleYou Posted December 5, 2015 Author Posted December 5, 2015 Quote [00:00] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> [19033220] This would seem to be a problem. You sure all your mods are up-to-date?
EssArrBee Posted December 5, 2015 Posted December 5, 2015 There are multiple errors in Skyrim.esm. Leave them alone they don't mess anything up.
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