EssArrBee Posted December 18, 2015 Posted December 18, 2015 With AICIO updating today, I'll have the STEP Patches updated tonight. Your game won't explode until then.
TechAngel85 Posted December 18, 2015 Posted December 18, 2015 Cool. I'm currently adding a bunch of the mods in testing to my personal setup to be testing them out. Updating the OPs as necessary.
Nebulous112 Posted December 18, 2015 Posted December 18, 2015 On 12/18/2015 at 7:07 PM, EssArrBee said: With AICIO updating today, I'll have the STEP Patches updated tonight. Your game won't explode until then.Nice! New Immersive Citizens and a new version of the STEP patch. You guys must have known that I'd run all my patches and try to call my setup "final" for my new playthrough last night, didn't you? ;-) Oh well, I am excited for the new and shiny! I assume the STEP patch will have the EBQO-CRF patch hotfix included (from the EBQO page)? That was the one thing I omitted because I wasn't sure how to install it with the compilation. Thanks for the quick patch update on the heels of the Immersive Citizens update, Ess! :-)
EssArrBee Posted December 18, 2015 Posted December 18, 2015 With a lot of authors having returned to modding for Fallout 4, I'd bet we could get permission from many of them for their older mods now. I'd like to get some of the smaller textures and meshes into the compilation.
TechAngel85 Posted December 18, 2015 Posted December 18, 2015 On 12/18/2015 at 7:41 PM, Nebulous112 said: Nice! New Immersive Citizens and a new version of the STEP patch. You guys must have known that I'd run all my patches and try to call my setup "final" for my new playthrough last night, didn't you? ;-) Oh well, I am excited for the new and shiny! I assume the STEP patch will have the EBQO-CRF patch hotfix included (from the EBQO page)? That was the one thing I omitted because I wasn't sure how to install it with the compilation. Thanks for the quick patch update on the heels of the Immersive Citizens update, Ess! :-)I had been holding off to start a new game until ICAIO was released. Now I'm getting a bunch of mod that are in testing added to a profile. On 12/18/2015 at 7:46 PM, EssArrBee said: With a lot of authors having returned to modding for Fallout 4, I'd bet we could get permission from many of them for their older mods now. I'd like to get some of the smaller textures and meshes into the compilation.Get to asking!
TechAngel85 Posted December 18, 2015 Posted December 18, 2015 Ess, I think the patches need to be loaded after Non-essential Children's plugin. We're not directing our uses to give the patches a priority now and I've been looking around in xEdit. It seems LOOT puts the patch above Non-essential Children and it's causing some overwrites that don't look desired. Note that I'm using the Extended Non-ELE patch and I am filtering for conflict losers in xEdit. EDIT:Looks like there are a few others:NARCWhatever Paralyze.esp if front.
EssArrBee Posted December 18, 2015 Posted December 18, 2015 Simple fix is to make the non-ELE patches have the same name as the other ones. This will make LOOT sort them properly. Would have to change up the package structure a little for that.
TechAngel85 Posted December 18, 2015 Posted December 18, 2015 Whatever is easiest. If you change the directory structure, don't forget to update the FOMOD. There's a ReadMe file I've put on the Copy Share to note any changes.
EssArrBee Posted December 19, 2015 Posted December 19, 2015 On 12/18/2015 at 9:24 PM, TechAngel85 said: Get to asking! That was phazer's job. He may be busy though. May need a new minion.
EssArrBee Posted December 19, 2015 Posted December 19, 2015 Tech, if you are doing testing for new stuff then you can grab the Core patches from the Copy Share in the STEP Patches\2.2.9.2 v2 folder. EDIT: NVM, messed something up.
TechAngel85 Posted December 19, 2015 Posted December 19, 2015 V2? We've already updated the patches once, so wouldn't this be v3? Thanks, but don't need them. I'm using the Extended patches and forwarding any changes needed from the added mods to a custom patch. This helps me to get involved in the plugins a little more so a second pair of eyes is at least on them some of the time. I also do all my testing on an Extended profile, so should everyone else. If it doesn't work in Extended, then it's not going to work for Core. I wonder if our MTs even know how to do some basic patching for the mods they're testing? Speaking of, I didn't think about it until now, but I also found a few forwards between mods that needed to be made. These probably should be taken care of with the Patches...just don't remember what I forwarded. I'll note any future forwards to keep a record.
EssArrBee Posted December 19, 2015 Posted December 19, 2015 I usually have both profiles. I can't make the patches with only the Extended profile. If it's not forwarded then that's probably on purpose. Like there are some things from Relighting Skyrim I don't completely forward because it interferes with CRF. I always have N++ open and copy paste the formID's I mess with.
EssArrBee Posted December 19, 2015 Posted December 19, 2015 It's only V2 in Copy Share. This is the second update, but I made the first one 1.1, since it was super minor.
TechAngel85 Posted December 19, 2015 Posted December 19, 2015 Gotcha, my patch ended up fairly big. I'm going to redo it to note the forwards to see if they should have been in the Patches. I'm going to switch to the ELE version though because a lot of those forwards seemed to be lighting data. I noticed Cutting Room Floor is editing some light placements. I'm feeling RS should win the conflicts, but I'll ask JawZ before doing that.
EssArrBee Posted December 19, 2015 Posted December 19, 2015 Okay, I'm done with the updates. I put them in the 2.2.9.2d folder that way it corresponds to the compilation version on the Nexus that we will be using. I have to get up early tomorrow, so I'm not going to do the Nexus upload tonight. CRF should win all conflicts with just about any mod since it restores cut content. You don't want a light, that CRF moved to place a door, just floating over it.
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