SkyrimSE:1.0.0/changelog

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SkyrimSE:1.0.0/changelog

< All SkyrimSE changelogs | SkyrimSE:1.0.0 Guide

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NOTE

Changes to the live guide can occur at any time between releases, so review this changelog to see what may have changed since your 1.0.0 build date.

Post-Release Changes[edit]

A general review and further cleanup of the Guide has been completed (formatting, grammar, clarification of directions, etc.)

  • Reintroduced the support of the xEdit Output mod listing to capture xEdit Cache files (changes affect MO Profile Setup and xEdit setup instructions).
  • Removed tool installations and associated content from the Guide. They've been moved the the System Setup Guide.
  • Added additional instructions to initial BethINI setup to support the switch to the Lite version of Enhanced Blood Textures.
  • Updated xLODGen settings to clean up most the z-fighting (flickering) along the banks and shores in the distance.

03-Resources[edit]

Moved

04-Foundation[edit]

Updated

05-Animation & Physics[edit]

Updated

06-Models & Textures[edit]

Dropped / Replaced
Updated

09-Fixes[edit]

Moved

11-Gameplay-AI & Combat[edit]

Updated

12-Gameplay-Economy[edit]

Moved

20-Patches[edit]

Dropped / Replaced
Updated
  • Kryptopyrs Patch Hub | Changed instructions to download individual patches. Also added instruction to install a recent hotfix.

What's New[edit]

System Setup Guide[edit]

The System Setup Guide is an integral component of all Step mod-build guides and should be completed early as indicated in all mod-build guide instructions.

Changelog Format[edit]

The changelog format has been modified to improve readability, group like-changes together, and include more information about changes made. We hope these updates will help to improve workflow when updating to a new version.

Improved Guide Workflow[edit]

The workflow of mod-build guides has been revised to both reduce page length of guide pages and to facilitate simper updating from version to version. A great deal of consideration was given to the user experience. Step's updated mod-build guides require much less off-guide navigation, because mod installation instructions now make use of collapsible elements within the 'ModGroup' tables themselves.

New 'ModGroup' Tables[edit]

Mod are grouped together based on standardized, logical categories called 'ModGroups' that maximize differentiation while minimizing conflicts. These ModGroups are the same across all game-specific mod-build guides. This improves mod list organization while also reducing the need to hide individual mod assets; thus, improving workflow and reducing the potential for user error from missed steps.

Step Patches[edit]

Also see the forum topic.

Step CR Patch The main conflict resolution patch is required for the intended mod build to function properly. Mods on which the CR patch depends are indicated by a vertical green bar to the left of the mod name in ModGroup tables.

  • Hand built leveled lists.
  • Increases arrow speed to ~1.5x that of vanilla.
  • Increases the chances of recovering arrows from dead NPCs to 50%; vanilla is 33%.
  • Increases the time that passes during fast travel. It will be similar to the take it takes to walk the distance; time is accurate within 2-3 min deviation.
  • Reduces the distance NPCs will greet the player to 60; vanilla is 160. This prevents the constant NPC greeting while walking around cities.
  • Reduces the distance requires for NPCs to detect crimes to 2000; vanilla is 4000. This provides for more realistic gameplay as guards won't catch you as often from seemingly out of nowhere.
  • Reduces the maximum chance that NPCs can dodge projectiles to 66%, vanilla is 100%. This reduces the uncanny dodging abilities of hostile targets.
  • Reduces the game's timescale to 15; vanilla is 20. This results in longer day/night cycles.
  • Several bug fixes are also included from various mods with open permissions.

Step LW Patch The Lighting & Weather conflict resolution patch is required if the optional Lighting & Weather ModGroup is installed. Mods on which the CR patch depends are indicated by a vertical red bar to the left of the mod name in ModGroup tables.

Guide-Level Changes[edit]

  • Updated MCM sections for any mod updates.
  • Updated optional BethINI settings for the latest version of BethINI.
  • General refinement of text formatting and instructions throughout the Guide.

Mod-Level Changes[edit]

Legend[edit]

Added | new mod added (add these mods)
Moved | mod was moved to a new ModGroup (move these mods)
Updated | mod instructions updated
Incorporated | mod is included in the Step CR Patch (remove these mods)
Dropped / Replaced | mod was removed (remove these mods)

01-Tools[edit]

02-Extenders[edit]

Updated
  • SKSE64 | Modified to include instructions for manual configuration of the loader in MO, just in case MO doesn't pre-configure correctly for some reason.

03-Resources[edit]

04-Foundation[edit]

05-Animation & Physics[edit]

06-Models & Textures[edit]

Added
Dropped / Replaced
The following mods were replaced by their SSE equivalents:
Updated

07-Sounds & Music[edit]

Updated

08-Character Appearance[edit]

Added
Dropped/Replaced
Updated

09-Fixes[edit]

Added
Dropped / Replaced
Updated

10-Gameplay-General[edit]

11-Gameplay-AI & Combat[edit]

Added
Dropped / Replaced

12-Gameplay-Economy[edit]

13-Gameplay-Immersion[edit]

14-Gameplay-Quests[edit]

Added

15-Gameplay-Skills & Perks[edit]

16-Interface[edit]

Added
Updated

17-Locations[edit]

Added

18-Lighting & Weather[edit]

Added

19-Utilities[edit]

20-Patches[edit]

Added
Dropped / Replaced
Updated

21-Post-Processing[edit]