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STEP v2.2.8 Official Bug Reports


z929669

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Add MoveitLWT.esp to that list above.

 

I tried external BOSS. Worked okay. The internal Sort feature for MO is not recognizing them, tho.

Stop using that, it is still new. Use real BOSS.

 

EDIT: when you make your 2.2.9 profile drop the move it dammit.

Okay. Still just looking over 2.2.8, tho.

 

I've just finished installing Core and everything seems to be good. Easy installation; however, I'm also no beginner but didn't find any outstanding issues. Running smooth at 60FPS. I did make a few notes:

  • SMIM - we need to determine if we want sails or no sails on the windmills. Will be updating over in the Anthology thread for this.
  • Skyrim Redesigned - desperately needs a FOMOD. I'll probably be making one for this mod later.
  • Traps Make Noise -  has several optional files that we should look at. Will be posting this over in Anthology as well.
  • A note should be added to the end of the guide in Post Installation to revisit the STEP Patches, active them, move them, where to place them, etc
I fixed a couple of things as I was installing. Noted them in the changelog. (just mod note updates)

 

I only ran into one issue. I was simply moving right along in my installation and noticed at some point there were files in the Overwrite folder. These were Meshes from some mod within the first three sections somewhere (estimation). I had absolutely no idea which mod they came from and the only why to find out would be to extract every archive until I found it. So I simply deleted them. :whistling: The other files in there were from Elys-AltF4 so those were easy to take care of because the files had the Elys-AltF4 name in them. It would be wise to note any mods that leave files in the Overwrite folder in the respective mod's notes so that users will not run into this issue and can handle the files right then and there before moving on with the STEP installation. I still don't know which mod the meshes came from, but when I do my reinstall on my new hard drive I'll be sure to pay closer intention and make a note in the mod's notes.

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  • Skyrim Revisited - desperately needs a FOMOD. I'll probably be making one for this mod later.
What? Skyrim Revisited isn't a mod...did you mean Skyrim Redesigned? Because if so, yea, it really does need a FOMOD. I had to restructure that whole mod myself and it took a little while. 
Sorry, that is what I meant. Will correct.


Racemenu's chargen.dll I believe. It makes backup .tri files they are useless unless you crash during character creation.

Yep! They were .tri files. We should instruct users on what do to with these files. The only three mods that created Overwrite files were Elys-AltF4, RaceMenu and the Bashed Patch.
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Is there a good fomod tutorial you know of? I want to write a couple myself' date=' but can't really find anything that isn't, "look at this example xml and figure the rest out on your own"...[/quote']

Unfortunately not because that is exactly what I did to learn the basics. It wasn't too different from XHTML so it was a quick study for me.

 

EDIT: I used SMIM as a reference when I learned.

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Yeah, I'm just looking at the fomod for BoS, but I was thinking that there was something like the tutorial/example that metallicow did for WizBAINs. That thing was seriously in depth. You could do almost anything with that installer and it is python-ish, so I approve of it over this HTML whatever-ness.

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FOMODs are usually quick and simple to make for most mods. Just grab a complex mod with an installer (such as SMIM or RW2) and start learning! If you already know HTML/XHTML/CSS, then it should be fairly easy and quick to pick up on. I think my first FOMOD took about an hour (maybe two) to create but that was because I was learning how to write them. The second one I created took literally no more than 10mins.

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Hello to all! First post here, so firstly I will like to thank everyone who's involved in this great project.

I just recently install STEP Extended and I found the below trivial "bugs".

 

Relatively to the "Quality Options" column of the guide:

  • Ultimate HD Fire Effects has both LQ and HQ versions
  • AMidianBorn Caves and Mines has no LQ version
  • HQ Snow has a HQ version
  • Terrain Bump has a HQ version
  • Visible Windows has a HQ version
  • Whiterun Trellis Redesigned has both LQ and HQ versions
  • 83Willows 101BugsHD has a HQ version
  • Natural Eyes has a HQ version
  • Better Circlets has a HQ version
  • Elemental Staffs has a HQ version
  • Shield of Ysgramor has a HQ version in the installer
  • Ultimate HD Torch has a HQ version
  • Deadly Spell Impacts has both LQ and HQ versions
  • Intricate Spider Webs - change HQ to LQ because there is no higher quality but there is a lower quality
Also in

  • XP32 Maximum Skeleton (Detailed instructions) - at 2nd bullet: the right page is "Dagger Placement" not "XPMS".
  • Vibrant Auroras missing a STEP recommended option (x2 or x1.5).
  • Thieves Guild Requirements clarification/recommendation of version to install (1.5 or 2BETA).
Finally I have a question about the bashed patch.

When building/rebuilding the patch, should we check every box for the "Merge Patches", "Import Names" and "Import Stats" in the right pane of the window. And if so, for the "Merged Patches" there are two esps "moveitLWT" and "Traps Make Noise" that will get merged. In Wrye Bash they appear with a cross inside their boxes afterwards (which I think means that the changes of the mods are merged in the bashed patch). In MO the two esps are deactivated automatically. Do we leave them like that?

 

That's all. Sorry for the lengthy post and again thanks to all for this great project and community!

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