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Mod and ESP Priority:
- Mod Priority is the order of the mod in STEP's installation.
A - Script Utilities
C - Gameplay
E - Sound
G - Fixes
B - Textures/Graphics
D - Content
F - Interface
- ESP Priority is obtained by running BOSS through the Mod Organizer.

[02/25/2012]

Weapons and Armor Fixes -
- Mod Priority: 154
- ESP Priority: 42 (Main) & 43 (... - Hacks.esp)

v2.03:
  • Imperial Helmets now properly considered Heavy Armor.
  • Headman's Axe is now properly considered a Battleaxe.
  • Fix Morokei mask description.
  • Fix mistake I made concerning Iron Daggers draw/sheathe sound.
  • Cleaner .esp file (should be very close to being a standard .esp file now, and possible is 100% standard).


  • Skyrim Coin Replacer -
    - Mod Priority: 93
    - ESP Priority: 47

    v1.6:
  • Fixed "Hail Sithis" bug (thanks eMWu).
  • Reduced Harald drop rate by about half.
  • Increased amount of Haralds needed to make a Silver Ingot to 40.
  • New Script allows coins to have weight but also be picked up in stacks like Arrows/Gold (thanks algaeb).


  • Hvergelmirs Armor Retexture -
    - Mod Priority: 67

    v1.7:
  • Released the complete Fur armor set.


  • Static Mesh Improvement Mod -
    - Mod Priority: 18

    Note: Also install the 02 Vanilla Barrel Textures, 05 Food, 06 Signs 3D Rings, and 07 Whiterun Drawbridge 3D Rings files.

    Manual Installation Note: Textures\architecture\farmhouse needs to be overwritten by AOF Farmhouses.

    v1.09:
  • Archery Target and Target Tripod meshes have been SMIM'd, that is to say they now look awesome instead of BBB (blocky, blurry, and bad).
  • Changed the Whiterun Drawbridge rings to be steel colored to match vanilla. Thanks to the users for making me go fix this. Har har.
  • Actually fixed the glowing bottom stump texture for furniture this time. Forgot to save it as DXT1 last time. Forgive me world!
  • Minor changes to clutter furniture and dresser textures for better alignment. Not perfect yet.
  • More customization options added. All the 3D rings stuff can now be optionally disabled for less powerful machines. The "Core" files are now the less graphically intensive stuff.
  • Made the .txt readme way more awesome with cool 3D headings, yes, even .txt files are better in SMIM!
  • 11 comments:

    1. Hey Farlo, any idea where "The Epic Sounds of Archery" went? I have the mod but it has disappeared from the Nexus as far as I can tell.

      Also have you checked out "Better Dynamic Snow"
      skyrim.nexusmods.com/downloads/file.php?id=10383

      yet? I am about to step into the game for the first time with it on. High hopes haha.

      ReplyDelete
      Replies
      1. If it's not on the Nexus then I don't know where to get it, sorry :(

        The dynamic snow is a bit of an improvement, although not by much. It' not the mod's fault though, Skyrim's method of painting the texture on really sucks.

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      2. Yea, I have to admit the change is not as drastic as I would have hoped. I wonder what the solution for poorly painted textures could be. Probably just a better job integrating them into a game engine.

        Also, I still have the sounds of archery mod. I just wondered if you might know if or why it was removed. Thanks for responding :D

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      3. Where can i get Weapons of the Third Era as it is currently set as hidden?
        Or should I just use "Weapon Speed Overhaul with Wot3E and WAF" at this link?
        http://skyrim.nexusmods.com/downloads/file.php?id=7875&navtag=file/images.php?id=7875&tab=3

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      4. If it does contain Wot3E then I don't see why not.

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    2. Farlo whats your opinion about Deadly Dragons? I think im gonna add it. you still hv
      C2) Comprensive gameplay mods:
      C3) Hardcore gameplay mods:
      empty hehehe

      ReplyDelete
      Replies
      1. I haven't done much testing with it, but I did fight a couple dragons in Whiterun and they are REALLY hard! I do usually play with PISE though, so that doesn't help. An easy way t test is to use Mod Organizer, that way you can enable and disable it with a single click if you don't like it.

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      2. just installed PISE i got 178 mods on lol and thx for STEP i wouldnt have skyrim so organized without your Tuto :)

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      3. STEP isn't mine by any stretch, I'm just taking care of this site. The real thanks goes to TheCompiler.

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    3. Farlo, a question about mods like Deadly Dragons and other mods that come with BSA files. Is it necessary to run them through the BSAOpt program or is that only for certain textures? I'm a little confused about when to actually use that tool.

      I'm adding a number of mods that add to the difficulty and realism and a number of them come with BSAs but very few/none do any texture changing or adding.

      ReplyDelete
      Replies
      1. Quoting a response from before, basic answer is no, mods with content changes need the BSA.

        "It depends on the mod. In a very simplified way, the ESP contains the data about where objects, NPCs, and other stuff are in the game world, their attributes, etc. A BSA on the other hand is just a compressed file that contains any assets - such as textures and meshes - the game uses.

        In the case of Skyrim HD the ESPs aren't needed simply because all they do is redirect the game to use the corresponding BSA. This should be true for any other mod that simply replaces assets (such as other HD mods), but if there's actual content associated the mod then you'll need the ESP and the BSA intact since the ESP will expect the BSA to be there. I'm not 100% sure, but I don't think the engine is smart enough to check the loose files instead, and if an ESP can't find it's associated BSA then the game either crashes or something breaks."

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