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How Compatible is Sexlab with STEP Guide 2.2.0 for SSE?


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Posted (edited)
59 minutes ago, LeoninJesterXII said:

Simple question:

 

How compatible are CBBE and SexLab with this mod guide: https://stepmodifications.org/wiki/SkyrimSE:2.2.0

 

There's nothing mutually exclusive.  STEP is a solid base to build from for a game without Sexlab as its focus.

 

It might help to consider two different ways of setting up a modded Skyrim experience:

1) Skyrim with sexual elements added to it.  STEP is a good starting point for this, adding Sexlab after the STEP setup (and benchmarks) are established.

2) Skyrim as a sex/dating/BDSM/slavery simulator in a well-fleshed-out fantasy RPG.  For that, you'd rather be using Sexlab-based starting guides found on this site.

While you could mix these two, you only have so much computing power, so many mod slots, etc.

Edited by Seijin8
Posted
54 minutes ago, Seijin8 said:

 

There's nothing mutually exclusive.  STEP is a solid base to build from for a game without Sexlab as its focus.

 

It might help to consider two different ways of setting up a modded Skyrim experience:

1) Skyrim with sexual elements added to it.  STEP is a good starting point for this, adding Sexlab after the STEP setup (and benchmarks) are established.

2) Skyrim as a sex/dating/BDSM/slavery simulator in a well-fleshed-out fantasy RPG.  For that, you'd rather be using Sexlab-based starting guides found on this site.

While you could mix these two, you only have so much computing power, so many mod slots, etc.

I will say that space and memory are not an issue. I just wanted to get a solid, good-looking base before getting DCL and all its integrations set up.

Posted (edited)
1 hour ago, LeoninJesterXII said:

I will say that space and memory are not an issue. I just wanted to get a solid, good-looking base before getting DCL and all its integrations set up.

 

Okay, but is DCL intended to be the focus of your game?  If so, you don't need half the stuff in STEP because you'll never see it.

 

This isn't about computing power.  The throughput for scripts is limited by the game engine, not your CPU.

 

Edited by Seijin8
Posted
3 hours ago, Seijin8 said:

 

Okay, but is DCL intended to be the focus of your game?  If so, you don't need half the stuff in STEP because you'll never see it.

 

This isn't about computing power.  The throughput for scripts is limited by the game engine, not your CPU.

 

DO you have a recommended setup for a good DCL gameplay?

 

Posted (edited)
1 hour ago, LeoninJesterXII said:

DO you have a recommended setup for a good DCL gameplay?

 

 

Not personally.  I find those kinds of mods too restraining to gameplay (pun intended).

 

A few guides I've checked over the years that should assist (can't vouch for their current compatibility) are:

 

Best of luck.

Edited by Seijin8
Posted (edited)

I mean STEP isn't much of a guide anymore, in the same way that every guide in this community is not a guide, but a gigantic collection of everyone's favorite mods. And 95% of the stuff is optional.

 

Only difference is that STEP has:

1. Some quality control on what gets into the collection. 

2. A good wiki on how to configure some of the stuff in the collection.

 

So the only way sexlab could conflict with STEP is, if mods required by SL were incompatible with some of the core mods in STEP.

 

It isn't. I myself am running a STEP foundation - SMIM without ropes, Cat Land and -Weather - the usual. I just ignored 90% of the optional stuff in that "guide", because i don't want to run skyrim at 40 FPS. I want 75 FPS. So fuck all that bloat and teaspoons with 90000 polys. Fuck overhauls/megamods too: I want to play the game, not debug conflicts and search for compatibility-patches all the damn time.

 

What was the topic again? Oh right. Yeah, it's compatible.

 

EDIT: Just remembered something that may cause some headache. Z-fighting. You see with any NSFW mod you likely want to freecam closer to actors than you would in normal gameplay. Why does that matter? Well, skyrim has a setting for how close the camera can get to things, before it "clips through". The lower that setting, the closer you can get. BUT ALSO: The lower the setting, the more Z-fighting in the distance (mountain flicker and stuff). Now STEP really loves DYNDOLOD. And yeah, it looks great. But DYNDOLOD also increases z-fighting, compared to vanilla LOD. 

 

Long story short: If you go for DYNDOLOD, you might loose some hair over finding a good compromise between near clipping and distant flicker. You then will try to fiddle with settings and make things worse. Eventually one of two things will happen:

 

1. You give up and go back to vanilla LOD

2. You realize that DYNDOLOD is a bit of a scam: Yes it can render super-far horizons, but only at the cost of something else. That something else is either: A) Near clipping, B) Low FOV, C) Hide the artifacts in fog, therefore giving up those super-far horizons. But hey, at leased you still get more detailed mid-range LOD and no pop-in.

 

Me? I use DYNDOLOD strictly for pop-in elimitation and grass/trees up the horizon. The "distant" part in DYNDOLOD can go screw itself. So yeah i picked option C.

 

Edited by libertyordeath

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