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donttouchmethere

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Conglomerate 02 - Core Mods

 

✍️ Introduction:

This page is intended as an overview how to create a basic Setup before adding more Mods to a Load Order.

I call the listed Mod combinations "Core Mods", because they are the base - or minimal requirement - for most lewd Setups.

I just copied step by step what Mods I usually install first - followed by a functionality check ingame - before even thinking about adding anything else from LL or Nexus.

The blog was created with NMM mechanics in mind, but the overwrites (NMM, brutally overwrite files in skyrim/data) aka overrules (MO - left plane, Vortex) are the same for any mod manager.

 

The sequence the Mods are listed also give a clue about overwrites and also the position of related plugins in LO. If no additional information is given overwrite the early listed mods with the ones lower on this page.

 

? Goal of this Blog page:

  • Installation of basic Skyrim fixes, patches and useful mods in preparation for LL mods
  • Installation of all most basic LL Frameworks and requirements.
  • Repeatable steps that will work for any basic LO to prevent user error early on.
  • Indirectly create a checklist and source for the most basic Mods that go with everything or are requirements for related plugins.
  • ? Creating Checklists to keep the overview
  • ⚠️ It's strongly recommended to still read the individual mod descriptions instead of blindly installing everything


? Definition of the abbreviations can be found here: Conglomerate - Abbreviations and File Types

 

 

Index:

Step 01 - ⚙️ Core Vanilla

  • Vanilla Patches, Basic Requirements, FNIS, Tools
  • ⚙️Optional

 

Step 02 - ❤️? Core Sexlab

  • SOS, SL, SLAL, Tools, Patches

 

Step 03 - ☠️ Body

  •  ⚠️Chose only one route to install a body:
    • All-in-One HDT Animated Pussy 4.0
    • Body installation via separate Mods
  • ☠️ Optional

 

Step 04 - ? More Nasty Critters SLAL

  • MNC SLAL
  • Animated Beast's Cocks (ABC HDT)

 

Step 05⛓️ BDSM Frameworks

  • ? ZAP Animation Pack
  • ?? Toys & Love
  • ? Devious Devices 5.2
    • ? Optional

 

Step 06 - ?‍? Script Extender

  • PapyrusUtil
  • ConsoleUtil
  • Jcontainers

 

 

 

Step 01 - ⚙️ Core

⚙️ Core Frameworks and their Patches and Fixes:

Spoiler

Mods to install:

 

  • Unofficial Skyrim Legendary Edition Patch (USLEEP)
  • Recommend Fix: CritterSpawn Congestion Fix
    • Excinerus: "A fix for the bug spawner, clogging your script engine, causing stacks to be dumped and bugs to be spawned. "
    • Just tested and works!
    • SE download is compatible with LE
  • Optional: Unofficial Skyrim Modders Patch (USMP)
    • various fixes
    • overwrite USMP with newer mods or mods that modify certain scripts
    • includes among other fixes (v2.0):
      • Fix to Drain Health magic effects for Dwarven Constructs, Undead and Ghosts
      • better vanilla Freckles (also included in AIO-P)
      • Modern Brawl Bug Fix
  • Optional: Unofficial Skyrim City Patch (USCP) Reawakened
    • various fixes, maybe stabilizes FPS in cities
    • check the compatibility section
    • still testing
  • Optional: Skyrim Supplemental Patch
    • tries to fix what USLEEP missed
  • Optional: Quest Conflict Fixes 1.2
    • prevents vanilla Quests to get stuck if certain quest NPC die
    • prevents vanilla Quests from negating each other
  • Modern Brawl Bug Fix
    • only needed if USMP isn't installed
  • Fuz Ro D-oh
    • requirement
    • Support for unvoiced ingame dialogue
  • Optional: Immersive First Person View (IFPV)
    • works well with Sexlab Scenes for all players that dare to take a closer look
    • don't forget to toggle to helmet camera if the view clips too much or if everything is too far away (NUM4 by default)
  • SkyUI
    • requirement
  • UIExtensions
    • needed for AddItemMenu and various LL Mods
  • AddItemMenu
    • very handy tool to see and grab items in esp & esm, without the use of console
    • great to quickly test installed mods and to get items from mods that can't be found or crafted
  • RaceMenu
    • includes NIOverride (NetImmerse Override)
    • includes alternative to ShowRaceMenu Precache Killer
  • FNIS Behavior XXL
    • Optional: Animation Limit Crash Fix (SrtCrashFix)
      • The patch fixes the crash on game loading when you install too many animations with FNIS
      • removes the limit at which FNIS would CTD
      • retesting now
    • Optional: Animation Loading Fix
      • useful to stabilize the process of loading a game with FNIS XXL installed
        • I use it to prevent endless loading screens with FINS XXL
        • works reliable
    • ⚠️ don't use SrtCrashFix and Animation Loading Fix together, use only one. CTD if both are used! ⚠️
  • FNIS Creature Pack
    • Optional for SL creature animations
    • Requirement for MNC
    • ⚠️ FNIS Creature Pack v7.6 will show as "?" in SL, this can be ignored or use this fix: FNIS Creature Pack v7.6(FIX) data.7z
  • An alternative start mod, ⚠️choose only one:

 

⚙️ Optional:

Spoiler

Mods to install:

 

  • Activate Button Away
    • moves the activate text away from the center of the screen
    • no more annoying activate texts during the SL scenes while switching to free-camera
    • Highly Recommended
  • Better Dialogue Controls
    • Highly recommended
    • helps with bloated dialog boxes after adding multiple NPC interaction mods
    • Highly recommended for SLdialogues
  • Better Message Box Controls
    • makes life better if in fight with lots of pop up message boxes
    • control message boxes via keyboard
  • Immersive HUD - iHUD
    • Highly recommended
    • deactivate all those HUD elements if not needed
    • or just make them very opaque
    • get rid of the sneaking cross-hair in the middle of the screen
    • can also toggle all additionally installed widgets
  • Remove Recurring Messages
    • removes the annoying reminder messages
    • Highly Recommended
  • Rock Trap De-Lameifier
    • Highly Recommended
    • safer travels for your followers and slaves thru triggered rock traps
    • check out the other MonoMan1 tweaks!
  • Auto Unequip Ammo
    • Works on PC and Followers
    • no more constant Ammo container on your back
    • Alternative: Ammo Unequip on Sexlab Animations 1.02
      • ⚠️ don't use Bazinga's Version and the Nexus Version at the same time
      • will also remove ammo from any Actor that removes ranged weapons
      • Drawback: no MCM to add custom weapons and ammo
      • Option to add custom ammo via TES5edit: Also sprach Bazinga

 

 

 

Step 02 - ❤️? Sexlab

❤️? Basic Sexlab Mods:

Spoiler

Mods to install:

 

 

 

 

 

 

Step 03 - ☠️ Body

☠️ All-in-One HDT Animated Pussy 4.0:

Spoiler

Mods to install:

 

  • Body Slide and Outfit Studio
    • An easy to use tool for customizing bodies and outfits, creating new bodies and outfits, and converting outfits between body types.
    • Add presets and meshes for bodies like UUNP (Special)
    • doesn't add skin texture, but need one for previews
  • All-in-One HDT Animated Pussy 4.0
    •  ⚠️DO NOT INSTALL ANY CREATURE RELATED OPTIONS OF AIO-P IF YOU PLAN TO USE More Nasty Critters ⚠️
    • All mods installed mods so far can be overwritten by AIO-P
    • Main reason for using AIO-P is to create a Sexlab compatible body without knowing all the necessary details or to search for needed mods.
    • includes:
      • 10 pre-build Unified UNP Special bodies with HDT Vagina with XML attached to meshes in order to have collisions with hands, belly, schlongs
      • 10 pre-build CBBE bodies with HDT Vagina with XML attached to meshes in order to have collisions with hands, belly, schlongs
      • ? includes HDT Physics Extension
      • Skin textures for Humans, Khajiit, Argonians
      • Followers
      • various additional tools, meshes, textures
      • ...
    • Sneak Preview pictures of the AIO-P FOMOD for more details: AIO-P FOMOD

 

  • XP32 Maximum Skeleton Extended - XPMSE
    • overwrite ALL other mods installed so far
    • ⚠️ only overwrite XPMSE if a mod author asks for it in his mod description.
    • ? includes Realistic Ragdoll and Force
    • FNIS will show for XPMSE v4.60+: Skeleton(hkx) female: Unknown (126 bones)   male: Unknown (126 bones)
      • unless newer versions are installed of course
      • v4.60 was the last one that worked reliable, but by now there might be fixes out there for the newer XPMSE versions
  • Optional:
    • AIO-P files can be overwritten with:

 

☠️ Body installation via separate Mods:

Spoiler

Mods to install:

 

 

☠️Optional:

Spoiler

Mods to install:

 

  • SexLab Inflation Framework 1.2.2 beta
    • Framework for body-morphs
    • requirement for some mods
    • file needed: SexLab Inflation Framework 1.2.2 beta Installer.7z
    • works as a node to prevent conflicting body morphing if multiple mods try to change body scales
    • SILF patcher:
      • ⚠️ many if not all patches from SexLab Inflation Framework Patch Installer 2018.12.01.7z are outdated by now! ⚠️
      • ⚠️ some of the included patches overwrite mod MCM, which is bad if the patched mod got updated and has a new MCM! ⚠️
      • ? it seems I don't use any patches included in SILF Patch installer anymore and so far that seems okay.

 

 

Step 04 - ? More Nasty Critters SLAL

? MNC SLAL and Animated Beast's Cocks:

Spoiler

 Mods to install:

 

 

 

 

 

 

Step 05 - ⛓️ BDSM Frameworks

⛓️? Zaz Animation Pack v8.0 plus:

Spoiler

Mods to install:

 

  • Zaz Animation Pack V8.0 plus
    • ⚠️LL download is only a txt file. In the txt file you find the link to the real mod.
    • some devices need to be build in bodyslide (more sliders in the Bodyslide "unassigned" group)
    • ⚠️If NPC don't use whips activate the "GENDER Specific Animations" Patch in FNIS
    • ⚠️ Combat mods that overwrite 1h attacks can also break ZAP whipping (the combat mods should still work, just don't overwrite animation files)
    • ⚠️ Combat mods that add PC stagger can break ZAP furniture temporary idles (ingame)
    • ⚠️Don't combine various ZAP versions, only use one

 

 

 

 

 

⛓️?? Toys & Love:

Spoiler

Mods to install:

 

  • Toys&Love Framework   
    • By now not only a BSDM Framework, but something like a LL all in one Framework
    • everything is well documented and also has extensive troubleshooting solutions
    • In a Virgin's words: Toys&Love is three Frameworks in one... Bondage, Love Scenes, and Rousing.
    • Toys Family of Mods
      • all Toys connected Mods are listed here with links
    • Toys&Love Homepage
      • The whole Hompage is an interesting read

 

 

 

⛓️ ? Devious Devices v5.2:

Spoiler

Mods to install:

 

  • Devious Devices 5.2
  • ⚠️ Don't combine DD Framework versions
  • ⚠️ DD 5.2 is AIO, means DDa, DDi, DDx are already included and all patches for BRRF and DD for him
  • ⚠️ Don't use the single downloads to install DD4 with the DD5 AIO installation

 

 

 

 

 

 

⛓️? Devious Devices v5.2 Optional:

Spoiler

Mods I can't count as directly DD Framework effecting/patching/fixing, but that add directly to the Frameworks immersion/functionality without adding any quests/stories or similar:

 

  • NPC Support:
    • Better NPC Support for Devious Devices
    • fixes issues with DDs on NPC and gives them a chance to escape
      • Kharos:
        • Restore missing effects after NPC is reloaded by the game engine (for example after loading screen).
        • Restore missing effects after NPC's inventory has changed (for example after player giving new equipment to follower).
        • Prevent bound NPCs from using weapons and spells in combat; they will use bound combat if enabled in Devious Devices settings.
        • Allow manipulation of some NPC devices (insert/remove panel gag plug, link/unlink DCUR rubber gloves with D-links).
        • Escape system: If enabled in MCM this allows NPCs to struggle and maybe escape their devices.

 

  • Device effects:
    • Devious Training 2 v3.6 (DT2)
      • makes DDs more punishing by adding effects
      • adds DD training
      • helps to control walking speed and inventory weight
      • body morphs from wearing DDs
      • ? highest training effect is applied if wearing devices in combat
      • Consists of following components:
        • Devious Training Core - Devious Training Core 3.5.zip - Main Mod

          Devious Training Textures - Devious Training Textures 3.0 Beta.zip - additional textures, also can be used with Slavetats directly
          Devious Training Martyr - Deviouis Training Martyr 3.6.zip - Extra skills after some painful DD training
          Devious Training Mayhem - Deviouis Training Mayhem 3.6.zip - the body morphing part

    • Devious Body Alteration (DBA)
      • changes your body depending on worn DDs
      • changes body-weight depending on worn DDs
      • changes walking speed depending on worn DDs
      • ? registers any heeled boot for walking speed modification, just in case you wondering why those small heels on your armor cause you to slow down
      • it's scripts routines are faster than the ones of DT2, but it also misses some interesting effects from DT2. It is possible to combine DT2 and DBA, more about that here:
    • DT 2 & DBA Combo
      • To get the body-morph effects from DBA and the punishing/training effects from DT2 both mods can be combined. To do that install the following parts of those mods:
        • Devious Training Core - Devious Training Core 3.5.zip
        • Devious Training Textures - Devious Training Textures 3.0 Beta.zip
        • Devious Training Martyr - Deviouis Training Martyr 3.6.zip
        • Devious Body Alteration - Devious Body Alteration v1.5.zip
    • SexLab Disparity 14.4

      • One mod to add/modify all/any DD effect and body morph

      • Pro: absolute freedom to modify your DD experience

      • Contra: you might get lost in MCM settings for hours or days

 

  • More Devices:
    • LRG_Gasmask_1.0
    • PetCollar
      • unique collar with special effects
      • PetCollar effect can also be added without it's collar
    • Kziitd's XXX Toolset
      • aka: how to make installing devices complicated
      • ⚠️ might conflict with face expression from other mods
      • mod consists of
        • 1679344988_1.KziitdXXXToolset_DD5Main.7z
        • KziitdXXXToolset DD5 script Update.7z
        • 434524576_2.KziitdXXXToolsetDD5BS1.7z
        • 1309138999_3.KziitdXXXToolsetDD5BS2.7z
        • 4. KziitdXXXToolset DD5 Eng esp.7z
          • ⚠️ In case the gagged face expression isn't working install:
            • 5. KziitdXXXToolset Facial Animation.7z
    • Kziitd Feitsh Set - Bdsm Maid
      • Requires Kziitd's XXX Toolset to be installed
      • mod consists of:
        • 2080303704_1.KziitdFeitshSet-BdsmMaidDD5Main.7z
        • 2. KziitdFeitshSet-BdsmMaid DD5 En Esp.7z
        • KziitdFeitshSet-BdsmMaid DD5 Update Script.7z

 

 

 

 

Step 06 - ?‍? Script Extender

?‍? PapyrusUtil, ConsoleUtil, JContainers:

Spoiler

Mods to install:

 

  • PapyrusUtil - Modders Scripting Utility Functions
    • overwrite all
    • ⚠️never let any mod overwrite it
      • some mods come with older versions, don't let them overwrite the newer version!
        • Sexlab Framework
        • Simply Knock
        • Campfire
  • JContainers
    • overwrite all
    • ⚠️never let any mod overwrite it
    • Requirement for MNC SLAL and Creature Framework
    • ? in case JContainers gets removed from Nexus again, here the alternative: SilverIce's JContainers at GitHub ?? 
      • GitHub: press on Code > Download zip
  • ConsoleUtil
    • overwrite all
    • ⚠️never let any mod overwrite it
    • Needed for:
      • Inte's SUM (Skyrim Utility Mod)
      • DDi black fog blindfold effect (option in DDi MCM)
      • NFF (Nether's Follower Framework)

 

 

 

Edited by donttouchmethere

154 Comments


Recommended Comments



Hey donttouchmethere,

 

I saw you many times on different LL's topic and was curious about your signature so I clicked on it.

Well, good job it will certainly useful for someone new or willing to restore Skyrim.

Personally, I use a simple TXT file where all my mods are installed, explained and sorted by date. (I knew at the beginning it will be mandatory) and it's a life savior ! (I learned to NOT "Overwrite - Yes to All" ?)

 

I might check one day your whole post when installing from scratch again Skyrim; it must have been really time consuming to write all of these things with some annotations to specific files in mods.

Again, good job :D 

Link to comment
54 minutes ago, tholos said:

(I learned to NOT "Overwrite - Yes to All" ?)

That one took me a while to understand ?

After I understood that, my game all the sudden became more stable and I had less glitches ?

 

54 minutes ago, tholos said:

it must have been really time consuming to write all of these things with some annotations to specific files in mods.

The time consuming part is to follow all topics about news and collect the patches.

Even more time consuming is to test and use all those mods.

The worst part to overcome, to get the blog running, is procrastination :classic_blush:

Link to comment
45 minutes ago, donttouchmethere said:

Maybe you explain me what exactly "overwrite order" for MO means. Although I guess it's the same as with NMM overwriting files physically.

I guess: Not really. But a bit. :classic_wink:

I try it in short:

 

MO has basically two structures to organize your mods, the famous left pane and right pane.

The right is where you order the esm/esp  (and  a bit more, but I simplify it here)

 

The left is where you prioritize the mods and their "virtual" overwriting behaviour in general.

Mods with low priotity numbers (upper end) get virtually overwritten by lower mods (higher priority numbers)

 

Always the last one is the "overwrite" folder. It wins always.

By default, it is empty. But whenever a tool or something else generates anything that is not "installed" the usual way, it ends up there.

E.g. the CrashFix dump is generated there.

E.g. your FNIS output ands by default in there. (Yes you can do something about it, but I simplify again)

 

Now, the human task is to have a look at that "overwrite"-folder and do something with the stuff in there. E.g. whenever I run FNIS I take the content and create a new "mod" called "FNIS-output" and place it with the highest priority.

In short => keep it empty

 

You COULD skip that cleaning-up part, but sooner or later it gets filled like a trashbin and you have no idea anymore what that crap is in there and where is it from. Basically like looking at the NMM result, without having the UI at hand to explain to you how you got into that mess.

So, indeed it is overwriting everything in there physically. That's why it is so scary to ignore it.

The whole point of MO's philosophy is that nothing gets physically overwritten and everything is done vitually on the logic level and  by human-controlled rulesets.

 

 

Link to comment
31 minutes ago, donttouchmethere said:

The worst part to overcome to get the blog running is procrastination :classic_blush:

I have no idea what you are talking about :classic_angel:

.

..

...

:classic_blush:

Spoiler

But I have an excuse. .. a few, in fact. :mask:

 

Link to comment
25 minutes ago, worik said:

The whole point of MO's philosophy is that nothing gets physically overwritten and everything is done vitually on the logic level and  by human-controlled rulesets.

Well I don't do anything differently with NMM, just not so cumbersome.

The rule-set is in my mind... I hope... mostly ?

I would say the MO way helps if not much experience is at hand, but only if ppl understand why they want to let a mod win or not. Same with the famous NMM "overwrite yes no" popup.

I think it should be easier to experiment with MO, but now that you told me about that overwrite folder I'm not so sure anymore ?

 

Link to comment

Basically instead of having to specifically specify what can overwrite what with MO2 you have an "install order" in addition to the normal load order. The later on the "install order" a mod is the more it overwrites in case of conflicts.

Since nothing is actually overwritten you can change the "install order" at any time without having to reinstall the mods involved.

Link to comment
1 hour ago, GGDX said:

Basically instead of having to specifically specify what can overwrite what with MO2 you have an "install order" in addition to the normal load order. The later on the "install order" a mod is the more it overwrites in case of conflicts.

Since nothing is actually overwritten you can change the "install order" at any time without having to reinstall the mods involved.

Now I get it, okey yes for the blog that would be helpful to show a MO install order, because I can't see it in NMM.

But it's not that hard for the mods posted here, especially the way I sorted them.

Basically I wrote the mods down like I install them in NMM and how I physically overwrite them.

If mods have special conditions I wrote am advice.

Like that it is possible even with MO to install the mods in the right order in "install order"

 

Link to comment

now you did it I need to move one mod down then =D

 

Also why do I only get a notification if worik writes something in here.

 

You're invisible to Notifications @GGDX ?

Link to comment
36 minutes ago, donttouchmethere said:

Like that I is possible even with MO to install the mods in the right order in "install order"

That's the point. The sequence of installation is completely independent from what is overwriting what else and in which sequence it is loaded into the game.

 

As soon as I realized that in 2013/14 I was immediately convinced. (plus that it NEVER touches my Skyrim installation folder) :classic_happy:

Link to comment
8 minutes ago, donttouchmethere said:

So MO doesn't even need a working LO anymore right ?

No no. It needs a functional LO (That's managed on the right pane). I just meant that the installation sequence is independant!

You can do each administrative task in which order you like, as long as you don't start the game.

 

That's like:

Install a mod, sort it into it's proper sequence, try it in a test game.

No? Doesn't work, ok, just re-sort it.

Install another one.

You can do all these "management" tasks in which order you like.

 

The only thing that counts for the game is the priority order (left) and load order (right) in the very second that you press the "start game" button.

 

Link to comment
16 minutes ago, worik said:

No no. It needs a functional LO (That's managed on the right pane).

Sorry that was ironic ?

 

I just wonder why GGDX wants a install list if it is that easy to manage one with MO ?

Link to comment
27 minutes ago, worik said:

The only thing that counts for the game is the priority order (left) and load order (right) in the very second that you press the "start game" button.

Okay, to recap:
MO simulates an overwritten mod via left plane sort order
MO Load Order is sorted via right plane
MO adds later generated mod files as overwrite to the left plane
Overwrite simulates a mod that will overwrite all other mods via left plane sort order

Link to comment

But that means you have to sort the right and the left plane every time you add new mods.

This also means you have to check that overwrite folder every time you rebuild FNIS and also bashed patch?

You have to always find out why stuff ends in the overwrite folder.

It's not possible to sort the left plane with categories.

You are busy for hours with the left plane if you add too many mods in one go.

You still have to think where the right place in the left plane is or do try and error for hours (what you can).

All that because of a "donttouchmyskyrimfolder" paranoia ?

Link to comment
35 minutes ago, donttouchmethere said:

But that means you have to sort the right and the left plane every time you add new mods.

Yes.

I always make sure to know where I place my new mods. Right pane => Loot can help

36 minutes ago, donttouchmethere said:

This also means you have to check that overwrite folder every time you rebuild FNIS and also bashed patch?

Basically yes, but some tools can be configured to be MO aware. One manual step less in that case.

37 minutes ago, donttouchmethere said:

You have to always find out why stuff ends in the overwrite folder.

No. The "why" is of no concern. And it's predictable! Not random :classic_happy:

38 minutes ago, donttouchmethere said:

It's not possible to sort the left plane with categories.

It is. MO1 limited, but I heard MO2 gets better at that end. (someone else should comment on MO2)

For my MO1, I have created "sections" (not categories, but that's like counting beans) I place (categorize) each new mod, by the idea int which section  it belongs.

39 minutes ago, donttouchmethere said:

You are busy for hours with the left plane if you add too many mods in one go.

No :classic_happy: A matter of 15 seconds per mod at maximum. Still it needs a verification (test in game) if all assumption were right. But since I switched my sucessrate is > 90%

41 minutes ago, donttouchmethere said:

You still have to think where the right place in the left plane is

Yes. But an error can be made, tested and corrected in a blink. It has no further consequences as long as you don't save a broken game file with the error in it.

 

 

 

Link to comment
13 minutes ago, worik said:

Yes.

Thanks!

This confirms some of my prejudices, but also reduces a lot of the misunderstandings I had about MO. :classic_sleep:

 

(where is that stuck-up smiley face?)

Link to comment

If I add a new mod, it's the basic question "where do I insert it".

So it's never a complete "re-sorting of everything". And in >95% of all new mods the order psotion between left and right is corresponding => less work :classic_happy:

That's what I do for 3 years now with the same fundamental structure since then.

 

Practical example:

Spoiler

My main game is still on an older POP version pre SUM

But once I find the time, I will update POP so I will have to insert SUM in my installation.

  1. Estimation: it belongs to the underlying universal tools (it's an esm anyway)
  2. LEFT: so I place it in my "Utilities" section. And if I am not any smarter, I do it in alphabtical order there.
  3. activate it (left)
  4. Immediately check if it overwrites anything on file level or gets overwritten (automatically done by MO) => if in doubt, check with the author, if it does.
  5. RIGHT: place it in comparable order on the right. (could double check with Loot, but, HEY? WHAT? I am experienced :wacko: )
  6. activate it (right)
  7. Clean mod, check with the author if the cleanup reports anything.
  8. Check in TES5Edit if it does anything on the object level that  I should know
  9. update my Perkus Maximus ignore-file
  10. test in a test game
  11. test in my real game
  12. done :classic_happy:

 

Link to comment
On 3/27/2020 at 11:44 AM, donttouchmethere said:

But that means you have to sort the right and the left plane every time you add new mods.

This also means you have to check that overwrite folder every time you rebuild FNIS and also bashed patch?

You have to always find out why stuff ends in the overwrite folder.

It's not possible to sort the left plane with categories.

You are busy for hours with the left plane if you add too many mods in one go.

You still have to think where the right place in the left plane is or do try and error for hours (what you can).

All that because of a "donttouchmyskyrimfolder" paranoia ?

I use MO2. When I activate a mod a symbol shows if it overwrites any other,  or if it is overwritten by any other, or if it is completely replaced. If the symbol does not appear I do not worry.

If it does appear then I select the mod and the mods that overwrite/are overwritten are highlighted in red or green respectively. I scroll to these mods and decide the files of which mod I want to keep. I drag the mod into the appropriate position. It is a matter of seconds. If I reconsider it takes just another quick mouse drag to change.

Thanks to profiles I can have both versions side by side, each with its own savegames and ini files without having to duplicate the install.

 

Thanks for the blog post. I found some very useful suggestions I wasn't aware of.

 

BTW XPMSE on nexus is version 4.71. The LL download only has 4.67.

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27 minutes ago, ContentWarned said:

BTW XPMSE on nexus is version 4.71. The LL download only has 4.67.

Thx for the hint and further explanation how MO works. ?

 

Will change the link then.

 

 

Just for me to remember:

> XPMSE link change

> Warning for AIO-P not to install any creature files if MNC will be installed

> adding DDe as DD removal scarpel

> add some emoji's to the main files (helps maybe to keep the overview)

> more detailed AIO-P install instruction (got a bit lazy there) (for example choose zero sliders if custom preset will be used)

> bakafactory file removal before I get angry mod authors on my tail

 

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Quote

⚠️ don't use SrtCrashFix and Animation Loadingfix together, use only one. I got CTD if used both (needs confirmation)

The description os SrtCrashFix says this:

 

Quote

Q: What's the difference between the patch and Animation Loading Fix v1.1 (LE)?
A: Animation Loading Fix (since v1.1) changes movsx -> movzx instruction, what doubles the existen limit of numStaticNodes. A crash or unpredicted behavior still may happen when you will have more than 65535 numStaticNodes (instead of 32767) using the Animation Loading Fix solution.
This patch always put 0 instead of incorrect value to the numStaticNodes register, what always help to cure the CTD and frees CPU from additional work.

I don't understand this but it certainly sounds like one wouldn't use them together.

 

Also, I suggest using something to get rid of naked comments and greetings. That's just something that's out of place in a sexy Skyrim.

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3 hours ago, ContentWarned said:

I don't understand this but it certainly sounds like one wouldn't use them together.

Need tested confirmation

 

3 hours ago, ContentWarned said:

Also, I suggest using something to get rid of naked comments and greetings. That's just something that's out of place in a sexy Skyrim.

I feel the same.

So far I didn't change anything about the comment system, because many LL mods relay on that.

I'm not sure if a comment gets removed by only removing the text, or if also the time is lost while the naked comment was executed without any other comment or "hello" event taking it's place or if even mods trigger if the naked comment would have been triggered.

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I can contribute a little bit, regarding this section: 

 

"Optional: Animation Loading fix

  • don't use it to go over the FNIS animation limit
  • useful to stabilize the process of loading a game with FNIS XXL installed
  • ⚠️ don't use SrtCrashFix and Animation Loadingfix together, use only one. I got CTD if used both (needs confirmation)"

ALF and Srt used to solve different problems, until ALF was updated and covered the same problems Srt solves as well (but more sloppily.) So the absolute best way to fix both problems is to first install ALF version -->1.0<-- and then install Srt, it will overwrite nothing and both fixes will be applied optimally with nothing lost (Srt just handles that part now, which is overall better.)

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Also another thing that's not very well known, but extremely useful for script heavy games (e.g. a sexlab playthrough) is:

Critter - Simply script fixes (6.02) https://www.nexusmods.com/skyrim/mods/76139?tab=files.

 

Basically a tech wizard optimized family papyrus scripts for small vanilla insects; moths, dragonflies, fireflies, bees and fish. They have exactly the same functions, but with less bloat/load on your papyrus. Compatible with literally everything (yes even if you want to fuck those small vanilla insects haha.)

 

*Just for clarity, fully compatible with MNC, Horny creatures, Creature framework, aroused creatures etc, ALL of those type of mods, they don't touch the same things.* 

 

Bethesda had some sloppy code that causes more than needed papyrus load, this fixes it.   

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36 minutes ago, firepunch1 said:

So the absolute best way to fix both problems

. . . is to use Load Game CTD Fix and Srt Crash Fix. That way you have two tools performing two different functions with no overlap.

 

Also ALF is just a dll so how can srtCF overwrite it with a differently named dll?

 

I use Critter Simply Script Fixes and it is a nice little mod which makes insects slightly larger and I think produces a few more of them in a given spot.

It is not a mod which is going to have any sort of major impact on Papyrus load and to be fair the mod author does not claim it will.

As for the author being "a tech wizard" -

"Since v5.5 my script improvements are very stabile and the result of two years papyrus learning, almost trial and error".

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1 hour ago, Grey Cloud said:

. . . is to use Load Game CTD Fix and Srt Crash Fix. That way you have two tools performing two different functions with no overlap.

 

Also ALF is just a dll so how can srtCF overwrite it with a differently named dll?

 

I use Critter Simply Script Fixes and it is a nice little mod which makes insects slightly larger and I think produces a few more of them in a given spot.

It is not a mod which is going to have any sort of major impact on Papyrus load and to be fair the mod author does not claim it will.

As for the author being "a tech wizard" -

"Since v5.5 my script improvements are very stabile and the result of two years papyrus learning, almost trial and error".

I would never use Load Game CTD Fix as it has a small FPS impact, when ALF 1.0 solves it without FPS impact. 

ALF -->1.0<-- (not newest) and Srt performs two different functions with no overlap already.. More information available here: 

And I'm literally saying there is no overwrite... so not sure what your point is there.

 

Critter simply script fixes does not make insects larger or anything like that; "Vanilla critter spawn in skyrim has very poor performance, it damages our papyrus viability, and may lead to problems in some cases, especially for heavy scripted skyrim." It's a redone architecture fixing these issues. If you don't think someone re-doing the entire architecture used by vanilla insects to be less papyrus heavy is impressive, then that's fine, I guess.

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