Conglomerate - Start a new SL modded game
Conglomerate - Start a new game SL modded game
This is how I usually start a mod heavy game in Skyrim LE for max success:
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Start a new game
- In Alternate Start – Live Another Life or a comparable alternative start
- Reason: avoid vanilla Skyrim intro, give mods time to load
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After choosing your race and appearance wait for all mods to load
- Just wait and watch the mods do their thing (wait till there are no more screen messages)
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MCM > Sexlab > start Sexlab ingame installation
- leave MCM and wait till Sexlab is ready
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MCM > Sexlab > activate Creature animations
- leave MCM and wait till SL animations are loaded (wait for screen message)
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save
- do not use quick saves, make manual saves either via console or via menu
- do not start any mods that need to be activated via MCM
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load the save
- DD needs this reload to update itself
- Estrus+ needs this reload to register it's animations to SL
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wait again till all mods are loaded and updated
- wait till there are no more screen messages
- Estrus+ MCM entry might take up to 2min to show up, although it's animations will be registered to SL faster than that
- if no Estrus+ is installed or any other mod that automatically registers animations to SL, then SLAL animations can be registered now
-
make a new save
- do not use quick saves, make manual saves either via console or via menu
- don't overwrite the first save
- do not start any mods that need to be activated via MCM
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load the new save
- from here on mods can find an active SL
- no conflicts anymore with mods that add their animations automatically to SL
- Frameworks are all loaded and ready now, if there are mods that need to be activated manually wait with that after SLAL registrations are done
- wait again till all mods are loaded and updated
- register SLAL animations
- either do another save/reload cycle or:
- start inactive mods via MCM
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start to manipulate the MCM to your liking or leave your alternate start
- you might want to save/load a few times while manipulating mod MCMs, because some mods need a reload before MCM changes effect the game
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regularly leave the MCM after manipulating mod MCMs in case a mod MCM needs to be closed to update
- in rare cases a not closed MCM after manipulation might prevent you from working on any other mod MCM
- before leaving make another new save, this can be used for double loads, never overwrite it, it's your base save now
- after leaving the alternate start wait till all mods - that waited for the end of the alternate start - update / load themselves
- make a new save after all mods are finished loading and the area round you got loaded.
- optional: wait 1hour and make a new save, this will be your "after alternate start" base save
- reload the save and start your adventure
Edited by donttouchmethere
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