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Conglomerate - Start a new SL modded game


donttouchmethere

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Conglomerate - Start a new game SL modded game

 

This is how I usually start a mod heavy game in Skyrim LE for max success:

 

  1. 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
  2. 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)
  3. MCM > Sexlab > start Sexlab ingame installation
    • leave MCM and wait till Sexlab is ready
  4. MCM > Sexlab > activate Creature animations
    • leave MCM and wait till SL animations are loaded (wait for screen message)
  5. 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
  6. load the save
    • DD needs this reload to update itself
    • Estrus+ needs this reload to register it's animations to SL
  7. 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
  8. 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
  9. 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
  10. wait again till all mods are loaded and updated
  11. register SLAL animations
  12. either do another save/reload cycle or:
  13. start inactive mods via MCM
  14. 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
    • 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
  15. before leaving make another new save, this can be used for double loads, never overwrite it, it's your base save now
  16. after leaving the alternate start wait till all mods - that waited for the end of the alternate start - update / load themselves
  17. make a new save after all mods are finished loading and the area round you got loaded.
  18. optional: wait 1hour and make a new save, this will be your "after alternate start" base save
  19. reload the save and start your adventure

 

Edited by donttouchmethere

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