BIG Update Part 2
At the bottom I'll update on my overall progress. I just wanted to highlight a few side projects I'm going ahead with during this process.
Combat Mods
Ultimate Combat (Hasn't changed)
Getting a Dodge I like:
Removed TK Dodge and tried TUDM, which doesn't allow you to change your dodge key. I use Mouse-4 as my dodge key but it wants me to use my sneak button, which, IMO, is clunky. If your dodge key is Alt, and my hand is having to press a direction while I press alt, that is carpal tunnel inducing and not at all fast, like a dodge should be.
(Not my actual keyboard or hand)
On a controller, you press something with your right hand (maybe the circle button on a PS controller) and press a direction with your left hand. Thus, I made my dodge button one of my auxiliary mouse buttons. So I went back to CGO for my dodge needs, for which you can define your dodge button. [It is possible to use the new TK Dodge RE, but I chose this, less slots].
But the problem with CGO (and the reason I wanted a separate dodge mod in the first place) is their first person dodge KEEPS YOU IN FIRST PERSON while you dodge. So if you're trying to avoid damage, you get super disoriented because your dude is flipping around. What I have settled on is using CGO, and going into the folder and manually replacing the dodge animation with TK Dodge's animation (if this doesn't work I might replace it with the step dodge animation, so I step dodge in first person).
TES Arena Towns
https://www.nexusmods.com/skyrimspecialedition/mods/318
I've had this in my 'Mods for Later' folder for months. It restores 8 of the cities that were in TES Arena but removed before the release of Skyrim. The problem is:
It takes up 8 ESP slots!! I checked in xEdit, and every single one of them has too many references to compact for ESL.
Side note: I also found a Voice Files addon, which I casually dropped into the voice folder for the mod before I moved forward. The mod's own voice folder is filled with silent clips for Fuz Ro Doh/Fuz Ro Bork.
I also consulted @gregaaz a little while ago and he agreed that Merging seemed like the best option. As you can see above, I got on zEdit and merged them.
Player Voice
I've been using Player Voicesets for a while, but they only have a handful of options for your character. There is a Bring your own voice option, but you basically have to manually replace it in the folders whenever you switch characters. Which, is not going to work for me.
I've decided I'm going to switch to PC Headtracking and Voicetype,
https://www.nexusmods.com/skyrimspecialedition/mods/11993
which allows you to Bring your own voice, but you can build however many voices you want. And it has the added benefit of people actually making voices for it. Unfortunately, none of the voices I use actually have the built. So I'm going to build voices for all of my characters using a combination of xVASynth, using existing voices to fill in the gaps when possible (like, getting hit noises are impossible to do in xVA but that can be done either using original game assets or subbing assets from Skyrim's native voices if there's a close match.
Then I'll be releasing them on the Nexus.
But as you might imagine, this is a large project. Not in complexity, but in time it will take. So I'm going to leave this for later.
Overall Progress
1. Backup characters.
2. Run FNIS, turn off auto FNIS, switch to Nemesis keep FNIS data
3. Turn off TK Dodge, Turn on CGO, add Nemesis animations
4. ESLify everything that can be (the looooong step)
5. Add graphical updates
6. Begin recreation (the other long step)
Graphical Updates:
NPCs
Bijin Series All in One
https://www.nexusmods.com/skyrimspecialedition/mods/1825
Pandorable's NPCs to fill in the gaps.
https://www.nexusmods.com/skyrimspecialedition/mods/19012
Citizens of Tamriel
https://www.nexusmods.com/skyrimspecialedition/mods/29069
Balgruuf's Daughter and Wife
https://www.nexusmods.com/skyrimspecialedition/mods/69369
https://www.nexusmods.com/skyrimspecialedition/mods/69368
Meru (Reinstall)
New Locations in Skyrim
TES Arena Towns
https://www.nexusmods.com/skyrimspecialedition/mods/318
Inns and Taverns
https://www.nexusmods.com/skyrimspecialedition/mods/12223
Thanedom of Jarnborg
https://www.nexusmods.com/skyrimspecialedition/mods/67992
Ebonvale
https://www.nexusmods.com/skyrimspecialedition/mods/8472?tab=description
Timber Springs
https://www.nexusmods.com/skyrimspecialedition/mods/43743
Already Implemented:
Seapoint
Folkstead, Haafstad, Nyhus
The Elder Scrolls Online Imports (Includes Old Windhelm, and a bunch of small areas)
https://www.nexusmods.com/skyrimspecialedition/mods/11729?tab=videos
Improved Old Locations:
Ultimate Markarth
https://www.nexusmods.com/skyrimspecialedition/mods/66024
Fortified Whiterun
https://www.nexusmods.com/skyrimspecialedition/mods/40094
Vargr - Whiterun
https://www.nexusmods.com/skyrimspecialedition/mods/46205
Already Implemented:
Riften Extension
Windhelm Bridge Overhaul
Capital Windhelm Expansion
Cities of the North - Dawnstar, Morthal, Winterhold, Falkreath
You may have noticed Riften and Solitude are the only locations I don't actually have an update for. Up to this point, I didn't find a Riften extension I liked, and I was keeping Solitude vanilla-ish to allow for the Assault series. Everybody says the boat doesn't show up, and I think it's because they have the docks expansions. I also left Windhelm's docks alone for this reason.
The Solstheim Improvements (Going to Solstheim soon...!)
Raven Rock Reborn
https://www.nexusmods.com/skyrimspecialedition/mods/30154
Solstheim the Lost Levels
https://www.nexusmods.com/skyrimspecialedition/mods/55148
Skaal Village Overhaul
Specific Building Improvements
DMT's Honorhall Orphanage
https://www.nexusmods.com/skyrimspecialedition/mods/46426
DMT's Jorrvaskr
https://www.nexusmods.com/skyrimspecialedition/mods/32758
Markarth - Help the Warrens
https://www.nexusmods.com/skyrimspecialedition/mods/45144
Restoring the Aretino Residence
https://www.nexusmods.com/skyrimspecialedition/mods/30447
Blue Palace Terrace
Sounds
Textures
Skyrim 2020 Parallax
https://www.nexusmods.com/skyrimspecialedition/mods/2347
aMidianborn Book of SIlence
https://www.nexusmods.com/skyrimspecialedition/mods/35382
Embers XD
https://www.nexusmods.com/skyrimspecialedition/mods/37085
Forgotten Retex Project
https://www.nexusmods.com/skyrimspecialedition/mods/7849/
Noble Skyrim
https://www.nexusmods.com/skyrimspecialedition/mods/21423
Blended Roads
https://www.nexusmods.com/skyrimspecialedition/mods/8834
Skyrim 3D Furniture
https://www.nexusmods.com/skyrimspecialedition/mods/23552
Statue of Mara Dressed (Already Implemented, this is the big boob clothed one)
https://www.nexusmods.com/skyrimspecialedition/mods/63559
New Statue of Boethiah
https://www.nexusmods.com/skyrimspecialedition/mods/57779
Daedric Shrines - Hircine, Mephala, Sanguine, Hermaeus Mora, Sheogorath
(Hircine) https://www.nexusmods.com/skyrimspecialedition/mods/63155?tab=description
All by the same mod author, adds new shrines.
Lighting & ENB
Lux Via
https://www.nexusmods.com/skyrimspecialedition/mods/63588?tab=description
ENB (With Grass Collisions)
http://enbdev.com/download_mod_tesskyrimse.htm
Rudy ENB for Cathedral Weathers
Environmental
Minty Lightning
https://www.nexusmods.com/skyrimspecialedition/mods/8778
Water for ENB
https://www.nexusmods.com/skyrimspecialedition/mods/37061
Origins of Forest
https://www.nexusmods.com/skyrimspecialedition/mods/45719
The Jedi Trees
(This is not actually available, I found this on one of the alternative mod sites)
Obsidian Mountain Fogs
https://www.nexusmods.com/skyrimspecialedition/mods/13539
Majestic Mountains
ESMing
Figured I'd give this it's own section. So every mod you have has a number of 'references,' permanent and temporary. P Refs are loaded when the game loads and are generally unlimited. Temp Refs have a cap of about 1 million in a save file, and you need a little bit of room for the things you do in the save game (I dropped an iron dagger in the street here, and add up quicker than you'd think) etc.
It is possible to basically make temp references from mods into (not perma) but ones that don't count against your total by turning a mod into an ESM. I have a script to do this.
https://www.nexusmods.com/skyrimspecialedition/mods/28046
xEdit can just flag a thing ESM, but like ESLifying, I think there are some fiddly bits I don't quite understand, or can be done quicker with scripts.
With ESLifying, it basically just lines up all the formIDs as tight as they can be, and if it's smaller than 2000, you can flag it for ESL. The compact function in xEdit (together with the script https://www.nexusmods.com/skyrimspecialedition/mods/56396) changes references in other mods so they point towards the correct new formID, as long as you have it all open in xEdit, this is 'flowing down changes.'
From what I've heard ESMifying can bring it's own risks, so I suggest doing it with the above ESM script. Once upon a time I researched this, but I've only done it a couple times so I don't remember the specifics, and the script seems to work. I do remember when I started reaching the ref cap in my savegame I started to get random CTDs that made no sense.
The script (not included with xEdit) Count_Loaded_Refs_in_Load_Order:
https://gist.github.com/aers/953a50c61b3028bce7e5376e8590abed
Tells you exactly where all your references are, and gives you a total, discounting all the ESM mods.
Then apply the above script to ESMify what you need to.
For me, Biggest Offenders were the TES Arena Merge (40k) and Jedi Trees (15K) but most my big temp references I had in the past were already ESMified by me (AoS was 200k, AoV was 300k, Nyhus series was each 60-70k, etc) or by the mod author. I'm way off the references cap with about 200k now, lots of room for growth.
Here are all the scripts for reference:
The ESPFE follower will stop you from ESLing if the mod has a new cell. The follow-on script does it regardless. I usually use the first script then manually check for new cells and see if the esp is the only thing affecting it. If so, it's safe to run the Cellfree version. This is a SSE bug that's never been fixed.
Quest Mods, then I'm ready to start remaking the family.
Edited by EnragedBard
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