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BIG Update Part 2


EnragedBard

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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

Spoiler

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.

 

DodgeKey.jpg.166b75d086c90297db8a107c486b8e50.jpg

 

(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

Spoiler

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:

 

1479945743_TESArenaMerge.jpg.a361bcd9ebb009ef753e656d9d40aed7.jpg

 

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

Spoiler

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

 

 

New Locations in Skyrim

 

 

Improved Old Locations:

Spoiler

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...!)

 

Specific Building Improvements

 

 

Sounds

 

Textures

 

Lighting & ENB

 

Environmental

Spoiler

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

https://www.nexusmods.com/skyrimspecialedition/mods/11052

 

 

ESMing

Spoiler

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

12 Comments


Recommended Comments

HM1919

Posted

Sounds promising, so I am certainly looking forward to seeing, how all of this turns out. Btw, the pic you put in the "combat mods"-spoiler isn't showing up. Just to let you know.

Talesien

Posted

Well sounds like you are making good progress. as for NPC overhauls, Cold Suns stuff is to sleek and perfect for your taste? (I admit I've been keeping some of Bijins as well, like Adriana or the TG Girls.) Gotta say though Cold Suns stuff tend to look better/more diverse in game than the images on Nexus suggests, might be his ENB.

Also no DynDolod?


So our merchant boy finally fixes up his house ... wife influence no doubt. ;)

 

Let us know if replacing the animation in CGO works, might have to do the same if it does.

EnragedBard

Posted

Dangit!  

 

Step 5.1.  DynDoLOD

 

I knew I was forgetting something!

 

Never heard of Cold Suns, gonna check it out.

HM1919

Posted

Fixed. Also: My eyes are admittedly not the best anymore, but I would NOT have suspected, that you have (a) free-floating, chopped-off hand(s). Or that you are using a 2D-keyboard. Sooo... I think, your disclaimer was not strictly needed. ?

EnragedBard

Posted (edited)

I just meant it was not the likeness of either.  ?

 

Also, funny info:  DynDOLOD noticed a problem with RSAlchemy, a mod I've been using for months!  

 

image.jpeg.440348e9a139da4529bf4c2ab0924057.jpeg

 

 

The dll included contains a hard-coded reference to the original mod.  I looked at the mod page and it contains an update that fixes this 'for ESL.'  Not even really related to LOD.  I wonder if it's going to find anything else.  But on the bright side the new version is also already flagged ESL.

 

Afaik it hasn't given me any problems so far, but who knows.

 

Edit:  Answer:  Balgruuf's Daughter.  How is DynDOLOD more of a modding police than xEdit?  It's a problem with the original file.  I just turned it off pending update by the author.

Edited by EnragedBard
HM1919

Posted (edited)

An alchemy-mod that references Balguuf's daughter? That's... actually not too surprising. I mean: If I am thinking of the correct bratty, little girl here, than yeah, she most likely has the "damage-health-over-time" as well as the "fury"-property. ?

 

Edited by HM1919
EnragedBard

Posted (edited)

Two seperate mods.

 

RS Alchemy and Balgruuf's Daughter.

 

 

I saw that bad to the bone mod.  Hilarious!

Edited by EnragedBard
EnragedBard

Posted (edited)

Nevermind on DynDOLOD.  This is too much work.

 

Literally 10 problems deep now.  I'm about to chuck it.

 

It would be nice if it didn't prevent me from generating LODs with ANY problems in ANY mod.  I've heard DDL 2 isn't as bad as this.

 

Also, it's spoon-feeding me one problem at a time.  I stop DDL, change to xEdit, fix the problem, go back, start up DDL, start to generate a LOD.  Been at this for like an hour.

 

Maybe I'll come back and do it later.  But I just don't care.

Edited by EnragedBard
Talesien

Posted

Interesting, I never got any such error message from DynDoLOD, but sounds it's not mostly mods you compacted yourself or is it?

EnragedBard

Posted

I mean, some.  But mostly are just errors in the base mods.  Also, I started a new game and had a look.  Everything looks REALLY good, even without the LOD.  I think the Obsidian Mists and lots of stuff around makes it hard to tell.


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