Jump to content

How I Deal with my Own Mod Issues - Part II


Psalam

1,387 views

Suggestions on How to Make Your Life Easier When, not if, You Have Problems

 

When modding Skyrim you are always going to run into "issues." Some of these are going to be more of a problem than others. This post details some of the things I've learned to do (or others have learned to do and suggested to me) in order to make hunting my problems down a lot easier. The reader is likely to note that any number of the suggestions given here were also given for other purposes on other posts. Be that as it may, all of these suggestions are made with the idea that, when the time comes to hunt down the problem and fix it, I want the path to the solution to be as simple and straightforward as possible. 

 

1. First, and foremost, once you have a stable load order (or starting from scratch have just finished following Donttouchmethere's guide) only add a few mods at a time!

 

More specifically, try not to add more than 5-10 mods onto a stable load order at any one time. This keeps the number of potential culprits down when things go south. When you have something happen, you will have only a small pool of mods to look at for the cause making finding the problem much simpler.

 

So, you ask, which is it, five mods or ten? It depends largely on the type of mod that you are loading. As a general rule, and to avoid controversy using terms like "resource heavy", I suggest that you look at the number of lines of dialogue that the mods add. So, bearing in mind that there are further guidelines that deal with this below, if a mod adds no dialogue at all (like an armor or weapon mod) I would be looking at going for the upper limit and maybe even a couple more. If, on the other hand, I am looking at a mod that has several thousand lines of dialogue (oh yes, these exist) I would suggest loading only that mod and the mods it requires (if you don't already have them). In my experience, the more lines of dialogue a mod has, the more complex the mod is in general and the more likely it is that something will go wrong (not so much with the mod itself but with the manner in which it interacts with other mods). And with those in between and with a mix of mod types I would suggest going for a number of mods somewhere in the middle.

 

2. Check for mod updates.

 

Whenever a mod that you are using does an update you will want to update to the newer version because your other mods are going to update and may depend on the newer material.

 

On the other hand, unless you are a masochist or enjoy being a beta tester, I encourage you to wait until the mod's support thread indicates that any issues with the update have been resolved. This typically takes 2-4 weeks.

 

2a. Early releases.

 

Stay away from mods that are in alpha unless testing mods and solving problems is something that gives you joy. I also generally recommend against beta versions of mods except where the author is evidently a perfectionist and is not going to call the mod complete until given a medal for extraordinary mod development for it. It is not hard to find out how long the author has had the mod in beta (shoot, Nexus Mod Manager is still officially in beta, for example).

 

A special piece of advice that Donttouchmethere asked me to add: "for nexus mods: if it needs more than 3 patches ruuuuuuuuuuuuun!"

 

3. Be certain that any mod you add has had a recent update and still has someone monitoring it (so there is support thread help) or has proven to be extremely stable (this last may be difficult to come by).

 

Recent is, of course, with a game that has only been out a few years, a relative term. Again, to be more specific, I would avoid any mod that has not had an update within the last three years. The presence of the mod's author on the support thread (or someone who has taken over that role from the author) would make me more comfortable with using that mod. If I go to the support thread and the last post by anyone is over a year old or the author (or their delegate) hasn't been on for 2 years I would stay far away from that mod. Having said that, there will always be exceptions and, if you have a strong recommendation from someone you trust, go for it. You can always go back to the person whose recommendation you took and ask them what went wrong.

 

4. Limit the number of mods that do the same thing.

 

While you may want to add many mods that do the same thing eventually in order to get just the effects that you want, it is prudent to add them one at a time. In that manner, if an issue arises, you will have a much better idea from where it comes. Mods types that fit this include:

 

> one weather mod

> one light mod

> one NPC replacer

> one AI overhaul

> one armor/weapon replacer

> one water mod

> spell mod

> idle replacer

 

5. A couple of last thoughts (Miscellany).

 

If you add a mod that has soft requirements it is a good idea to load at least one of those requirements. Some mods need at least one (any one) of their soft requirements in order to work properly. While this is not always true, loading one is prudent.

 

Be very, very careful when loading any mod that might overwrite your skeleton. In general, this should be considered as a mortal blow against using the mod if it says it will do this. However, a good mod author can overwrite the skeleton but you should be aware that you may very well be asking for problems if you use it.

9 Comments


Recommended Comments

gz to a new entry to your blog "How to CTD like a pro gamer"! =D

 

so far I know only 2 mods I will trust to overwrite my XPMSE,

in fact these need to overwrite files from XPMSE to even work at all:

> Animated Parasites 1.5.1

> ABC HDT (Beast Cocks)

 

 

lol and yes beta mods and mods with a crazy amount of patches are for masochists,

thats why I install always PAHE on my test setups, this will patch the maso intentions ^^

 

 

btw, at last I found out why the zaz whipping animations sometimes fail on my setup:

animations added: XP32 New animations pack

I needed to check the FNIS patch: "GENDER specific animations"

I was scared about that gender stuff for years ?

 

EDIT:

seems animated parasites 1.5.3 doesn't need to overwrite XPMSE anymore (not tested by me):

AnimatedParasites_0.1.5.3_Lite

  • Lite version
  • No need to replace the standard skeleton
  • All animations are animated objects with their own skeleton
  • Only one animation works. Unlike behaviors tail, which lay the foundation of mods
Link to comment
Quote
54 minutes ago, worik said:

 

Here is why I didn't. I mentioned in my very first post that I considered this entire blog a follow up to that very blog and referenced it there. However, if you think it needs to be added here in the text I will happily do so.

Link to comment
9 minutes ago, donttouchmethere said:

I would just feel like I have to update that mess :classic_confused:

Intentionally left blank

 

 

 

 

Spoiler

Almost.

:classic_tongue:

 

Link to comment

How I Deal with my Own Mod Issues:

> create over days a LO

> start skyrim

> create new PC

> one hour of MCM tweaking

> leave LAL

> end up at SS+ by DEC (why am I so slow to choose the right armor and weapon, damn you merges and choices, shouldn't get drunk in that tavern, maybe sleeping naked in the woods is saver)

> end up in SLUTS service after SS+

> rush thru skyrim and being suprised how great everything looks and works (outsch DT2dev)

> CTD

> check last save (who put all those supended stacks in there?!)

> go to kiosk, buy beer and energydrinks

> go to LL

> check for hours what else to install to make my game even more unstable and read other ppl's issues

> go to bed and dream about skyrim without CTD, what mods I need, what MCM settings need to be changed, better LO, lament about the impossibility to install everything

> next day:

> modify LO, remove one mod and add 2 new

> start skyrim...

Link to comment
9 minutes ago, donttouchmethere said:

go to bed and dream about skyrim without CTD, what mods I need, what MCM settings need to be changed, better LO, lament about the impossibility to install everything

subtitle: how I spent my last beach vacation week :classic_blush:

Link to comment
11 hours ago, worik said:

subtitle: how I spent my last beach vacation week :classic_blush:

Aahhh ?

the warm sun ?

the beach ?️

a gale breeze ?️

the sound of waves ?

the sand that creeps everywhere

 

best place to think about the ultimate skyrim setup :sleeping: (< it only looks like it's sleeping, but in reality it's dreaming and thinking :classic_ph34r:)

Link to comment
2 hours ago, donttouchmethere said:

the sand that creeps everywhere

That's why only young people and those in porn films have sex on the beach.

Smart people already learned that issue when they where young people :classic_laugh:

Spoiler

Looks like fun, but its itching an scratching everywhere where you don't want it.

 

18+

Spoiler

x_art_sex_on_the_beach_15.jpg

You reeeeeally have to keep the sand away from certain body parts :classic_unsure:

 

And you forgot the seagull, watching you, thinking "Do I take a shite on this humans victims head or do I steal their food first... and take a shite later?"

Spoiler

img_1405.jpg

 

Back to the topic:

"Make sure to know what mod overwrites what feature from another mod" is certainly a good thing to know. I would probably place it in section 4. ?

Link to comment
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use