Jump to content
Aylis

Skyrim SE for Beginners - V 3.1.2 (3BBB / HDT-SMP / HPH)

Recommended Posts

Hello,

 

I wanted to tag on to my last post 4567 but wasn't able to figure it out; could only share, delete, and edit; not reply. 

 

I am working on two issues that come and go; but haven't been consistent.

 

1)creature penis's sometime disappear during animation or are not present.  It is not related to the specific creature because it might be visible on next arousal and/or animation.  Does anyone know why this might happen?  This occurs on dogs and horses an happens more if there are several interactions within a couple of minutes.  If you leave the area and come back later it might not happen again.

 

2)black face - I have only seen this solitude till now.  I had this on previous build before doing a clean install; but I had to uninstall high poly (if I remember correctly) to resolve.  I would rather try to find out what is causing it.

 

I included my export; if any has anyone ideas; it would be appreciated.

20210110234939_1.jpg

CSV Export.txt

Link to post

@RedAcer

1 - It's not just you. It's a documented bug that as far as I know the various creature mod authors haven't figured out a way to fix. There are a few mods in this list that try to address it, but it's still pretty 50/50 where that's concerned.

 

2 - Black face is always a texture conflict. Find the Ref ID of an NPC you for sure know has the issue. Load all of your mods in SSEEdit and look for that PC's entry. It will tell you which mods interact with that specific NPC. That will help you troubleshoot what's going on. SSEEDit can be confusing at first, so I'd recommend checking out a video or two about it and only changing something if you're sure that's what is needed. I'm sure Gamerpoet or Gopher have some good videos on using it. You definitely don't want to do without High Poly Faces, as there are a lot of mods that depend on it in the list.

 

---

 

Unrelated - NPC AI Process Fix has a nice update today that I think fixes a rare CTD I've encountered. If I'm talking to an NPC (hi Hilde, please stay the **** outdoors for two seconds when you're telling people there's a mother ****ing dragon flying around) and the NPC goes inside, I sometimes get a CTD. Easy to avoid, but still annoying. Think this update fixes that though.

 

Holy **** this site is fast now! Gods be praised.

Link to post

I'm back! With more nooby questions, but this time I'm kind of at a loss.
EDIT again: I solved my previous issues after some thinking, removed them from the post, this one is the only one I have remaining.

 

My plugin amount, shown in the box on the right in MO2 with all the esp files, went to about 290 (EDIT: 306 plugin, whoops), which afaik is a problem cuz Skyrim only allows 255 at most. I've read about something called merging and it seemed too complicated to not be included in the original tutorial, did I do something wrong so that I ended up with so many ESPs? I didn't install *every* optional plugin and such, so I'd assume if you went for all you'd get even more.

 

I've just finished installing and sorting and checking all the mods after 3 whole days of this, blame the internet speeds, and I'd really be glad if someone were to help me. I'm really thankful for the guide but I fear I may be a bit too dumb to understand it whole.

 

Link to post
6 hours ago, AceMuffins said:

My plugin amount, shown in the box on the right in MO2 with all the esp files, went to about 290 (EDIT: 306 plugin, whoops), which afaik is a problem cuz Skyrim only allows 255 at most. I've read about something called merging and it seemed too complicated to not be included in the original tutorial, did I do something wrong so that I ended up with so many ESPs? I didn't install *every* optional plugin and such, so I'd assume if you went for all you'd get even more.

 

 

Not sure if you are referring to your total plugin count or total ESM+ESP count there.

 

In my case, I have 343 active plugins, but what matters is the count of ESM+ESP plugins which should be under the 255 limit. ESL's do not count towards the plugin limit, nor do espfe's (ESPs that are flagged as ESL). So fo my 343 active plugins, 215 are ESM or ESLs and the remaining 128 are ESLs.

 

So my understanding is that as long as the ESM+ESP count is below that 255 limit, you should be golden.
 

Link to post

@AceMuffins What kesryth said. Hover over the plugins counter on the right side of MO2. If your ESM+ESP count is over 255 then you have a problem, but that probably isn't the case. If it is for some reason, post your plugin list.

Link to post
8 hours ago, kesryth said:

 

Not sure if you are referring to your total plugin count or total ESM+ESP count there.

 

In my case, I have 343 active plugins, but what matters is the count of ESM+ESP plugins which should be under the 255 limit. ESL's do not count towards the plugin limit, nor do espfe's (ESPs that are flagged as ESL). So fo my 343 active plugins, 215 are ESM or ESLs and the remaining 128 are ESLs.

 

So my understanding is that as long as the ESM+ESP count is below that 255 limit, you should be golden.
 

 

4 hours ago, wollboi said:

@AceMuffins What kesryth said. Hover over the plugins counter on the right side of MO2. If your ESM+ESP count is over 255 then you have a problem, but that probably isn't the case. If it is for some reason, post your plugin list.

Thank you! The game seems to be working well now, the only issue remaining is for me to reinstall a couple mods in which I forgot to tick the right settings, figure out why RaceMenu isn't working at all and then redo the FNIS and Nemesis and Wrye and DynDoLOD things, let's hope all of it works!

Link to post

@wollboi

 

Is there a way to reply to someone or do you need to create a new post?

 

I think I made some progress with creature framework that I wanted to share.  I looked through numerous posts and tried alot of things which didn't yield any progress until I changed the version of creature framework.  I went from pre2a to pre2 and BAM; every arousal and animation has worked.  I am still testing to confirm this and make sure it just wasn't a coincidence but so far its a difference between night and day.

 

I am going to start looking into the black faces next; this is strange.  At first it was only Solitude but now previously correct faces (Whiterun for example) are going black when returning to the area.

 

Thank you for the help and hope that the pre2 helps you and others.

CF DL.PNG

Link to post

This is an amazing guide.
Thank you for sharing it with us newbies.

 

You stated that Immersive College of Winterburn has too many conflicts with other mods to be considered worth it. Can you be more specific? It was just updated last month and given your advice, I uninstalled it without having yet reached or entered it, but of course now my Dyndlod is showing missing texture errors. Looks like I missed a step somewhere.

Link to post
4 hours ago, akadeadpool said:

Is there any all in one follower management mod like this one in FNV that allow me to manage number of followers, follower house, tell them to wait, follow, etc that plays nice with this guide?

 

The problem here is not the choice of possible follower frameworks. Plenty of options available.

However most of them are:

- either horribly outdated

- fall apart when used with 'unique' followers (i.e. inigo, sofia, vilya, serena etc etc)

- or don't integrate well with LL mods

 

Back in oldrim I used EFF (extended follower framework) which was the least worst option available.

Currently I am playing with NFF (nether's follower framework). Which plays along with my choice of LL mods even better than EFF used to.

Link to post
9 hours ago, akadeadpool said:

Is there any all in one follower management mod like this one in FNV that allow me to manage number of followers, follower house, tell them to wait, follow, etc that plays nice with this guide?

I am using Nether's Follower Framework but as alaunus01 said you shouldn't have the follower mod control unique followers like Indigo .  So far I personally like NFF above the other alternatives, plus it was updated recently.

Link to post
5 hours ago, DarkDragoon197 said:

Can anyone confirm if they got the slavetats mcm with this LO,  mine doesn't show but tats applies normally?  Also been getting the riften CTD bug agine anywhere around the outside, inside a building cell is just fine

I use slavetats exhaustively (dibellian defender needs it and rutah made some really nice norse themed tattoos in addition to his original tattoos. In the MCM it might take a minute to load the tattoos but an actual menu option called slavetats should be there. This is the one i use SlaveTats-1.3.0-beta-2 SE.7z and if you are ussing sanguines debauchery you also need SlaveTatsEventsBridge SE v0.1b.7z so sanguine can apply his rose tattoo to your ass, and you get the whip and cane marks.

 

Link to post
On 1/13/2021 at 7:08 PM, wollboi said:

@RedAcer Please let us know when you've tested it further. I'd be very interested in rolling back if that fixes it.

@wollboi

 

1)  I did numerous testing back and fourth between the two different versions; so far I had 100% better success with using pre2 (not pre2a).  I also lowered arousal and tested with numerous creatures in the same scene with different actors at the same time and all animations showed showed correctly using pre2.  This worked best for me.

 

2) Black face bug - this was a little tougher to troubleshoot but finally found it (I think).  I had sporadic npc with black face but when first meeting them they did not.   I also have animal mansion mod and one of the NPC's there always had black face.  I moved High Poly NPC Overhaul below animal mansion (which is almost at the end of my list) and all adult npc that I could  check so far are fixed, if I move HP NPC Overhaul above animal mansion it would come back.  That leaves me with the question; is moving the mod and esp of HP NPC Overhaul almost to the bottom going to cause something else?  This change lead to kids having black face but this was resolved by moving realistic rs children overhaul below high poly npc overhaul.

 

Regarding point 2 do you think that moving High Poly NPC Overhaul and Realistic RS Children Overhaul to the bottom will cause any issues?

 

Thank you for the help and let me know if your tests yield the same result.

loadorder.txt plugins.txt

Link to post

@RedAcer I'll check pre2 out.

 

As for moving High Poly NPC, I don't have any experience with Animal Mansion but I'd assume it's trying to alter the same faces as High Poly NPC Overhaul. I wouldn't want to move High Poly NPC or RS Children Overhaul. Both are ESMs and have a number of dependencies associated with them. Rather than moving anything around, I'd load all of your mods in SSEEdit and look at the NPC faces section. I'm willing to bet you're going to see conflicts, in which case you'd just need to give NPC Overhaul and RS Children priority over any conflicts. Sounds a lot more complicated than it really is. Youtube will walk you through what I'm talking about better than I can describe it. I've had to do this with a conflict with Seranaholic and HDT Werewolves.

 

---

 

Unrelated - Novolus Reshade updated for Rudy ENB and Obsidian. Now there's a single file for Rudy Obsidian and Cathedral Weathers for ENB. I'm testing it now.

Link to post

@Aylis and everyone else please check  your Noble Skyrim 2K mod for Shipwoodfloor01.dds  the texture was bad on my install which was causing the CTD's anywhere their where Docks  its safe to delete that texture tested personaly  agine Aylis ty for all your had work putting this list together

Link to post

Checking out:

Better Dynamic Ash SE

High Poly NPC Overhaul - Skyrim Special Edition 2.0

XP32 Maximum Skeleton Special Extended - Fixed Scripts

 

 

Ran into issues:

Equipment Toggle

 

But remember: i'll need a few days for a thorough testing.

 

 

Working mods:

JK's Angeline's Aromatics

Tirk The Riekling Special Edition 1.0.5

 

 

@DarkDragoon197

Try this one:

shipwoodfloor01.dds

 

Maybe the download or the extraction borked the file.

 

 

Regarding 'Animal Mansion':

I've taken a look at it some months ago and it had quite a few problems. Thats why it isn't even listed as an optional mod.

Link to post

An info for max slots

Some places mention 4096 esl, but there is a hard limit for esl on 255.

Go beyond starts overwriting esm's.

 

509 is max esp slots.

254 esp + 255 esl, fe

 

Link to post
38 minutes ago, T-lam said:

An info for max slots

Some places mention 4096 esl, but there is a hard limit for esl on 255.

Go beyond starts overwriting esm's.

 

509 is max esp slots.

254 esp + 255 esl, fe

 

 

Are you certain the overwrites happen because of this and not because of 'bad' esl flags? (i.e. plugins with more than 2048 formids)?

 

----snipp----

 

Equipment Toggle needs a much better documentation before it makes sense. Wouldn't just dismiss it yet. Getting rid of a script based solution in favor of skse plugin library sounds worthwhile to me.

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...