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Skyrim SE for Beginners - V 3.2.6 (3BBB / HDT-SMP / HPH)


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3 hours ago, nIn nIn nIn said:

 

I found a backed up copy of 1.4 on my hard drive. So at least I am good to go. I don't have any file share accounts so not sure how or if I can make this available for anyone else. ???

 

Depending on the file size, you can just straight up add it to this post as a file.

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1 hour ago, Varithina said:

 

Depending on the file size, you can just straight up add it to this post as a file.

It's 179mb - and uploading it without the mod authors permission would break forum rules. I will wait to see what Aylis decides to do.

Edited by nIn nIn nIn
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16 hours ago, Jessica_Degurechaff said:

Would update SKSE break the mod list? I have updated most of the mods that im sure nothing would happen but im so afraid of updating the literal backbone of the entire modding tree. (ofc im nto using AE, im still on SE)

It would break the mods under SKSE extensions section and any mods that depend on those until the SKSE extension mods have been updated for the new SKSE version.

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@Aylis Hey there, i know you are currently focused on Fallout 4, but I'm currently installing the Skyrim Mods on my Boyfriend PC, (while adding and removing a few mods here and there from the guide) 
Quite a few of the mods have their FOMOD changed enough that you may want to take a look, and while someone with experience on installing mods like me can more or less tell what options are the correct ones you may still want to change the guide steps.

Yes i know all mods add their changelog but most of the time you cant tell if its consequential to the other mods based on "changed FOMOD options" that most mod authors put in the changelog when they change it.
So heres the changed FOMOD list and the short things they added/changed/removed.

Changed FOMOD.

Spoiler
  1. Skyland AIO :  Changed page/option of everything, Option for compatibility with Better Dynamic Snow  (ofc i used that option), added option for Tundra textures (meadow or grass, you cant pick none), added snowy roads and Stone path roads (you cant pick none), Added blended Roads (you cant pick none), added SMIM blended roads bridges (you cant pick none),  Added Ingots and Ore veins textures, Added options for Road sign Lanterns, Added Dawnguard Landscapes Texture Option, Added Dragonborn landscapes textures options.
  2. Green and Lush Aspen Trees SE :  You are now forced to pick a Tree style, as well as a Bark for it, option to activate or not saplings too.

 

 

Here i will put new files on the already updated mods that you may want to add to the list, as they simply add something/cover something that im sure the guide does not cover:

Optional Files

Spoiler
  1. Forgotten Retex Project : Optional File for Faction Banners, they look really good. Optional Shield File, untested.

 

 

Here i will add mods that i think may be good additions to the Guide, most of them are light weight. 
 

Spoiler
  1.  

 

 

Mod link changes: links that got changed for any reason:

Spoiler
  1. NPC AI Process Position Fix - SSE> Mod set to hidden, the new mod link is this one: NPC AI Process Position Fix - NG


It would be stupid to add updated mods since most if not all mods update every now and then, so i will not adding that.
(Will update the post as i go along, i know you would most likely take a look at it sooner or later, but i still want to do this as it may speed up/help you update the guide)

Edited by Jessica_Degurechaff
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On another note: Does anyone know if i can create another skyrim install and it would work as normal?
(aka, copy skyrim files from one drive to another and then hook that install-copy to a new MO2 profile) 
i ask this solely because of a little experiment im doing. I dont really NEED it to work-

also, would achievements work in that "copy" install?

Edited by Jessica_Degurechaff
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1 hour ago, Jessica_Degurechaff said:

On another note: Does anyone know if i can create another skyrim install and it would work as normal?
(aka, copy skyrim files from one drive to another and then hook that install-copy to a new MO2 profile) 
i ask this solely because of a little experiment im doing. I dont really NEED it to work-

also, would achievements work in that "copy" install?

not really, steam uses an id system in the app manifest folder to tell it where in the hard drive your game is, so, only one install would be recognized as "official" and the other.. is not.. for MO2 since it runs on a virtual environment, you can make as many instances of a skyrim/fallout instance as you wish and have (for example) whore mod set up, adventure mod setup, walking around setup, loki setup, and MO2 will require a restart for each one, and they will each have a unique mod list and will require you to install the mods you want for each one separately (although common mods could just be copied to the next instance folder so they are there already) but if you do not want say DD in a mod list, it will not show up at all in that mod list (i'm using 2 different mod lists for fallout, one is a portable because i'm a dumbass, but completely different weapons systems etc and they do not share mods, ini or saves. only things they share is script extender and a few clothing mods and the same body type (fusion girl) other than that. but thats about all i know on how to make separate mod lists that do not share folders.

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37 minutes ago, jaeos said:

not really, steam uses an id system in the app manifest folder to tell it where in the hard drive your game is, so, only one install would be recognized as "official" and the other.. is not.. for MO2 since it runs on a virtual environment, you can make as many instances of a skyrim/fallout instance as you wish and have (for example) whore mod set up, adventure mod setup, walking around setup, loki setup, and MO2 will require a restart for each one, and they will each have a unique mod list and will require you to install the mods you want for each one separately (although common mods could just be copied to the next instance folder so they are there already) but if you do not want say DD in a mod list, it will not show up at all in that mod list (i'm using 2 different mod lists for fallout, one is a portable because i'm a dumbass, but completely different weapons systems etc and they do not share mods, ini or saves. only things they share is script extender and a few clothing mods and the same body type (fusion girl) other than that. but thats about all i know on how to make separate mod lists that do not share folders.

Mmh, the only issue i find with Profiles is that they get hooked from the same Install, this is not a big issue unless you factor in SKSE

btw im a bit rusty on this one and i totally forgot what does this mean: image.png.b280e74470a8654fc30afa7909e13c96.png   where even is parallax on the list?

Maybe it referes to Skyrim 2020 - Architecture, Other, Blended roads?  is there any a reason to NOT have parallax?

Edited by Jessica_Degurechaff
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9 minutes ago, Jessica_Degurechaff said:

Mmh, the only issue i find with Profiles is that they get hooked from the same Install, this is not a big issue unless you factor in SKSE

 

In addition to using multiple profiles in one instance of MO2 (and disabling the mods you don't want in a particular profile) you can also run different installations of MO2 (if disk space is not an issue).

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7 hours ago, axz2 said:

 

In addition to using multiple profiles in one instance of MO2 (and disabling the mods you don't want in a particular profile) you can also run different installations of MO2 (if disk space is not an issue).

 

Just choose portable mode during the first initalization of MO2.

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On 6/17/2022 at 7:07 PM, Jessica_Degurechaff said:

Mmh, the only issue i find with Profiles is that they get hooked from the same Install, this is not a big issue unless you factor in SKSE

btw im a bit rusty on this one and i totally forgot what does this mean: image.png.b280e74470a8654fc30afa7909e13c96.png   where even is parallax on the list?

Maybe it referes to Skyrim 2020 - Architecture, Other, Blended roads?  is there any a reason to NOT have parallax?

as axz2 and tops34 both stated. different installs. named differently, easiest is a portable since it is supposed to be a moveable setup. you can also do a new instance of fallout 4/skyrim and name it something else.

Spoiler

image.png.5ce8e88dbdbffb2a1a4e292694f91b4c.png

Spoiler

image.png.4e86fe2014350234cb23ed83bd291de6.png

Spoiler

image.png.667dd319f9d975f80c11eeeeec406392.png

Spoiler

image.png.185a56d9e3d3de259eff9007730281b0.png

Spoiler

image.png.2c52ba04f4bcc36ba5332781bad4d520.png

as you can see.. i created a whole different file system for fallout named pornfree. now i install all the mods except the LL section. i can copy it to a jump drive including the mod list and mod order and drop it into a friends computer so his 9yr old doesn't walk past him and see some slave being rawdogged by dogmeat.

 

Edited by jaeos
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On 4/26/2022 at 3:41 PM, remodel said:

I have another repeating papyrus log animation error that is causing a drop in frame rates that I could really use some help with.  I'm wondering If I loaded or built something wrong in FNIS or NEMISIS.  In game all the animations appear to work fine except for occasional slower frame rates due to the errors. I just don't have a clue what to do to fix this.

 

I'm getting the following XMPS AA variable type errors repeatedly in the papyrus logs:

   [04/25/2022 - 06:52:08PM] error:  (000D0FF6): cannot fetch variable named FNISaa_1hmeqp of type int, returning 0.

 

_1hmeqp is an XPMS AAGroup variable, one of 16. 

The error reapeats 12 times for each of the 16 variables for a total of 192 times. 

   

Example of the full error:

 

  Reveal hidden contents

 

 


............................Something like the following occurs multiple times.

 

[04/25/2022 - 06:50:13PM] error:  (0001A68A): cannot fetch variable named FNISaa_shout of type int, returning 0.
stack:
    [ (0001A68A)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1627
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1633
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.SaveFNISaas() - "XPMSEWeaponStyleScaleEffect.psc" Line 534
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 498
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 418
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 4, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _sprint, Value: 0, Priority: 0, Mod: XPMSE, Group: 3
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 4, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _2hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _axeeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 4, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1

 

................................... Later for each of the 16 variables I get 12 repeats for 192 entries 

 

[04/25/2022 - 06:52:08PM] error:  (000D0FF6): cannot fetch variable named FNISaa_1hmeqp of type int, returning 0.
stack:
    [ (000D0FF6)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1627
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1633
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.SaveFNISaas() - "XPMSEWeaponStyleScaleEffect.psc" Line 519
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 498
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 418
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
 

 

 

 

I have rebuilt FNIS and NEMISIS multiple times to no effect.

 

FNIS log excerpt:

 

  Reveal hidden contents

 

 


Affected Variables Excerpt:
AA files: 0 slots: 0 missing:  0  clips: 0  unused clips: 0  wasted clips: 0
Reading XPMSEAAgroup XPMSE _1hmeqp: 0:3/2 1:3/2 2:3/2 3:3/2 4:3/2
AAgroup XPMSE _2hmeqp: 0:2/2
AAgroup XPMSE _2hweqp: 0:2/2
AAgroup XPMSE _axeeqp: 0:2/2 1:2/2 2:2/2 3:2/2 4:2/2
AAgroup XPMSE _bowatk: 0:4/4
AAgroup XPMSE _boweqp: 0:2/2
AAgroup XPMSE _bowidle: 0:3/3
AAgroup XPMSE _maceqp: 0:2/2 1:2/2
AAgroup XPMSE _dageqp: 0:2/2 1:2/2 2:2/2 3:2/2 4:2/2 5:2/2
AAgroup XPMSE _magatk: 0:39/39
AAgroup XPMSE _magcastmt: 0:20/20
AAgroup XPMSE _magcon: 0:10/10
AAgroup XPMSE _magidle: 0:2/2
AAgroup XPMSE _magmt: 0:20/20
AAgroup XPMSE _sprint: 0:13/12
AAgroup XPMSE _shout: 0:12/12
FNIS AA Trigger xpe3_Dag_Unequip.hkx group: 43 iAnim: 1 triggers: /Unequip_OutMoving/-0.333/Unequip_Out/-0.00/BeginWeaponSheathe/0.00
FNIS AA Trigger xpe4_Dag_Unequip.hkx group: 43 iAnim: 1 triggers: /Unequip_OutMoving/-0.333/Unequip_Out/-0.00/BeginWeaponSheathe/0.00
'Mod:XPMSE b:0 s:0 so:0 fu:0 fuo:0 ch:0 +:0 pa:0 km:0 ofa:0 aa:164 aaclip:483 !md:0 av:0 av+:0 s+:0
 V7.2 ...     ChAnims:164(164)     CTD:2.2%     pOpt:0.0%
AA files: 164 slots: 170 missing:  6  clips: 483  unused clips: 11  wasted clips: 0
Reading ZaZAnimationPack'Mod:ZaZAnimationPack b:490 s:39 so:14 fu:261 fuo:15 ch:0 +:803 pa:0 km:0 ofa:43 aa:0 aaclip:0 !md:14 av:0 av+:0 s+:122
 V8.00 ...     ChAnims:1665     CTD:7.9%     pOpt:0.1%
AA files: 0 slots: 0 missing:  0  clips: 0  unused clips: 0  wasted clips: 0

 

................  Final log lines looks successful to me.

 

 6889 animations for 24 mods successfully included (character)
 b:789 s:806 so:18 fu:263 fuo:15 ch:0 +:3692 pa:4 km:1 ofa:58 aa:1233 aaclip:5862 !md:1045 av:0 av+:0 s+:3006
 patch:9 Fmods:19 Emods:5 SAfiles:17 selectors:777 magmt:1 magcastmt:1
ChAnims: 6889(1233)  CTD:59.5%  pOpt:8.0%  max: 11576  LC: 15569 (max. 26162)
 
 

 

 

 

From the NEMISIS PatchLog:

 

  Reveal hidden contents

 

 


Examples of the WARNING Listings. All of them come from Devious Devices or ZAZ.  These animations do work in game, so I think the working animations are from FNIS.  


[10-04-2022 13:27:13] WARNING(1003): Alternate animation file doesn't exist. Current alternate animation file will not work | Mod: DD | Animation File: abc2_dw_sprintforwardsword.hkx

 

[10-04-2022 13:27:13] WARNING(1003): Alternate animation file doesn't exist. Current alternate animation file will not work | Mod: DD2 | Animation File: hbc0_dw_sprintforwardsword.hkx

 

[10-04-2022 13:27:30] WARNING(1013): Animation has not been registered in defaultfemale.hkx file. The animation will not work. Please contact the mod author | Animation: animations\dd\abc1_h2h_locomotionpose.hkx

 

[10-04-2022 13:27:30] WARNING(1014): Duplicated animation file has been detected | File: defaultfemale | Animation: zazappillsxhip01a.hkx | Mod: ddc, zazanimationpack

 

..............Final log lines looks successful to me.

[10-04-2022 13:27:30] Global reset all: FALSE
[10-04-2022 13:27:31] Running script: SexyMove detector.py
[10-04-2022 13:27:31] Running script: XPMSE detector.py
[10-04-2022 13:27:31] Number of animations: 12836
[10-04-2022 13:27:31] Behavior generation complete: 21 second(s) taken

 
 

 

 

 

 Does anyone have any ideas?

 

 

Finally got a solution.  I posted this on the technical support forum and I just got a response.  I was given a link to another topic that had solutions.  By implementing any of the two solutions you will gain frame rates.

 

Here's the link:  https://www.loverslab.com/topic/134097-xpmsse-papyrus-spam/

 

 

There are two issues going on here. 1) An error caused by NEMISIS overwriting FNIS and XPMSE hand shake causing spamming to the papyrus logs. 2) XPMSEWeaponStyleScaleEffect generates a lot of active scripts.  There are detailed explanations in the link.

 

There are two script files that fix the spamming issue for downloading in the link.  I used them to replace two of the script files in "XP32 Maximum Skeleton Special Extended - Fixed Scripts" mod.  The scripts in that mod were the basis for the fixes.

 

All too frequently my frame rates dropped to 28 FPS making animations go haywire or the screen stutter.  After replacing the scripts they only dropped to 45 FPS.  You can gain more by turning off the weapon  styles in the XPMS MCM, which I have elected to keep.

 

I very much recommend checking out this topic.

 

 

 

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2 hours ago, trgdolors said:

 

@remodel Is your link related to the issue that this small mod tries to address?

XPMSSE - Nemesis - Papyrus Stack Fix

 

I admit I don't have a full understanding of this issue.

Very much it is.  Read the link I provided and you'll  see an example of the fix and what causes it in the code.   The new scripts in the link worked very well when I replaced them in "XP32 Maximum Skeleton Special Extended - Fixed Scripts".

 

I can't tell you which solution is better.  Although the mod you listed seems to have more to it.  Be sure to have XP32 Maximum Skeleton Special Extended - Fixed Scripts installed. 

 

I really think this should be part of mod list since it causes issues with FPS when there are a number of NPCs around.  This well could have been a primary cause for people having issues with Immersive Wenches.

Edited by remodel
Suggestion fix problem.
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13 hours ago, Jessica_Degurechaff said:

@jaeos @axz2

i meant that i wanted to do a little experiment by coping my skyrim SE, pasting it somewhere, and THEN updating my "official" skyrim one to AE, mod that one out with another mod list (since it comes pre moded and with different stuff)

all of this because i already have a 1500 mod list and i refuse to fuck with it more, but also want to try AE

 

A Second Installation should work, just not with Profiles. What you are looking for are Instances.

That way you should have completly seperate folders.

The only downside is, if you like me dont use seperate Download Folders for both skyrim installs is that installed information there is no longer usable. 

 

Spoiler

mo2.PNG.c3140b180816b054a12fc9fd2fa948fc.PNG

 

Edited by rajinthetroll
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17 hours ago, Jessica_Degurechaff said:

@jaeos @axz2

i meant that i wanted to do a little experiment by coping my skyrim SE, pasting it somewhere, and THEN updating my "official" skyrim one to AE, mod that one out with another mod list (since it comes pre moded and with different stuff)

all of this because i already have a 1500 mod list and i refuse to fuck with it more, but also want to try AE

 

You can "upgrade" to SkyrimSE 1.6 and then do a "Hybrid" downgrade. That will make the executables SkyrimSE 1.5.x, but the content be AE stuff.

Your mods will still work because you will be using SKSE64 2.0.x instead of 2.1.x.

 

Recommend to back up all the ESM in case you decide to rollback. Bethesda still have the dirty entries in them,  you will need to clean again the "upgraded" ones including the CC.

 

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19 hours ago, Jessica_Degurechaff said:

@jaeos @axz2

i meant that i wanted to do a little experiment by coping my skyrim SE, pasting it somewhere, and THEN updating my "official" skyrim one to AE, mod that one out with another mod list (since it comes pre moded and with different stuff)

all of this because i already have a 1500 mod list and i refuse to fuck with it more, but also want to try AE

oh i get you now, reinstall game into another drive and put the current game into locked. and don't forget to copy the manifest over ass well. as far as being able to switch between the two, not that i am aware of (pre-AE and AE) but you can always revert back by changing install location in steam. (i think, have not actually tried it)

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2 hours ago, jaeos said:

oh i get you now, reinstall game into another drive and put the current game into locked. and don't forget to copy the manifest over ass well. as far as being able to switch between the two, not that i am aware of (pre-AE and AE) but you can always revert back by changing install location in steam. (i think, have not actually tried it)

oOHHH i did not think of that:

  1. Copy SE somewhere
  2. Update Se into AE
  3. Tell MM2 to hook one version, then the other
  4. Everytime you want to play with either, tell steam to move the game to the place where SE is, same with AE
    that way you can have both skyrims, separate, yet still be able to get achievements and etc.
  5. Every time you swap to SE, stop Steam updates so it dont turn into AE (or just use 
     

this may lead to something eh, will test this weekend in my spare PC and see how it goes. 


Pd: does anyone remember that one mod that was all the rage during AE launch that made so you had AE but still in SE? how was it called? version changer? can someonme hand it over to me pls?  i think i found it, it is this one? https://www.nexusmods.com/skyrimspecialedition/mods/57618

Edited by Jessica_Degurechaff
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For reasons unrelated to the guide, i want to remove totally a handful of NPCS that JK´s mods add to some places, i know is possible with SSEdit, but i want to make sure, if i do remove them there, they are TOTALLY gone right? like if i where to use a patcher that draws from the NPC faces pool, it would not be able to get one of them since they are effectively gone and every reference to them too... right? its have been bugging me for a while if removing them ACTUALLY deletes them IN FILES, not just make them not be in the game.

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This might be a question due to my ignorance but following the guide you get over the 250+ plugin limit pretty quickly (around halfway through the categories, thus disabling your ability to test your current half-baked loadout if it still works). Yet, I do not see any mentioning of using the plugin merge tool (xEdit -> Mathor) anywhere besides on the preliminary steps. Is there a guide on how to use that, when to use that and what mods to group together? Or did I just miss it somewhere?

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43 minutes ago, Shaele said:

following the guide you get over the 250+ plugin limit pretty quickly

You are probably counting all the mods. The 250+ limit applies to just "ESMs+ESPs".

 

Look at MO2. On the right side near the top it says "Active:", and that little window gives you a number. Now hover your mouse over that number and more important info comes up. You need to watch "ESMs+ESPs" in the active column. THAT is where the 250+ comes in. Long story short, it has to say 254 or less to be able to launch the game. Remember at the end of the guide, if you use Dyndolod (and stuff), they need a few extra slots.

 

Basically, you can do the whole guide, and still have quite a bit of room for more mods. But make sure you get the guide working before you get greedy and start adding stuff.

 

Also, many of the mods in this guide can be "ESLed" so they don't count against the limit, If you think you may want to add extra mods later, it is worth figuring that out now, because you can only ESL mods when they are "new" (not yet part of a save yet). It is easy to do. Hope this helps!

Edited by trgdolors
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