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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
1 hour ago, Sinicero said:

The guide said to "Convert Override data into a mod" but how exactly do i do that? 

Is there any guide out there for this?

Pretty easy, right click on the overwrite folder, chances are it should be the bottom of the left pane, then from the list of options that pops up, there is one to create a mod, that is the one you want.  I should then if I remember correctly ask you what you want to call it.

Posted

Ive finally finished installing everything (again). This time with MO2.

Thx with everything so far, but I still have some questions:

 

1. Sometimes you use the word override and sometimes overwrite. This gets confusing (just like the post above me) when you want to do the final steps.

 

2. Creating "SLIF Override". My overwrite map is empty (cause I used it to create the FNIS Override). How can I ask MO2 to recreate this for me?

 

3. Creating the Bodyslide sets. With "RS Body" you ONLY want those 4 checked? And with the other physics you want EVERY amulet, ring, clothing etc checked (in the correct build)?

 

4. Yesterday you added "Dynamic Equipment Manager SSE" to the list. But I cant find where to place it SKSE. Since you didnt add it to your first post

 

 

 

Posted

@Fuppert

Its simpler than you think. ?

 

1. One of my groups is called 'Override', but a function of MO2 is called 'Overwrite'.

 

2. This is created automatically when you start the game with SLIF for the first time. You might have to reinstall SLIF as i don't know how to manually start it. But check your FNIS first, maybe you combined them...

Spoiler

SLIF.png.9b7835e83a2ba9d22c8e1b2325bb8063.png

 

3. Thats correct (take a look at post #10 for the effect).

 

4. What the heck!? I hate imsomnia... (lots of coffee and a cookie or two isn't enough). Will be fixed. (Fixed)

Posted

1. But here you call it override. Dont you mean overwrite?

Spoiler

FNIS Override <- Created via FNIS (Just convert the content of override into a mod after you've run FNIS)

SLIF Override <- Created via SLIF (Files are created automatically with MO2 after the first run. Just convert the content of override into a mod)

2. So SLIF == SexLabFrameworkSE? Or SexLab Inflations Framework?

Posted

SexLab Inflations Framework ?

 

Ooops, you're right. Got to fix that too… (Fixed)

 

Thats the problem when you write something. You know whats supposed to be there - so you overlook mistakes like this one. Thanks for pointing that one out.

Posted
18 minutes ago, Kythana said:

SexLab Inflations Framework ?

 

Ooops, you're right. Got to fix that too… (Fixed)

 

Thats the problem when you write something. You know whats supposed to be there - so you overlook mistakes like this one. Thanks for pointing that one out.

Not a problem :)

and SLIF? There is no link to it. And do you only need the overwrite-mod? or the mod itself as well?

 

and with Bodyslide. You create create a preset. Put the output in a .rar and load it into the modlist?

Posted

Looks like you're becoming my official proofreader. ?

 

You can't get the overwrite files if the mod isn't there. Narue is working on a version that will use SLIF so i already installed and tested it. Of course i forgot to add it to the list… Will also be fixed in a minute or two. (Fixed)

 

Bodyslide. You can do that or simply convert the overwrite (this time i got it right ?) into a mod again (will be added). (Done)

 

Thankfully you only have to do it once. When the mod is there changes will automatically be placed in the right spot. Only if you add armors at a later date you'll have files in your 'Overwrite' again (as those are new and can't be overwritten). 

Posted
21 hours ago, Kythana said:

Nope. How do they screech without lungs and vocal cords? ?

 

same way they move without muscles or tendons. :P 

Posted
13 hours ago, Sinicero said:

The guide said to "Convert Override data into a mod" but how exactly do i do that? 

Is there any guide out there for this?

Spoiler

image.png.391ce2d77789b1ef6591a12d9caf23dc.png

when you get done building anything such as FNIS, or bodyslide dyndolod, xedit, it will put files into the OVERWRITE "mod" that is ALWAYS at the bottom by priority. 

Spoiler

image.png.b1c031d062bda53f3ead339506ebc672.png

for this i reran FNIS (must do this for animations) i opened the overwrite and you will see what is in the overwrite it'self close it so it looks like this pic, (Overwrite in red) at that point right click the red overwrite and you will have several options. all mods. sync to mods, create mod. click create mod. another pop up will ask you what to name it

Spoiler

image.png.8c359f125d969f03886d6000bbbe6434.png

name it something that will be easy for you to remember that that is what it goes to. (FNIS-output) i personally did a FNIS/SKSE output mod to cover things like fuz ro doh activation etc rather than finding the right mod and adding it in (345). If it's Bodyslide then put bodyslide outfits,output, whatever you want. but make it something YOU remember. move it to your patches or just under the original mod. 

Other than dyndolod and xedit overwrite remember to turn it on by clicking the box on the left.

 

 

EDIT:

XEdit goes by several different names. depending on the game you are using it on. fallout 4 xedit is fo4edit, original elderscroll skyrim is TESVedit,  Skyrim SE is SSEDIT. the files it puts into your overwrite are (name changed) originals of the mod you cleaned. and dyndolod does the same thing. it makes backups (name changed originals) you can do one of 2 things with them. make them a mod and don't activate them, or just delete them. i do the latter. i keep 7zip files of all mods i have to just overwrite the cleaned one, so i don't need backups. (only things i have not kept backups of somewhere is original game files) 

Posted
1 hour ago, jaeos said:

same way they move without muscles or tendons. :P 

Touche. ?

Posted
6 hours ago, Kythana said:

Touche. ?

every once in awhile i am brilliant, most other times i am clearly a few IQ points above pond slime :P 

Posted

Good evening fellow modders, I am trying to find a middleground between game looking good and mods not taking a lifetime to download.

I downloaded 2k noble skyrim, hd lods and the improved water mods, what would you say is my next step ? 

Posted
1 hour ago, Hippeus said:

What would you recommend for Billy's animation set? Like what choices would I want to go with following the LL guide part?

uhh huh? what you talking about willis?

Posted
On ‎5‎/‎22‎/‎2019 at 5:33 AM, murdermusic69 said:

Good evening fellow modders, I am trying to find a middleground between game looking good and mods not taking a lifetime to download.

I downloaded 2k noble skyrim, hd lods and the improved water mods, what would you say is my next step ? 

Hope you got all from the foundation. ?

 

The best way simply is to leave out the optional files. Otherwise you end up with a mix that doesn't look 'right' as the quality of the textures can differ a lot. The High Poly Project brought quite a few changes into the game which made me drop some mods (and perhaps more in the future). But i want to make sure that there isn't a problem somewhere 'cause i trimmed it down too much.

 

 

On ‎5‎/‎22‎/‎2019 at 6:10 AM, Hippeus said:

What would you recommend for Billy's animation set? Like what choices would I want to go with following the LL guide part?

Thats up to you. If you for example don't want the creature stuff then you don't need the animations and other mods for them. If you want creatures but no insects then just leave those out. Thankfully most mods are somewhat 'aware' of each other and deactivate functions that depend on a missing mod.

 

 

@McLude and @Sinicero

Thanks for the info. I'll update the links (if necessary). ?

 

 

Testing atm:

The 'new' Egg Factory SSE port - Works fine

Posted

Well, i was about to test it too...But since i have just decided to re-install every mod ....Now thing look way better, animation is not as janky, horses not T-posing anymore...Annnnnd the body belly just wont inflate anymore so kinda stuck there for the time being. 

Also i got error log saying 

 

The failed plugins are:

• DDiUtil version 1 (DeviousDevices.dll, Devious Devices Integration) reported as incompatible during query. ( I probably will look into this myself)

• Couldn't load SetVehicleFixPlugin.dll (MoreNastyCritters v11 4CSE). The last error code was 193.

• SNCTSave plugin version 1 (SNCTSave.dll, Audio Overhaul for Skyrim SE) reported as incompatible during query.

Last time mods wasn't getting error like this (but they were horribly mis-installed and no where near the neat order as this time.)

Posted

Reinstall SKSE looks like yours is outdated. Critters don't need vehicles, delete that dll (as mentioned in the thread by the author).

Posted
3 hours ago, Sinicero said:

Well, i was about to test it too...But since i have just decided to re-install every mod ....Now thing look way better, animation is not as janky, horses not T-posing anymore...Annnnnd the body belly just wont inflate anymore so kinda stuck there for the time being. 

Also i got error log saying 

 

The failed plugins are:

• DDiUtil version 1 (DeviousDevices.dll, Devious Devices Integration) reported as incompatible during query. ( I probably will look into this myself)

• Couldn't load SetVehicleFixPlugin.dll (MoreNastyCritters v11 4CSE). The last error code was 193.

• SNCTSave plugin version 1 (SNCTSave.dll, Audio Overhaul for Skyrim SE) reported as incompatible during query.

Last time mods wasn't getting error like this (but they were horribly mis-installed and no where near the neat order as this time.)

DDI has a hotpatch, MNC you delete the dll, reinsztall skse and the hot fixes for that

Posted

Replaced the link for Egg Factory SSE with the 'new' one. Works fine even if you don't use a standard body.

 

Updated the bugs section as the error was fixed with this version.

Posted
13 hours ago, Sinicero said:

Ah the SSE fixes updated, i didn't notice that, so is LOOT.

i loaded my mods into MO2 exactly the way @kythana has them listed. have not run loot in any shape form or fashion. (i admit it's generally a good idea) Loot does make a few horrible choices. as far as "load order" but she (i assume) took the time to test load order as well, so i see no reason to mess with the load order, i just add in mods i'm testing to the bottom of their "sections" unless they show they will overwrite something i don't want overwritten. but i also keep a list of what i have changed. Mine runs with no CTD even after adding in extra stuff and leaving off a bunch of stuff to tailor it to what i feel is important. (i left off a ton of 2k textures like farm carts, septums, things that to me are small and not needed.) although i may add in the farm carts because they are pretty damn big. I would have loved seeing more of a viking influence in the stormcloaks using a seax rather than a double edged dagger since they already use a beserker model for the generals.

Posted

Had one more question if you could indulge me please. What would be the best way to setup Defeat to go with Death Alternative? I know they're compatible but want to make sure they are synergy properly.

 

Edit: My game became too unstable with CTD's with both DA and Defeat installed at the same time when I was knocked unconscious.. So I removed DA.

Posted
5 hours ago, Hippeus said:

Had one more question if you could indulge me please. What would be the best way to setup Defeat to go with Death Alternative? I know they're compatible but want to make sure they are synergy properly.

I honestly don't know, i used both in LE and i think i had to uncheck a few boxes on DA and check a few on defeat so they didn't fight each other.

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