Tiemphyx Posted May 11, 2021 Posted May 11, 2021 I'd like to pull a request for the many beginners out there. One of the great benefits, but also one of the few pitfalls in this builds can be Sync Load Order Plugin for Mod Organizer 2, While this tool is a godsend to LOOT free modding, it also exhibits problems associated with its fall back alphabetic sorting. Every time you run Sync Plugins, you are putting esp's with common source mods in alphabetical order, even when their common master is among them. The only warning that may result is that Wrye Bash will report them as having Delinquent Masters. My point is, since most people will use this as a base build, the problem quickly compounds with additional mods and some people may by unaware of the problem, not doing bash patches or just ignoring the warning(s). So it might be reasonable to red flag the issue early and often in the build instructions: Modders must pay close attention to keeping patches and variants just below the last esp patched, regardless of what the great tool Sync Plugins has done. Just a suggestion, hoping to help 1
maltodaxtrin Posted May 11, 2021 Posted May 11, 2021 @Aylis Have you tried adding this mod in supplement to Armor Redux? https://www.nexusmods.com/skyrimspecialedition/mods/20503?tab=files (Resistances Rescaled) Fixes the same problem resistances have that vanilla armor has - being shitty
Mittelat Posted May 12, 2021 Posted May 12, 2021 Just to clarify. At what point exactly do you install the actual ENB (Rudy, NAT, SE Re-engaged etc.) For example i downlosd and installl the ENB framework. Then all the requirments and after that, the ENB itself? Or could i also install the acrual ENB firdt and then the requirments. Does the installation order just for the Enb matter?
Aylis Posted May 12, 2021 Author Posted May 12, 2021 20 hours ago, arshesney said: Perhaps he meant DoF as in Depth of Field? You're propably right. Although disabling it didn't help with my system. 18 hours ago, llokii70 said: Silly question do you know if there is anything like this that is more devious devices based. It is funny. When i had DD some were complaining about it. Now that it is gone (and i'm happy about that) people want it back... 17 hours ago, fritzfried said: So it might be reasonable to red flag the issue early and often in the build instructions: Modders must pay close attention to keeping patches and variants just below the last esp patched, regardless of what the great tool Sync Plugins has done. That is already part of 'Installation'. 17 hours ago, maltodaxtrin said: @Aylis Have you tried adding this mod in supplement to Armor Redux? Fixes the same problem resistances have that vanilla armor has - being shitty Not sure about that one. Having two active mods doing an overlap in functions usually spells trouble. 6 hours ago, Mittelat said: Does the installation order just for the Enb matter? Not really. The LO only comes into play for mods requiring the ENB. Nebenbei bemerkt die Gruppen 'Override' und 'LL' sind die Mods bei denen Du primär mit der Sprache aufpassen musst (plus natürlich Mods mit Quests). 1
maltodaxtrin Posted May 12, 2021 Posted May 12, 2021 31 minutes ago, Aylis said: Not sure about that one. Having two active mods doing an overlap in functions usually spells trouble. Ok but in this case Creator specifically went for Armor Redux compatibility (option in MCM) 1
llokii70 Posted May 12, 2021 Posted May 12, 2021 by gone you mean a guide for it? because dd has always been popular since I've been on LL....is it a pita......without a d oubt.......the problem i dont believe is the number of scripts people are running....it think its more a combo of poor coding, and conflicts which in turn are causing stacks and eventually skyrim can't recover from it. And when I say poor coding I'm not bagging on anyone just people will do something just to get it done and get it out there. Not all of them but some and depending on what other mods youre integrating with could cause big problems.....thats why i would love to see dome guide....kind of install, do's and dont's, preferred load orders....conflicts etc.....I think you get my gist.....not a book but someothing.....and people actually need to regulate that form so someone can't just put junk out there....there's a lot of misleading info out there.
llokii70 Posted May 12, 2021 Posted May 12, 2021 the whole script heavy thing.....not saying its a myth....im sure it does happen.....more things are due to poor coding, conlicts between mods, and shared assets....and some of the assets that are shared make sense like when its a framework but some of the others......smfh.....so yeah it would be nice to be able to bounce a load order of something and obviously it wouldnt be a 100% but it would at least provide a foundation to start from
Just Don't Posted May 12, 2021 Posted May 12, 2021 6 hours ago, llokii70 said: by gone you mean a guide for it? because dd has always been popular since I've been on LL It was included in this guide but was eventually removed. I think it was because there weren't many mods from this guide using DD features. I don't think being a script heavy mod was a reason. Even if it's a known and big framework, it appeals to a very specific playstyle and has little applications for a "general" modlist. So it's easy to consider it to be out of place or out of the scope for a guide designed to be a solid base. Or at least that's my understanding. Aylis could have her own reasons. If you want to include DD or any other mod not covered in the guide you could start by getting the files, following the general install/loadorder rules (so place DD near the other LL mods in your modlist, then adjust the esm files to be near the top, etc.). Then fine tweak the exact loadorder by trial and error or by loading your loadorder into xEdit and filter to show conflicts, then inspect the conflicts related to DD or other mods and see which records should be preserved for the mod to work as intended, or if the record conflicts are even an issue or can be ignored. 1
llokii70 Posted May 12, 2021 Posted May 12, 2021 31 minutes ago, Just Don't said: It was included in this guide but was eventually removed. I think it was because there weren't many mods from this guide using DD features. I don't think being a script heavy mod was a reason. Even if it's a known and big framework, it appeals to a very specific playstyle and has little applications for a "general" modlist. So it's easy to consider it to be out of place or out of the scope for a guide designed to be a solid base. Or at least that's my understanding. Aylis could have her own reasons. If you want to include DD or any other mod not covered in the guide you could start by getting the files, following the general install/loadorder rules (so place DD near the other LL mods in your modlist, then adjust the esm files to be near the top, etc.). Then fine tweak the exact loadorder by trial and error or by loading your loadorder into xEdit and filter to show conflicts, then inspect the conflicts related to DD or other mods and see which records should be preserved for the mod to work as intended, or if the record conflicts are even an issue or can be ignored. Yeah I wasnt saying it wasn't here because of script heavy. Alot of people run into CTD's with DD mods. The reason I will always hear is "script heavy" and a lot of the times thats simply not the case. I was saying that it is probably more times than not either due to poorly written mods or conflicting mods that cause stacks that get backed up. Skyrim either can't resolve them or is taking forever. The system then is taking a beating and then crash. If you had a solid foundation to build off of it would be much easier.
ddfde Posted May 12, 2021 Posted May 12, 2021 1 hour ago, Just Don't said: It was included in this guide but was eventually removed. I think it was because there weren't many mods from this guide using DD features. It used to be required for mods that were broken and got removed. Then there's the fact that animation packs used their own objects for bondage, so DD basically had no point. Unless you wanted the actual features of the mod, which just ruined the game imo. Especially if you got Cursed Loot, which I think used to be a part of this list. Constant bloated chests with restraints and some really overpowered "armor." Which didn't matter since the mod was purposely designed for you to be restrained most of the time. Random characters wearing devices that take you out of the game. The quests being just insanely tedious fetch quests, such as being forced to walk from Whiterun to Dawnstar at 1/10 your normal speed while your forced follower rapes you every 3 seconds. You're basically not even playing Skyrim anymore. The mod purposely tries to get in the way unless you disable most of its functions. The one thing this modlist was clearly designed to do was let you actually play the game. 1
Tiemphyx Posted May 13, 2021 Posted May 13, 2021 18 minutes ago, ddfde said: You're basically not even playing Skyrim anymore. The mod purposely tries to get in the way unless you disable most of its functions. The one thing this modlist was clearly designed to do was let you actually play the game. Bump - Agreed, although llokii70's desire of having a fully flexible LL base game build is...diy? 1
Folgar Posted May 13, 2021 Posted May 13, 2021 Hey does anyone know a fix for this mannequin issue? I have Mannequins revamped as well as the SL fix and the Mannequin mannipulator. Spoiler
Aylis Posted May 13, 2021 Author Posted May 13, 2021 In the end it is a combination of all the things previously mentioned. Let's compare the sex part of 'Skyrim SE' with 'FO4': Interaction FO4: a whole group is working on getting everything regarding AAF to work together. With one thread having all the informations you need. SSE: one group working on DD alone. The rest is done by various authors and a lot of them seem to work alone and are more interested in doing their own thing. Information FO4: One thread to get everything. SSE: you're lucky if you find required informations on page #62 of a thread and those usually are buried under a heap of other posts. Bugs FO4: one known bug regarding Supermutants (which is hard to nail down). The rest is usually compatability issues and those get solved asap. SSE: a plethora of bugs you have to work around. Also every update to a mod can cause issues somewhere else. Versions FO4: one version for everything. SSE: a lot of the original authors (if they are still active) still use LE. So we have to rely on ports which are often done by a different person. This split hurts us a lot! Now let's take a look at DD: 1. the author is still on LE. 2. the download is ~2.3 GB plus ~700 MB bodyslides plus ~1.2 GB created bodyslides for the framework alone. 3. the physics have changed drastically between LE and SE. Which is another can of worms... (Kudos to the guys who have the patience to work on it). 4. most of the mod doesn't fit into Skyrim. If there was a small version with items which would be believable for the timeperiod it would be in the list... 5. a lot of the addons have some issues. The addons for DD don't look much better. 'Kyne's Blessing'/'Parasites' Got a prerequisite which doesn't firt too well into Skyrim. Casting spells that summon sex-machines of the Dwemer? Ehm, a big 'no' from my side! Might add it later, but only if you can deactivate the machines and the spells of the prerequisite. Then we got only a half-finished questline which will stay in your questlog... Another thing, although i'd love to add it, which makes it unusable from my point of view. Add to that the requirement of DD (why isn't there a small version for this mod alone?) and its inclusion is very doubtful for the next years. 'Sanguine's Debauchery' Per se a very interesting mod. But it has some issues we tried to fix for weeks (@jaeos Remember that one?). The one thing i don't like is that it sort of forces you into a certain type of gameplay/tells you to like some stuff (which i totally disagree with!). So in the end it will propably never be added again. 'Devious Loot' So many problems with one mod... Tried it, ran into bugs, removed it. Although i like the general idea of cursed loot, hopping for half an hour through Sklyrim to the next smith, which hopefully can release you, is not my idea of fun. In the end you constantly get some new devices (which are often enough hard to get rid off) and when NPC start to show up in the stuff... Nope! Not in my Skyrim! 2
Aylis Posted May 13, 2021 Author Posted May 13, 2021 45 minutes ago, Folgar said: Hey does anyone know a fix for this mannequin issue? I have Mannequins revamped as well as the SL fix and the Mannequin mannipulator. Have you read 'Troubleshooting'?
Folgar Posted May 13, 2021 Posted May 13, 2021 47 minutes ago, Aylis said: Have you read 'Troubleshooting'? I have but couldn't find a solution, if it's missing meshes and textures I have no idea where to copy the files from and to. I use MO2 which keeps the mods separate from the game folder so the mod authors folder locations won't work.
Aylis Posted May 13, 2021 Author Posted May 13, 2021 11 minutes ago, Folgar said: I have but couldn't find a solution, if it's missing meshes and textures I have no idea where to copy the files from and to. I use MO2 which keeps the mods separate from the game folder so the mod authors folder locations won't work. The answer is right there: On 3/17/2019 at 7:05 PM, Aylis said: Black Face - Problem with the LO or a missing mod/patch. Invisible objects - Usually missing meshes 1. You don't copy files around. 2. I'm using MO2 and the mod authors folders work fine with the virtual installation. So that is NOT the problem (unless you got a broken download).
Folgar Posted May 13, 2021 Posted May 13, 2021 58 minutes ago, Aylis said: The answer is right there: 1. You don't copy files around. 2. I'm using MO2 and the mod authors folders work fine with the virtual installation. So that is NOT the problem (unless you got a broken download). I got it figured out I downloaded it and reinstalled multiple times, I think something is wrong with the fomod. The mod folder only showed the esp file no meshes or textures. I manually downloaded it and put the meshes, textures, and calientetools in the mod folder and it is all good now. Thanks again for your help.
ddfde Posted May 13, 2021 Posted May 13, 2021 There's a new mod called Open World Loot that seems like it would be a good replacement for MLU. It's supposed to keep the progressive experience by adding back leveled enemies and increasing their level cap and adding leveled loot for high level bosses and chests. It's also supposed to be compatible with mods that add armors and weapons to those lists. It seems like the only thing you'd be losing by not using MLU is the fixed high-level drops and the unique artifacts/weapons it adds. But that might be a good thing if you don't like getting an Ebony Bow of Paralysis at level 1 or whatever OP weapon you found on the wall in some random dude's house. You also lose the changes MLU made to smithing high level gear. I don't know how compatible it would be with this list just from the amount of MLU patches there are. The plans say that he's going to integrate the NordWarUA mods. Maybe something to look into in the future?
Mittelat Posted May 13, 2021 Posted May 13, 2021 Just a quick question. I'm currently in the process of installing the "DynDOLOD Rescources SE". I don't see any further instructions on whether it is okay or not, to choose all or some of the options in the FOMOD installer. Would somebody be kind enough to clarify, what i have to do here. Thank you Spoiler On a further note. On the modpage of DynDOLOD there are installation instructions. And i'm unsure what to do with them. Do i strictly follow the guide and just install DynDOLOD rescources SE and the other parts of the "installation" will be handled later in the guide? Or do i need to follow the Installation steps as shown in the picture below. I'm confused. Spoiler
Aylis Posted May 13, 2021 Author Posted May 13, 2021 @ddfde I'd have to rework a big chunk of the list for that mod... @Mittelat 1. How about the option 'pick whatever you want'? Unless i add specific instructions for the complicated mods (or the optimal choices) the options are up to you. 2. You follow his instructions and get 2D trees for the LOD - or you use mine and get 3D ones. 1
Mittelat Posted May 13, 2021 Posted May 13, 2021 9 minutes ago, Aylis said: @ddfde I'd have to rework a big chunk of the list for that mod... @Mittelat 1. How about the option 'pick whatever you want'? Unless i add specific instructions for the complicated mods (or the optimal choices) the options are up to you. 2. You follow his instructions and get 2D trees for the LOD - or you use mine and get 3D ones. Thank you for the clarfication. It may seem obvious but i just want to make sure. Do i need the Riften Dock Overhaul 1.5.1 fix for DynDOLOD? It isn't mentioned in the guide. Spoiler
Aylis Posted May 13, 2021 Author Posted May 13, 2021 36 minutes ago, Mittelat said: It isn't mentioned in the guide. There's your answer. 1
Alkzis Posted May 13, 2021 Posted May 13, 2021 @Aylis Ok so uhh, im having a bit of a really weird problem, for some reason i get teleported to the last door (as in, skyrim>interior/interior>skyrim) when i use some interaction objects (open a chest, speak to a kid, open a trapdoor on some location, oopen a door that should lead to a place.. and a lot more)) For example i tried to talk to one of the kids on Witherun (Battleborn! Give me your money!) and as soon as i did my screen went black (as in a short load screen) and got placed like if i just entered witherun. This can happen with chests, random doors, satchels, a bag somewhere. I have no clue what its going on, and the friend who recomended me this topic dont know. I dont even know where to start looking. Its game breaking since i can see this softlocking me out of the game, if it was just a minor bug (like the weird flotating campfire on MaraTemple on riften) i would ignore it, but i cant with this. Help, please! Edit: Yeah, im softlocked out of the game, i cant leave a dungeon since when i open the exit door it loads and then places me at the entrace of said dungeon, i literally cant leave. I found the cause aften 3 hours of looking around, and you may want to check it since it seems common: Its from the mod i shared a few days ago: Immersive Interactions - Animated Actions, the mod author just updated the mod as read avobe, but i checked with a few friends also using the guide and as soon as they installed the version of the mod that im currently using they the same bug as me, you may want to keep an eye on that. A good way to test it its walking around in Windhelm, almost all the stores for me had that bug but i thought that it was related to another mod that i got rid of, so i pay no mind. i will update to the newest ver and check how it goes Update: It is fixed as far as i can tell with the new update, im used an already existing save but so far after using commands to tp everywhere and interact with everything all seems fine 2: This is a straight forward question: Spoiler In the MCM of Dyndolod, can i change this parameters? I have a nuclear reactor pc so i dont care THAT MUCH about performance.. as long as its not unplayable/extremely laggy, i would like to see the trees as good as possible even from really far away, what do you recommend that dont melts the game btu also looks nicer? crank all to max, some middle point? same goes for the vanilla in-game settings (actor fade, grass fade, etc) i have the vanilla ones as you posted on the guide, but can i change them aswell? (i have a 3080) One last thing, TK Dodge SE dont works for me: i keep hitting the buton (L Alt on mcm) and the stamina drains so it should work, yet my character stays there like i did nothing, the page of the mod says that if you are using MO2 it should be installed manually coping the files into skyrim data folder, should i do it or it could break my game? how did you got it to work properly? (yes, i did tick the box on FNIS)
ddfde Posted May 13, 2021 Posted May 13, 2021 4 hours ago, Aylis said: I'd have to rework a big chunk of the list for that mod... I get it. I do think it might be a more flexible loot/encounter system once the author gets it to where he wants. I like what MLU does, but man it does get a little boring when you get to level 30+ and most dungeons are just easy. And it's hard to stop from going to known daedric gear drops before level 10. I've been going back and forth between using MLU's vanilla encounter zone add-on with Arena and Encounter Zones Unlocked to raise difficulty or by using EZU with MLU's Encounter Zone Update. The last one does make endgame harder while keeping MLU's difficulty but it also removes combat zones for most enemies which is... not desirable IMO. 1
Tiemphyx Posted May 14, 2021 Posted May 14, 2021 On 5/12/2021 at 12:15 PM, Aylis said: Modders must pay close attention to keeping patches and variants just below the last esp patched, regardless of what the great tool Sync Plugins has done. That is already part of 'Installation'. Well, it is and it really isn't. Nowhere is SLOP's default behavior mentioned. There are many instances of unspecified assumptions in these build instructions, like the above instance of Mittelat's question - maybe it should be mentioned in a guide for - beginners. This forum could be 125 pages shorter if the front page had two simple files: loadorder.txt and loadorder-wOpts.txt. Because installation order never = load order, it merely prescribes a basis for load order, and there's many a slip twixt cup and lip. Why not think of a load order list as a checksum? I fully respect the insane amount of work that goes into building, maintaining and, hopefully, even getting to play a fully vetted, stable build like this, and I thank you for that. This is a very interesting build that makes some interesting choices not seen in others I've done. I prefer some of them to Lexy's. But, if it says beginner in the title, there's no reason not to see that as part of the mission statement and Beginners need ABC=123. (Just so you know: the first screenshot Reveal under Installation is missing SkyUI_SE.esp among the masters.) Really hope this comes across in the spirit of improvement as that's all that's intended - Cheers
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now