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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted

@ascendentkunglao Don't recognize Suzana, did you mean Serana?  You may have grabbed a wrong file, there are a lot of Serana variations, so maybe double check your download selections for her, if that's who you mean.

 

@Aylis or anyone who might jump in,: I'm missing textures for the burnt wood in Helgen and the Hall of the Vigilant's.  Since the mod Burnt Wood has meshes but no textures, l kind of expected to see some other source of textures in a folder like textures/clutter/helgen with  names like burntrubble and burntwood, but no such path.  Anyone have any ideas on what I may have missed or left out?

 

 

Posted (edited)

@Tempfiks

If i remember correctly 'Embers XD' was the culprit and one of its settings caused the issue. It took me hours to fix that one...

 

 

I hate typos!

 

 

Back to converting patches for FO4.

Edited by Aylis
Posted
4 hours ago, Tempfiks said:

@ascendentkunglao Don't recognize Suzana, did you mean Serana?  You may have grabbed a wrong file, there are a lot of Serana variations, so maybe double check your download selections for her, if that's who you mean.

 

@Aylis or anyone who might jump in,: I'm missing textures for the burnt wood in Helgen and the Hall of the Vigilant's.  Since the mod Burnt Wood has meshes but no textures, l kind of expected to see some other source of textures in a folder like textures/clutter/helgen with  names like burntrubble and burntwood, but no such path.  Anyone have any ideas on what I may have missed or left out?

 

 

Suzanna is the dead girl in Windhelm thats the beginning quest to become able to buy property there. 

Posted (edited)

Thanks @alaunus01 , I should have looked there first but, of course, in the end the path was void anyway , hence - purple!

 

Thank you @Aylis, it turned out that Burnt Wood needs three textures from Embers HD that aren't included with Embers XD. 

The assets of Embers HD are protected or I'd upload the files here. 

If someone else runs into this, the folder path is: textures/effects/ 

And the three files are: mxwoodburning.dds, mxwoodburning_g.dds, mxwoodburning_n.dds

I just put them in Burnt Wood and changed its name to remind myself they're there.

These are 2K textures and look pretty good ingame.

 

Edited by Tempfiks
Posted (edited)

Super random question: How easy would it be to convert this list to VR? I know most SSE mods work in VR, but the different SKSE makes that a problem sometimes. Just wondering if it's feasible to try or if it would just be me wasting time.

 

... Also, I'm becoming more and more convinced that Capital Windhelm Expansion is a buggy mess. CTDs everywhere, usually when entering the city through the main gate, exiting through the docks gate. sometimes when leaving the castle, sometimes when entering/leaving Candlehearth Hall. All my patches are in the right spot and up to date. Anyone else?

Edited by wollboi
Posted
3 hours ago, wollboi said:

Super random question: How easy would it be to convert this list to VR? I know most SSE mods work in VR, but the different SKSE makes that a problem sometimes. Just wondering if it's feasible to try or if it would just be me wasting time.

 

... Also, I'm becoming more and more convinced that Capital Windhelm Expansion is a buggy mess. CTDs everywhere, usually when entering the city through the main gate, exiting through the docks gate. sometimes when leaving the castle, sometimes when entering/leaving Candlehearth Hall. All my patches are in the right spot and up to date. Anyone else?

It is a mess, i had black faces ( a ton) there, CTD in some shops, people trying to pass thought a wall near the main entrace, npcs stuck on nothing, and more "minor" things that stack up and become mayor, i just avoid that place as much as possible since its just too much to fix, i just hope that it dont Block me off the game when the eventual attack battle of that place comes. 

Posted (edited)
5 hours ago, wollboi said:

Super random question: How easy would it be to convert this list to VR? I know most SSE mods work in VR, but the different SKSE makes that a problem sometimes. Just wondering if it's feasible to try or if it would just be me wasting time.

 

... Also, I'm becoming more and more convinced that Capital Windhelm Expansion is a buggy mess. CTDs everywhere, usually when entering the city through the main gate, exiting through the docks gate. sometimes when leaving the castle, sometimes when entering/leaving Candlehearth Hall. All my patches are in the right spot and up to date. Anyone else?

No ctd's there yet, some brownfaces (Tsun cult has 3-4), occasionally had to to purge cell buffers to remove stutter.  Made Solstheim traverse and finished Susanna murder quest without hitches.  Not sure why the different experiences...

Edited by Tempfiks
Posted (edited)
11 hours ago, wollboi said:

@Jessica_Degurechaff Yeah, all of the NPCs it adds (I think) have blackface for me. I mean, what it's done to Windhelm is fantastic, but it has to play nice with too many mods and I think some things come out wonky because of it.

 

I manage to solve the problem with the gate not being properly placed - if anyone is having this issue, check in the bugs section of the mod where someone posted some console commands to solve this. I also solved the problem of the black faces that I also had and posted about a few weeks ago. For this, I downloaded the HPNPC patch at the bottom of the patches list that contains the loose files for the facegens of those NPCs and doesn't rely on KShairs. 

 

But yes, @wollboi, I think the mod is buggy. I have many CTDs when I'm in its cell... (I had just one, saving the game, which gave me the excuse to write this post ?).

 

Edit: Now that we're at it, there is a newer patch for Dawn of Skyrim - Windhelm Expansion - Dawn of Skyrim Patch.

Edited by Thardrim
Posted
19 hours ago, wollboi said:

Super random question: How easy would it be to convert this list to VR? I know most SSE mods work in VR, but the different SKSE makes that a problem sometimes. Just wondering if it's feasible to try or if it would just be me wasting time.

[...]

 

From what I casually picked up while catching up moving from oldrim to SSE it will not be as easy as just finding replacement DLLs that'll work.

I faintly recall one of the more popular authors on nexus mentioning something like that it would be easier to rebuild a SSE modlist in oldrim than porting it to VR. So there is your ballpark workload.

Posted (edited)

@Thardrim I'd wondered about that. There's the new patch but the old one is still up. Do you use both of the patches together, or just do without the KS Hair?

Edited by wollboi
Posted

Anyone in here have a AMD/Radeon Custom Graphic Profile settings that's optimal for us using this mod list?  For reference in outdoor environments I'm only getting high 20s to high 30s, with a 5600X and 5700XT.  Anyone have any suggestions or even if that's normal for set-up with similiar capabilities? 

Posted
11 hours ago, Thardrim said:

 

I manage to solve the problem with the gate not being properly placed - if anyone is having this issue, check in the bugs section of the mod where someone posted some console commands to solve this. I also solved the problem of the black faces that I also had and posted about a few weeks ago. For this, I downloaded the HPNPC patch at the bottom of the patches list that contains the loose files for the facegens of those NPCs and doesn't rely on KShairs. 

 

But yes, @wollboi, I think the mod is buggy. I have many CTDs when I'm in its cell... (I had just one, saving the game, which gave me the excuse to write this post ?).

 

Edit: Now that we're at it, there is a newer patch for Dawn of Skyrim - Windhelm Expansion - Dawn of Skyrim Patch.

After looking up a lot i cant find that weeks old post, (i suck at forum use) may you please share it?  If theres a possible fix to at least some of the issues on that place i want to do et

 

Posted (edited)

@Jessica_Degurechaff https://www.nexusmods.com/skyrimspecialedition/mods/42990?tab=bugs&BH=0 >

go to page three > gate issue > last post on that page.  It's an iterative process of first getting the gate's ID in console, then getting its current position (using getpos (x, y, z) in console) and then somewhat tediously moving the gate in (x, y) by using setpos (x, y, z).  This gate fix is only needed if you did not start a new game with Capital Windhelm Exp.

Edited by Tempfiks
Posted
6 hours ago, ascendentkunglao said:

Anyone in here have a AMD/Radeon Custom Graphic Profile settings that's optimal for us using this mod list?  For reference in outdoor environments I'm only getting high 20s to high 30s, with a 5600X and 5700XT.  Anyone have any suggestions or even if that's normal for set-up with similiar capabilities? 

 

Only 30 fps looks odd for a two year old GPU.

 

First thing I would check is SKSE\Plugins\EngineFixes.toml - search for the MemoryManager line and set it to true if it wasn't enabled.

 

If that does not help it could get slightly more complicated.

The other reason I can imagine for your fps tanking would be if you somehow managed to exceed the 8gb vram on your card and your system is constantly swapping textures from vram to your regular ram. If you always picked the highest detailed texture packs while going through this modlist I can see you reaching that limit and I know for sure if you run around with multiple companions in tow those would eat huge chunks of vram too. And yes to remedy that you would have to go through a lot of mods and reinstall the smaller texture packages. yay.

 

Not to forget the usual dumb mistakes reasons:

- skyrim ini's still handle the graphic settings and not the enb

- edited the wrong ini while mod organizer is using different ones

Posted (edited)

@wollboi We just need the last patch, the one without KS, because it also contains the .esp file along with the facegen files that we need. However, I'm going to edit that patch and try to use only the loose files to see how it works, but I haven't tested it yet. So, for now, just use the newer patch.

 

@Jessica_Degurechaff Just write this in the console:

 

prid 000a17d3 (to select the door)
setpos x 138249.52
setpos y 37477.63

 

Edit: I just wonder if this mod might work better for Capital Windhel Expansion - Capital Windhelm Expansion and JK Skyrim - United. Maybe I'll try it...

 

Edited by Thardrim
Posted (edited)

Anyone by chance, run Racial Body Morphs SE?  None of my orcs NPCs are referencing the correct skeleton I believe.  Anyway or have any tips on how to troubleshoot this? 

Edited by ascendentkunglao
Posted

So, here is my problem: when I am outdoors and moving about, the shadows and lighting effects seem to disappear. Everything looks as it should when I am indoors or stay still on outdoor areas. What is extra strange is that the same thing happens when I turn off ENB.

I've been looking around for a solution and seems like quite a few people had it. However, they either don't post their solution or say it got fixed by updating their drivers. After I updated the drivers, the issue went away for a while and came back after the game crashed.

GPU: Nvidia RTX 2070 Super
CPU: Core i7-10875
Posted

I hadn't realized that there was a nemesis PCEA2 made up. Does anyone have experience with it? I'm wondering if it'll work in the same way that we sorta overlap FNIS then disable and just run Nemesis over the output.

Posted

There's no need to load a separate plugin for player exclusive animations: create an empty mod in MO, name it whatever you want. Create this path: meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm\00000007 and put the animations you want exclusive for your character there, done.

image.png.cb7606e3e513fc2a2340f889cdb36d89.png

the txt file is just there to remind me what animations I put in.

 

Want exclusive animations for Lydia (for example)? Folder should be: meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm\000A2C8E, Serana? meshes\actors\character\animations\DynamicAnimationReplacer\Dawnguard.esm\00002B6C

Posted (edited)

Just updated to your latest mod list - seems to be working great, thanks for all your hard work.

 

I did have a question though - with the SoS add ons for females and gender bender, wouldn't this set every female gender to male? From my experience (the one time I installed GB for a minute), because the "No Futanari" add-on is still marked as an SoS schlong, and because gender bender has no option to select SoS add-ons for the default female instance, I thought these two mods wouldn't work together? Or am I missing something.

 

If this isn't the right place to ask this just let me know, I thought I'd post here first though since the mod threads for both mods are pretty inactive.

 

edit: just read the whole mod description for GB - apparently it is meant to auto detect the SoS addon and assign it to female, which is not happening in my case. I'll try ask the mod author and just use SLEN in the meantime

Edited by asdj1239
Posted

@asdj1239

Not quite.

The SOS Addon gives (almost?) every female a schlong. Make sure to set up the PC for not having one.

'No Futanari' changes the chance of it happening (via MCM if i remember correctly).

'GB' is a 'Surprise Mechanic' for the PC.

 

Take it with a grain of salt as i don't use the mods. I only tested how to get them working as some people asked for it.

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