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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted (edited)
30 minutes ago, Aylis said:

@NismoMan

Try reinstalling the mod. Maybe the texture broke...

Reinstalling didn't work... HOWEVER, I did turn on the particle patch esp and voila, everything back to normal!

This is extremely confusing, I haven't used the esp since I started my new run and the game ran like a dream and then suddenly this... 

Edited by NismoMan
Spelling
Posted (edited)

Maybe it`s not right place to ask.

I have big armor mode (bdo armors from TAL) and some armors seems nicely only when wearing full set. In some sets, when not wearing shoes and wearing chest your knees become invisible. As I understand, problem that chest boundary has not setted correctly. How can I fix this? Link to guide would be usefull

Spoiler

ScreenShot8.png.d3dc3f8fdb67e688046c90a363e7fa58.pngScreenShot9.png.e42ed6c956b17d0df7265898bf03ef5c.png

 

Edited by hakto
Posted (edited)

@rjrc These are really nice! I also like Southpawe's. He even fixed up Serana to look like her voice actress.

I am wondering if its possible to have PoeticAnt44's or Southpawe's mods work with HPNPCO. I figure the last one can cover random guards, bandits and others that the first two don't.

Btw, it says the Pride of Skyrim men were created with SoS light. Does something need to be altered to accommodate this?

Edited by unnameable
Posted
18 hours ago, T-lam said:

Looks like the whisp mother problem with MNC and CF.

Spawn a whisp mother and see if it ctd's

 

 Sorry, I'm not that good with mod acronyms. MNC and CF?

Using Alternate Start, I started a new game as a warlock's thrall. Game began in a cave near the CTD trouble spots in Riften. (luck?)
Spawned and fought a wispmother. no CTD
Saved at the inclined road near Snapleg Cave. CTD and no save, as expected

Posted (edited)
16 minutes ago, unnameable said:

 Sorry, I'm not that good with mod acronyms. MNC and CF?

More Nasty Critters. Creature Framework.

To troubleshoot CTDs your best bet is to get 2-3 crash logs from Net Script Framework, if the crashes are consistent you'll get a repeated object as possible cause. With that you can track it to a mod in particular. Otherwise you'll need to enable/disable all your mods in groups to discard each one.

Edited by Just Don't
Posted

@unnameable

Southpawe mods are very nice too, but PoeticAnt work is more complete (585 NPCs) and more suited to my taste

I'm using Sos Full and no compatibility issue with the light version used

Posted

@hakto If you are lucky your issue happens just because someone made an oopsie while converting your armor from oldrim to SSE.

 

In oldrim chest pieces work perfectly fine when set to bodyslot 32 (body) only. For SSE chest pieces additionally need to include slot 34 (forearms) and 38 (calves) else you end up with invisible knees and elbows.

To fix that you need to correct those errors both in the esp and the nif files of the chestpiece. In addition you then have to check that there is no bodyslot overlap with the armor boots and gloves that would prevent you from equipping those when you wear the chest. (i.e. if you after fixing the chest no longer can equip the boots at the same time you would need to check if the boots are set to slot 38 too and remove that possibly).

 

And yes. The annoying and finicky checking bodyslots and multiple game starts to see if you done it right is the easy solution if you are lucky.

Posted

I understand there is a reason we don't use Loot to sort the mod/load order. Aylis has spent countless hours dialing the order in (thank you!). However; I am wondering if there is a way to first build this guide's load order, then configure Loot to remember the load order and lock it in, and then only sort any additional mods. I doubt it, but thought I would ask. I know we can run Loot without saving just to see where it THINKS things should go.

 

Posted (edited)
4 hours ago, trgdolors said:

I understand there is a reason we don't use Loot to sort the mod/load order. Aylis has spent countless hours dialing the order in (thank you!). However; I am wondering if there is a way to first build this guide's load order, then configure Loot to remember the load order and lock it in, and then only sort any additional mods. I doubt it, but thought I would ask. I know we can run Loot without saving just to see where it THINKS things should go.

  • Lock loadorder in MO (select your loadorder, right click and select that setting).
  • Custom rules in LOOT.

The 1st one is weird and I'm not that familiar with it. In my brief tests I got mixed results (new mods would be placed between other locked mods, other times new mods would stay at the bottom of the loadorder instead of being sorted as expected).

LOOT rules need to be created for every instance where this guide says something different than the default LOOT sorting process. That could be a lot of rules, and you'll likely need to update and create new rules whenever you add more mods to your loadorder.

Edited by Just Don't
Posted (edited)
On 6/3/2021 at 10:09 PM, arshesney said:

FNIS.esp has to be an empty, dummy plugin, with Nemesis, make sure .you're not somehow using the plugin from FNIS proper. Placement doesn't matter, mine is buried in the first load order third

Thanks, yeah I'm having issues with my walk forward animation it's really weird.  I'm currently troubleshooting it again, where about in actual number "priority" is it for you?  I am having issues with it in the mix between Sinful CBP and the .esps it's naturally follows within load order. 

 

PS.  Currently having a glitch where the characters walk forward looks like more a hobbled bunny hop than just the normal stride.  If I switch the angle of the camera and use other directional controls it's perfectly fine.  Simply walk forward is buggy.

Edited by ascendentkunglao
Posted

Can you break your game messing with FNIS/NEMESIS/WYRE BASH, I have been trying to fix that weird walk forward animation issue and somehow bricked my whole entire game.  Can't even get passed the first black screen upon starting SKSE thru MO2.  Any tips would be much greatly appreciated, if not I guess I'll start from scratch building up a new profile with the same mods.  I'm trying to even use previously saved mod/plugin orders that worked properly and none of them want to get past the first black screen upon start.  

Posted (edited)

Any hint how to fix the weirdly (and extremely) jiggling and shaking butt while using SMP? I've tried different load order and 'smp reset' command in console to no avail.

 

I have installed via MO2 (in that order at the moment):
- HDT-SMP (Skinned Mesh Physics)
- CBPC - Physics with Collisions    
- CBBE 3BA (3BBB) body (Preset: CBBE Curvy Outfit/Body: CBBE Body Special)

- SINful CBP

- XPMSSE

Edited by Incubusbul
Posted
4 hours ago, ascendentkunglao said:

Can you break your game messing with FNIS/NEMESIS/WYRE BASH, I have been trying to fix that weird walk forward animation issue and somehow bricked my whole entire game.  Can't even get passed the first black screen upon starting SKSE thru MO2.  Any tips would be much greatly appreciated, if not I guess I'll start from scratch building up a new profile with the same mods.  I'm trying to even use previously saved mod/plugin orders that worked properly and none of them want to get past the first black screen upon start.  

Try deleting the outputs and the wryebash esp and see if it will let you get to the load screen, then you should be able to just redo the fnis and nemesis outputs, don't bash yet, start a new game and see if you make it to char creation. then save and bash.

Posted (edited)

So I have this problem whenever NPCs are spawn in nearby area. I just want to ask if anyone share same problems.

 

Ok so when a scripted event that spawn Npcs happens (e.g in vanilla when you approach a Talos in NE of Whiterun, 2 Thalmor agents will spawn to kill you or when Vampires attack town), an explosion happen where the NPCs are spawned but the explosion doesn't do any damage but still knock everything around and shake your screen.

 

Spawned NPCs are not neccessarily hostile, could be friendly but I don't know any other event vanilla or mod does so so I can't test it.

 

So anyone else encounter same problem and has anyone find a fix?

Edited by akadeadpool
Posted
10 hours ago, Aylis said:

@Incubusbul

Thats why 'Sinful CBP' is included. Change the settings in the MCM.

I did, but still no change. It looks like my current mod list is getting heavy on my system gradually. It was OK for a while, then I experienced a FPS drop with some extra NPCs in the scene and then that weird twitch (not sure what's the right word in English for it) appears again, especially while the PC is standing idle.

Posted

If you're using SMP physics for everything you have to reinstall 3BA with a different preset. I suggest "Real Bounce", all "Muscular" options and cup B or A.

Don't build "CBBE Body Special", that's standard CBBE. The body you want to build is "3BBB CBBE Body Amazing" otherwise there will be bone names mismatch and weird physics behavior. Also, full SMP is too much of a performance hit, I'd leave it to just hair and cloth physics and use CBP for the body (so you can also tune jiggling with SiNFUL), there's just no rig that can handle SMP well.

Posted
On 6/8/2021 at 5:59 PM, ascendentkunglao said:

Can you break your game messing with FNIS/NEMESIS/WYRE BASH, I have been trying to fix that weird walk forward animation issue and somehow bricked my whole entire game.  Can't even get passed the first black screen upon starting SKSE thru MO2.  Any tips would be much greatly appreciated, if not I guess I'll start from scratch building up a new profile with the same mods.  I'm trying to even use previously saved mod/plugin orders that worked properly and none of them want to get past the first black screen upon start.  

 

Can you try disabling jump behaviour overhaul in the left panel of MO2 and see if that gets you through the title screen?

 

If that works (and tbh even if it doesn't), re-enable JBO, delete your FNIS and Nemesis output folders then recreate them. Make sure Nemesis is disabled when you're running FNIS, and that FNIS is disabled (but the FNIS output mod is enabled) when running Nemesis. I'm sure you're probably following Aylis's instructions on how to do this but just make sure you re-read them if you're uncertain exactly how to get it working.

Posted
On 6/9/2021 at 7:52 AM, Incubusbul said:

I did, but still no change. It looks like my current mod list is getting heavy on my system gradually. It was OK for a while, then I experienced a FPS drop with some extra NPCs in the scene and then that weird twitch (not sure what's the right word in English for it) appears again, especially while the PC is standing idle.

 

I've noticed that idles from EVG and DAR (and any other mods that implement conditional idles) sometimes seem to fight with each other - the DAR idle will begin playing but get beaten by a conditional idle, causing the twitch. If it really bothers you, you could just disable all the PC conditional idles in the EVG MCM and see if that fixes it. For what it's worth, I usually only notice this when I first load a save, I usually just let my game settle for 30 seconds then everything runs smoothly.

Posted (edited)
On 6/9/2021 at 10:13 AM, arshesney said:

If you're using SMP physics for everything you have to reinstall 3BA with a different preset. I suggest "Real Bounce", all "Muscular" options and cup B or A.

Don't build "CBBE Body Special", that's standard CBBE. The body you want to build is "3BBB CBBE Body Amazing" otherwise there will be bone names mismatch and weird physics behavior. Also, full SMP is too much of a performance hit, I'd leave it to just hair and cloth physics and use CBP for the body (so you can also tune jiggling with SiNFUL), there's just no rig that can handle SMP well.


Thanks for the advice. I tried 3BBB CBBE Body Amazing, but it deformed the belly too much making the game completely unplayable. Now I'll give it another try and will follow your advice to limit the use of SMP, as my rig is anything but impressive anyway.

 

BWT, is the load order on the left in MO2 crucial for all this to work properly?

Edited by Incubusbul

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