alaunus01 Posted June 24, 2021 Posted June 24, 2021 1 hour ago, lkm1996 said: I couldn't find anything in my mod list so I figured out I'll ask[...] MO2 right side tab -> click data -> navigate to scripts folder - MO tells you which mod each file belongs to Now the bad news is that scripts tend to remain baked in your save. You can try going to a small mostly empty interior location, wait 72 ingame hours then save before you remove the offending mod. Might work if the mod wasn't coded sloppy ? Else you have to go back to a save where you are sure the mod wasn't installed yet (new game yay!)
lkm1996 Posted June 24, 2021 Posted June 24, 2021 Ohh, trust me, if I knew which mod it comes from I would have no regrets removing it even in very advanced playthrough (it would just be a pain in the ass to set up all the MCM settings for mods in game again) but the problem is that I can't find which mod that belongs to as there is no file named even remotely close to that ?
Tiemphyx Posted June 24, 2021 Posted June 24, 2021 @lkm1996 WIKill02Script.psc is an unmanaged script from the vanilla source/scripts folder. If you haven't already, you might look at an affected save in Resaver for clue to what might be calling it. If it's leaving unattached threads or undefined elements there might be more info.
lkm1996 Posted June 24, 2021 Posted June 24, 2021 Found something like that: Spoiler and mentioned instances: Spoiler Spoiler
Tiemphyx Posted June 24, 2021 Posted June 24, 2021 (edited) You have an awful lot of unattached threads and maybe a lot of undefined elements, so look for common culprits by opening the links ReSaver gives you and check your load order. WIKill02 is an extension of the script WorldInteractionsScript.psc, so look for that, too. I'm sure some else here has more to add. - Good Luck Edited June 24, 2021 by Temphyx
alaunus01 Posted June 24, 2021 Posted June 24, 2021 @lkm1996 You did that install on tuesday right? - Everything from entry 0429 to 0491 is in the wrong spot. You can move the DX Armors up right below Nemesis and the additional followers you picked next to auri and sofia. - Other problems I spotted: -- Estrus Chaurus - The SSE download on LL is severly outdated. You gotta convert a recent LE edition yourself and still might run into compabillity problems with the skeleton (i.e. might have to roll back to an earlier version of XPMSSE for EC+ to register properly) -- Defeat and AFT - Defeat does not play nice with multiple followers. -- Death Alternative / Defeat / Devious Devices - All hook into the same after combat stuff, lots of potential conflicts there. Move the armors and the followers into the correct positions Then go back and disable all the extra stuff you added that is not in this guide. I know it sucks but you added just too much. First make the guide build work, after that you can take a long hard look at all the other stuff and think what you really must have in your game. There is no way you get ALL the stuff I casually spotted to work at the same time. Not only because some of the things are incompatible with each other but because of engine limitations (even worse engine limitations that only show up in a mature game (i.e. 100 hours in)). Get a stable game running with the 'basics' Aylis provided and then you can add two maybe three more kinks. Devious Devices and Cursed Loot worked a couple revisions ago and still might without too much hassle (DD esms AIEC order between SLAroused.esm and CreatureFramwork.esm) (DCL esp just before SLAnimLoader) EstrusChaurus requires tinkering, and effectively only one tentacle animation works correctly in SSE. So unless that that is your main kink waaaaay too much work needed for some meehhhh results. TL/DR You gotta trim that loadorder or you will run into serious problems.
lkm1996 Posted June 24, 2021 Posted June 24, 2021 As far as I know Defeat hands over players "defeat" to DA and Devious Devices also does that. In DA one should just manualy register events and make sure Defeat and DD are configured to let DA handle things. As for the Defeat and AFT, I've never noticed problems with that combination, maybe because I am running with 2 or 3 followers max and just using IAFT to configure them. Yeah those entries from 0429 to 0491 were put there just to check if they are working and be grouped till I confirm or deny. Also only them, maybe with small exceptions, are mods from outside the guide. Still gonna use your advice and remove EC and better sort LL mods.
Aylis Posted June 24, 2021 Author Posted June 24, 2021 (edited) @All For those with an overloaded LO (or way to close to its limit). In FO4 i managed to flagg ~80 ESP as ESL and the game runs better. The same should be possible for Skyrim SE and you only have to follow the steps: Quote Flagging ESP as ESL It is relatively easy to flagg an ESP as ESL so it won't take a slot in the limited space for ESP. As it might cause problems i recommend to do it one by one and test the game for stability issues. But usually it should cause no issues if you follow those steps: 1. Start 'Wrye Flash' via MO2 2. Look for the mod you wan't to flagg as ESL. 3. Check if it shows up with a 'green' text (those are the ones that can possibly be converted). 4. Rightclick on the ESP and select 'Check ESL Qualification'. 5. If a window pops up listing it as 'ESL Capable' proceed with the next step. 6. Rightclick on the ESP again and select 'Add ESL Flag'. 7. Simply close 'Wrye Flash' and you're done. I already converted some mods and uploaded them so you don't have to do it yourself. Spoiler Sadly the patches for the icons take an incredible amount of time so i can't do that for Skyrim atm (and upload predone ones). Btw. i'm getting it close to the visual quality of Skyrim... Spoiler Edited June 24, 2021 by Aylis 1
maltodaxtrin Posted June 24, 2021 Posted June 24, 2021 Fallout 4's texture-matching between body and face is so horrendous, very few mods have actually managed to make it look totally seamless as it is in Skyrim. Have you managed that?
alaunus01 Posted June 24, 2021 Posted June 24, 2021 (edited) 1 hour ago, lkm1996 said: As far as I know Defeat hands over players "defeat" to DA and Devious Devices also does that. In DA one should just manualy register events and make sure Defeat and DD are configured to let DA handle things. As for the Defeat and AFT, I've never noticed problems with that combination, maybe because I am running with 2 or 3 followers max and just using IAFT to configure them. Yeah those entries from 0429 to 0491 were put there just to check if they are working and be grouped till I confirm or deny. Also only them, maybe with small exceptions, are mods from outside the guide. Still gonna use your advice and remove EC and better sort LL mods. You might want to check how many script instances are already running in your game and/or for general script lag. 1 hour ago, Aylis said: @All For those with an overloaded LO (or way to close to its limit). In FO4 i managed to flagg ~80 ESP as ESL and the game runs better. The same should be possible for Skyrim SE and you only have to follow the steps: [...] I think it's slightly different for skyrim. You need to watch out that formids in the esp are less than 1024 and when I did that the last time wrye bash didn't check that automatically. Not to mention the 'renumber formids to make it ESL' trap. ? Edited June 24, 2021 by alaunus01 grammar
Aylis Posted June 24, 2021 Author Posted June 24, 2021 (edited) @maltodaxtrin Almost. It is still there but only noticable if you actually look for it. Spoiler @alaunus01 The trick is that it is still an ESP and behaves as one, it only gets loaded into the space for ESL. Afaik only a real conversion to an ESL would require the changes you mentioned. And in FO4 it denies the flagging if there are too many entries. Edited June 24, 2021 by Aylis
alaunus01 Posted June 24, 2021 Posted June 24, 2021 20 minutes ago, Aylis said: [...] Afaik only a real conversion to an ESL would require the changes you mentioned. And in FO4 it denies the flagging if there are too many entries. Yes, only flagging an esp as esl was implied by me. And no there isn't such ludicrous luxury feature as checking for too many formid entries last time I went through this. When we were young we had to count them by hand! BOTH TIMES! 1
Aylis Posted June 24, 2021 Author Posted June 24, 2021 OK, looks like i'll have to dig deeper... But that is something for 'later™'.
trgdolors Posted June 24, 2021 Posted June 24, 2021 (edited) Are there any opinions on replacing Animated Weapon Enchants with this new mod: Adjusted Visual Animated Enchants (AVAE) https://www.nexusmods.com/skyrimspecialedition/mods/50382 Unless I am mistaken, they seem to do similar things. The earlier mod "Visual Animated Enchants" would still be required, and it is too bright, but this newer mod claims to tone down the brightness. There are a few mods that have to be installed but if you include "QRVAE - Qwinn's Refined Visual Animated Enchants", you end up not using any ESP slots at all (compared with the single slot that is used for AWE). There is some good install info available. I have used the older Visual Animated Enchants and it is beautiful, but blinding. To be clear: I have not tried this new one, nor have I yet even used Animated Weapon Enchants. I appear to be permanently rebuilding. Just thought I would inquire here. Thanks! Edit: I messed the URL up. Thanks Temphyx! Fixed. Edited June 25, 2021 by trgdolors
Tiemphyx Posted June 25, 2021 Posted June 25, 2021 4 hours ago, trgdolors said: Adjusted Visual Animated Enchants (AVAE) https://www.nexusmods.com/skyrimspecialedition/mods/3173?tab=description +1 Minor link confusion, AVAE is: https://www.nexusmods.com/skyrimspecialedition/mods/50382 1
Niittäjä Posted June 25, 2021 Posted June 25, 2021 This guide has been a fantastic help to getting back to modding skyrim, since my experience has been very surface level and with oldrim. However, couple of questions and notes have come up while following the tutorial. I apologize if any of these have been answered elsewhere. 1: How compatible would this list be with Immersive armours and Immersive creatures, used to be my favourite mods when I last played. 2: When using the creature framerwork and the other mods that go with it, will the creatures be constantly showing signs of arousal or is there different states? 3: I noticed some of the optional mods like Bleak Falls Barrow - Revisited having a lot of options, but there is no mention in the guide whether or not any of them should be taken. This might be a nitpick, but for someone super dense like me this would be a greatly appreciated. Thanks in advance.
alaunus01 Posted June 25, 2021 Posted June 25, 2021 21 minutes ago, Niittäjä said: [...] 1: How compatible would this list be with Immersive armours and Immersive creatures, used to be my favourite mods when I last played. 2: When using the creature framerwork and the other mods that go with it, will the creatures be constantly showing signs of arousal or is there different states? [...] 1) My oldrim modlist had immersive armours too. If you want something to stick out like a sore thumb you can give it a whirl too. Spoiler alert: Did not age well. Much much worse for immersive creatures. That already was a hot mess in oldrim. Even the bad SSE creature additions are way better than that old thing. 2) While not my number one kink I recall creature arousal states are dynamic.
Tiemphyx Posted June 25, 2021 Posted June 25, 2021 18 hours ago, Aylis said: OK, looks like i'll have to dig deeper... But that is something for 'later™'. Ruddy88 ESLify
unnameable Posted June 25, 2021 Posted June 25, 2021 (edited) 3 things I've noticed when testing: • Steel arrows, after being shot, have the "missing texture purple" color. The archer training targets in Solitude are full of purple arrows ? • The transparent parts of the fire particles are visible with lighting. They look like translucent orange squares. (see picture) • There is a fire hovering above a rug by the front door in Breezehome. I cant find any google results for the first and second one For the last one, Embers might have something to do with it. They show on their Nexus page that they fixed it several versions ago, but people still post about it. I tried to console delete them, but they come back after a while. It was Embers, I moved the patches to another folder and placed them lower in the LO. Edited June 29, 2021 by unnameable
Niittäjä Posted June 25, 2021 Posted June 25, 2021 (edited) 10 hours ago, alaunus01 said: 1) My oldrim modlist had immersive armours too. If you want something to stick out like a sore thumb you can give it a whirl too. Spoiler alert: Did not age well. Much much worse for immersive creatures. That already was a hot mess in oldrim. Even the bad SSE creature additions are way better than that old thing. 2) While not my number one kink I recall creature arousal states are dynamic. Thanks for the answer, would anyone happen to know any good lore friendly enemy and monster mods? Edited June 25, 2021 by Niittäjä
Tiemphyx Posted June 26, 2021 Posted June 26, 2021 7 hours ago, unnameable said: 3 things I've noticed when testing: • Steel arrows, after being shot, have the "missing texture purple" color. The archer training targets in Solitude are full of purple arrows ? • The transparent parts of the fire particles are visible with lighting. They look like translucent orange squares. (see picture) • There is a fire hovering above a rug by the front door in Breezehome. I cant find any google results for the first and second one For the last one, Embers might have something to do with it. They show on their Nexus page that they fixed it several versions ago, but people still post about it. I tried to console delete them, but they come back after a while. Reveal hidden contents Short answer: you're not following the mod list or order. Get the base build working before adding more mods. Make sure Mod List - left pane - is in correct order, make sure load order -right pane- is essentially the same. 1) missing or corrupt texture 2) no idea, someone will hopefully jump in and help on this 3) some mod is overwriting Breezehome by Lupus. That's the vanilla firepit trying to burn your rug. One change at a time (.after. you get it working).
unnameable Posted June 26, 2021 Posted June 26, 2021 (edited) @Temphyx thanks for the reply. I fixed the burning rug by installing the Embers patches in a different folder and placed them after Embers. This way when I synch the plugins, the Embers patches load in the right order. Edited June 26, 2021 by unnameable
alaunus01 Posted June 26, 2021 Posted June 26, 2021 13 hours ago, Niittäjä said: Thanks for the answer, would anyone happen to know any good lore friendly enemy and monster mods? Take your pick and knock yourself out. 1
Aylis Posted June 26, 2021 Author Posted June 26, 2021 1 hour ago, alaunus01 said: Take your pick and knock yourself out. Nice one! Added to Mods to check: Spoiler Courageous Women - High Poly Head Female NPC Overhaul Pride of Skyrim - AIO Male High Poly Head Overhaul Southpawe High Poly NPCs 2.0 - Some Patches The Paarthurnax Dilemma - Voiced Dialogue Dirt and Blood - Seamless Soap Texture Mihail Removal of 'Dawn of Skyrim'?
wollboi Posted June 26, 2021 Posted June 26, 2021 On 6/25/2021 at 6:39 AM, Niittäjä said: This guide has been a fantastic help to getting back to modding skyrim, since my experience has been very surface level and with oldrim. However, couple of questions and notes have come up while following the tutorial. I apologize if any of these have been answered elsewhere. 1: How compatible would this list be with Immersive armours and Immersive creatures, used to be my favourite mods when I last played. 2: When using the creature framerwork and the other mods that go with it, will the creatures be constantly showing signs of arousal or is there different states? 3: I noticed some of the optional mods like Bleak Falls Barrow - Revisited having a lot of options, but there is no mention in the guide whether or not any of them should be taken. This might be a nitpick, but for someone super dense like me this would be a greatly appreciated. Thanks in advance. My $0.02. 1 - Immersive Armors is very old and doesn't run so well anymore. I don't think it's been maintained at all. The armor in the list looks much better. If there's something from IA you can't live without, you can add it but I would disable all other options through its MCM, preferably without leaving the opening cell from Live Another Life. Even better, check to see if there's a standalone mod. As for Immersive Creatures, it used to be part of the list but was ditched (imo, rightfully so). It's just too ... weird. Like I don't want to be swarmed by an army of wolf puppies (no, literally, wolf puppies) right outside Windhelm. And I was once attacked by seven goblins immediately after starting a new game. You can tweak everything in its MCM, and it did offer some really fun surprises, but I just didn't like it. 2 - That's a more complicated question than you'd think. They are supposed to show arousal according to their arousal state, but none of the creature mods seem to play nice with each other that much. Lots of times you'll have them in permanent arousal, or no arousal visible when they definitely are. 3 - In the words of Prothy the Prothean: "Throw it out the airlock."
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