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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
6 hours ago, Aylis said:

Those are candles, so flickering is to be expected.

 

well, you say its normal?

Spoiler

ezgif-com-gif-maker.gif

 

with weather mods from the list, sometimes it is really dark in the evening, and then the flicker is even more annoying

Spoiler

ezgif-com-gif-maker-1.gif

 

and after lantern "turn on"
these contrast...

Spoiler

ezgif-com-gif-maker-2.gif

 

Posted (edited)
19 hours ago, akadeadpool said:

Has anyone got problem with mod Torch Remover cause city guards to have torch holding animation but no torch in hand?

 

Whenever I see the mod in work, it's like the game trying to see which NPC raise the torch first and then delete torches from those who lose. So there's alot of time when I see guard NPCs holding invisible torch in the air.

 

yea, I disable this mod, works strange

Edited by lRaven
Posted

It would be nice to hide shields, or put it behind your back. Otherwise it looks silly with noncombat Idle animations.

Probably this mod could fix it

On 3/17/2019 at 8:03 PM, Aylis said:

DAR - Smooth Combat Non Combat

 

But mod hide on Nexus

Spoiler
On 3/17/2019 at 8:03 PM, Aylis said:

Screen-Shot146.png

 

Posted
3 hours ago, lRaven said:

 

yea, I disable this mod, works strange

Do you have any problem with light flickering because torch is count as light source and there is a limit on number of light sources in 1 location.

 

Without the mod, I imagine many NPCs will equip torches that add more light source which can potenitally cause light flickering.

Posted (edited)
4 hours ago, akadeadpool said:

Without the mod, I imagine many NPCs will equip torches that add more light source.

 

Nope, this is clearly not the problem

Not a big deal, I can live with it.

 

Btw. I just love how rains looking now. However I recommend set the Storm Lightning preset to a "minimum".

Edited by lRaven
Posted
2 hours ago, trgdolors said:

Hate to bring this up again, but has anyone got new thoughts on how to get Nemesis to run without crashing?

 

 

I'll just assume everything is in the right spot of the loadorder first.

 

[ ] FNIS

[x] Nemesis

... [stuff]

[x] FNIS output

[x] Nemesis output

 

----snip----

 

delete everything in BOTH outputs to start from scratch

enable FNIS - disable Nemesis - make sure fnis.esp is still in the right spot

run FNIS - move overwrite into FNIS output and enable it

optional - start skyrim to quickly check if you screwed up something with the FNIS install

disable FNIS - enable Nemesis

start nemesis - check for engine updates - put the overwrite into the regular nemesis mod NOT the output - shutdown nemesis

redo the above line until you no longer get updated files in the overwrite you have to drag into the original mod

only then let nemesis generate animations - that overwrite belongs into nemesis output

enable nemesis output - make sure the fake fnis.esp nemesis created is moved into the same spot where the original resided.

 

after that all should work

 

Posted (edited)
1 hour ago, Crashasmack said:

In Physics and Animation DAR - Smooth Combat Non Combat seems to be a link to a hidden mod. DAR - Smooth Magic Casting Animation too.

I fear there will be more in the near future.

 

The most likely explanation can be found here: FO4 - Lost Mods (Post #5). I already found several OA withdrawing/hiding their mods because of that.

 

Flagged both as 'Momentarily(?) not available.'.

 

The newest shenanigans of Nexus will cause a lot of problems. In my opinion Nexus is in the same category as EA. But we all know Greed. Greed never changes...

 

Edited by Aylis
Posted (edited)
15 hours ago, alaunus01 said:

 

---snip----

 

delete everything in BOTH outputs to start from scratch

enable FNIS - disable Nemesis - make sure fnis.esp is still in the right spot

run FNIS - move overwrite into FNIS output and enable it

optional - start skyrim to quickly check if you screwed up something with the FNIS install

disable FNIS - enable Nemesis

start nemesis - check for engine updates - put the overwrite into the regular nemesis mod NOT the output - shutdown nemesis

redo the above line until you no longer get updated files in the overwrite you have to drag into the original mod

only then let nemesis generate animations - that overwrite belongs into nemesis output

enable nemesis output - make sure the fake fnis.esp nemesis created is moved into the same spot where the original resided.

 

Thanks @alaunus01 this is just Excellent, imho it's clear, direct and unambiguous and it freaking works.  It removes having to bulldoze past Nemesis crashes.  just one (very) minor addition and a comment.  Somewhere after deleting the Nemesis Output and then re-running Nemesis, it's (perhaps obviously) necessary to re-select: Jump Behavior Overhaul, Movement Behavior Overhaul, and Ultimate Combat/TK Dodge - for this build, anyway.  The comment is just that all the Overwrite content transports can be obviated by using MO2's profile specific executable's option to "Create files in mod...". 

Anyway, your concise description understandably avoids this potential complication - thanks again

Edited by Temphyx
Posted (edited)
On 6/29/2021 at 1:48 AM, Aylis said:

2. Havn't seen a mod that makes them dangle without causing problems somewhere else.

Funny thing is, I had it working fine in the past but I forgot how I managed that years ago.

By the way I found out who it's attached to, those buggy leather straps on the horse.

Spoiler

20210630213827_1.jpg.0ae0a399f51b029fa4e780375c2f98ac.jpg

It's attached to this guy's balls and also...

20210630210529_1.jpg.1583c9288a4768e3c3a7b28bdbd4c59f.jpg

The guard got himself a stretchy belt so he can follow the carriage I bet, joking aside.

Now I'm not a modder, but I wish I knew how to fix this. It'd solve everyone's problem that has this.

 

 

Edited by Zathuul
Posted (edited)

I am still getting no animations after re-following the steps for installation. I attached screenshots of my load order, and logs for FNIS and Nemesis. The only thing I get in-game are blinking animations. Like, the character's eyes closing and opening and looking around. Nothing else, all T-posing.

 

Spoiler

20210630193708_1.jpg

 

 

Spoiler

 

Spoiler

fnis.jpg

 

 

 

Spoiler

Mo2.jpg

 

 

Spoiler

 

Spoiler

nemesis.jpg

 

 

Edited by Facehugger199$
Posted (edited)
2 hours ago, Aylis said:

@Facehugger199$

1. Pics belong into spoilers!

2. Warning in FNIS. This has to be fixed first.

3. If FNIS.esp is missing it can't work.

How does one find out what the warning is?

 

Isn't the FNIS.esp being created by Nemesis?

 

 

Spoiler

637697046_nemesisoutput.jpg.1588ef890af0548e06f6a4309593ba08.jpg

 

Edited by Facehugger199$
Posted

@Temphyx Yes I left out make sure the correct options are checked. People always complain I sound to patronizing. ?

And regarding "Create files in mod...": That'll end well the next time nemesis does an engine update and you need to untangle that again.

 

@Facehugger199$ In addition to what Aylis said I can spot from the screenshots that your MoreNastyCritters is using oldrim animations.

Posted
4 hours ago, alaunus01 said:

 

And regarding "Create files in mod...": That'll end well the next time nemesis does an engine update and you need to untangle that again.

Well, new version -> new instance across several profiles is a working habit so not so big a deal, maybe, but I do take your point about patronizing.

-Best

Posted

I got another noobie question. The guide says to get Simply Realistic Armor and Weapons, but later seems to overwrite the weapons with the Believable Weapons mod. Is there something here I am not aware of or are the mods compatible?

Posted (edited)
37 minutes ago, Niittäjä said:

I got another noobie question. The guide says to get Simply Realistic Armor and Weapons, but later seems to overwrite the weapons with the Believable Weapons mod. Is there something here I am not aware of or are the mods compatible?

If something gets overwritten in this guide then it is on purpose. Better things partially overwriting other mods to get the imho best combination.

 

Simple Math

    Simply Realistic Armor and Weapons

+ Believable Weapons

__________________________________________

= Simply Realistic Armor and Believable Weapons ;)

 

Btw. Thanks for giving me this question. Perfect for giving a simplified explanation how overwriting works. 

 

Edited by Aylis
Posted

I'm not sure if this has been mentioned in this thread yet (it's kind of huge tbh), but Dynamic Animation Replacer has a quirk where it sets an internal limit of around 16k animations. Since we're on LL, this might be an issue for some people. The limit cannot be set through a config menu or file since it's hardcoded into the DLL.

There is an alternate DLL recently posted in the DAR thread on the Nexus where someone found the hex value in the DLL and changed it so it works with over 16k animations, and there is a link to download it, supposedly virus free. It might be a good idea to warn people of the limit, and inform them of the alternate DLL.

Posted

@lanaya1437

In my experience Skyrim starts to get wonky after adding 12k animations and it starts to get crashy at ~14K+. I don't think it is a good idea to expand on the number.

Posted

From my experience, crashing usually originates from somewhere else. I've has very crashy playthroughs with few additional animations, and some very stable playthroughs with somewhere around 20k animations.

Regardless, it seems a lot of people come here as a starting point when modding with LL, and then move on to adding other mods, including animations. A warning about the animation limit just kind of makes sense. In fact, what you wrote above also makes sense to add.

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