Tiemphyx Posted August 17, 2021 Posted August 17, 2021 There were issues with the leito default animations on 8 as well, so just disable the lieto animations and you should be gtg Thanks, @jaeos 1
Krimzen Posted August 17, 2021 Posted August 17, 2021 So when I created the bash patch I got this Mod Organizer flag saying 'No valid game data. I think it might be because there was no Bash Patch.esp in the mod I created from the files wrye bash generated in overwrite. Apparently Wrye Bash already has an existing .esp called 'Bashed Patch, 0.esp' in my Skyrim SE Data Folder. Do I have to delete it so a new one is generated in overwrite?
jaeos Posted August 17, 2021 Posted August 17, 2021 (edited) 1 hour ago, Krimzen said: So when I created the bash patch I got this Mod Organizer flag saying 'No valid game data. Reveal hidden contents I think it might be because there was no Bash Patch.esp in the mod I created from the files wrye bash generated in overwrite. Reveal hidden contents Apparently Wrye Bash already has an existing .esp called 'Bashed Patch, 0.esp' in my Skyrim SE Data Folder. Do I have to delete it so a new one is generated in overwrite? Hide contents delete the stuff that was put in your overwrite. Spoiler scroll down to the bottom Spoiler right click bashed patch Spoiler rebuild patch. it will ask if you want to activate the esp. yes. This is how i remember doing it.. @wollboiThis is the way you do the original patch right? Edited August 17, 2021 by jaeos 1
Krimzen Posted August 17, 2021 Posted August 17, 2021 (edited) @jaeosOk I think I see where I might have gone wrong. When I scroll to the bottom my 'Bashed Patch, 0.esp' has to tick in the box next to it. Does it have to be enabled before doing rebuild patch? Edit: Oh wait never mind. I clicked 'no' instead of 'yes' when it asked to activate the esp lol. Edited August 17, 2021 by Krimzen 1
ascendentkunglao Posted August 17, 2021 Posted August 17, 2021 Random ass question who's running this on their 1440p high refresh rate monitor, are you running this in the native display resolution or downscaling it 1080p?
Aylis Posted August 18, 2021 Author Posted August 18, 2021 Looks like i finally got all NPC vampires working with HPH (there were some issues) and the PC seems to be fine too. Still have to check Serana but that would be a fix of one of the last bugs. 'Dawn of Skyrim' and the wenches will be removed from the list. The first one will allow updates for some mods, i always hated to lag behind updates, and the wenches are just too overpowered... Generally a nice idea but the more i encounter the more i think it was a mistake to add them in the first place. 3
Tiemphyx Posted August 18, 2021 Posted August 18, 2021 @Krimzen Your third screenshot shows your BashedPatch, 0.esp sitting in your Game/Data folder. Make sure you get it out of there and move it to your MO2 mod folder/ BashedPatch_yourprofile with the Docs folder you generated. If you now have two BashedPatch, 0.esp's, then delete the one in the game data folder and regenerate the patch if necessary. There should be NO extraneous (non-vanilla) files in the game data folder! 1
akadeadpool Posted August 18, 2021 Posted August 18, 2021 @Aylis What is the problem with Dawn of Skyrim? Is it related to Capital Windhelm mod?
ascendentkunglao Posted August 18, 2021 Posted August 18, 2021 Anyone got tips on why creature schlongs are not showing up at all during animations for me?
Aylis Posted August 18, 2021 Author Posted August 18, 2021 3 hours ago, akadeadpool said: @Aylis What is the problem with Dawn of Skyrim? Is it related to Capital Windhelm mod? Nope. But the name of the ESP was changed which caused a lot of patches to cease function. And after months this is still a problem.
Placeholder007 Posted August 18, 2021 Posted August 18, 2021 @Aylis First: Thank you very much for this guide. I never tried modding a game to this extend and would have been lost without it. I mostly sticked to your guide but somehow the animations are still not working properly. I'm not quite sure if I followed your steps for FNIS/Nemesis correctly: - Creating the FNIS Output with the settings from the screenshot, transferring them into an FNIS_Output folder went well - Deactivating FNIS and activating Nemesis is also clear, but what do you mean then with "Run the update"? Running FNIS doesn't seem to do anything without FNIS activated - I also don't seem to get the jump and movement overhaul options you mentioned in the next step - Running Nemesis afterwards also worked well, although I had to go back to v.0.83c because v.0.84 always produced an error caused by a supposedly missing file - Creating a Nemesis output out of the Overwrite is also clear but what do you mean by letting it overwrite the FNIS Output? Do they have to be merged in one folder or does the Nemesis Output simply have to be after FNIS? - Lastly: I suppose I have to reactivate FNIS again after this, right? Or does Nemesis cover all its functions? If I merge the two folders from the FNIS and Nemesis Output it looks like the following image. Does this seem right? One other thing I'd like to mention: Your link for the DynDOLOD Ressources points to those for LE instead of SE. The correct ones can however easily be found in Nexus via search
Krimzen Posted August 18, 2021 Posted August 18, 2021 (edited) So I was running xLODgen and there are lines saying 'error creating textures' when doing the generation. Is this a problem? Edit: It seems to be successfully working after removing my bashed patch mod and creating a new one. Edited August 18, 2021 by Krimzen
akadeadpool Posted August 18, 2021 Posted August 18, 2021 @Aylis I thought that the guide said to use ver 1.4 which still uses old esp name. Moreover, according DoS changelog, ver 1.5 doesn't update anything significant so ver 1.4 is still good to work. Or is it the case where some mods update their DoS patch to use ver 1.5 and some other mods don't? I'm asking because DoS is a great addition to city overhaul without adding too much. Some of the shops, merchants added by this mod are good for immersion too. 1
akadeadpool Posted August 18, 2021 Posted August 18, 2021 @Placeholder007 Quote - Deactivating FNIS and activating Nemesis is also clear, but what do you mean then with "Run the update"? Running FNIS doesn't seem to do anything without FNIS activated When you run Nemesis, there is a button called "Update Engine". Run the update= click Update Engine. But before doing so, you should clear your Override folder to make place for files created by "Update Engine". Exit Nemesis and move those newly created files to to your installed folder of Nemesis. Keep doing "Run the update" until Nemesis no longer produces any file to your Override. Quote - I also don't seem to get the jump and movement overhaul options you mentioned in the next step Those options are for Nemesis. For FNIS, only check the options like in tutorial picture. Quote Running Nemesis afterwards also worked well, although I had to go back to v.0.83c because v.0.84 always produced an error caused by a supposedly missing file Please use the latest version, Run the update and try again. Quote - Creating a Nemesis output out of the Overwrite is also clear but what do you mean by letting it overwrite the FNIS Output? Do they have to be merged in one folder or does the Nemesis Output simply have to be after FNIS? - Lastly: I suppose I have to reactivate FNIS again after this, right? Or does Nemesis cover all its functions? Don't merge the output, keep them separately. After you run Nemesis, disable Nemesis folder and enable FNIS (the mod folders, not Output folder). MO2 will notify you that Nemesis Output overwrite FNIS. New users may confuse and panic given the importance of FNIS so the guide says so to reassure you that's normal. 2
Tiemphyx Posted August 18, 2021 Posted August 18, 2021 Hey all, general question: how do you deal with old mod bloat? By that, I mean old mods that you aren't using in any profile but are still sitting in your left pane Mod List. I recently put in a feature request for MO2 for a filter option that would show all mods that are not active in any profile but maybe some of you have a simple solution I haven't thought of. Currently, I'm only running six active profiles: this one, Lexy, and four of my own but, with over 2k mods installed it is way past time to clean house. I've had limited success importing each profile's active mod list into excel and trying to brute force a NOT list but Excel seems much friendlier to AND workflows than NOT ones. Anyway, all suggestions welcome, thanks
Varithina Posted August 18, 2021 Posted August 18, 2021 (edited) 22 minutes ago, Temphyx said: Hey all, general question: how do you deal with old mod bloat? By that, I mean old mods that you aren't using in any profile but are still sitting in your left pane Mod List. I recently put in a feature request for MO2 for a filter option that would show all mods that are not active in any profile but maybe some of you have a simple solution I haven't thought of. Currently, I'm only running six active profiles: this one, Lexy, and four of my own but, with over 2k mods installed it is way past time to clean house. I've had limited success importing each profile's active mod list into excel and trying to brute force a NOT list but Excel seems much friendlier to AND workflows than NOT ones. Anyway, all suggestions welcome, thanks Depends, personally I just have multiple installs of mo2 rather than use profiles, sure it uses more disk space but meh. I tried using profiles but to be honest I found it clunky as hell keeping track of things in the various profiles, separators may work, using them for each profiles mods, then just collapsing the profiles not active. Quick edit there is already a filter to show only active mods in the left pane, click on the filters arrow and it should then expand the filters pane and that option should be the very top one. Edited August 18, 2021 by Varithina
trgdolors Posted August 19, 2021 Posted August 19, 2021 "Immersive Sounds - Compendium" had a big update to ver. 3.0. Among other things, it is trying to create more fancy footstep sounds, though it sounds like it would add some complexity. And it seems like it may need a bunch of patches for custom armor mods. Has anyone updated yet? Did it cause any issues? https://www.nexusmods.com/skyrimspecialedition/mods/523 Thanks!
Tiemphyx Posted August 19, 2021 Posted August 19, 2021 12 hours ago, Varithina said: Depends, personally I just have multiple installs of mo2 rather than use profiles, sure it uses more disk space but meh. I tried using profiles but to be honest I found it clunky as hell keeping track of things in the various profiles, separators may work, using them for each profiles mods, then just collapsing the profiles not active. Quick edit there is already a filter to show only active mods in the left pane, click on the filters arrow and it should then expand the filters pane and that option should be the very top one. @Varithina, I've not had any other problems with the Profile approach really and currently it all takes up around half of a TB SSD. So setting up several more instances isn't so attractive right now, but it is clearly an option, thanks. The inactive mods filter option you mention is the reason I put in a feature request: it only shows inactive mods in the current profile. Lexy uses something like 15 merge profiles and I have maybe 8 others. They're all viable and in various stages of update - but there are somewhere around 300-500 mods I'm not using and could take off the drive. Then I could consider another instance for say, a newer Lexy build, as you suggest.
jaeos Posted August 19, 2021 Posted August 19, 2021 56 minutes ago, Temphyx said: @Varithina, I've not had any other problems with the Profile approach really and currently it all takes up around half of a TB SSD. So setting up several more instances isn't so attractive right now, but it is clearly an option, thanks. The inactive mods filter option you mention is the reason I put in a feature request: it only shows inactive mods in the current profile. Lexy uses something like 15 merge profiles and I have maybe 8 others. They're all viable and in various stages of update - but there are somewhere around 300-500 mods I'm not using and could take off the drive. Then I could consider another instance for say, a newer Lexy build, as you suggest. You can run several instances off of MO2 and switch to that instance for each profile. You'll have alot of the same mods in each instance, but it will give you greater freedom in say a werewolf build playing with the werewolf mods, or the furry mod, and they won't show up in your other mod lists since they are in different folders. But, it will add how ever many instances you have to updating since fully 9/10 of each instance will be the same mods.
Krimzen Posted August 19, 2021 Posted August 19, 2021 When generating LOD there is a checkbox for an area called 'OWHMiniBearQuestWorld'. Apparently it's from the mod Capital Windhelm Expansion. On the Capital Windhelm Expansion nexus mod page it states you do not have to generate LOD for it as it's already included. So I should leave the boxes unchecked correct?
wollboi Posted August 19, 2021 Posted August 19, 2021 10 hours ago, trgdolors said: "Immersive Sounds - Compendium" had a big update to ver. 3.0. Among other things, it is trying to create more fancy footstep sounds, though it sounds like it would add some complexity. And it seems like it may need a bunch of patches for custom armor mods. Has anyone updated yet? Did it cause any issues? https://www.nexusmods.com/skyrimspecialedition/mods/523 Thanks! I did. Works fine. Bear noises are kinda creepy, and I'm still getting used to some of the new noises for when you sell items. But it works fine on an existing playthrough. I think the only patch needed was for one of NordWar's. @Krimzen I think you could do either really. It's not going to hurt anything to generate LOD for it. Re: Mod-Bloat - Like jaeos said, I swap some mods out for characters that aren't affected by them. Not going to be a werewolf - Take out MLT. Not going to be a vampire - Take out Better Vampires. I use a lot of the modded builds from Skyforge, so I swap in some mods like Apocalypse or Imperious if the build calls for them. You'll end up with missing masters, but Wrye will make that apparent before you start playing. I don't use different profiles or instances, as I like to keep all of my mods on one page so that I'll remember they exist for my next character. 2
Krimzen Posted August 19, 2021 Posted August 19, 2021 So after running the game and exiting there are some ini files in my overwrite for the mod Fuz Ro D-oh Silent Voice I think. What should I do with them? Create mod?
Varithina Posted August 19, 2021 Posted August 19, 2021 9 hours ago, Temphyx said: @Varithina, I've not had any other problems with the Profile approach really and currently it all takes up around half of a TB SSD. So setting up several more instances isn't so attractive right now, but it is clearly an option, thanks. The inactive mods filter option you mention is the reason I put in a feature request: it only shows inactive mods in the current profile. Lexy uses something like 15 merge profiles and I have maybe 8 others. They're all viable and in various stages of update - but there are somewhere around 300-500 mods I'm not using and could take off the drive. Then I could consider another instance for say, a newer Lexy build, as you suggest. Odd for me the inactive mods filer hides inactive mods, not shows them, ahh just played around with it, there are apparently three settings for it that rotate each time you click it, the first for me hides inactive, then hides active, then returns to showing all mods both inactive and active.
Tiemphyx Posted August 19, 2021 Posted August 19, 2021 (edited) 8 hours ago, wollboi said: Re: Mod-Bloat - Like jaeos said, I swap some mods out for characters that aren't affected by them. Not going to be a werewolf - Take out MLT. Not going to be a vampire - Take out Better Vampires. I use a lot of the modded builds from Skyforge, so I swap in some mods like Apocalypse or Imperious if the build calls for them. You'll end up with missing masters, but Wrye will make that apparent before you start playing. I don't use different profiles or instances, as I like to keep all of my mods on one page so that I'll remember they exist for my next character. Thanks @wollboi, sounds like a very solid approach, I just don't think I could go back from having at least two very different playthroughs and another build just to experiment with - even if it would save me a little(or lot of) grief. Still hoping to find a way to just cull the clunkers...maybe its time to get serious about picking up python, I don't know... Edited August 19, 2021 by Temphyx
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