maltodaxtrin Posted September 13, 2021 Posted September 13, 2021 16 hours ago, Aylis said: DOH! If it is really so simple, then it is not even funny anymore... For those who use SRA add the following file as the last bodyslide: Bodyslide SRA.7z 29.06 MB · 5 downloads Morphs won't work. But it saves us a lot of juggling with the bodyslides. I'll see if i can refine it in the next few days... Wait what, which preset does it apply? Is it a custom preset?
wollboi Posted September 13, 2021 Posted September 13, 2021 @Aylis Is the SRA file for Wrong, GG, HIMBO, or does it matter? Also, maybe just me but I couldn't get SRA to work with the preset GG slides. The Wrong Body ones work fine. @akadeadpool None from what I can tell. I started a new game with a dummy character and ran from Whiterun to Old Hroldan and got around 45 FPS.
Aylis Posted September 14, 2021 Author Posted September 14, 2021 (edited) The file isn't limited to a specific bodyslide. It works for all. This will allow me (later) to work with one file instead of going through a dozen or so. As usual i overthought (and overcomplicated) the whole thing. ? __________________________________________________ Animations and combat will be completely reworked (we're in 2021) and i'll take a look OStim too. I'm in the middle of rebuilding Skyrim (this takes foreveeeer ?) for that and the first changes come to the animations (which should reduce the required packs). In the long run i hope to get a smoother game with way less scripts running in the background. Edited September 14, 2021 by Aylis 2
msd21 Posted September 14, 2021 Posted September 14, 2021 Hello guys, i m a new on this thing and i know that in last version there were some creatures mods, but now they are gone. Can anyone please show me the modlist where this mods still included, from version 3.2.0 of this guide i guess?
Amekakaru Posted September 14, 2021 Posted September 14, 2021 On the first page the link for Batter Dynamic Ash SE says the mods been hidden and that the creator has a new page for the updated version here: https://www.nexusmods.com/skyrimspecialedition/mods/54754 1
zahura Posted September 14, 2021 Posted September 14, 2021 @Aylis [Inofficial] Shield Sisters Re-Imagined - Werewolf Hotfix link seems to be dead Capital Windhelm Expansion - EMBERS XD Patch this patch's 'WindhelSSE-EmbersXD Patch.esp' file has a wrong master it should be 'Ember XD.esp' but it is 'EmberHD.esp' I changed it wit xedit but couldn't check the game for bugs still trying to solve nemesis it always stuck at %99 Spoiler this is my nemesis page I tried a lot of things see post #7221 if anyone but I mean anyone has this mods and could generate Nemesis output pls share it with me I beg you!
Guest Sk8rld Posted September 14, 2021 Posted September 14, 2021 Hi, i wanted to ask what's the total size of the mod folder
Aylis Posted September 14, 2021 Author Posted September 14, 2021 (edited) @msd21 All changes are in the update history (post #1). You'd have to reverse the deletion in an update, but i only list in which group the changes were. @Amekakaru Thanks. Fixed @zahura I'll take a look... @Sk8rld Uncleaned (got mods for testing in there) Should be something ~125 GB. But that depends on your selected options too. Nevertheless it should be less of what i got here (aka mine is the worst case possible). __________________________________________________ Temporay upload for the fix: Shield Sisters Re-Imagined - Werewolf Patch.7z __________________________________________________ On a first glance OStim is much smaller than Sexlab: Spoiler Edited September 14, 2021 by Aylis 1
trgdolors Posted September 14, 2021 Posted September 14, 2021 (edited) 6 hours ago, zahura said: still trying to solve nemesis it always stuck at %99 @zahuraI have been meaning to post this anyway: You probably already tried this, but the only way I can get Nemesis to not crash on me is to first re-boot the computer, turn off anti-malware, my (not MS) firewall, and close my browsers and all other extra running software. Even then, I have to try to run it several times. But it sounds like my issues may be different than yours. There have been more than one discussion in this thread about the challenges of Nemesis, though it has been a little while since the last discussion. You can try searching this thread; there were a few creative ideas. Good luck; we know it can be frustrating! Edited September 14, 2021 by trgdolors
akadeadpool Posted September 14, 2021 Posted September 14, 2021 @Aylis Not sure if it's intentional but having No Edge Glow below Fleshfx overrides the visual effect from Fleshfx. I check several times with those 2 mod swap order and they produced consistent result. Feel free to check it again. @trgdolors It seems Nemesis cause different problems for everyone. Mine is crashing during the run and it forces me to rerun nemesis again ? Not sure if anyone know this but the mod Better Jumping in SKSE section has an ini file that allow you to midair jump and how high that midair jump is. 1
Thardrim Posted September 14, 2021 Posted September 14, 2021 @zahura Are you sure that FNIS (the main mod) is deactivated when you run Nemesis? If it crash, you should delete the overwrite folder before you try again. Have you done this? So... untick FNIS main mod, run Nemesis, update, launch nemesis behaviour engine. If it crash or get stuck, run it again (update again and launch the engine again), but before doing that delete the overwrite folder in MO. Maybe you have already done that. If so, check this reddit thread, maybe one solution here can help you: https://www.reddit.com/r/skyrimmods/comments/i3eled/nemesis_ultimate_behavior_engine_stuck_at_99_sse/ P.S. Be also sure that you have set an exception in your antivirus for Nemesis. This kind of programs tends to be a little finicky with antiviruses.
misterpipes Posted September 14, 2021 Posted September 14, 2021 Before running No Grass, I created a mod from everything in Override, so all the SKSE settings where not mixed in with the No Grass cache. Thing I spotted with No Grass. I downloaded it when I spotted it in this thread, and it was version 7, and would repeatedly crash while seeming to make no progress generating the cache. Version 8, which was released the day after version 7, ran with only 3 crashes (all in Tamriel, and I have a few mods in my list that aren't on Aylis' list, changing quite a large chunk of Tamriel) and one of those crashes was probably me accidentally unplugging my USB headphones.
Aylis Posted September 14, 2021 Author Posted September 14, 2021 (edited) 2 hours ago, akadeadpool said: @Aylis Not sure if it's intentional but having No Edge Glow below Fleshfx overrides the visual effect from Fleshfx. I check several times with those 2 mod swap order and they produced consistent result. Feel free to check it again. O.o I knew i had forgotten something... Fixed __________________________________________________ This might be way bigger than i thought. Around 30 less ESM/ESP. Spoiler Around 70000(!) less script instances (we'll see if it stays this way). Game feels way smoother. And i already managed to shave down 12 GB from my test-installation. Edited September 14, 2021 by Aylis
Rey_Vegeta Posted September 14, 2021 Posted September 14, 2021 23 hours ago, Aylis said: Yes, you're using the wrong schlong. Only the standard one works (check the descriptions). By the standard one you mean The VectorPlexus Regular Addon schlong?
wollboi Posted September 14, 2021 Posted September 14, 2021 @Aylis Some recommendations since you're looking into animations & combat. I run these with the list with no issues. Combat * MCM Helper - Prerequisite for TDM * True Directional Movement - Just entirely MANDATORY now. I play Skyrim 85% of the time in third person after installing this and I love it. Improves first person combat too, especially for ranged cahracters. I need to make a video of how it looks in my build. Works great with controller too. (I put this and MCM Helper under UI and the others below under Override) * Wildcat - Everyone knows this one, so it's nothing new. Just thought I'd confirm that it still works with the list. I honestly don't feel like it really adds any difficulty in particular, and I'm playing it on legendary. Maybe at lower levels. * Ultimate Combat - Same really. * Advanced Adversary Encounters - I like it, but I feel like there's better ones out there (that go more hand-in-hand with TDM to make bosses ... actually bosses) and I'm still toying with where exactly it would go in the load order. I'm going to mess with a different one for my next character. * MLU/AAE Patch Animations * Disable Turn Animation - Prerequisite for newer Smooth Combat Non-Combat * Smooth Random Magic Idle Animation - Highly recommend. Makes mages look so much more menacing. * Smooth Staff Animation - I don't use staves very often, but it does look nicer. * The Ultimate Dodge Mod - TK Dodge doesn't work well with TDM. I tried the patch, but didn't make a difference for me. I like this one better anyway. * The Ultimate Dodge Mod Script Fixes - Fixes a goofy bug when you first enable it. * Cookeh's Conditional and Random Animations - I don't think this works with DAR Aroused Sexy Idles, but I dislike those anyway and tossed them. YMMV * Eating Animations and Sounds - Immersive even if you don't use a survival mod (I don't) * Feral - I've grown to like this one, but I think you already looked at it. * Dynamic Sitting Idles - I use the random version. Looks natural unlike some of the "sexy" versions out there. * Sky Idles SE - Essential. Just fantastic. * Take a Seat - Optional prerequisite for Immersive Interactions new wait animation. Patches * Ultimate Dodge Mod/RS Children Patch - Must be installed or you will get a call from the FBI. * UDM Patches - Needed for NordWar's armor mods (of all things) Combat-wise, I'm going to be using a lot more/newer combat mods for my next playthrough. I highly recommend this Youtube channel to see what I'm personally working towards getting my build looking like. He includes his mod list for each video, so I'm basically just going to be checking out those combat mods. There are also a newer DAR combat animation mods that I think may look nicer than the ones we're using now (more Dark Souls-y, less Street Fighter roundhouse kicks during power attacks). Spoiler https://www.youtube.com/channel/UCYSGoIqGw7KyXOPOz7Zl15Q Spoiler 2
Jessica_Degurechaff Posted September 15, 2021 Posted September 15, 2021 Hey there! Its me ya girl, finally managed to get my account back (upgraded pc and losed access to my mails) Its just a quick question that its 100% optional to answer and also 100% subjetive: Should i wait to update to the current patch, or should i just jump ahead? The one i have its the most stable up to May of this year (before the debacle about skyrim mods pulling out from Nexus because mUh rights and all of that) It runs like butter and its mostly bug free, i also copied the installation and removed (and added) a few mods on my own. It is time to update? And what happened to Modlists (of nexus)? (i ask as: are we using that feature?) Yes, i know theres a patch history in post #1, but i want to ask to people who crack a good few hours of the game each patch first. In paper everything is straight until you wet it. glad to be back
Aylis Posted September 15, 2021 Author Posted September 15, 2021 @Rey_Vegeta Yes, as in the description. @user037951 In theory you're right. But i strongly recommend to go with the separate files as Pfuscher got some landscape textures in 'Other' too. @wollboi Why am i not surprised by such a list? Some look interesting (and already in my list). @Jessica_Degurechaff Nope to this modlist feature from Nexus... __________________________________________________ Momentary setup for 'Physics and Animation': Spoiler This adds a better combat system with chained attacks (enemies too!), full movement and (at least most of) the unintended overlaps should be gone too. Plus the combat works in FPA and TPA. I might also move FNIS and NEMESIS to 'Final' (got to check for issues) so there's less scrolling involved. 1
trgdolors Posted September 15, 2021 Posted September 15, 2021 (edited) 1) @wollboiThat is a pretty good list. I am using many of those. I'll have to take a look at some of the rest. I too am interested in what people come up with for enemy AI like Advanced Adversary Encounters. All this stuff feels like it is changing pretty fast. 2) Here's some complementary mods (I'm sure many of you have seen) I have been trying that might be worth a look. None take an ESP slot: Smart NPC Potions - Enemies Use Potions and Poisons - What it says. ESP-FE zxlice's ultimate potion animation - ZUPA - Pretty cool "drink a potion in combat" animation. I used SkyUI to make drinking a potion a hotkey. ESP-FE Enemy (R)Evolution of Skyrim - EEOS - Enemies will use Spells/Perks/Items/Shouts which were previously limited to the player only. No ESP slot. Wider Block Angle - What it says. Actual ESL file. Classic Sprinting Redone (SKSE64) - Hold for sprint, rather than toggle. No ESP slot. Difficulty Balance - Player and allies have the same difficulty damage factor instead of opposite. If you increase the difficulty, your followers get weaker like you, not stronger. No ESP slot. SmoothCam - Marginally related, but you almost have to decide on your camera mod when you are looking at these other things. I am really liking this camera mod w/TDM. MANY cofig options, plus presets. I am currently using "Modern Camera Preset - TDM", but it worked so well I have not tried the other popular presets. Actual ESL file. 3) Procedural Movement: Another big thing I would point out on the combat/animation/movement front: the combo we figured out to get procedural movement with True Directional Movement is still working really well! We got Movement Behavior Overhaul SE actually working right, with the fixed left hand grip, and not taking an esp slot. Its back in this thread a month or two ago. Edit: I posted before seeing your last post, Aylis. That looks really interesting! Edited September 15, 2021 by trgdolors
Thardrim Posted September 15, 2021 Posted September 15, 2021 @Aylis I see you took the SkySA route there. I've been using SkySA for a while now and I like it a lot. It's also very customizable, because depending of the moveset that you choose, the combat feels one way or another. You may also want to add a couple of things that sinergize well with this kind of combat: - (SCG) Stagger on hit or FlinchingSSE - Stamina Matters - Regen Adjuster - zxlice Hitstop (a little thing that makes the combat way more impactful) - Hellblade - Timed Block - Elder Souls - Sweep Attacks I also recommend you TDUM - Reanimated instead of TKDodge, since it feels more responsive to me because it's not a scripted dodge like TKDodge. (It needs a couple of patches to make it work better, though, but it does imo). (The dodge mod that Distar is developing is incredible, but it's a Patreon mod and still a WIP, so probably not fitted for this list). Since I always play in 3rd person, I use True Directional Movement, and I think like @wollboi, that it is a game changer for sure and it always gonna be in my list from now on. I use some other mods related to SkySA, besides some of those combat enhancers that Wollboi recommends or similar. But what I posted here are my essentials with SkySA.
akadeadpool Posted September 15, 2021 Posted September 15, 2021 @wollboi Do you have any problem with movement behavior overhaul with that modlist? I have to keep enabling Nemesis instead of FNIS for MBO animation to work.
Thardrim Posted September 15, 2021 Posted September 15, 2021 (edited) 1 hour ago, trgdolors said: 3) Procedural Movement: Another big thing I would point out on the combat/animation/movement front: the combo we figured out to get procedural movement with True Directional Movement is still working really well! We got Movement Behavior Overhaul SE actually working right, with the fixed left hand grip, and not taking an esp slot. Its back in this thread a month or two ago. @akadeadpool This... The solution to make MBO to work together with TDM is to delete the animations from MBO and leave only the behaviors files. That way you end up having the procedural leaning (which is a behavior) without the clunkyness of its animations. You are also supposed to leave Nemesis ticked and not FNIS. Otherwise some animations won't work. Edited September 15, 2021 by Thardrim
ascendentkunglao Posted September 15, 2021 Posted September 15, 2021 On 9/13/2021 at 8:07 AM, Aylis said: Yes, you're using the wrong schlong. Only the standard one works (check the descriptions). Might be a broken mesh somewhere. Hi @Aylis maybe the last question where did you place this in your load order?
Aylis Posted September 15, 2021 Author Posted September 15, 2021 (edited) Got it! FNIS and Nemesis still works in 'Final'. Spoiler I got the '... requires FNIS/Nemesis' wrong (and then they tell me the german language is difficult (it isn't - it is precise)). Although it also got a few idioties in there. I'll immediately move both mods down to 'Final'. Done __________________________________________________ @ascendentkunglao Place what exactly? __________________________________________________ Btw: 1. What is the worst thing you can do in Germany? Spoiler Let a bureaucrat name something precisely. The names tend to get so long that no one can use the full name without writing it down. 2. How many germans do you need to change a lightbulb? Spoiler Exactly one. We're efficient, precise and got no humor. __________________________________________________ The really bad part about OStim is loosing 'Dibellas Sisterhood' as it got some requirements from here. Also 3BBB is making some trouble. I have to see what i can do to fix the misalignment of the anis. So far changing the physics is supposed to help... Edited September 15, 2021 by Aylis
akadeadpool Posted September 15, 2021 Posted September 15, 2021 3 hours ago, Thardrim said: @akadeadpool This... The solution to make MBO to work together with TDM is to delete the animations from MBO and leave only the behaviors files. That way you end up having the procedural leaning (which is a behavior) without the clunkyness of its animations. You are also supposed to leave Nemesis ticked and not FNIS. Otherwise some animations won't work. Look like I've done that thing wrong for almost a year ?
Jessica_Degurechaff Posted September 15, 2021 Posted September 15, 2021 6 hours ago, Aylis said: @Jessica_Degurechaff Nope to this modlist feature from Nexus... May i ask the reason? Dont worry i wont get into controversy, im just curious Oh and btw, saw that you are swapping to Ostim (or it seems), it may hurt at first but i believe that its for the best, as much as i love the "old but gold" mods they often feel like playing Jenga with barrels of oil.
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