Tiemphyx Posted September 18, 2021 Posted September 18, 2021 (edited) On 9/17/2021 at 12:31 PM, ascendentkunglao said: Anyone have any tips or have seen any resources on adjusting physics so that my arms don't clip into my characters breasts? They might be a little bit on the larger side so I'm thinking I'd have to adjust something. The answer to this depends on whether your character is using CBPC or SMP for the breasts. If you're using CBPC, then Shizof's guide that you posted should get you there. If you are referring to SMP collisions, I'd recommend first going carefully over the installation choices and BS procedures for CBBE 3BA (3BBB). If you're using D cup SMP for your character and you built the body correctly, your preset may be a bit extreme and you may have to adjust the SMP player collision body in Outfit Studio. Procedures for this are not complicated but require familiarity with Outfit Studio. If you change the player collision body, back it up and give the new version the same name. You might even use a copy of the whole 3BBB install just to be safe. If your issue extends to NPC's due to a very broad range of size between 0 and 100, you may need to adjust/make a new collision body for E/Fcup beneficiaries. Edited September 18, 2021 by Temphyx 1
Aylis Posted September 18, 2021 Author Posted September 18, 2021 (edited) Adding a new comparison video for ENB. I'll stick with Rudy, but you might prefer a different look. Spoiler Adding 'Jenassa in Chitin' to testing. As proud as a lot of Dunmer are this mod just makes sense. Sadly i have to kick 'Lowered Hands'. The animations are for Skyrim LE and i rather err on the side of caution. Final (for now) setup of 'PaA': Spoiler The new version of 'Depths of Skyrim' is impressive. Now you really REALLY want an item with waterbreathing. The only drawback, so far, is the increased size of the grass cache (1.6 GB). Edited September 19, 2021 by Aylis 2
ascendentkunglao Posted September 18, 2021 Posted September 18, 2021 @aylis any reason JK's area additions from the last update will cause CTD immediately upon loading into a save?
Aylis Posted September 18, 2021 Author Posted September 18, 2021 (edited) 12 hours ago, ascendentkunglao said: @aylis any reason JK's area additions from the last update will cause CTD immediately upon loading into a save? No, unless the save is in an unmodified area which you just changed with a mod from JK. ___________________________________________________ 'JK's Understone Keep' is just great. Will be added. ___________________________________________________ *evil giggle* 'Fizzle' sounds interesting... As it works for (N)PC 'Novice' caster won't fling the higher spells, Odin provides, as often anymore. The 'Gigaduex Armor Set CBBE' got updated. Added the required change ('Amulet Version Patch' is now an update) to the description. Done Edited September 19, 2021 by Aylis
axz2 Posted September 19, 2021 Posted September 19, 2021 I know HASTE was removed because its no longer on Nexus. Still available elsewhere, but if it may have stolen assets I can see why you wouldn't want it on this list. If you do have it though it should still work fine I guess. Apparently not with Headhunter which might soon be part of the list though. I like a number of the changes that HASTE makes. (And I'm not sure I want my character bringing back heads due to Headhunter) Not sure about NPCs no longer greeting you. If I do put in in what section should it be in? I can't find the post where it was added and the post where it was removed didn't break down the removals by area.
Aylis Posted September 19, 2021 Author Posted September 19, 2021 (edited) @axz2 It is in there... _________________________________________________ Never thought we'd need something like this: High Polygon Leeks This is a simple solution for the bridge: Winterhold Bridge Repaired More patches: High Poly NPC Overhaul - Guard Armor Replacer Patch High Poly NPC Overhaul - Faction Armor Patch Didn't see anything unusual, but those might be useful as well: JK's Arnleif and Sons Trading Company - Window Shadows Patch JK's Mistveil Keep - Window Shadows Patch JK's Silver-Blood Inn - Window Shadows Patch JK's The Hag's Cure - Window Shadows Patch JK's The Temple of Mara - Window Shadows Patch With the previous removal of 'Dawn of Skyrim' we can now use all options for 'Embers XD'. Updating the description to reflect that. Done Moving 'JK's Palace of the Kings' from 'Checking Out' to 'Mods to be added'. _________________________________________________ Of course it had to happen... The mods 'Depths of Skyrim' and 'Riften Docks Overhaul' have several conflicts. I'll try to resolve them. _________________________________________________ Not looking good. Tried several options now and some are even worse... I might have to decide which one not to use. Edited September 20, 2021 by Aylis
axz2 Posted September 19, 2021 Posted September 19, 2021 On 4/7/2020 at 10:51 AM, wollboi said: Bit of a preference question: How does everyone feel about depth of field? With the ENB I think it can be a bit much, but turning it off makes DynDOLOD kind of pointless. It's something I don't notice if I, you know, actually play the game (an insane action, I know), but just curious what other people have to say on it. I know this is an old post I'm replying to but - Why does turning off depth of field make DynDOLOD pointless? Depth of field settings would just blur whatever DyDolod renders right? But you can get imrpoved distant views from Dyndolod and then not blur them out. (Esp. considering depth of field actually reduces performance) I haven't tested out different settings to see what I like but I'm leaning to turning it off. Partially convined by https://www.pcgamer.com/which-graphics-settings-should-i-always-disable/ (which also covers other settings) and to an extent by https://www.reddit.com/r/truegaming/comments/15lvuf/depth_of_field_and_its_use_in_video_games/ 1
axz2 Posted September 19, 2021 Posted September 19, 2021 Follower Trap Safety apparently doesn't forward a trap related USSEP change. This version does - https://drive.google.com/file/d/1xqBaT3trsrAcpYA-ErKoqaedNUFcsnbO/view from https://forums.nexusmods.com/index.php?/topic/5019240-follower-trap-safety/page-6#entry84462058 I discovered it because I installed Serana Dialogue Add-on and noticed it fully overwrote Follower Trap Safety so I started searching the comments there about the issue. Apparntly the version in Serana Dialogue Add-on also forwards the USSEP change. 1
ascendentkunglao Posted September 19, 2021 Posted September 19, 2021 Should we upgrade to the newest SKSE as it comes out or is that a no go?
axz2 Posted September 19, 2021 Posted September 19, 2021 Not expecting any of these to become part of the mod list or for Aylis or anyone else to do an exhaustive check of them for problems but I plan to add some quest mods. First of all does anyone have any recommendations of quest mods that are good, and hopefully that will be compatible with this load order. Inconsistencies in appearance (people, creatures, items, buildings, even landscape, looking different then the general look of this modlist, isn't really a problem as long as its contained to the areas directly covered by the mod. Secondly does anyone have an opinion about how good, how stable, and how likely to fit with this list (and with each other if you have a good idea) are the following mods - Beyond Skyrim: Bruma, Clockwork, Agent of Righteous Might, Beyond Reach, Project AHO (Patched with https://www.nexusmods.com/skyrimspecialedition/mods/20015 or https://www.nexusmods.com/skyrimspecialedition/mods/19209 , and probably https://www.nexusmods.com/skyrimspecialedition/mods/36915 to remove known causes of CTDs in the mod), Moon and Star, Carved Brink, Forgotten Seasons (Creation Club). Also these modifications of vanilla quests - Finding Helgi... and Laelette - A Laid to Rest Overhaul https://www.nexusmods.com/skyrimspecialedition/mods/28973 , A Lovely Letter Alternate Routes https://www.nexusmods.com/skyrimspecialedition/mods/21916
axz2 Posted September 20, 2021 Posted September 20, 2021 [Inofficial] Shield Sisters Re-Imagined - Werewolf Hotfix --Temporary Upload-- ? The file has to be manually copied into a new mod. Hopefully the OA will make an update to officially include it. I just downloaded it and installed it with MO2 and it seemed to install fine. There is only the one esp to copy anyway, some I'm not sure what copying it to a new mod would do. In the load order I have "Shield Sisters Re-Imagined CBBE", associated with Shield Sisters Re-Imagined.esp, and with the nifs from the Hotfix merged in to the mod. Then I have a 2nd mod Shield Sisters Re-Imagined - Werewolf Patch, that has ShieldSistersReImagined_Werewolf_Patch.esp and an ini file. That's installed correctly right?
Skag Posted September 20, 2021 Posted September 20, 2021 On 9/19/2021 at 8:00 AM, Aylis said: Adding 'Jenassa in Chitin' to testing. As proud as a lot of Dunmer are this mod just makes sense. If you're still looking to change Dunmer outfits this maybe? 3 hours ago, axz2 said: Secondly does anyone have an opinion about how good, how stable, and how likely to fit with this list (and with each other if you have a good idea) are the following mods - Beyond Skyrim: Bruma, I know Bruma was in the list at some point, I think it got removed because there were too many patches to manage for it.
Rikdo Posted September 20, 2021 Posted September 20, 2021 On 9/18/2021 at 9:00 PM, Aylis said: Adding a new comparison video for ENB. I'll stick with Rudy, but you might prefer a different look. Reveal hidden contents Adding 'Jenassa in Chitin' to testing. As proud as a lot of Dunmer are this mod just makes sense. Sadly i have to kick 'Lowered Hands'. The animations are for Skyrim LE and i rather err on the side of caution. Final (for now) setup of 'PaA': Hide contents The new version of 'Depths of Skyrim' is impressive. Now you really REALLY want an item with waterbreathing. The only drawback, so far, is the increased size of the grass cache (1.6 GB). Skysa Bug Fix would be rather pointless here - you are overwriting the fix with other animations. It just modifies the base animations found in SkySa - you have to manually apply the fix to the other animations from packs you have added.
Aylis Posted September 20, 2021 Author Posted September 20, 2021 (edited) @axz2 1. There are a few things that will be moved/updated with the next status update. 2. No wonder as that is the file i already modified for an easier installation. The original was different. 3. Bruma is bloated. Smithing alone got twice as many armors and weapons you can craft, but no changes to the names of the items. @Rikdo The point is that the animations that can get patched get patched. Besides it is pointless to complain about something before you even know how it will end up (spoiler: i might have a very good reason to do something the way i do). __________________________________________________ Starting a new run without 'Riften Docks Overhaul'. In the end i mostly added the mod to avoid the accidental start of the thieves guild quests and have an easy access to the southeast. But that got changed so the docks arn't that important anymore. __________________________________________________ Finally found a link for 'The Jedi Trees'. This is supposed to be the best tree mod for Skyrim SE (Video), but it vanished so fast i never manged to get hold of the file. Edited September 20, 2021 by Aylis
trgdolors Posted September 20, 2021 Posted September 20, 2021 On 9/18/2021 at 9:36 PM, Aylis said: The mods 'Dawn of Skyrim' and 'Riften Docks Overhaul' have several conflicts. I'll try to resolve them. @AylisI thought Dawn of Skyrim was already out of the list? Am I mistaken? 1
Aylis Posted September 20, 2021 Author Posted September 20, 2021 (edited) @trgdolors Typo: ... Depths ... @user037951 Good one. I'll take a look. _________________________________________________ 309th rerun complete. Checking now... Edited September 20, 2021 by Aylis 1
misterpipes Posted September 20, 2021 Posted September 20, 2021 Ran into a minor issue with the mod 'Dirt and Blood'. When using Wash and Rinse, I'd lose the effects of any enchantments on my gear afterwards until I manually unequipped and reequipped the gear. It's apparently not restricted to this mod, its an engine bug, and theres an SKSE extension to fix it (isn't there always?). So I humbly suggest Equip Enchantment Fix for those that have this issue (I added it to SKSE Extensions, for obvious reasons).
Rikdo Posted September 20, 2021 Posted September 20, 2021 Hey. You've done a good job from creating this list, to updating and maintaining it. I've used older versions of your list as a base before, and would like to see it continue to exand into the future. You have a few mods that could do with being updating/revisited since you first went over them. PrivateProfileRedirector SE has some issues with ENB - http://enbseries.enbdev.com/forum/viewtopic.php?f=21&t=7016. SSE Paralleax Shader Fix (Beta) is no longer needed with the current ENB Binaries 0.462 and upwards. TK-Dodge - Could do with looking at The Ultimate Dodge Mod + Fixes + Animations again if you are considering updating the combat system. TK - Dodge is a decent stand alone, but has troubles with some of the newer combat mods, especially anything that goes into 3rd person (Such as True Directional Movement + Smooth Cam). Ultimate has a snappier response, and actually rolls in the direction of imput, instead of forwards, and also does not send your character on the zoomies (TK can sometimes mess with the movespeed of characters, when the rolls bug). Will restate, this is not to fix your current set up, but more to help future proof it some if you decide to branch out on the combat stuff. As you were looking at a tree setup in some previous posts, you could consider giving WizKids Tree Expansion (collection of Tree mods, including Jedi and 3DTree among others, with fixed meshes etc)/and Tree Selection (bunch of extra trees in cities and surroundings) a look over if you get the time. Both can be found on the WizKid discord. Admittedly Tree selection has some small issues with JK city overhauls, but there's also already some patches to fix that. Quote The point is that the animations that can get patched get patched. Besides it is pointless to complain about something before you even know how it will end up (spoiler: i might have a very good reason to do something the way i do). With your suggested loadout, you had like 1 animation not directly overwritten by JH. I'm guessing there may actually be some updates from others to add that fix into JH/others at some point in the future for those that dont want to, or cannot, do it as described on the page of SkySa Fix. TLDR the fix is good, just requires a fair bit of editing the HKX that you are using, it's not just a plug and play at this moment. Also, if you are going for the combat route : On Hit Animation Framework Flinching SSE Stagger Direction Fix Creatures Behaviour Compatibility - Kinda needed for the others below, does not need Ultimate Combat, just helps 'patch' nemesis for creature combats. It shuts down creature sexlab stuff, but thats no issue with your current list as you seem to have cut it. zxlice - Backstab and Parry zxlice - hitStop Is a nice suite of mods that make things work smoother together, especially with the SkySa mods you are already looking at. Also, i think Synthesis was mentioned to you a while back? Helps patch ENB Light, DBS 2.1, as well as other shiz to hopefully cut down on the amount of compatability patches. But yeah, lot of suggestions. Good luck.
wollboi Posted September 20, 2021 Posted September 20, 2021 (edited) @axz2 I honestly can't remember what I was talking about back there. I turn DOF off completely with Rudy ENB. I think it's a bit much, and I'd prefer the vistas that DynDOLOD enables to look 100% clear on all parts of my screen. @Aylis I'd keep Docks Overhaul. I'm sure Depths is nice, but most users spend a grand total of 30 seconds over a 300 hour playthrough underwater, whereas having a bridge across the river without having to enter Riften is very nice. But, as always, you're the guru. I'd also second Ultimate Dodge Mod over TK's Dodge. If the combat mods are getting updated, TDM is god-tier and UDM works with it. (I like how this game is becoming Dark Souls a few months before Elden Ring comes out.) Edited September 20, 2021 by wollboi 2
axz2 Posted September 21, 2021 Posted September 21, 2021 9 hours ago, wollboi said: @axz2 I honestly can't remember what I was talking about back there. I turn DOF off completely with Rudy ENB. I think it's a bit much, and I'd prefer the vistas that DynDOLOD enables to look 100% clear on all parts of my screen. @Aylis I'd keep Docks Overhaul. I'm sure Depths is nice, but most users spend a grand total of 30 seconds over a 300 hour playthrough underwater, whereas having a bridge across the river without having to enter Riften is very nice. But, as always, you're the guru. I'd also second Ultimate Dodge Mod over TK's Dodge. If the combat mods are getting updated, TDM is god-tier and UDM works with it. (I like how this game is becoming Dark Souls a few months before Elden Ring comes out.) I'm glad you responded about depth of field. After posting about it being a bad idea I actualy set it to enabled, because Rudy enb preset said to, and Aylis' ini had it enabled. Glad to read that Rudy works fine for you without it. I think I'll disable it again. Riften Dock Overhaul looks good to me (FROM pictures and video, haven't seen it in game yet). Not crucial but nice. Does TUDM, come with a step dodge replacer like TK Dodge? Never liked the idea of rolling around on the ground in a sword fight.
Numa_Cway Posted September 21, 2021 Posted September 21, 2021 2 hours ago, axz2 said: Does TUDM, come with a step dodge replacer like TK Dodge? Never liked the idea of rolling around on the ground in a sword fight. Yes, there's rolling and sidesteps. You can use only one of the two or switch between them via hotkey. 1
Aylis Posted September 21, 2021 Author Posted September 21, 2021 (edited) Finished checking the cities. Sadly there is no upgrade to the big cities in Tamriel which doesn't cause major conflicts or errors. Raven Rock on the other hand could be upgraded. So 'Raven Rock Reborn' will be replaced with the following mods: Solstheim Genesis Simple Raven Rock Expansion Mnem Raven Rock Expansion Reborn I might have spoken too soon. There's a mesh and another texture problem... *sigh* Edited September 22, 2021 by Aylis
axz2 Posted September 21, 2021 Posted September 21, 2021 (edited) I keep going back and forth about depth of field. Absent other specific evidence my thought is to drop it but I see this post on Reddit - ----- PSA: you'll get rain/snow occlusion bugs if you set bDoDepthOfField=0 in skyrimprefs.ini If you disable vanilla depth of field effects by setting bDoDepthOfField=0 in skyrimprefs.ini, you'll get visual glitches with snow/rain occlusion after swimming underwater. The symptom is snow and rain will disappear at the bottom of your screen. The amount of your screen that this bug occurs for corresponds to the last displayed level of water on the screen. You may want to disable vanilla depth of field because you don't like the effect or you want to use enb depth of field instead. To fix this bug and still disable vanilla depth of field, set fDynamicDOFBlurMultiplier=0 in skyrimprefs.ini instead. Took me forever to figure this out. Who knew rain occlusion is tied to dof. https://www.reddit.com/r/skyrimmods/comments/ce3kse/psa_youll_get_rainsnow_occlusion_bugs_if_you_set/ ----- That's two years old and its possible that SSE Engine Fixes, or Display Fixes or updates in ENB have fixed it. Its also possible the person is wrong and its not that it generally causes that, it only caused it in his particular setup. Since I'm only doing test runs now, not charecters I plan to keep as is for awhile, I supposed I can just try it both ways and see for myself. Edited September 21, 2021 by axz2 1
bandygirl1 Posted September 21, 2021 Posted September 21, 2021 46 minutes ago, axz2 said: Please let us know what you find out. 1
Grey Cloud Posted September 21, 2021 Posted September 21, 2021 @axz2 and @bandygirl1 (I'm on LE and I don't quite get your problem but) I use HHayleyy's Bixie ENB and s/he told me this for turning off DoF: DoF effects can be disabled as follows. Vanilla DoF enblocal.ini / "ENBSeries" GUI window [FIX] RemoveBlur=true Main DoF enbseries.ini / "enbseries.ini" window [EFFECT] EnableDepthOfField=false Secondary DoF effect.txt.ini / "EFFECT.TXT" tab in the "Shader Parameters" window [Depth of Field] Enable Depth of Field=false
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