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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted (edited)

My combat animations are in slow-mo?

 

Game seems stable and my GPU doesn't seem to be disliking it.  No random blue screen, blackscreens, driver-timeouts and I'm using the latest recommended drivers.  I kind of want to try the 21.9.1 Radeon drivers since Ancient Gameplay got better performance.

 

WOOOOOO!! Now to troubleshoot the game and mods again. Thanks everyone! @Aylis @wollboi @Sk8rld

 

PS. I ended up having to input player.setav weaponspeedmult 1 and player.setav leftweaponspeedmult 1, any one have any insight on why that would need to be a thing?

Edited by ascendentkunglao
Posted (edited)

@Aylis @wollboi Say in the FNIS-Nemesis part, shouldn't we need to activate SkySA option in Nemesis besides those 3 options ?

Edited by Sk8rld
Posted (edited)

Could someone tell me if i have done the steps correctly. I feel like i've missed something.

1. Activate FNIS, deactivate Nemesis. Start FNIS, select Gender, Skeleton and TK Dodge. Click Update FNIS

2. A scripts and tools folder is generated in Overwrite. Create a mod of it (FNIS Output). Place it below Nemesis and keep it activated.

3. Deactivate FNIS and activate Nemesis. Click Update Engine. Select Jump Behaviour, Movement Behaviour, SkySA and TK. Click Launch Nemesis.

4. Meshes, scripts, Nemesis_Engine and fnis.esp is generated in Overwrite. Create a mod of it. Place it below FNIS Output and activate it

 

Edited by Sk8rld
Posted (edited)

Need some help here. In the guide it says Create your 'Nemesis Output' from overwrite, activate it and let it overwrite 'FNIS Output'  but here it's only overwriting FNIS Behavior SE

Spoiler

1794925318_Screenshot2021-09-26174134.png.5aaa42ba9c724a61579d1bdb18f9f9f6.png

 

Edited by Sk8rld
Posted (edited)

@wollboi

Overkill? Nope, thats exactly how it should be done.

 

 

@Sk8rld

1. Bigger pics belong into spoilers!

2. Add a few animation packs and it will be different. In the long run i hope to get rid of FNIS.

__________________________________________________

 

I got DynDOLOD 3.0 working (even with all the warnings). So far we have to deactivate the ESP for 'ZAZ' and 'Dibella Sisterhood'. I have no idea why DynDOLOD thinks it has to add objects for ZAZ into the LOD. With the exception of the sanctum of Markath, not a single item of ZAZ is used anywhere... So i think that is a bug in DynDOLOD.

 

For the other two problematic mods i created patches:

Away, Come Away - Bugfix.7z

Shrine to Kyne - Bugfix.7z

If someone wants to give them a shot then tell me if they work for you (got to know that before i make them 'official').

Edited by Aylis
Posted
1 hour ago, Sk8rld said:

Need some help here. In the guide it says Create your 'Nemesis Output' from overwrite, activate it and let it overwrite 'FNIS Output'  but here it's only overwriting FNIS Behavior SE

 

That is a feature of mo2, personally I consider it a problem when doing things like this, if the files already exist it will overwrite them in their current location, but will put new ones in the overwrite.

Posted
2 hours ago, Aylis said:

@Sk8rld

1. Bigger pics belong into spoilers!

Oh sorry i didn't knew  :tongue:

 

Posted (edited)
4 hours ago, Varithina said:

That is a feature of mo2, personally I consider it a problem when doing things like this, if the files already exist it will overwrite them in their current location, but will put new ones in the overwrite.

So should i just ignore it and proceed with bashed patch and all ? Also the four mods : FNIS Behaviour, Nemesis and the two output are supposed to be activated, right ?

Edited by Sk8rld
Posted (edited)
45 minutes ago, Sk8rld said:

So should i just ignore it and proceed on bashed patch and all ? Also the four mods : FNIS Behaviour, Nemesis and the two output are supposed to be activated, right ?

No!

 

Deactivate 'FNIS' after you've created the output files with it. The mod is only needed for that.

 

It should look close to this:

Spoiler

680727234_Setup-Final.jpg.da2601fec6de1fce78f88c4d52fa5b1f.jpg

 

Edited by Aylis
Posted (edited)
34 minutes ago, Aylis said:

No!

 

Deactivate 'FNIS' after you've created the output files with it. The mod is only needed for that.

Oh i see, i understand. Also about the output overwrite part. Since FNIS is deactivated, Nemesis Output doesn't overwrite anything. Should i ignore it ? Also do i need to generate LOD for 0WHMiniBearQuestWorld (Capital Windhelm Expansion) in XLODGen, Dyndolod and TexGen ? Thanks

Edited by Sk8rld
Posted
53 minutes ago, Aylis said:

It should look close to this:

  Reveal hidden contents

680727234_Setup-Final.jpg.da2601fec6de1fce78f88c4d52fa5b1f.jpg

Okay that's identical to my setup. Thanks a lot. I was stuck on this part for a while. Also do i need to generate LOD for 0WHMiniBearQuestWorld ?

Posted

Ok @Aylis I don't know if it's my setup or got some bad textures, but trying to tun texgen and it keeps pooping off saying it can't find this [ex xxxn.dds]  I'll find it in mod and hide it then it finds another one in a different mod.  Did you have a issue like this when trying to run texgen?

Posted

This may have already been addressed, either directly and explicitly, or just by having the pre-made bodyslides take care of the problem, but at the Simply Realalstic Armor's discussion page I see that there may be a problem with female bodyslides for that armor with CBBE installed. 

 

Spoiler

QuestionableKhajiit
Sticky
06 April 2021, 3:25PM
RE:  Message for users of Bodyslide and Caliente's Beautiful Bodies Enhancer - CBBE (Courtesy of Tetrol88)
 
When Bodyslide is run with "Caliente's Beautiful Bodies Enhancer - CBBE" installed, meshes for all of the female vanilla armours are processed. These are pulled from vanilla resources and will overwrite modified meshes, reverting all female models back to vanilla. Hence female players and NPCs will have vanilla meshes while males (not affected by CBBE) will keep their new meshes. The meshes are refreshed whenever BS is run, so replacing the meshes within the CBBE mesh directory will not work - it simply pulls vanilla ones back from Skyrim.esm (I suspect).
 
One fix is to uncheck each "CBBE Vanilla" armour type in the Bodyslide pop-up eg "CBBE Vanilla - Body Fur 1 (Physics)" - that's one check box for each armour piece of each affected armour type (body, feet, hands - and hoods for those with hoods, but no helms) The bad news is that it doesn't remember your settings and has to be redone whenever BS is run again. The entire CBBE Vanilla GROUP can be disabled, but there are MANY armour/clothes that do not cross over, and all of those would be lost. Another alternative is to reinstall all the Simply Realistic Armors after any BS run.

    SIDBUGADO
    16 April 2021, 6:10PM
    Actually the best option would be go under options on Bodyslide and select an output (MO2 users should put the overwrite path, Vortex can put anywere ) run Bodyslide with just the CBBE Vanilla options checked, install this meshes, name them CBBE Vanilla and place them ABOVE this mod (and below CBBE) then run again the Bodyslide with the rest of your mods(except the cbbe vanilla ones,duh!) and name them CBBE mods, install them and place below your armor mods(if they're amor replacers (like Guards armor replacer) these meshes should be below both this mod and the original mod). This way you don't need to keep a 1Gb download just because of Bodyslide and there is no need to reinstall the mod.
        
alexf43
14 May 2021, 1:39PM
    I just want to chime in and say this works perfectly with my 500+ mods load order. Everyone is wearing the expected armour on the expected bodies. Thank you SIDBUGADO.
    
    Tetrol88
    16 May 2021, 1:40AM
    Not working for me - I wonder if the pre-existing nifs stored from previous BS runs are still overwriting - as I can't see how this fix clears old generated files. Trouble is I have no idea where to look.
    Went into the created CBBE Mods folder with explorer - despite having unchecked Vanilla and Vanilla(Physics) when that was generated, and again when it was saved, there are Vanilla meshes created - unchecking the mods for the vanilla save worked (no mod nifs created), unchecking the "vanilla" for the mod save didn't. Looked at the Daedric cuirass nif using Nifskope and sure enough it is vanilla. Going to delete out the unwanted directories.

 

 

Posted
3 hours ago, DarkDragoon197 said:

Ok @Aylis I don't know if it's my setup or got some bad textures, but trying to tun texgen and it keeps pooping off saying it can't find this [ex xxxn.dds]  I'll find it in mod and hide it then it finds another one in a different mod.  Did you have a issue like this when trying to run texgen?

 

Something similar happened to me yesterday, and it turned out to be an update of windows that somehow changed the way the antivirus handles exceptions. I had to create an exception in my antivirus for the whole folder of MO2 and Dyndolod. (Before I only had the exceptionsfor the programs).

 

This is what I gather from the little information that you give us... But let us know if the antivirus was the culprit.

Posted (edited)

@axz2

1. They fix the errors DynDOLOD 3 is complaining about.

2. Thats why 'Bodyslides - SRA' exists...

 

@DarkDragoon197

Thats the AV running amok again. You have to either deactivate the AV or exclude the folders, you're workin with, from it.

__________________________________________________

 

Disregarding the issue with ZAZ i'm quite impressed with DynDOLOD 3. Easier to use, once you have a fix for the used mods, and the texgen creates the files it needs. The LOD for the grass is also a big improvement and the option for its density even gives us a better look close up.

 

The biggest drawback are all the warnings that pop up. For most of those we'd need an update of the used mod and, as the files still work, 'information' would be imho more appropiate.

 

I still have to check a few areas, but so far i'd say switching over to DynDOLOD 3 is an improvement that should be included. Thankfully it only requires a few minor changes to the guide and the instructions.

 

 

The mod 'ENB Particle Glow - Candles (Luminosity)' will be included next time. It replaces two patches and looks a lot better than what we got now.

Edited by Aylis
Posted

Not sure if this is supposed to happen but after completing step 3 : Dyndolod, these windows still remains open.

Spoiler

177832597_Screenshot2021-09-27194438.png.2db46c36d35e6a989c70af98317de394.png

 

Posted

@Aylis There is yet another bodyshape randomizer. Maybe this one is finally easy to use? ?

 

If it works decently you probably could cut down the various different bodyslides to a single one and only provide racemenu slider presets for the various body choices currently 'supported' in the guide.

Posted (edited)

@axz2

The file is the answer to your last post.

 

 

@Sk8rld

When you still have windows like this then it is NOT finished creating the lod.

 

 

@alaunus01

Already seen it. The gif which showcases the mod isn't really convincing.

 

 

@user037951

That looks good.

 

Dang, he released defeat... Now i have to recreate the build for OStim.

 

 

@Ken_Scades

That one doesn't work with DynDOLOD 3. 

Edited by Aylis
Posted

One could argue that it might not be a good idea to run two frameworks that try to do the same thing. And to supplant SexLab it would have to be far superior, case in point some people still believe shitty follower frameworks that haven't seen an update in half a decade are still 'the best one!!!!'.

 

Personally I haven't dealt with O'mods' because too much of what floats my boat only is available for SL. *shrugs*

 

What I've dealt with is a variety of mods that claimed to have the racemenu bodygen feature sorted out easy to use but never really delivered in a satisfying way so I defaulted back to mostly manually bodygen which is a metric frakton of work.

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