wollboi Posted October 17, 2021 Posted October 17, 2021 @MK198914 We've all done stupid stuff, don't feel too bad. @Jessica_Degurechaff I used to have that issue with controllers, but don't anymore. What controller are you using? I think I had the issue more with the PS4 controller (and a host of other problems). Xbox One/Series X controller works fine for me.
Aylis Posted October 17, 2021 Author Posted October 17, 2021 2 hours ago, Jessica_Degurechaff said: Sorry if this was asked before, but do you plan to use the collection-Mod system from nexus, maybe use them in some way on this guide? what are you your thoughts on it? It's the same answer as for Wabbajack. A resounding 'Will NOT happen'! 1. They ignore the wishes of the OA. 2. I have several mods included that were on Nexus but the OA removed them there. 3. Their handling of OA is often enough at least 'questionable'. 4. I'm not interested in the squabbling there. Just check Aldamar - Druid Mushroom Home 5. And lastly Nexus refuses all payment methods i have available so i wouldn't even be able to use my own creation.
alaunus01 Posted October 17, 2021 Posted October 17, 2021 1 hour ago, axz2 said: What information do you plug in to that calculation? You make sure you picked consistent texture sizes on your install then check what your actual vram usage is. That is your baseline. Then you napkin math it. Going a texture size up roughly doubles the size but because GPUs use fairly good compression that does not equal that your vram usage doubles too. Depending on the game vram usage can go up anywhere from 50% to 70% (at least I haven't seen anything worse than 70% yet). So if your 1k textures install uses 4gb of vram: 2k textures => 6gb 4k textures => 9gb 8k textures => 13.5gb And yes I know those numbers are not accurate, it's napkin math after all.
Jessica_Degurechaff Posted October 17, 2021 Posted October 17, 2021 (edited) 16 hours ago, wollboi said: @Jessica_Degurechaff I used to have that issue with controllers, but don't anymore. What controller are you using? I think I had the issue more with the PS4 controller (and a host of other problems). Xbox One/Series X controller works fine for me. Funny enough, an xbox one controller. but the Dualshock dont have this issue (but i cant stand the PS controller, learn some ergonomics, sony, its 2021) ______________________________________________________________________ 16 hours ago, Aylis said: It's the same answer as for Wabbajack. A resounding 'Will NOT happen'! 1. They ignore the wishes of the OA. 2. I have several mods included that were on Nexus but the OA removed them there. 3. Their handling of OA is often enough at least 'questionable'. 4. I'm not interested in the squabbling there. Just check Aldamar - Druid Mushroom Home 5. And lastly Nexus refuses all payment methods i have available so i wouldn't even be able to use my own creation. Mh, yeah, i expected you would not use it for the same reasons as to Wabbajack. I will not get into any drama (because i dont agree with most of what people say about Nexus.. and its pretty pointless too) so i just want to point out 1 things: Free users can still use modlists, they would just need to click download each mod (like Wabb), premiums just hit download and thats it. ..or i just did not get what you meant Also, this is something that may fit into the list https://www.nexusmods.com/skyrimspecialedition/mods/57196 ____________ Btw its just me or one of the tracks from the new music added by the guide is a bit too tense? it feels like im playing bloodborne even if nothing is happening, but i cant find what track it is . F Edited October 18, 2021 by Jessica_Degurechaff
ascendentkunglao Posted October 18, 2021 Posted October 18, 2021 Anyone have a patch for the Dawnguard Sentries and HIMBO SOS Body? I think I just noticed that they weren't referencing the correct body. I'm running Bashed Patch right now, but I'm not familiar with using SSEEdit to have the plugin reference the correct body.
kle500 Posted October 18, 2021 Posted October 18, 2021 Thanks for this modlist/tutorial! Have been using an old version of it for the last play through and just updatet everything for my next play through. But I ran into a small issue, I updated Wrye Bash to the newest release (309.1) and now it doesn't deactivate the merged plugins anymore. Is that correct? I found some sources online which stated that this is normal and others which said that it isn't. I am confusion. Hope somebody can help me out!
Aylis Posted October 18, 2021 Author Posted October 18, 2021 (edited) @kle500 Not sure what you mean. We want the mods included in the patch, so why should some be deactivated? __________________________________________________ Finally got it. Instead of using a sledgehammer to make it fit a gentler approach would have saved me the headache of the last five days... Sometimes taking a step back and looking at the whole picture does help. Especially when you got stuck and are running out of ideas how to fix a problem. Spoiler All errors are gone now Now i only have to recheck the roads and ice floes. Then i can concentrate on the different config files. Edited October 18, 2021 by Aylis 1
kle500 Posted October 18, 2021 Posted October 18, 2021 1 hour ago, Aylis said: Not sure what you mean. We want the mods included in the patch, so why should some be deactivated? In the past, after I created a bashed patch, all plugins which are contained in the bashed patch have been automatically deactivated by Wrye Bash. Maybe that was some kind of user error on my end. Just to confirm, Wrye Bash should not deactivate the plugins in the load order which are included in its bashed patch?
Apollonir Posted October 19, 2021 Posted October 19, 2021 (edited) On 10/16/2021 at 4:22 PM, Apollonir said: I realized that I forgot another error: "FM+: Error _JSW_BB_Utility script is being overwritten by either a loose file or another mod! This patch cannot function properly!" As well as "The 'Fertility Mode - RSChildren.esp' patch from fertility mode serves no purpose and will conflict. Please exit the game and uninstall the 'Fertility Mode - RSChildren ' patch." I followed the instructions for this latter error, but I'm unsure if this error should even be appearing. It seems that I always crash right before getting to Helgen if Alternate Start (LAL) is disabled, and I crash immediately if it's enabled. I also found that the character customizer room sometimes begins to render before this crash. Seeing as the carriage ride is safe from crashes but the character customizer and Helgen aren't, one of the only things I can think the former doesn't have that the latter two do is female characters, so maybe an issue with all female models (hair, animations, etc) or some sexlab thing. I'll try deactivating some of these next, but any ideas would be appreciated. EDIT: I just noticed FM+ probably refers to Fertility Mode... That's the next place I'll look! Realized I had hentai pregnancy installed for some reason, but after removing it and putting the patches back in the right order, the FM+ errors are still there (and I could find no other mods that might be overriding the Fertility mode patch yet) and on top of that, the camera in the Helgen carriage ride is stuck in the driver's head and now crashes happens much sooner than before. Once again, does anyone have a clue of what could be causing any of these three issues? (FM+ errors, camera in driver's face, crash after a few seconds) Are any or all of them likely related? At this rate I might just give up on trying to get these mods working. No disrespect to the mod creators or Aylis of course, as this pack clearly works for other people. It's just that I've spent weeks working on this in my free time and I can't tell if I'm any closer to actually playing the game. Edited October 19, 2021 by Apollonir
buxxuc30 Posted October 19, 2021 Posted October 19, 2021 On 10/13/2021 at 5:37 AM, Aylis said: 'Cause i removed the ini from the guide! That ini is for DynDOLOD 2! Not anymore. That mod is already for DynDOLOD 3. Make a guess why i already had four more reruns of DynDOLOD... I'm working on it, but i can't make the creation of the files faster. I'm sorry, I didn't mean to rush. I was just wondering if it had been mentioned before. My bad for not reading the thread thoroughly before asking. Had anyone had any stable run with Creatures and MNC? I was searching and I think Aylis said they caused some problems for this list, so I haven't had it added but I'm hoping that if there's someone who's had successful runs with it, could you give me some pointers? Thank you!
buxxuc30 Posted October 19, 2021 Posted October 19, 2021 On 10/11/2021 at 11:07 PM, wollboi said: @FlufyFox Make you sure you have the correct FNIS Creature Framework (the one for SE, not LE). Before you run FNIS, make sure to click the middle button "De-Install Creatures". Despite being humanoid creatures, Draugr have done what you are describing for me and this fixed it. @Jessica_Degurechaff It's-a me, Mario. I need to make a better one though, maybe the next time I run FNIS/Nemesis. I use the IS/Odin one. It probably doesn't matter either way. Pardon me if this is a stupid question, but wouldn't De-install Creatures mean I won't be able to use Creature animations on SL anymore? (Sorry for double posting, I can't edit my post yet)
Aylis Posted October 19, 2021 Author Posted October 19, 2021 @Apollonir On 10/15/2021 at 2:56 AM, Aylis said: 1. Bigger pictures belong into spoilers. On 10/15/2021 at 7:36 AM, Aylis said: 1. Bigger pics still belong into spoilers. Make a guess what my comment on the big picture is... 1. The standard start is very sensitive to mods. 2. You're running at least 60 unconfigured mods. This simply can't work with the normal start... Especially with all the scripts that fire up at the same time. 3. You added mods on top of whats in the guide. How about running a test with the mods in the guide first and, when this works, add the additional mods you want to include. Just throwing everything in will usually only backfire. 4. Immediate crashes usually are a missing master, accidently using a mod for LE or a broken mesh in the area.
Apollonir Posted October 19, 2021 Posted October 19, 2021 19 minutes ago, Aylis said: @Apollonir Make a guess what my comment on the big picture is... 1. The standard start is very sensitive to mods. 2. You're running at least 60 unconfigured mods. This simply can't work with the normal start... Especially with all the scripts that fire up at the same time. 3. You added mods on top of whats in the guide. How about running a test with the mods in the guide first and, when this works, add the additional mods you want to include. Just throwing everything in will usually only backfire. 4. Immediate crashes usually are a missing master, accidently using a mod for LE or a broken mesh in the area. (Sorry about the image, it wasn’t very helpful anyway so I just deleted it) I’ve only been using the standard start so far because it’s the only way I’ve gotten anything to load, most importantly (or so I thought) a few error messages. Knowing that it’s sensitive to mods though, I’ll be sure to swap back to LAL. I guess I didn’t make it clear in my post, but the last thing I did was remove the handful of extra mods I installed. I’ll do another once-over of my mod list to make sure I didn’t miss any. I also didn’t get any warnings of missing masters when building my bashed patch, so I doubt that’s the problem…unless that doesn’t catch everything? I’m also pretty sure the only LE mods I have are the ones on the mod list, but again, I’ll go through my load order one-by-one and compare it to your list to make sure when I have a spare hour tomorrow. And thanks for the reply! Even if it hasn’t worked for me yet, I appreciate the time you’ve put into this project and to helping plebs like me figure it out.
alaunus01 Posted October 19, 2021 Posted October 19, 2021 4 hours ago, buxxuc30 said: [...] Had anyone had any stable run with Creatures and MNC? I was searching and I think Aylis said they caused some problems for this list, so I haven't had it added but I'm hoping that if there's someone who's had successful runs with it, could you give me some pointers? Thank you! That is a fickle one to set up. Already was in oldrim and has not gotten any better with SE. I mean there are like two or three creature framework 'conversions' into SE alone that all claim this version is the working one and the others have the issues. Here is what you can do to limit bad surprises. Make sure to disable as many creature types in the mcm as possible and only leave the categories enabled you really want. You cannot imagine how many stupid CTDs I had because CF&MNC did not play nice with <insert texture upgrade here> not to mention that it does not neccessarily occur to you that your random CTD in the general area of bumfrakistan happens because a bear wanders into your cloakspell range. Even with limiting what you actually replace it still will be trial and error. And once you got it somewhat working it suddenly will stop doing so from one day to the other because the moon just went from ascending into retrograde. 1
buxxuc30 Posted October 19, 2021 Posted October 19, 2021 1 hour ago, alaunus01 said: That is a fickle one to set up. Already was in oldrim and has not gotten any better with SE. I mean there are like two or three creature framework 'conversions' into SE alone that all claim this version is the working one and the others have the issues. Here is what you can do to limit bad surprises. Make sure to disable as many creature types in the mcm as possible and only leave the categories enabled you really want. You cannot imagine how many stupid CTDs I had because CF&MNC did not play nice with <insert texture upgrade here> not to mention that it does not neccessarily occur to you that your random CTD in the general area of bumfrakistan happens because a bear wanders into your cloakspell range. Even with limiting what you actually replace it still will be trial and error. And once you got it somewhat working it suddenly will stop doing so from one day to the other because the moon just went from ascending into retrograde. Thank you for your answer! Wow that sounds like MNC and CF aren't really for a stable playthrough I just want the Giant and probably Draugr or Falmer but sadly there's no separate mod for Humanoid Creatures.
alaunus01 Posted October 19, 2021 Posted October 19, 2021 @buxxuc30 It is not that unstable either. Just do what everybody else should do. Take your time building this modlist. Make a quick 'does it work' check every time you finish one of the categories (i.e. Foundation / SKSE extensions / UI). Then once you finalize this you make a larger spotcheck (visit all the cities at least). Now you have a working install, and when you take a scenic walk around you probably have a good idea how your system is handling it. Does it still feel fluid? When your FPS goes down is the game still responsive or do you have stutters? How long are the loading screens? All this gives you a basic idea if you still have room to put mods on top of it. It would not be a good idea to add another script heavy mod when you are already seeing CPU stalls. Anyway, make sure to save the current modlist and loadorder in MO2, and only then add 'unsupported' stuff to it. Most common mistake is to add too much stuff in too large chunks and then having to figure out which one of the dozen mods you added at the same time is the one fessing things up. 2
Grajowiec Posted October 19, 2021 Posted October 19, 2021 Hi, isn't Ordinator - Maximum Combat Compatibility a better patch for Ordinator and combat mods? It's made by the same guy who made Ordinator directional perks for Skysa and AMR
MK198914 Posted October 19, 2021 Posted October 19, 2021 I would like to give a shout to a mod called alternative perspective. In my opinion a better alternative to Alternative start live another life. It offers Helgen before it was attacked by Alduin where you can try Vilods famous mead. Also it view of the vanilla start as a spectator.
Kalthen Posted October 19, 2021 Posted October 19, 2021 I absolutly love your mod list ! Just have to say again ? Thank you very much. So I played around with the LO... adding more and more overhauls only to loose FPS or something else. Looked great but yours is quite well balanced. What I do recommend highly though, is: Zangdar's LUX version of Rudy ENB for Cathedral Weathers !!! Your will never want to go back. Just ditch Luminosity and Windowshadows and install LUX where you do the fixes. (It comes with it's own meshes and more patches than Window Shadows and overwrites perfectly) Replace the enb with Zangdar's version found in the download section of Rudy ENB for Cathedral Weathers. I recommend not to use his Reshade (super heavy). Instead I stuck with your old Reshade recommendations. And ... wow. I am still gawking when I switch to interiors. 2
ascendentkunglao Posted October 19, 2021 Posted October 19, 2021 2 hours ago, Kalthen said: I absolutly love your mod list ! Just have to say again ? Thank you very much. So I played around with the LO... adding more and more overhauls only to loose FPS or something else. Looked great but yours is quite well balanced. What I do recommend highly though, is: Zangdar's LUX version of Rudy ENB for Cathedral Weathers !!! Your will never want to go back. Just ditch Luminosity and Windowshadows and install LUX where you do the fixes. (It comes with it's own meshes and more patches than Window Shadows and overwrites perfectly) Replace the enb with Zangdar's version found in the download section of Rudy ENB for Cathedral Weathers. I recommend not to use his Reshade (super heavy). Instead I stuck with your old Reshade recommendations. And ... wow. I am still gawking when I switch to interiors. You got any screenshots? 1
buxxuc30 Posted October 19, 2021 Posted October 19, 2021 4 hours ago, alaunus01 said: @buxxuc30 It is not that unstable either. Just do what everybody else should do. Take your time building this modlist. Make a quick 'does it work' check every time you finish one of the categories (i.e. Foundation / SKSE extensions / UI). Then once you finalize this you make a larger spotcheck (visit all the cities at least). Now you have a working install, and when you take a scenic walk around you probably have a good idea how your system is handling it. Does it still feel fluid? When your FPS goes down is the game still responsive or do you have stutters? How long are the loading screens? All this gives you a basic idea if you still have room to put mods on top of it. It would not be a good idea to add another script heavy mod when you are already seeing CPU stalls. Anyway, make sure to save the current modlist and loadorder in MO2, and only then add 'unsupported' stuff to it. Most common mistake is to add too much stuff in too large chunks and then having to figure out which one of the dozen mods you added at the same time is the one fessing things up. Thank you so much for your advise! I'm new to modding so these tips really help. Also, may I ask another noob question please? I see there are a few mods that require a "New Game". Does it mean I have to start a completely new game or a clean save works? The escape Helgen part (the tutorial), especially the cart at the beginning seem to be really sensitive with mods and are always advised to play through it without any mods installed, so I'm a little bit confused. Would Alternate start solves all these issues and let mods installed right off the bat on a New Game?
alaunus01 Posted October 19, 2021 Posted October 19, 2021 As you guessed correctly Alternate Start avoids the vanilla start issues with sensitive mods. Just stick in the starting cell until mods have loaded and you configured the MCMs. Throw in an additional save and reload for the odd mod that only starts up after you load the game a second time (that one throws a lot of people) New game vs clean save: It depends. Knowing when a mod really needs a new game and when a clean save would be sufficient is a matter of experience. Some stuff gets baked into your savegame from the start. Do not worry about that. Once you finished customizing your skyrim to your liking (and sorted out what does not work exactly as you expected it ?) you can start your real playthrough. The only thing you need to worry about is resisting the temptation to fiddle with it once you started playing for realz. 1
Aylis Posted October 19, 2021 Author Posted October 19, 2021 (edited) @alaunus01 Very good post! I'll add that one to 'Installation' on page #1. ? I only added: 'The ini files at the end of the list got some added multicore settings which should help with this'. @Kalthen Got to agree. A few screenshots (in spoilers) would be nice. Like for example entering or leaving a shop (first person and using the console command 'tm') would make a comparison a lot easier for me and others. I could then even use your pics for a post where i could add my screenshots. I tried LUX before and wasn't that impressed. But maybe i had too many of the old mods still in there (or had missing patches)... @buxxuc30 A good example is the change to Windhelm. If your old PC was never in the area around that city then it might work. Otherwise you will have a lot of issues (floating objects, redundant walls, messed up textures, etc) as a lot gets baked into the savegame. Edited October 19, 2021 by Aylis 1
wollboi Posted October 19, 2021 Posted October 19, 2021 @buxxuc30 I still use all creature mods. To answer your question, De-installing the creature animations is just going to delete them and allow FNIS to recreate them. Sometimes when I don't click the button I get a lot of t-posing humanoid creatures. You aren't permanently getting rid of your animations, you're just telling FNIS to basically clear a cache (I'm almost assuredly getting this wrong, but that's what it seems to me). As for creature mods, here is what I am using and where I'd place them in the list. The only issues I've ever had is sometimes no boner is present, but that's usually not something I really care about so I haven't tried to tweak it much. Other than that, I've never had any problems, other than configuring Aroused Creatures can be very intimidating with all of its features. Spoiler Creature Framework v2.0.2 - After Sexlab Defeat Baka (I also use Baka's DAR Motion Pack from that mod, so I would place it under that if you want to do the same) More Nasty Critters v12.6 - Right under above mod Sexlab Aroused Creatures v4.08 - Right under above mod Sexlab Aroused Creatures Tweak - Right under above mod. Skip if you don't want creature-on-creature Aroused Creatures RIA (DAR Version) - Right under above mod. Optional BakaFactory Animated Beast Cocks - Right under above mod. Doesn't seem to work all the time MNC Husky - Right under above mod. Optional Babo Animation - In the list's Additional Animations subgroup. Optional Horny Creatures of Skyrim - Ditto. Optional if you want creature-on-creature Anub C - Ditto SLAL Nibbles Animation - Ditto Funny Bizness - Ditto 3ijou-SE - Ditto K4 Anims - Ditto Lord's Creature animations - Ditto Psyche Animations - Ditto Creature Animations by Sailing Rebel - Ditto (Note: If you are using more animations than FNIS can handle, you'll have to switch to FNIS XXL. You can look through the post history here for how it differs and how to configure it. It's easy.) Monster Facial Animation (MFS) - Under Sexlab Light Me Up. Ignore if you have no interest in the mod below. HDT Werewolves Overhaul - Right under above mod. Optional for if you want more anatomically correct werewolves. Make sure to get the Overhaul version FNIS Creature Pack - Under Final, right under FNIS Behavior. Leave this activate always, meaning no need to disable it when you're running FNIS or Nemesis. 3
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