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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
1 hour ago, jaeos said:

I'm just seeing how far i can launch bandits with telekinesis, while using vampiric drain. 

 

Considering the wonky physics in this game that could well be quite a distance.

Posted

To anyone interested it seems that the creator from Deadly Wenches is FINALLY going to update the mod to give more balance options and work better with other overhaul mods like Highpoly and OBIS, tho its ofc still on WIP

Even a horny ass like myself got tired of getting stunlocked and oneshotted like this was morrowind so if he finally got them nerfed i may come back to them.

Posted (edited)

Btw, im dabbing into merging ESPs (Only outfits) but what no one seems to mention is what is the number limit? Like i have around 30 outfits mods (in practice way less since half of those are stuff like pendants, gloves, the other half are full on outfits) can i just merge all of those 30 into 1? or theres a limit like "you cant merge more than 4 into a single esp or your soul gets eaten by Nyarlatoteph"    do you guys know this one? Also i guess theres no issue on merging esps as long as theres some other patch/mod that needs that one ESP since they basically dissapear from your mod list (thats the idea right? to save ESP spaces)
_____

Side note, does anyone know why Aylis removed Breast Weight Painted Hair from the guide? i cant find the reason using the search (just checking in case it causes issues and i should not use it)

Edited by Jessica_Degurechaff
Posted
6 hours ago, ascendentkunglao said:

@Aylisand everyone have you guys tried out eFPS, and if so what are your thoughts, any considerations, or warnings?

I am using it and I have to say the mod is doing what it's advertising. You could gain 5-10 fps in towns. Since this mod list only use one town overhaul, i.e JK skyrim, you can use eFPS without problem with patch.

Posted

I can't imagine needing to merge that many mods unless you're really deviating from Aylis's list entirely. I think the only things that should be merged are what the guide explicitly tells you to, and maybe new updates from mods like EmbersXD that either tell you to or list themselves as just an update and not a full release. Lately with the updates to the list, the number of ESPs has even gone down.

Posted
6 hours ago, akadeadpool said:

I am using it and I have to say the mod is doing what it's advertising. You could gain 5-10 fps in towns. Since this mod list only use one town overhaul, i.e JK skyrim, you can use eFPS without problem with patch.

This mod (eFPS) came up briefly several pages ago. At that time I decided to wait to use it till it matured a little and received more patches. It has since been through some versions and more patches so, with this encouragement, maybe its time to give it a spin. Thanks, @ascendentkunglaoand @akadeadpool.

 

Also, while we are waiting for the next update to this guide (take your time @Aylis!) has anyone tried Faster HDT-SMP yet? It is getting some attention. It claims to be a performance upgrade for HDT-SMP (Skinned Mesh Physics). I haven't had a chance to try it yet.

Posted
15 hours ago, Jessica_Degurechaff said:

Btw, im dabbing into merging ESPs (Only outfits) but what no one seems to mention is what is the number limit? Like i have around 30 outfits mods (in practice way less since half of those are stuff like pendants, gloves, the other half are full on outfits) can i just merge all of those 30 into 1? or theres a limit like "you cant merge more than 4 into a single esp or your soul gets eaten by Nyarlatoteph"    do you guys know this one? Also i guess theres no issue on merging esps as long as theres some other patch/mod that needs that one ESP since they basically dissapear from your mod list (thats the idea right? to save ESP spaces)
_____

Side note, does anyone know why Aylis removed Breast Weight Painted Hair from the guide? i cant find the reason using the search (just checking in case it causes issues and i should not use it)

 

There is a limit to the number of records in a esp, but it is in the 100 of thousands, I routinely merge 40-50 armor mods into one esp (not those that are big packs to start with), only thing that can get a bit of a problem is that the file size can reach the multi gb for each merge, and if there are scripts included in them, usually for adding to level lists etc, your merge has to be done correctly for those scripts to be recompiled for the new merge.  If you want a way of finding out if the merge is too big, try loading the esp into the ck, it will scream and complain if it is too big, usually with some sort of error message about truncating things in the esp, even then chances are it will still work, just the ck does not like it.

Posted
11 hours ago, akadeadpool said:

I am using it and I have to say the mod is doing what it's advertising. You could gain 5-10 fps in towns. Since this mod list only use one town overhaul, i.e JK skyrim, you can use eFPS without problem with patch.

Where'd you put it in your load order? Up in Foundation?

Posted

@yeah758 But I'm only and ONLY doing this to merge outfits/accessories. No patches, quests or anything like that, it's just outfits... It's still not recommended?

 

@wollboiin the armor section of the guide it says to add there our personal armors, o use quite a bit of them (and most of it are not even armors but accessories like shoes, wigs, etc) it's just that the amount it's a bit high.. That's why I'm going to merge

 

@Varithina oh so it duplicate the file size? It should be fine but yeah that's exactly what I'm going to do and merge a bunch of armor mods, it's safe on your experience right? I even avoided stuff like heels sounds patches and none of them require extra stuff, they are just normal armor mods

 

Posted
2 hours ago, Jessica_Degurechaff said:

@yeah758 But I'm only and ONLY doing this to merge outfits/accessories. No patches, quests or anything like that, it's just outfits... It's still not recommended?

 

@wollboiin the armor section of the guide it says to add there our personal armors, o use quite a bit of them (and most of it are not even armors but accessories like shoes, wigs, etc) it's just that the amount it's a bit high.. That's why I'm going to merge

 

@Varithina oh so it duplicate the file size? It should be fine but yeah that's exactly what I'm going to do and merge a bunch of armor mods, it's safe on your experience right? I even avoided stuff like heels sounds patches and none of them require extra stuff, they are just normal armor mods

 

 

Gear (armor, weapons, accessories, etc.) is certainly less of a problem to merge than gameplay stuff. The point is do you need it?

If they're no packs like TAWOBA, Tera or Ninirim most armor mods are ESP-FE anyway and don't take a slot in your load order.

Let's say you have 200 load slots in use and are running 20 armor mods that are ESP-FE. Now you merge those 20 armors

Best case you have no 200 slots and one extra for armor as ESP-FE. Worse case you merge is so big you can't flag it as ESP-FE anymore

and end up 201 used slots.

Also merging mods makes uninstalling more complicated. You merge 20 armor mods and now you decide you don't like 2 of the anymore.

You basically have to redo your merge with the 18 other armors, know where the other files (meshes, textures, bodyslide files) of the two are

and delete them by hand. Hope you still got your 18 ESPs backed up.

 

How many of your armor mods are not flagged as ESL? Before merging them have you tried flagging them yourself?

 

If you want to merge (why?) take a look at NPC overhauls. I'm running the complete Pandorable series and merged those. They were not flagged so I ended up freeing 4 or 5 slots.

Posted
10 hours ago, ascendentkunglao said:

Where'd you put it in your load order? Up in Foundation?

In foundation or in top of Area. As long as it's above any town overhaul mods you have. Remember to install those town overhaul patch too.

Posted
6 hours ago, Numa_Cway said:

 

Gear (armor, weapons, accessories, etc.) is certainly less of a problem to merge than gameplay stuff. The point is do you need it?

If they're no packs like TAWOBA, Tera or Ninirim most armor mods are ESP-FE anyway and don't take a slot in your load order.

Let's say you have 200 load slots in use and are running 20 armor mods that are ESP-FE. Now you merge those 20 armors

Best case you have no 200 slots and one extra for armor as ESP-FE. Worse case you merge is so big you can't flag it as ESP-FE anymore

and end up 201 used slots.

Also merging mods makes uninstalling more complicated. You merge 20 armor mods and now you decide you don't like 2 of the anymore.

You basically have to redo your merge with the 18 other armors, know where the other files (meshes, textures, bodyslide files) of the two are

and delete them by hand. Hope you still got your 18 ESPs backed up.

 

How many of your armor mods are not flagged as ESL? Before merging them have you tried flagging them yourself?

 

If you want to merge (why?) take a look at NPC overhauls. I'm running the complete Pandorable series and merged those. They were not flagged so I ended up freeing 4 or 5 slots.


Funny enough i do use TAWOBA (remastered) but its a bit tricky to set up paired with other replacers like C7 Remodeled and what not, so i will not touch it.

Yup, since some of those are made by artist that know borderline nothing about modding but know about 3D stuff and well, art. Some of them are ESP already tagged as ESL but others (around 12) are not, those are the ones that i do need to merge, not just because i need but rather that i want to learn how to do stuff like this.

About uninstalling, cant i just uninstall the related mods and simply install them again? Like lets say i merge 3 armor mods and dont like 1 of those, i can just uninstall all 3 and reinstall the two i want, then merge them again, it would reset all files related to them as far as i understand of this stuff..right?

Im a complete newbie in this regard, im still watching videos on it

For now im just testing the ground since i dont want to break anything, is part of the reason im going ahead with this, because i want to learn, so for now outfits then npcs (maybe?)

Posted
13 hours ago, yeah758 said:

@Varithina I was wondering why you used the word recompiled. I was looking at Champollion, the decompiler mod, on Nexus https://www.nexusmods.com/skyrim/mods/35307/?tab=posts and there is a post by a person named Vlad254 on 04 August 19 that talks about using a "merge plug in tool" that requires Champollion and merges and recompiles scripts for a merge.  Are you using a different merge tool for SE than the Zmerge feature of Zedit?  

Yes I use this standalone program though it seems to have been removed, https://www.nexusmods.com/fallout4/mods/69905

It was called merge plugins, it would work for all of the various elder scrolls games as well as fallout 3/nv and 4, though it had to be configured separately for each game.

 

And when configured correctly, it would unpack BSA, re-compile scripts to take into account the new merge and file names and such, as well as re-build a new BSA if you choose those options and had the required tools installed.

Posted
10 hours ago, Jessica_Degurechaff said:

 oh so it duplicate the file size? It should be fine but yeah that's exactly what I'm going to do and merge a bunch of armor mods, it's safe on your experience right? I even avoided stuff like heels sounds patches and none of them require extra stuff, they are just normal armor mods

 

Including heels sound patches is perfectly alright, as all they do is change the footsteps sounds to use different one, all it means is that the heelssound esm is a master file for your merge in addition to any others, if you are only intending to make one massive merge then it could be worth include the heelsound.esm in the archive but not as part of the merge, so when you install the merge everything gets installed, though I do tend to vanillerize armor mods as they sometimes have odd as hell materials keywords on them, something like them being iron armor, even though their values are more closer to ebony or daedric, I will use the wiki showing the vanilla armor values as well as what materials they use for different items and change the materials keywords as well as weights, cost etc to better match with vanilla, tedious as hell to do, but if you use something like lootification or halgens rpg loot patchers to add enchanted versions to the level lists those keywords matter, after all last thing you want is something that has the stats and cost of deadric being used by a level one bandit because it has the iron armor material keyword attached.

Posted
39 minutes ago, Varithina said:

Including heels sound patches is perfectly alright, as all they do is change the footsteps sounds to use different one, all it means is that the heelssound esm is a master file for your merge in addition to any others, if you are only intending to make one massive merge then it could be worth include the heelsound.esm in the archive but not as part of the merge, so when you install the merge everything gets installed, though I do tend to vanillerize armor mods as they sometimes have odd as hell materials keywords on them, something like them being iron armor, even though their values are more closer to ebony or daedric, I will use the wiki showing the vanilla armor values as well as what materials they use for different items and change the materials keywords as well as weights, cost etc to better match with vanilla, tedious as hell to do, but if you use something like lootification or halgens rpg loot patchers to add enchanted versions to the level lists those keywords matter, after all last thing you want is something that has the stats and cost of deadric being used by a level one bandit because it has the iron armor material keyword attached.

Oh in that case i should reinstall some and activate the heal sound option. 

I actually already know how to change keywords and manually did that a few times as a learning way, its just as you say, i also prefer to put some light armors as clothing and some clothing as light armor because comeon, a big fur jacket its going to make nothing to stop a 13Kg hammer.    

as a last question, even if a pluging is already Esm (or esp flagged as ESL) i can merge them as normal right? Like i get that theres no point if they already dont take a space on the load order but just for curiosity it could be done right? 
 

Posted

As for installing eFPS, the description page recommends to install on a new game. However; that was written when the mod was new. The posts section of the main mod has been disabled. The eFPS - Official Patch Hub (wow, a lot of stuff is now compatible!) doesn't really address whether the mod can be installed on an existing save.

 

Has anyone installed a more recent version of eFPS on an existing game? Opinions?

Posted

Hi, I'm new to modding. First of all thank you Aylis  for your awesome mod list. It helps so many beginners like me immensely. I followed your guide with some additions of the tweaks picked up from The Phoenix Guide and a few extra SL mods for my own personal taste and fetish. Everything is running so smoothly with no ctd so far (I'm about 4 hours in the game). However, the sexlab scenes start quite slow. For example when defeat starts, the character is knocked down and failed to resist, it would take about 10-15s before the animation actually starts. Even the M map lags for a few seconds.

 

I tried googling and I found people who has the same issues as I either have a corrupted save or have too many script heavy mods. I think in my case it's probably the latter, or something else, since it's a brand new save in the Alternate Live cell at the beginning. However I've heard people with 600-1,000 mods active and their game's still stable, so I'm a bit lost.

Could somebody please take a look at my load order and and let me know what changes I should make to lighten up my game?

https://paste.ee/p/jRhfr

Thank you very much!

Posted (edited)
1 hour ago, sweetrollskiwi said:

Hi, I'm new to modding. First of all thank you Aylis  for your awesome mod list. It helps so many beginners like me immensely. I followed your guide with some additions of the tweaks picked up from The Phoenix Guide and a few extra SL mods for my own personal taste and fetish. Everything is running so smoothly with no ctd so far (I'm about 4 hours in the game). However, the sexlab scenes start quite slow. For example when defeat starts, the character is knocked down and failed to resist, it would take about 10-15s before the animation actually starts. Even the M map lags for a few seconds.

 

I tried googling and I found people who has the same issues as I either have a corrupted save or have too many script heavy mods. I think in my case it's probably the latter, or something else, since it's a brand new save in the Alternate Live cell at the beginning. However I've heard people with 600-1,000 mods active and their game's still stable, so I'm a bit lost.

Could somebody please take a look at my load order and and let me know what changes I should make to lighten up my game?

https://paste.ee/p/jRhfr

Thank you very much!

 

Use Fallrims ReSaver to review your saves and see if the active script or suspended stack sections has hundreds of scripts running.   

The more animation in the Sexlab library the longer it takes to filter for the more "accurate" animation based on requested mod tags.  

Some mods that request sexlab animation do extra checks that takes time.   Try disabling debug features in Skyrim and sexlab to gain a little bit of performance.  Mods that write to logs or console add overhead to papyrus.

Note that Sexlab defeat is slow because depends entirely on papyrus vm performance, Skyrim give resource priority to combat.  The more current SL defeat is the baka edition, it still has lag between sexlab request and the animation init.   

 

You could also try Osmelmc's SexLab Utility Plus and it various tweaks, fixes, and add-ons.  There's a version for SL1.62 and SL1.63beta8 and beta9.  

Spoiler

++++++++++++++++++++++++++++

+++++++ SexLab Utility Plus +++++++

++++++++++++++++++++++++++++

Mod Description:

The main intention is Fix small issues left behind in "SexLab Framework v1.62" like the Actor Alignment, and put together other's fixes and patches make by different Authors on few Mod's already existing.

 

This mod also:

Include optionals filters to correct animations to be compatible with "ZaZAnimationPack" and "Devious Devices - Assets" devices, solving the compatibility problem between ZaZ and DDI; enteraly compatible with the ZaZ and DDI animation system and work better together improve the response time but not required.

Include option to allow Actors to find a hidden place to have sex.

Enhance the SortActors functions to sort the actors or creatures positions based on the current animation positions.

Can handle Futa actors and Futa tagged animations filtering the animations and placing the futa actors on the correct actor position.

Include optionals filters to correct animations gender positions and prevent Male x Male Vaginal.

Include option to strip chance % for each individual items on "Strip Editor" (bigger the % value --> bigger the chance of ged striped)

Include Animation Cache and others changes taken from the SexLab SE 1.63 Beta 9.

Increase the max animations count for the "Extra" version to 1250. thanks to Swe-DivX (For more capacity check his mod)

Include option to incorporate furniture detection like chair or torture devices on "Extra" version. To prevent animation out of context and actor find the close match furniture to use as reference point. to start the animation (recommended remove furniture animation objects files from animations or install animations without the Furniture objects to prevent furniture cliping)

 

 

Spoiler

 

 

 

Edited by safado
Posted
15 hours ago, Jessica_Degurechaff said:

Oh in that case i should reinstall some and activate the heal sound option. 

I actually already know how to change keywords and manually did that a few times as a learning way, its just as you say, i also prefer to put some light armors as clothing and some clothing as light armor because comeon, a big fur jacket its going to make nothing to stop a 13Kg hammer.    

as a last question, even if a pluging is already Esm (or esp flagged as ESL) i can merge them as normal right? Like i get that theres no point if they already dont take a space on the load order but just for curiosity it could be done right? 
 

You can always just duplicate the armor section to do that, rename the edid, then change the keywords and now you have both light and clothing or whatever versions of that armor.

 

ESM for me would depend on what it is, most likely and ESM is a master file for something so I would not include that in a merge, include the esm as a file yes, but no actually be part of the merge, for esl they should be merged just the same as a esp is done, the program I use and linked to does not really care whether it is a esl or esp it will happily include them in a merge, though the one thing is with that program any error in any of the esp/esl you intend to include and the merge will not be made, it simply will not do the merge, there again that does makes sense after all if there are errors in the original mods that would place those errors in the merge after all, which is not a good idea.

 

As for a fur jacket not stopping a hammer, see how well hitting something like a bear with said hammer will do you, not very fur is pretty good, providing it is thick enough at reducing impact damage, it just compresses after all, sure depending on how thick it is, it will not stop all the damage but it will reduce some of it.  Although the sort of fur jacket people actually wear, yeh that is another thing entirely it would not stop too much, there again leather is not really that good a armor against big hammers and swords either but well the game thinks otherwise.

Posted

Yo guys may i have a copy of the (now deleted from the guide) Creature animations from LL? i quite like them and i cant find the update post that lists the removals.

Posted (edited)
3 hours ago, Alkzis said:

mmmmh, does this mod breaks anything with the guide?
https://www.nexusmods.com/skyrimspecialedition/mods/7305

I think it should not but im checking with ya guys and gals

 

Amorous Adventures works just fine, not sure why you picked the Nexus over the SexLab version though. ?

And you might want to avoid the 'extended' version. If you like the original writing the 'extended' options stick out like athletes foot.

 

3 hours ago, sweetrollskiwi said:

[...]a few extra SL mods[...]

 

[...]defeat[...]

 

If I recall correctly there are tools you can use to check your script latency. At a quick glance none of your additions raise a flag, however I know that some popular sexlab mods do not play nice with YoT. And defeat is just defeat. There would not be so many other attempts to make a better solution if defeat could handle multiple aggressors well.

 

If you really want to explore the issue this is what I would do.

  • Disable all your additions and go back to this list. Fire up a new game and just visit all the towns to see how your system handles it (use TIM console command instead of TGM because godmode completely bypasses a bunch of status checks while immortality still runs them).

Assuming your system can handle this modlist in a way that you deem playable you can continue.

  • Enable half of your added mods. Check if the excessive performance loss is there. If not, disable this half, enable the other half. When you found the stack of mods that causes it you split that stack in half and disable/enable that. If you for example start out with 40 questionable mods you can find the cause much faster that way. 40 split into 20. Two checks. Split 20 into 10. Two checks. Split into 5. Two checks. And you narrowed it down to 5 possible culprits.

I think you get the picture.

 

edit: @Alkzis @wollboi listed those recently. might need to track back a couple pages but it should not be that far.

Edited by alaunus01
addition
Posted
18 hours ago, Jessica_Degurechaff said:

Yup, since some of those are made by artist that know borderline nothing about modding but know about 3D stuff and well, art. Some of them are ESP already tagged as ESL but others (around 12) are not, those are the ones that i do need to merge, not just because i need but rather that i want to learn how to do stuff like this.


About uninstalling, cant i just uninstall the related mods and simply install them again? Like lets say i merge 3 armor mods and dont like 1 of those, i can just uninstall all 3 and reinstall the two i want, then merge them again, it would reset all files related to them as far as i understand of this stuff..right?
 

 

1.

Then maybe you should try flagging them as ESL yourself first.

So you got armor mods that are not ESP-FE that take up slots in your load order and you want to free up slots by merging mods?

Of course you can do that I mean it's your game. But flagging as ESL is less problematic imo and yields the same results.

Check this quick guide.

 

Whenever I changed many mods or even created a new modlist from scratch I simply load it into SSEEdit and run the script.

I usually end up with 10-20 mods that can be flagged without any risks and end up freeing up that many slots.

(Make sure you only flag those where you don't have to change FormIDs but it says so in the guide).

 

Some mods (even for SSE) are so old that ESP-FE wasn't really a thing.

 

2.

Yes you can do that. But like I said it can get pretty annoying. Maybe not so much with 3 merged mods but with more.

 

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