safado Posted November 16, 2021 Posted November 16, 2021 (edited) 32 minutes ago, jaeos said: @remodel did you have an issue with the skse crashing and not allowing you to save after switching to 11? i can load into existing saves, but i cannot save at all, even with just skse and no other mods, i get a CTD at the end of the wagon ride when it does it's first save. and yes. it's a bunch of loose files and a folder. pretty sure thats right too The pattern with Microsoft is that they start to get it right after 3 years of patches. If they remodeled the security system in Windows 11, software that predates Windows 10 will suffer. Try again the old compatibility settings to run Skyrim in Windows 10. Try to set Skyrim game and the "Documents\My Games\Skyrim Special Edition" Folders to "everyone" full success. Follow generic guide below but apply it to Skyrim folders only. Never do this to the root folder "Program Files" or windows. https://www.softwareok.com/?seite=faq-Windows-7&faq=105 Edited November 16, 2021 by safado
remodel Posted November 17, 2021 Posted November 17, 2021 46 minutes ago, jaeos said: @remodel did you have an issue with the skse crashing and not allowing you to save after switching to 11? i can load into existing saves, but i cannot save at all, even with just skse and no other mods, i get a CTD at the end of the wagon ride when it does it's first save. and yes. it's a bunch of loose files and a folder. pretty sure thats right too I'll get to that tomorrow after I get the foundation and Alternate Start loaded. All I did was go through part of the opening sequence which was smooth as butter. I'll post back. PS what about Rudy, just install the FOMOD part or does it load in some other sequence I haven't noticed yet?
remodel Posted November 17, 2021 Posted November 17, 2021 30 minutes ago, safado said: Normally you only need the files "d3d11.dll" and "d3dcompiler_46e.dll" ("known as the ENB binaries") from the ENBSeries. Install/Copy to the same folder as SkyrimSE.exe and skse64_loader.exe. The other files that accompany the binaries are templates and samples. Everything else should be provided by the ENB preset. Ruby ENB is an ENB preset and already has the shader's folder and settings in the ini files. When you understand what you are doing with ENB stuff, you can use a ENB manager to test and switch between ENB presets. Thanks. This is the first time I've used an ENB and DynDOLOD. The DLLs are originally what I thought based on the Rudy install instructions. Just not familiar with calling DLLs binaries. With the Rudy ENB do I only install the FOMOD part?
wollboi Posted November 17, 2021 Posted November 17, 2021 (edited) 8 minutes ago, remodel said: Thanks. This is the first time I've used an ENB and DynDOLOD. The DLLs are originally what I thought based on the Rudy install instructions. Just not familiar with calling DLLs binaries. With the Rudy ENB do I only install the FOMOD part? You want the one at: Spoiler D:\Downloads\Rudy ENB SE for Cathedral Weathers-39113-5-0-1636489389\Rudy for SSE 5.0 CW\! Catherdral Weathers Window Shadows RT\Normal Game\[ Skyrim SE folder ] AEpocalypse News (this term is great) - Display Tweaks has released a Beta for AE! Was not expecting this, but it's very good news. AE is still hosed where the list is concerned, but that's a big one and may actually save my existing saves. Big one now, for me at least, is JContainers. Edited November 17, 2021 by wollboi
jaeos Posted November 17, 2021 Posted November 17, 2021 22 minutes ago, remodel said: I'll get to that tomorrow after I get the foundation and Alternate Start loaded. All I did was go through part of the opening sequence which was smooth as butter. I'll post back. PS what about Rudy, just install the FOMOD part or does it load in some other sequence I haven't noticed yet? i rolled back to 10 (you can do it within 10 days) 11 messes up all your app permissions. switched back and was still getting a CTD in the middle of the wagon ride, switched profiles in MO2 and switched back and now.. it's going along the way it should. Maybe it changed something in MO2 and it was having issues. I dunno, now to put all the mods back on and play. 1
trgdolors Posted November 17, 2021 Posted November 17, 2021 3 hours ago, remodel said: With the Rudy ENB do I only install the FOMOD part? So you probably already saw this but on the Rudy ENB Cathedral Weathers ADDONS and REQUiRED Files description page there is pretty detailed instructions for installing both the actual ENB and Rudy's ENB preset. Aylis' guide still references the old file names for the Rudy preset, but the FOMOD options still work well. You will end up installing the "Rudy ENB Cathedral Weathers ADDONS and REQUiRED Files FOMOD" via MO2, and "Rudy ENB SE for Cathedral Weathers" gets manually downloaded and installed following Rudy's directions. Rudy did upload the "Better Performance ini WS RT and ELFX" under the Miscellaneous files section. Its a enbseries.ini updated for the new preset that improves performance, as the Rudy preset is somewhat heavy. I noticed that the custom enbseries.ini deactivates DoF. But, yeah. Follow Rudy's long directions step by step. Its easy but is involved.
DarkDragoon197 Posted November 17, 2021 Posted November 17, 2021 EVERYONE BE WARNED STEAM IS DOING NINJA UPDATES REGARDLESS OF WHAT YOU HAVE SETUP.
Varithina Posted November 17, 2021 Posted November 17, 2021 5 hours ago, DarkDragoon197 said: EVERYONE BE WARNED STEAM IS DOING NINJA UPDATES REGARDLESS OF WHAT YOU HAVE SETUP. That does sometimes happen if you reboot the pc when windows or something updates, not too sure why as the steam updates still show as on run, but they get updated anyway.
jaeos Posted November 17, 2021 Posted November 17, 2021 51 minutes ago, Varithina said: That does sometimes happen if you reboot the pc when windows or something updates, not too sure why as the steam updates still show as on run, but they get updated anyway. mine did the steam update but the skyrim update is still waiting. You can change the manifest for skyrim se to read only and it won't update because it doesn't have permission to change it, so it won't allow it to update
DarkDragoon197 Posted November 17, 2021 Posted November 17, 2021 well I'll be testing the list on AE all day I'll report my findings since aylis is currently occupied IRL
Vortec Posted November 17, 2021 Posted November 17, 2021 15 hours ago, jaeos said: i rolled back to 10 (you can do it within 10 days) 11 messes up all your app permissions. switched back and was still getting a CTD in the middle of the wagon ride, switched profiles in MO2 and switched back and now.. it's going along the way it should. Maybe it changed something in MO2 and it was having issues. I dunno, now to put all the mods back on and play. Probably messing up with the Virtual File system that MO2 uses.
sweetrollskiwi Posted November 17, 2021 Posted November 17, 2021 Hi, I've been having a fantastic run with your modlist. Thank you @Aylis! My only problem is that I've been having issues with random ctd. It's not too often, perhaps a couple of hours each, but still catches me off guard if I forgot to save. I've got these crash reports and they seem to be about NPC, probably High poly npc overhaul? Could anyone please let me know if there's anything wrong with my game? Thank you. Crash_2021_11_16_2-16-27.txt Crash_2021_11_16_3-35-42.txt Crash_2021_11_16_23-59-32.txt Crash_2021_11_17_23-20-18.txt
asebw Posted November 17, 2021 Posted November 17, 2021 On 11/15/2021 at 6:04 PM, noctred said: I think by the time OStim gets anywhere close to the level of variety and kink that SexLab offers, we'll all probably have moved on to the next Bethesda game. There are just way too many complex SL-exclusive mods to make OStim a viable alternative for anybody who wants something beyond vanilla sex. I'd say that the lack of SL-related AE updates might drive people to port more SexLab mods to OStim... but I think most people around here (especially mod authors) would prefer to just run the older version of SE for the rest of their lives. Kind of a shame honestly since I do think that OStim as a framework improves on a lot of SexLab's jank. I dunno. I could see this leading to a bit of an Ostim migration down the road, but that's really going to depend on how fast modders bounce back once the full AE-version of SKSE comes around. There is some content starting to show up for Ostim, so I suspect there is more already in the works. It just depends on how fast it comes out, and if anyone starts converting existing SL mods to it (assuming that possible with great pain). As for moving on to the next Bethesda game, I don't know when that will be tbh. Starfield isn't due out until around this time next year (and that's assuming they stick to the current schedule), and the next Elder scrolls game will be coming after that, so 2023 at the earliest, but probably 2024 or 2025 realistically. Truth be told, we'll probably see Dragon Age 4 first, or the outer worlds opened to modding (They're supposed to open it up to modding, some day, maybe. . .). As for skyrim and FO4, I suspect we haven't seen the last of Bethesda mucking around with either title. The creation club isn't dead yet, and I suspect FO4 will also be getting its own 2019 update at some point as well. And while some will no doubt stay back with pre-AE builds, I suspect that the majority of new and/or existing content will eventually be updated. For better or for worse, you can't stop progress. . . So unless some new or existing game that is just as engaging comes out with full modding support, I suspect we'll be here for awhile.
asebw Posted November 17, 2021 Posted November 17, 2021 22 hours ago, DarkDragoon197 said: I know I might get flamed for this but I'm looking at taking one for the team here and do the update with this build. I'm a modder so I haven't really gotten far on playthroughs, I have some fellow modders taking up the torch to update some critical mods that rely on skse, like racemenu that the OA has been awol for a while. And since I beta test alot for these guys it only makes sense. Anyone here that wants to keep tabs on what we are doing can PM me and I'll give you link to our discord. This is a time for all community's to come together and put away bitter arguments to face the future of our beloved game we have put some much love into. I'm actually slowly updating the list myself to try some of the new AE content. Now that I figured out what was wrong with my FO4 build (hoping to get that updated this weekend finally), I can finally start shifting focus. Curious to try some of new creations, like the punch gauntlets. I'd be interested for a link to the discord.
alaunus01 Posted November 17, 2021 Posted November 17, 2021 25 minutes ago, asebw said: [...] As for moving on to the next Bethesda game, I don't know when that will be tbh. Starfield isn't due out until around this time next year (and that's assuming they stick to the current schedule), and the next Elder scrolls game will be coming after that, so 2023 at the earliest, but probably 2024 or 2025 realistically.[...] Starfield release was teased to be 11.11.22 and then at least another four to five years for TES6 if there are no unexpected delays manage your expectations ?
remodel Posted November 17, 2021 Posted November 17, 2021 Working downloading and installing the guides mods. I just downloaded and installed "Alpine Forest of Whiterun Valley" MO2 forcibly puts the plugin above the "High Poly Project". I'm unable to lower the plugin below the "Enhanced Landscapes - Oaks Mixed Greens SSE" plugin as the guide instructs. I've never experienced MO2 forcibly loading plugins' priority. Any known reasons for this? Or don't worry about it?
DarkDragoon197 Posted November 17, 2021 Posted November 17, 2021 (edited) I can confirm that the foundation mods all work in AE, 3 of the SKSE mods have been updated will be testing them once I get back from town. https://www.nexusmods.com/skyrimspecialedition/mods/23174 https://www.nexusmods.com/skyrimspecialedition/mods/34705?tab=description https://www.nexusmods.com/skyrimspecialedition/mods/26838?tab=files Edited November 17, 2021 by DarkDragoon197
wollboi Posted November 17, 2021 Posted November 17, 2021 @remodel Do you have a Wrye patch activated? That's the only time I've ever seen MO2 refuse to move plugins.
remodel Posted November 17, 2021 Posted November 17, 2021 55 minutes ago, wollboi said: @remodel Do you have a Wrye patch activated? That's the only time I've ever seen MO2 refuse to move plugins. No. Its loaded but no bash patch has been made. I've tried every MO2 method of moving plugins and it just won't position in priority according to the guide. Methods used: send to priority, setting the priority, and dragging. MO2 moves it right back.
remodel Posted November 17, 2021 Posted November 17, 2021 (edited) Just ran my Foundation test using <tmm 1> and tgm cheats to check out the terrain mod load. I loaded Alternate Start early for testing; bored with the opening sequence. I deselected all the ENB and LOD mods, because I don't understand their effects without getting them up and running, which will be much later in my mod load. Everything seems to be working fine. I made sure to travel to all the holds, loot Helgen, slay some beings, and in general make a nuisance out of myself to Skyrim denizens. Yep, the companions hate me. For Windows 11 users; I saved and reloaded without a hitch. MO2 pretty much works fine except for reprioritizing one mod mentioned above, which at this point seems minor. For those that migrated to 11 you might check your security permissions. With previous Windows upgrades, I had issues from them changing at the root directory on C:\. As I remember, Windows 10 wouldn't grant full control without me forcing it and transferring it to all the sub folders. On a migration that default behavior could transfer to Windows 11. Since I have a new PC it works out of the box for me. Edited November 17, 2021 by remodel
DarkDragoon197 Posted November 17, 2021 Posted November 17, 2021 so far everything in UI section confirmed working, Race menu is only at 50% functional no export or sculpt, haven't tried loading a preset yet. this is using SKSE64 2.1.2
jaeos Posted November 18, 2021 Posted November 18, 2021 8 hours ago, remodel said: Working downloading and installing the guides mods. I just downloaded and installed "Alpine Forest of Whiterun Valley" MO2 forcibly puts the plugin above the "High Poly Project". I'm unable to lower the plugin below the "Enhanced Landscapes - Oaks Mixed Greens SSE" plugin as the guide instructs. I've never experienced MO2 forcibly loading plugins' priority. Any known reasons for this? Or don't worry about it? There is no esp for high poly, so you should be able to lock it on the left, is it possible you locked the rest to a certain load order number and thats where it has an open slot? (disregard the extra mods i have since it's a hybrid of the new and an older mod list) Spoiler
Alkzis Posted November 18, 2021 Posted November 18, 2021 (edited) @Numa_Cway Err i think i got it right, but just let me ask you just in case (sorry) In this case Spoiler HIghpoly head, SmoothWeapon and Skyland Forts can be made into ESL (yes, i know that 2 of these are ESM but for the sake of the example im using them) The rest can be made in ESL if i compact them but everywhere i read they say its not recomendable since it breaks stuff easy... Since the file path and basically everything is the exact same as if was ESP i can turn anything as long as it dont needs compression/mod author dont state that its not good to make it; Be npcs, sounds, weapons, armors or followers they can be made into ESL. i got everything right? One last thing. When i add the ESL thingy, in case that i break something or do something wrong and notice later, i can fix it by just reinstalling the mod, right? since it resets every files and stuff. Edited November 18, 2021 by Alkzis
alaunus01 Posted November 18, 2021 Posted November 18, 2021 4 hours ago, Alkzis said: One last thing. When i add the ESL thingy, in case that i break something or do something wrong and notice later, i can fix it by just reinstalling the mod, right? since it resets every files and stuff. You fix mistakes by editing the esp again and unchecking [x] eslthingyflag into [ ] eslthingyflag in the header. No need to reinstall. And do not eslsify esms. That is just asking for trouble.
ascendentkunglao Posted November 18, 2021 Posted November 18, 2021 (edited) Anyone running HDT Ahegao with this marvelous modding guide? I was wondering if you got the animations of the mouth and tongue to line up properly and no clipping of the tongue with the bottom of the mouth. Edit #1, I think re-registering the facial expression option in Sexlab MCM fixed it, I think. Now I'm starting to realize the dark SLACS replacer is glowing too much in low light conditions still, has anyone fixed that issue through ENB since I feel like that's what causing the more glowy appearance? Edited November 18, 2021 by ascendentkunglao Added Troubelshooting and Additional Question
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