Auxitism Posted November 28, 2021 Posted November 28, 2021 Could someone with this mod list recommend a horse mod ? I'm unsure . Does convenient horse mesh the textures cause that looks good.
Krimzen Posted November 28, 2021 Posted November 28, 2021 15 hours ago, jaeos said: go into bodyslide and rebuild the body, then using the same preset , build the hands and feet, seams should be gone. So should I just hit Build here for the body and then do it for hands and feet? Also where exactly should I place the files that are in Overwrite afterward?
akadeadpool Posted November 28, 2021 Posted November 28, 2021 12 hours ago, trgdolors said: For those that have already installed Faster HDT-SMP, have you noticed any improvement? Any recommendations on configuring? It sounded like Aylis was likely about to change to it, but was still figuring some stuff out. I just installed it and placed it right after HDT-SMP (Skinned Mesh Physics) on the left in MO2. I made guesses in the FOMOD. A (very) quick test suggests it is working. It completely overwrites normal/old HDT-SMP (white lightening bolt in Conflicts column on left side). I have not de-activated old HDT-SMP yet. Anyone else have an opinion? PS. Hope Aylis is OK! I don't see any major improvement but I think the author of 3BA recommend using it. 1
Auxitism Posted November 28, 2021 Posted November 28, 2021 10 hours ago, Auxitism said: Could someone with this mod list recommend a horse mod ? I'm unsure . Does convenient horse mesh the textures cause that looks good. Patch for coinvent horses and Andromeda https://www.nexusmods.com/skyrimspecialedition/mods/17839?tab=files I've read the forum and it looks like this will be fine
remodel Posted November 28, 2021 Posted November 28, 2021 Made a patch to fix 3 training dummies and 2 archery targets in Riverwood and 2 training dummies in Castle Dour Solitude. The archery targets are across the river from the training dummies. There’s a third archery target, but I couldn’t find it while running around Riverwood, so I didn’t patch it. The training dummies in Riverwood will come in handy early game. The patch applies Training Dummies Provide XP to JK’s Skyrim from this guide. I have the patch loaded in the Patch section which is after both JK’s Skyrim and Training Dummies Provide XP. I’m unaware of any others JK’s Skyrim dummies that need patching. I'll post it here if it's alright.
Wapoww Posted November 28, 2021 Posted November 28, 2021 I'm an absolute caveman about using DynDolod. Should i use it after installing all mods or after i download the resource? And how do i manually install sepolcri dyndolod patch to dyndolod?
jaeos Posted November 29, 2021 Posted November 29, 2021 13 hours ago, Krimzen said: Reveal hidden contents So should I just hit Build here for the body and then do it for hands and feet? Also where exactly should I place the files that are in Overwrite afterward? yes. they will be in overwrite. i do not know what your load order is for the prebuilt bodyslides you got from aylis, Personally i would right click overwrite and "create mod" name it Bodyslide Overwrite, place it just above your FNIS and Nemesis overwrite. Or.. You can scrap the prebuilts and batch build all of your outfits and do the exact same thing, then if you wanted a big tittied fat azz girl that couldn't realistically fit through a door, you can make it. Keep in mind.. ANYTHING YOU DO IN BODYSLIDE AFFECTS ALL FEMALE NPC. If you make the max look huge and malformed, so will all the other females, lydia jordis and several others are all weight 100 so whatever you build it to look like is what they will look like. The only 2 exceptions are Aela and Cicero since Cicero is a male to female replacer and Aela is the only female werewolf in game. 1
jaeos Posted November 29, 2021 Posted November 29, 2021 1 hour ago, Wapoww said: I'm an absolute caveman about using DynDolod. Should i use it after installing all mods or after i download the resource? And how do i manually install sepolcri dyndolod patch to dyndolod? After. From the mod page Once the patch is downloaded, extract both the DynDOLOD_SSE_sepolcriesp.ini and DynDOLOD_SSE_sepolcriesp_high.ini files and copy them into the DynDOLOD \ Edit Scripts \ DynDOLOD \ rules folder. So i would assume you put them here. Spoiler
Wapoww Posted November 29, 2021 Posted November 29, 2021 (edited) 1 hour ago, jaeos said: After Btw, there's two questions in my last post and you answered the patching question. Thanks. But i'm still confused with using DynDolod. Should I use TextGen and DynDolod after downloading all mods or after downloading only the resources? Edited November 29, 2021 by Wapoww simpler words
Numa_Cway Posted November 29, 2021 Posted November 29, 2021 3 minutes ago, Wapoww said: Btw, there's two questions in my last post and you answered the patching question. Thanks. But i'm still confused with using DynDolod. Should I use TextGen and DynDolod after downloading all mods or after downloading only the resources? Afterwards. 1. Build your modlist (including the ressources). 2. Run Texgen 3. Run DynDOLOD
Wapoww Posted November 29, 2021 Posted November 29, 2021 18 minutes ago, Numa_Cway said: Afterwards. 1. Build your modlist (including the ressources). 2. Run Texgen 3. Run DynDOLOD Thank you very much!
Krimzen Posted November 29, 2021 Posted November 29, 2021 (edited) 12 hours ago, jaeos said: yes. they will be in overwrite. i do not know what your load order is for the prebuilt bodyslides you got from aylis, Personally i would right click overwrite and "create mod" name it Bodyslide Overwrite, place it just above your FNIS and Nemesis overwrite. Or.. You can scrap the prebuilts and batch build all of your outfits and do the exact same thing, then if you wanted a big tittied fat azz girl that couldn't realistically fit through a door, you can make it. Keep in mind.. ANYTHING YOU DO IN BODYSLIDE AFFECTS ALL FEMALE NPC. If you make the max look huge and malformed, so will all the other females, lydia jordis and several others are all weight 100 so whatever you build it to look like is what they will look like. The only 2 exceptions are Aela and Cicero since Cicero is a male to female replacer and Aela is the only female werewolf in game. Here's my prebuilt bodyslide load order: Though I think I've got it working now. I went back to the Greek Goddess Body again and then I did what Numa & safado said in rebuilding the 3BBB body for the nude body also hands and feet. I hit build in bodyslide (with build morphs unticked) and then moved the generated nif files from overwrite and replaced the old CBBE femalebody nifs in GG Body - Nude V1.0 with the new 3BBB ones. Then I went in game and the nude female bodies were working properly. I think now I may only have to repeat this process for Mannequins and Serana and Valercia in the GG Body - Dawnguard V1.0. Am I correct in assuming that I can just leave the prebuilt armor outfits Aylis provided as is? Edited November 29, 2021 by Krimzen
remodel Posted November 29, 2021 Posted November 29, 2021 In the Texture section of the guide there appears to be two mods that do the same thing for ash piles: Do these mods affect the same animated disintegration of an animated body? ElSopa HD - Remade Better Dust Piles SE CleverCharff's Photorealistic Ash Pile
Numa_Cway Posted November 29, 2021 Posted November 29, 2021 1 hour ago, Krimzen said: Though I think I've got it working now. I went back to the Greek Goddess Body again and then I did what Numa & safado said in rebuilding the 3BBB body for the nude body also hands and feet. I hit build in bodyslide (with build morphs unticked) and then moved the generated nif files from overwrite and replaced the old CBBE femalebody nifs in GG Body - Nude V1.0 with the new 3BBB ones. Then I went in game and the nude female bodies were working properly. I think now I may only have to repeat this process for Mannequins and Serana and Valercia in the GG Body - Dawnguard V1.0. Am I correct in assuming that I can just leave the prebuilt armor outfits Aylis provided as is? Two notes: 1. Don't uncheck "build body morphs". Those are the .tri files you see in folders. If you create one outfit item you get actually 3 files: the _0.nif, the _1.nif and the .tri files. The two nifs determine the look at weight 0 and 100 respectively. You can change the weight in Racemenu or via console. The tri files are for the sliders. If you don't have it you can't tweak your body in Racemenu/during the character creation. Also several mods change body shape and depend on those files, e.g. inflation mods. In Aylis' list that would be Fertility Mode and Fill Her Up under the Loverslab section. Those mods would still function however you won't see any body change. When in Fertility Mode a female gets impregnated her belly won't grow without the .tri files. TL/DR: rebuild your body with the box checked. 2. I'm not sure whether you can leave the prebuilt armors. Did you build the nude body with the greek goddess preset? I never used Aylis' predone bodyslides but on the download side he mentioned he used a "nerfed" version of the GG bodyslide preset so maybe he tweaked it. If that's the case and you used the GG preset (or any other preset for that matter) there will be differences when you equip an outfit. Bodyslide works in a way that it loads only one nif on the body slot. If you equip an armor it loads the armor nif. If you have nothing equipped it loads the nude body nif. Outfits are completely independent from the nude body you built and they basically replace the nude body. If you want everything conform meaning your body shape doesn't change when equipping armor you have to build everything using the same preset. That's where the "batch build" function comes in handy. Choose your preset, click batch build - done. I'd recommend to create an empty mod called "Bodslide Output" and point bodyslide to that folder. 1
Varithina Posted November 29, 2021 Posted November 29, 2021 3 hours ago, Numa_Cway said: That's where the "batch build" function comes in handy. Choose your preset, click batch build - done. I'd recommend to create an empty mod called "Bodslide Output" and point bodyslide to that folder. There is an option in bodyslide to set the output directory for it, so it will automatically build to that location.
wollboi Posted November 29, 2021 Posted November 29, 2021 @remodel They are for different textures. You can right click both mods in MO2 and open in Explorer and it will show you which files either is altering. There's no overlap. The names are confusing, but they're doing separate things. @Auxitism I would be very careful with that mod. It can interfere with a schload of other mods. Definitely go on a hunt for patches if you're going to use it. Check the Requirement section on the mod page and look through the listed mods to see if there are patches with any other mod on the list. Also run all of your patch compendium mods to see if it adds new patches (Qwinn's, lilebony's, Reliquary, etc.). And check Loot to see if it recommends any patches. It probably will since Convenient Horses is a very popular mod. If you can do without it, I'd do without it. @Aylis (when you're feeling better): There's a new release for Rudy with Cathedral that I think we'll want. It dims the brightness for water in small ponds with Water for ENB. It's something that's bothered me for a while and this looks to fix it. In the FOMOD install instructions on the list, it would be the last mod in that section (so 1.2.9) if you want to add it. Also, just as a side note to everybody, I'd strongly look into updating JK's Interiors Patch. There's been a metric fuckton of new patches added, many of which look very essential. 1
Auxitism Posted November 30, 2021 Posted November 30, 2021 (edited) A plea for help I'm rebuilding this list for the 3rd time. I get completely done and 2 things are consistent . 1. the No grass patch hard crashes and system start is required . Crashes in the Tameriel worldspace between 71-91 % complete , its been variable each time. 2. I go to do the initial mages quest . On the way to the ruin ( 1st city of man ) hard crash to desktop . Repeatable . I don't have the crash logs now but when I get done again is anyone able to comprehend them ? I've been going to the crass area during each step , done textures section and I'm still good to go . I'm thinking it mush be a bad mesh or something either mod added or lod generated . Has any been there in there game with this list ? And anyone available to help figure it out if it goes the same way with me again ? Edited November 30, 2021 by Auxitism
remodel Posted November 30, 2021 Posted November 30, 2021 2 hours ago, Auxitism said: A plea for help I'm rebuilding this list for the 3rd time. I get completely done and 2 things are consistent . 1. the No grass patch hard crashes and system start is required . Crashes in the Tameriel worldspace between 71-91 % complete , its been variable each time. 2. I go to do the initial mages quest . On the way to the ruin ( 1st city of man ) hard crash to desktop . Repeatable . I don't have the crash logs now but when I get done again is anyone able to comprehend them ? I've been going to the crass area during each step , done textures section and I'm still good to go . I'm thinking it mush be a bad mesh or something either mod added or lod generated . Has any been there in there game with this list ? And anyone available to help figure it out if it goes the same way with me again ? You're going to have to test down to the mod that causes the problem (CTD). If you believe it's a texture thing you could just run around the area rather than starting the quest for testing. Load a few (I load roughly 5 at a time) mods then test initial mages quest, Rinse and repeat until the crash, then uncheck a mod, test, uncheck a mod, test until you don't crash. Last unchecked mod is the problem. You can then check it again and see what the conflicts are in MO2. You can also enable NET framework crash logs, the first error entries almost always point to the problem. Also, turn on papyrus logging just before you get to the location of the crash, otherwise you'll have a bunch of crud to sort through. My testing mostly involves two console commands; TGM (God mode) and TMM 1 (turn on all map markers). If I'm testing NPC replacers, I use the moveto.player <ref id> console command so I can check their appearance. 2
Auxitism Posted November 30, 2021 Posted November 30, 2021 (edited) I got a crash log after the animations section being complete . how do I turn on papyrus logging just before ? or off before ? this happened as i entered riverwood so I dont think its a big deal since the mfg fix isnt installed nor the animations ran correctly Ok , I found how to do that Edited November 30, 2021 by Auxitism Found it
Krimzen Posted November 30, 2021 Posted November 30, 2021 20 hours ago, Numa_Cway said: Two notes: 1. Don't uncheck "build body morphs". Those are the .tri files you see in folders. If you create one outfit item you get actually 3 files: the _0.nif, the _1.nif and the .tri files. The two nifs determine the look at weight 0 and 100 respectively. You can change the weight in Racemenu or via console. The tri files are for the sliders. If you don't have it you can't tweak your body in Racemenu/during the character creation. Also several mods change body shape and depend on those files, e.g. inflation mods. In Aylis' list that would be Fertility Mode and Fill Her Up under the Loverslab section. Those mods would still function however you won't see any body change. When in Fertility Mode a female gets impregnated her belly won't grow without the .tri files. TL/DR: rebuild your body with the box checked. 2. I'm not sure whether you can leave the prebuilt armors. Did you build the nude body with the greek goddess preset? I never used Aylis' predone bodyslides but on the download side he mentioned he used a "nerfed" version of the GG bodyslide preset so maybe he tweaked it. If that's the case and you used the GG preset (or any other preset for that matter) there will be differences when you equip an outfit. Bodyslide works in a way that it loads only one nif on the body slot. If you equip an armor it loads the armor nif. If you have nothing equipped it loads the nude body nif. Outfits are completely independent from the nude body you built and they basically replace the nude body. If you want everything conform meaning your body shape doesn't change when equipping armor you have to build everything using the same preset. That's where the "batch build" function comes in handy. Choose your preset, click batch build - done. I'd recommend to create an empty mod called "Bodslide Output" and point bodyslide to that folder. Yeah, I built the 3BBB nude body/hands/feet with the Greek Goddess Nerfed Preset. 1
Numa_Cway Posted November 30, 2021 Posted November 30, 2021 27 minutes ago, Krimzen said: Yeah, I built the 3BBB nude body/hands/feet with the Greek Goddess Nerfed Preset. Hide contents Great! Assuming Aylis built his predone bodyslides with the same preset then you shouldn't need to rebuild all the armors. Maybe create a female PC really quick, grab an outfit or two and check whether equipping/unequipping changes the body shape. To your other question whether you have to rebuild Serana and Valerica. It depends on the replacer you're using. Seranaholic for Serana and Valerica you have to rebuild their bodies because the mod uses a custom body. Re-imagined Serana and Valerica you don't have to rebuild the body because they use the standard female body you've already built. However if you rebuild it there's nothing that can go wrong. The mesh exists but just won't get used. 1
remodel Posted November 30, 2021 Posted November 30, 2021 (edited) 9 hours ago, Auxitism said: how do I turn on papyrus logging just before ? or off before ? Run the game and travel near the area that CTDs, shut down the game to the desktop. Then just add these lines to Skyrim.ini or change the =0 to =1 if they already exist. [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 You'll get a total of 3 papyrus logs in the save file folder. Could be a save file sub-folder, I don't remember exactly, but they're easy to find. A file is created every time you start up the game. Once 3 files are written, logging then starts to overwrite the previous files in order. Be sure to turn these off when you have the issue solved. The logs can get huge and are busy with entries as the game proceeds and become more difficult to troubleshoot. Generally, the first entries are the mods starting up with a ton of warnings that can be ignored. Search on "error" to find issues. Some will be false positives. I'm way behind you and slow because I read every mod description and many posts to figure the load. I've also patched some things as I've gone along. As good as this guide is, I found a couple of mods that could play together better. I patched them to my liking. One thing I'm sure of is; before I run the Dyndolod, I'm going to have everything working, including the ENB. I've never used Dyndolod or ENB before and want to make sure everything works prior to trying. I load roughly 5 mods from each section and test a bit. When I get each a section working, I do a more thorough test hit all major cities and some villages, before proceeding to the next. I load "Alternate Start" early for testing and a mod not on the list "More Informative Console" for conflict resolution. When I get to the PC section, it'll be all at once from CBBE through the skeletons, physics, 3BBB body, and BodySlides loaded into the proper sections. The PC is the only time I'll load a whole section (plus) before testing. Edited November 30, 2021 by remodel 1
jaeos Posted November 30, 2021 Posted November 30, 2021 (edited) 1 hour ago, remodel said: Run the game and travel near the area that CTDs, shut down the game to the desktop. Then just add these lines to Skyrim.ini or change the =0 to =1 if they already exist. [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 You'll get a total of 3 papyrus logs in the save file folder. Could be a save file sub-folder, I don't remember exactly, but they're easy to find. A file is created every time you start up the game. Once 3 files are written, logging then starts to overwrite the previous files in order. Be sure to turn these off when you have the issue solved. The logs can get huge and are busy with entries as the game proceeds and become more difficult to troubleshoot. Generally, the first entries are the mods starting up with a ton of warnings that can be ignored. Search on "error" to find issues. Some will be false positives. I'm way behind you and slow because I read every mod description and many posts to figure the load. I've also patched some things as I've gone along. As good as this guide is, I found a couple of mods that could play together better. I patched them to my liking. One thing I'm sure of is; before I run the Dyndolod, I'm going to have everything working, including the ENB. I've never used Dyndolod or ENB before and want to make sure everything works prior to trying. I load roughly 5 mods from each section and test a bit. When I get each a section working, I do a more thorough test hit all major cities and some villages, before proceeding to the next. I load "Alternate Start" early for testing and a mod not on the list "More Informative Console" for conflict resolution. When I get to the PC section, it'll be all at once from CBBE through the skeletons, physics, 3BBB body, and BodySlides loaded into the proper sections. The PC is the only time I'll load a whole section (plus) before testing. Depends on if you use profiles in MO2 or not. (for the .INI files) If you do, the skyrim.ini is under MO2/profiles/name of profile/ Spoiler if not it is in the c:/users/user/documents/Mygames/Skyrim Special edition. Spoiler I believe the papyrus logs are under the skse in c:/users/user/documets/mygames/skyrim special edition/skse There will be a point you cannot do 5 mods and check unless you load mods out of order, I'm not 100% sure when it happens, but you will get a missing master warning and it will stay there until sexlab is installed. which is quite far down the list. I would suggest holding off on patches until the end when the fomod installers can read what you have installed and check the patches you need accordingly. Might save you some time. Edited November 30, 2021 by jaeos
wickedkat Posted November 30, 2021 Posted November 30, 2021 still not compatible with AE version of Skyrim is it?
Auxitism Posted November 30, 2021 Posted November 30, 2021 2 hours ago, wickedkat said: still not compatible with AE version of Skyrim is it? no
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