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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
57 minutes ago, axz2 said:

 

 I think the mod might be - Smooth Combat - Non Combat Animation System

 

"If you're using Smooth Combat - Non Combat Animation System it has a dummy file in 32-bit hkx format. It's safe to ignore the Nemesis warning on that file. Link to Nexus sticky post for more information on that https://www.nexusmods.com/skyrimspecialedition/mods/45221?tab=posts "

https://forums.nexusmods.com/index.php?/topic/8506968-dynamic-animation-replacer/page-94#entry92710403

 

But then the posts link referenced in that forum link results in "This mod has been set to hidden.  Hidden at 24 Jun 2021, 10:23AM by skypia"

 

If its been hidden since June I would think it would have been removed from this list.  Perhaps it was uploaded against on a different mod page.  Perhaps it only used to be on this list.  Maybe it was never on this list and it was just a mod I added, or maybe it was another mod with that same cause of error but I do remember the mod that gave me the error did so because it had a dummy 32-bit animation file. 

 

I used the list yesterday, so if I have it, it's on the list.

Posted

6 hours later... grass is cached! There was a problem with a trap in Assorted Mesh Fixes (I apparently had an out dated version). So when I went to check for the updates, I noticed that there is a separate file for parallax fixes. Should that be included in the list?

Posted
57 minutes ago, axz2 said:

 

 I think the mod might be - Smooth Combat - Non Combat Animation System

 

"If you're using Smooth Combat - Non Combat Animation System it has a dummy file in 32-bit hkx format. It's safe to ignore the Nemesis warning on that file. Link to Nexus sticky post for more information on that https://www.nexusmods.com/skyrimspecialedition/mods/45221?tab=posts "

https://forums.nexusmods.com/index.php?/topic/8506968-dynamic-animation-replacer/page-94#entry92710403

 

But then the posts link referenced in that forum link results in "This mod has been set to hidden.  Hidden at 24 Jun 2021, 10:23AM by skypia"

 

If its been hidden since June I would think it would have been removed from this list.  Perhaps it was uploaded against on a different mod page.  Perhaps it only used to be on this list.  Maybe it was never on this list and it was just a mod I added, or maybe it was another mod with that same cause of error but I do remember the mod that gave me the error did so because it had a dummy 32-bit animation file. 

 

Here is the new version on the Nexus: Smooth Combat Non Combat Animation

 

I am still using the older one (v.2.3) as it doesn't cost an ESP slot, unlike the newer one. There is also another site where skypia has a few other of their mods. I am using a few and they are pretty decent.

Posted
17 hours ago, Aylis said:

[...]Hopefully it'll finally get better this year.

 

Stay safe guys and gals!

 

Just remember twentytwentytwo is awfully close to twentytwenty too. I hope Murphy knows the difference.

Posted

Happy new year!

 

Sorry for the stupid question but SPID and Papyrus Extender mods all list powerofthree's Tweaks as hard requirement, but how come I don't see powerofthree's Tweaks being included in the modlist?

Posted
2 hours ago, sweetrollskiwi said:

Happy new year!

 

Sorry for the stupid question but SPID and Papyrus Extender mods all list powerofthree's Tweaks as hard requirement, but how come I don't see powerofthree's Tweaks being included in the modlist?

Not a stupid question.

 

I think those mods used to not require Po3's Tweaks, but recently updated to require that mod. I am using the older versions of SPID and Papyrus Extender that don't need Tweaks. Tweaks didn't run well on my (weird, large) current build.

 

This guide has understandably not been updated for a little while. Among other things, the Skyrim mod community is in a state of flux with the AE thing. Most of us are letting things settle down. Thanks to pioneers like Wollboi and several others for testing the AE waters and letting the rest of us live vicariously through them!

 

If the Po3 Tweaks mod works on your system you probably can install it.

Posted
9 minutes ago, Jessica_Degurechaff said:

thanks for your hard work

Sadly i can only do the most basic stuff atm...

Posted

You guys and gals are experienced modders , What do you think about BSAs ? I was thinking of unpacking most mods bsa aside from the games ones because I'd be able to see file conflicts easier . Would that be an ok idea ? 

Posted (edited)
2 hours ago, Auxitism said:

You guys and gals are experienced modders , What do you think about BSAs ? I was thinking of unpacking most mods bsa aside from the games ones because I'd be able to see file conflicts easier . Would that be an ok idea ? 

 

You do not need to go onto the settings tab for mo2, there is a tick box called enable archive parsing (experimental), tick that box and it will show loose files conflicts with archives as well now, though as it says it is experimental, but it does work or at least seems to for me.  Do not forget the game loads archives quicker than it loads loose files so doing that could make your game load a lot slower that it already does, also some mods specifically state do not extract the archives included with them, no idea if any in this list do however as I never really extract them, unless I am building custom merges and then I will rebuild a new archive when finished and everything has been checked.

Edited by Varithina
Posted
2 hours ago, Auxitism said:

You guys and gals are experienced modders , What do you think about BSAs ? I was thinking of unpacking most mods bsa aside from the games ones because I'd be able to see file conflicts easier . Would that be an ok idea ? 

I don't think you need to go down the rabbit hole of resolving conflicts. It's time consuming with little reward unless you're trying to fix one particular conflict. Besides, using bsa is faster for performance.

Posted

Please help! I spent all that time pre-caching grass. (Almost 8 Gb worth of files!). I ran TexGen like I'm supposed to.

I tried to run DynDOLOD with the settings on the first page and....

 

The grass LOD is greyed out. When I hover over it, it says "Found 0 grass cache files. Found 81 grass LOD files." Neither of those numbers sound correct. I have thousands of grass cache files! 13120!

DynDoLOD.PNG

Posted
1 hour ago, annanymus said:

Please help! I spent all that time pre-caching grass. (Almost 8 Gb worth of files!). I ran TexGen like I'm supposed to.

I tried to run DynDOLOD with the settings on the first page and....

 

The grass LOD is greyed out. When I hover over it, it says "Found 0 grass cache files. Found 81 grass LOD files." Neither of those numbers sound correct. I have thousands of grass cache files! 13120!

DynDoLOD.PNG

 

Where are the grass files? Overwrite or a created mod for it?

Make sure the mod is activated when running DynDOLOD.

The path has to be correct: Put all created .cgid files into a folder called grass inside your mod.

Posted (edited)
12 minutes ago, Numa_Cway said:

 

Where are the grass files? Overwrite or a created mod for it?

Make sure the mod is activated when running DynDOLOD.

The path has to be correct: Put all created .cgid files into a folder called grass inside your mod.

So I need a mod (Grass Cache) with a folder inside (grass)?

Right now the files are all in a mod but not inside another folder inside the mod.

 

Edit: That did it! Thank you.

Edited by annanymus
Posted

First of all, thank you Aylis for this amazing guide. I used it in 2019 when I first got into modding and now, with a new computer, I'm at it again.

 

After a clean new installation, I rolled back my Skyrim to 1.5.73 as instructed (skse 2.0.15) and everything was going pretty smoothly, testing the game after every mod install section.

Then, I got to the PC mods part, and although everything else works perfectly, the Schlongs of Skyrim dll won't load.

 

"Couldn't load SchlongsOfSkyrim.dll (Schlongs of Skyrim SE)" is what I get on MO2. The game says I'm using an old version... What I have installed is the current 1.1.4 available here at LL.
I reinstalled it twice, together with all the mods that work with SoS, no luck.

I have been looking around for an older version of SoS, but with no luck.

 

Does anyone know how to fix this, or knows where I can find an older version of SoS which works with 1.5.73?
Should I update my game to 1.5.97?

 

Thanks guys!  

Posted
18 hours ago, trgdolors said:

Not a stupid question.

 

I think those mods used to not require Po3's Tweaks, but recently updated to require that mod. I am using the older versions of SPID and Papyrus Extender that don't need Tweaks. Tweaks didn't run well on my (weird, large) current build.

 

This guide has understandably not been updated for a little while. Among other things, the Skyrim mod community is in a state of flux with the AE thing. Most of us are letting things settle down. Thanks to pioneers like Wollboi and several others for testing the AE waters and letting the rest of us live vicariously through them!

 

If the Po3 Tweaks mod works on your system you probably can install it.

Thank you so much, I'll give it a try. Hopefully Tweaks won't mess with the modlist!

Posted
1 hour ago, Double11 said:

"Couldn't load SchlongsOfSkyrim.dll (Schlongs of Skyrim SE)" is what I get on MO2. The game says I'm using an old version... What I have installed is the current 1.1.4 available here at LL.
I reinstalled it twice, together with all the mods that work with SoS, no luck.

 

This message appears whenever SoS can't find the SchlongsOfSkyrim.dll and, in your case, probably has nothing to do with the version.  Hit your Data tab and scroll down to the SKSE folder, open it and then open the Plugins folder.  Scroll down in that folder and make sure that SchlongsOfSkyrim.dll is there.  If not, you may have to do a search.  It may be that it is somehow going to the wrong folder or has inadvertently been disabled.  This same message also appears when the SoS dll is set to hidden.

Check back with whatever you find out.

Posted (edited)
1 hour ago, Temphyx said:

This message appears whenever SoS can't find the SchlongsOfSkyrim.dll and, in your case, probably has nothing to do with the version.  Hit your Data tab and scroll down to the SKSE folder, open it and then open the Plugins folder.  Scroll down in that folder and make sure that SchlongsOfSkyrim.dll is there.  If not, you may have to do a search.  It may be that it is somehow going to the wrong folder or has inadvertently been disabled.  This same message also appears when the SoS dll is set to hidden.

Check back with whatever you find out.

Thank you for your reply, Temphyx. So, I found the SchlongsofSkyrim.dll file at "...mods\Schlongs of Skyrim SE\SKSE\Plugins." It is the same destination where I have all the mods installed by MO2.

I hit the data tab> skse > plugins and the .dll is showing up there as well.

Just to play it safe, I uninstalled all of the SoS mods again, and reinstalled only Schlongs_of_Skyrim_SE - v1.1.4. MO2 instantly showed the alert "Couldn't load SchlongsOfSkyrim.dll (Schlongs of Skyrim SE). The last error code was 1114."

Is MO2 installing the mod incorrectly?

Edited by Double11
Posted (edited)
1 hour ago, Temphyx said:

This message appears whenever SoS can't find the SchlongsOfSkyrim.dll and, in your case, probably has nothing to do with the version.

I thought it might be the version because that's the explanation given at the mod's page:

  • DLL is missing or reported to be the wrong version: mismatch between SKSE64 and SoS SE; see the requirements at the top of the page.

These are the requirements listed: 

  • Skyrim SE v1.5.97
  • SKSE64 v2.0.17

And I've been running 1.5.73 as instructed, (skse 2.0.15).  I looked everywhere for an older version of the mod that might be compatible with what I have installed, but I can't find it anywhere.

 

Anyway, the .dll is there. Should I move it somewhere or try reinstalling the mod manually? 

Edited by Double11
Posted (edited)
55 minutes ago, Double11 said:

I thought it might be the version because that's the explanation given at the mod's page:

  • DLL is missing or reported to be the wrong version: mismatch between SKSE64 and SoS SE; see the requirements at the top of the page.

These are the requirements listed: 

  • Skyrim SE v1.5.97
  • SKSE64 v2.0.17

And I've been running 1.5.73 as instructed, (skse 2.0.15).  I looked everywhere for an older version of the mod that might be compatible with what I have installed, but I can't find it anywhere.

 

Anyway, the .dll is there. Should I move it somewhere or try reinstalling the mod manually? 

I've been away for a while and I'm not clear on your rollback numbers.  Why were you instructed to use 1.5.73?

If you can, try running:

SSE v1.5.97

SKSE64 v2.0.20

SoS v1.1.4

These versions have been working well for me with this build for some time.

Edited by Temphyx
Posted
2 minutes ago, Temphyx said:

I've been away for a while and I'm not clear on your rollback numbers.  If you can, try running:

SSE v1.5.97

SKSE64 v2.0.20

SoS v1.1.4

I'll try that. I hope I don't have to reinstall everything... Here we go again.

Thank you very much, Temphyx.

Posted
1 hour ago, Double11 said:

... see the requirements at the top of the page:

These are the requirements listed: 

  • Skyrim SE v1.5.97
  • SKSE64 v2.0.17

 

Anyway, the .dll is there. Should I move it somewhere or try reinstalling the mod manually? 

As a side note, there were, I think, at least four SKSE64 revisions that were done for SSE v1.5.97: v2.0.17 through 2.0.20.  The SoS 1.1.4 page only lists the first one.

And no, if the dll is in the SKSE plugins folder, don't move it.  I was wrong, it is a versioning issue.

Posted
42 minutes ago, Temphyx said:

As a side note, there were, I think, at least four SKSE64 revisions that were done for SSE v1.5.97: v2.0.17 through 2.0.20.  The SoS 1.1.4 page only lists the first one.

And no, if the dll is in the SKSE plugins folder, don't move it.  I was wrong, it is a versioning issue.

I changed it to SSE v.1.5.97, updated the mods that needed a newer version, and everything seems to be working fine now. No more warnings. I haven't got to sexlab yet, to be sure it is working, but I'll get there and let you know.
Thank you very much, Temphyx! You're awesome.

Posted (edited)
On 1/1/2022 at 4:40 PM, Decopauge123 said:

... still working on my first Guide installation.  I've completed Lights and Weather, turned one Form 43 .esp into a Form 44, and have been running around Shor's Stone amazed at what I'm seeing.

 

I haven't played SLE or SSE for nearly 4 years.  I have no idea how many run-throughs I've completed.  I didn't think I ever used ENB except for memory management, mainly because I never had a powerful enough PC/video card to take the extra load 5-6 years ago.

 

I had a good computer (Intel Core i(-9900K @3.60GHz with 32GB of ram.  I wanted to upgrade my 2-year old Nividia GeForce RTX 2060, and decided to give myself a Christmas present last year (AMD Radeon EX 6800 XT OC).  I couldn't wait to jump into a good SSE modding guide.  It's like you and others have said: the right ENb, weather and lighting make for a beautiful Skyrim.

 

Please keep what you've been doing with your modding guide.

 

Note:  No crashes!  No error logs.  ?

 

 

I had just run FNIS, saved the output and was getting ready to install and run Nemesis when I suddenly got a wild hair and decided to run xEdit to find out which of the almost 700 ESPs I had installed could be tagged as ESLs.  It was going very well until xEdit reminded me that I had tagged over 50 ESPs, and asked "Did I want to save them now?".  I answered "But, Of Course."  I saved them, went back into xEdit to look at what remained to be tagged, and guess what, xEdit was complaining about three modding groups whose members were below another member.  After several hours of trying to cleanup the Royal S*** Storm I had unleashed on myself, I bowed to the inevitable and and am now once again following this excellent modding guide from t he beginning.  This time I'm checking for tag-able ESPs after completing each section, changing them in xEdit, and posting a note for each one in MO2, making it easy to remember which ESPs have been flagged as Light Plugins (ESPFEs).

 

That was not the only reason I started over from the beginning:  I had put MO2 and the SSE instance (including the 'Downloads' and 'Mods' directories) on an HDD.  This wasn't an issue at first, but as the combined size of those directories approached 250GB:  MO2 would would actually occasionally time out from the number and size of the installed mods it was attempting to access.  I had been thinking on what I was going to do about t his problem when the aforementioned Storm struck, and my available options became fewer.  Some may ask "How can they be 250GB in size?":  when installing  a mod, if I have they choice of different sizes for the installed mod, I select the largest size available.  MO2 and the SSE instance are now on an SSD.

 

I had also been looking at CC content and wondering If I should install some of it (as long as it's free, why not), but was reluctant to install any of it and deal with putting it before everything else, and make sure everything was copesetic.  I now have installed all CC content mentioned in this Guide as 'working'.

 

I'll be back when I have completed all of the FINAL section of the Guide.

Edited by Decopauge123

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