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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted

I'm at the end of the Patches section and I have 4 mods that are flagged as redundant by MO2.

 

 

Spoiler

Rustic Cooking Oven Patch-38862
    made redundant by
Embers XD-37085

 

Rudy HQ - More Lights for ENB SE - Bthardamz-22703
    made redundant by
More Lights for ENB - Blood Splatter Fix-55582
Particle Lights For ENB SE - Bugs in a Jar-43609


Rudy HQ - More Lights for ENB SE - Soulgems-22704
    made redundant by
More Lights for ENB - Blood Splatter Fix-55582
Particle Lights For ENB SE - Bugs in a Jar-43609


Rudy HQ - More Lights for ENB SE - Moths and Fireflys-22819
    made redundant by
Particle Lights For ENB SE - Bugs in a Jar-43609
Green Moth - ENB Light Patch-36358
Torchbug - ENB Light Patch-36358

 

 

 Is this normal, and I don't need to worry about it, or do I need to figure out where my installation mistakes are?

 

If this is expected, then why not simply not install the 4 redundant mods?

 

 

Posted
2 hours ago, trgdolors said:

Tawoba/Tewoba:

 

There are so many versions of this floating around the Internet. What is the current "best choice" version for a future play through? I want big selection of armor, fewest ESP slots, leveled list/bashed patch and/or SPID distribution, and CBBE 3BBB.

 

I want only some of the female bandits and maybe Forsworn, etc to have the armor (not guards, etc).

 

Thanks!

The current best and the only 2 you should use (one depends on the other) are these: 
1- Main, best and key: https://www.sunkeumjeong.com/post/the-amazing-world-of-bikini-armors-remastered-6-0 No way around it, you need this one
2- Complementing the first one and expanding on it, you need the one avobe to use this: https://www.nexusmods.com/skyrimspecialedition/mods/41585 
Dont bother with other Bikini World mods, they all are far subpar to the two avobe, and usually conflicts (source: i tested every one of them)

Optional to complement the two avobe (to cover non-bandits, and non armor clothing civilians and unique npc use)
3-https://www.nexusmods.com/skyrimspecialedition/mods/32518

They both have leveled list that change depending on what you choose during the FOMOD, now, these ONLY cover the bandits and a very few selected NPCS, so theres that, for a full replacer (that can be used with the ones avobe) you should get the third one i listed and ones i listed on the comment you quoted.
and over all they all take 4-5 ESP slots (that are ESL-ESM so they dont count towards anything)

As for leveled list: the first mod comes with his own leveled list, nothing more needed, second mod NEEDS the #1 mod, so it uses the same leveled list, BD Armor replacer is literally vanilla replacer (only visual) so it dont haves Leveled list because it dont needs one.
The 2 i listed in the comment you quoted are used ONLY for the books and to let vendors sell those items (so you can naturally find them around in sellers)

A SPID (a better interaction of leveled lists imo) version of the 2 main mods is on the way but it will take a lot of time, so i would not wait for it


Again, tawoba-tewoba are BANDITS AND SOME NPCS ONLY they wont touch other npcs, for example Lidia will NOT use TAWOBA/TEWOBA stuff when she spawn, for that, you need a SPID patch or a properly made Leveled List, thats why i recomend using BD Replacer as it uses the same meshes, textures and stuff from TAWOBA-TEWOBA but just as a visual replacer for non-bandits NPCS  (so no modular armor on spawns, but you can Zap parts in Bodyslide for every single armor, making it visually modular-ish) if you dont want X npc type to use BD armor you just dont build it on body slide:

-Tawoba-Tewoba: Cover automatic NPCS such as bandits and some npcs, adds real modular armor to them (main stuff)

-BD armor: Cover everything (at least visually) that is not touch by these avobe, its only visual, meaning you can pick who uses what via building or not on body slide, but you can only pick to make ALL of said npc use it, or none, at least at the moment (secondary, still great to add)

-The other mods i have on the other comments: Complementary stuff, optional, just adds flavor (not necesary for anything to work)

Honestly all of this would be solved via 3-4 SPID patchs, but someone haves to make them and spid is really really new (tho is a miracle-mod), so you either make one yourself, or wait someone to make one, theres a few folks here on LL working on it but again, time.

Sorry for the wall of text, im alone.
 

Posted (edited)
20 hours ago, akadeadpool said:

@Jessica_Degurechaff  Obscure's COW will conflict with Enlightened College of Winterhold but there's patch for it during installation. And you will need to rerun dyndolod.

There is also HP NPC overhaul mod for Npcs added by the mod.

 

As for stability, I've played 2 playthrough with it and seems fine, no crash or anything.

just tested it:
so far everything works pretty nice, the only problem (imo quite minor and easy to completely forget it even exist) is that female NPCS have a gap on their wrists, i guess something to do with 3BBB. But again, easy to not even notice thanks to mage robes. 
(yes, i do use the 2 NPC mods for the place from the same author)

Imo, i would not even consider it a problem, just changed the bodyslide of the mage clothes and now everyone haves sleeves so its fixed.

Im a bit concerned if the changes at the Hall Of elements will impact later of make the NPCS practice shooting at the windows as someone on the Immersive College NPCs comment said, (here), it was my first thought when i saw the barriers


Pd: Why do sometimes "charge" spells just dont work? Like if i want to cast lets say: Magelight it takes 1 second to charge it and then use it, but sometimes it stops charging for no reason and stops the spell all together, its not my mouse either as its 5 months of use. its because a mod we using? I never touched magic in all my skyrim years besides healing

Edited by Jessica_Degurechaff
Posted
3 hours ago, Jessica_Degurechaff said:

Pd: Why do sometimes "charge" spells just dont work? Like if i want to cast lets say: Magelight it takes 1 second to charge it and then use it, but sometimes it stops charging for no reason and stops the spell all together, its not my mouse either as its 5 months of use. its because a mod we using? I never touched magic in all my skyrim years besides healing

Assume you're not using FIZZLE ?

Posted (edited)

Speaking of a more College of Winterhold oriented play through (which I have not done yet), here are some mods from my notes:


The Midden - Expanded (its from EasierRider. It seems to have had recent updates.)
At Your Own Pace - College of Winterhold


One of the many discussions re: College of Winterhold mods:
https://teddit.net/r/skyrimmods/comments/qaoihg/icow_or_mcow/

There is of course Ultimate College of Winterhold - an ICOW and OCW Patch

Edited by trgdolors
Posted

Since Better Dynamic Snow version 2.11 is considered obsolete (even though it's fine), LOOT now throws a big yellow warning at my face every time I use it. Is there a way to manually change mod metadata to remove certain messages? There are also many other mods that have incorrect conditions and obfuscate the warning and message sections.

Posted
1 hour ago, lanaya1437 said:

Since Better Dynamic Snow version 2.11 is considered obsolete (even though it's fine), LOOT now throws a big yellow warning at my face every time I use it. Is there a way to manually change mod metadata to remove certain messages? There are also many other mods that have incorrect conditions and obfuscate the warning and message sections.

I do not know about loot, but the MO2 out of date is easy to amipulate if you want to.

Open the mod folder and edit the `meta.ini` 

Look for the lines 

version=2.11.0.0
newestVersion=3.3.0.0

 

Change the `version` to match the `newestVersion` and the out of date in MO2 will stop.

 

Posted (edited)
6 hours ago, lanaya1437 said:

Since Better Dynamic Snow version 2.11 is considered obsolete (even though it's fine), LOOT now throws a big yellow warning at my face every time I use it. Is there a way to manually change mod metadata to remove certain messages? There are also many other mods that have incorrect conditions and obfuscate the warning and message sections.

 

4 hours ago, nightred said:

I do not know about loot, but the MO2 out of date is easy to amipulate if you want to.

Open the mod folder and edit the `meta.ini` 

Look for the lines 

version=2.11.0.0
newestVersion=3.3.0.0

 

Change the `version` to match the `newestVersion` and the out of date in MO2 will stop.

 

To my knowledge (and jump in here anyone), LOOT's warnings ultimately come from its online database and cannot be edited by users.  For me it's enough to read the warnings, assess their importance, and sometimes choose to ignore them.  It's not too annoying if you do it only occasionally anyway.  mho

As far as mod version updates/conflicts/changes in MO2 go, my personal approach has always been to only rename the version (using the main window, single click on version, type in latest version) IF and Only IF the mod in question is a misidentified option or subset of the main mod.  This is a frequent confusion on nexus that they can't seem to fix.

Otherwise, if you reversion an installed main mod, you lose the reminder that the mod is out of date, particularly if  the actual version number isn't part of the mod's given name.  And, at a time when everything is in flux over AE, and maybe 80+ mods are out date, keeping track of the versions of installed mods is crucial to future rebuilds.

- May not be best practices, just my view

Edited by Temphyx
Posted (edited)

After following Aylis' Guide as closely as I can, my first Nemesis Behavior Generation run took 25 seconds to complete, produced what looks like usable output, and generated a warning,

 

Is the warning something I can safely ignore, or do I need to do something about (or to) the 32bit hkx file mentioned in the message?

Spoiler


NemesisAppWindow.jpg

 

Edited by Decopauge123
Posted
17 minutes ago, Decopauge123 said:

How long is a Nemesis run usually?

depends on # of animations of course, but it crashes - a LOT - So: run, rinse and repeat till it finally finishes and then just recognize that most (all) of its warnings about mods in this build don't matter

Posted
2 hours ago, Decopauge123 said:

After following Aylis' Guide as closely as I can, my first Nemesis Behavior Generation run took 25 seconds to complete, produced what looks like usable output, and generated a warning,

 

Is the warning something I can safely ignore, or do I need to do something about (or to) the 32bit hkx file mentioned in the message?

  Hide contents

 

 

NemesisAppWindow.jpg

 

 

False positive that everyone using the guide gets, safe to ignore. 

Posted (edited)
1 hour ago, Temphyx said:

depends on # of animations of course, but it crashes - a LOT - So: run, rinse and repeat till it finally finishes and then just recognize that most (all) of its warnings about mods in this build don't matter

 

1 hour ago, Jessica_Degurechaff said:

False positive that everyone using the guide gets, safe to ignore. 

Thanks! 

 

SO my 25 sec run is not a complete run?  (I didn't really think so ? )

 

Edited by Decopauge123
Posted
3 hours ago, Decopauge123 said:

 

 

SO my 25 sec run is not a complete run? 

 



An engine update on my system takes: around 20 seconds  

Spoiler

image.png.3d3da2575f75f738022e57d7b5540d09.png




Launching the tool from start to finish takes around 25 using only the animations on the guide:

Spoiler

image.png.77274a70cd027031abf1bff9e15e5bd3.png

Both of those images are using ONLY what Aylis have on the guide, mod by mod nothing more or less

_______________________________________________________________________________

On my custom Modlist based on the current guide:  (and so much anims that i had to use a DLL to triple the amount of anims that Nemesis allow)

(updating took exactly the same time)

Lauching the tool:

 

Spoiler

image.png.5181c440d1160ff8ffc79c38a4d5eeb5.png



Conclusion:
It mostly depends on your system, and not in the amount of animations you have
Just make sure that, if nemesis crashes while creating the Animations do not clean Overwrite and just relaunch the Extension again, then hit launch, no need to update the engine or touch anything else.
@wollboi made a really useful video (2013 YT tutorial style, just missing the Free copyright music lol) detailing the step by step.
 

Spoiler



Hardwire the steps needed for FNIS and nemesis, any time you add remove or even change an animation even if its a tiny thing you need to rerun both tools.

Posted (edited)

Does anyone know why the meshes on some clothes and some armors are so clunky? Like a curve on some armors its so jagged

(not textures, textures are fine, i mean the polygons? meshes? some stuff look like from PS2 with Cyberpunk graphics)

what mod could be the issue?

_____________________________

Jk Jorvaskrr (or whatever the companions guild is) work just fine on the guide, a very minor issue here and there with 4 rugs on the main hall, easy to ignore.

Edited by Jessica_Degurechaff
Posted
4 hours ago, Jessica_Degurechaff said:



Conclusion:
It mostly depends on your system, and not in the amount of animations you have
Just make sure that, if nemesis crashes while creating the Animations do not clean Overwrite and just relaunch the Extension again, then hit launch, no need to update the engine or touch anything else.
@wollboi made a really useful video (2013 YT tutorial style, just missing the Free copyright music lol) detailing the step by step.
 



Hardwire the steps needed for FNIS and nemesis, any time you add remove or even change an animation even if its a tiny thing you need to rerun both tools.

@Jessica_Degurechaff  Understood, and thanks for the explination.

Posted
On 1/12/2022 at 11:38 PM, Jessica_Degurechaff said:

The current best and the only 2 you should use (one depends on the other) are these: 
1- Main, best and key: https://www.sunkeumjeong.com/post/the-amazing-world-of-bikini-armors-remastered-6-0 No way around it, you need this one
2- Complementing the first one and expanding on it, you need the one avobe to use this: https://www.nexusmods.com/skyrimspecialedition/mods/41585 
Dont bother with other Bikini World mods, they all are far subpar to the two avobe, and usually conflicts (source: i tested every one of them)

Optional to complement the two avobe (to cover non-bandits, and non armor clothing civilians and unique npc use)
3-https://www.nexusmods.com/skyrimspecialedition/mods/32518

They both have leveled list that change depending on what you choose during the FOMOD, now, these ONLY cover the bandits and a very few selected NPCS, so theres that, for a full replacer (that can be used with the ones avobe) you should get the third one i listed and ones i listed on the comment you quoted.
and over all they all take 4-5 ESP slots (that are ESL-ESM so they dont count towards anything)

As for leveled list: the first mod comes with his own leveled list, nothing more needed, second mod NEEDS the #1 mod, so it uses the same leveled list, BD Armor replacer is literally vanilla replacer (only visual) so it dont haves Leveled list because it dont needs one.
The 2 i listed in the comment you quoted are used ONLY for the books and to let vendors sell those items (so you can naturally find them around in sellers)

A SPID (a better interaction of leveled lists imo) version of the 2 main mods is on the way but it will take a lot of time, so i would not wait for it


Again, tawoba-tewoba are BANDITS AND SOME NPCS ONLY they wont touch other npcs, for example Lidia will NOT use TAWOBA/TEWOBA stuff when she spawn, for that, you need a SPID patch or a properly made Leveled List, thats why i recomend using BD Replacer as it uses the same meshes, textures and stuff from TAWOBA-TEWOBA but just as a visual replacer for non-bandits NPCS  (so no modular armor on spawns, but you can Zap parts in Bodyslide for every single armor, making it visually modular-ish) if you dont want X npc type to use BD armor you just dont build it on body slide:

-Tawoba-Tewoba: Cover automatic NPCS such as bandits and some npcs, adds real modular armor to them (main stuff)

-BD armor: Cover everything (at least visually) that is not touch by these avobe, its only visual, meaning you can pick who uses what via building or not on body slide, but you can only pick to make ALL of said npc use it, or none, at least at the moment (secondary, still great to add)

-The other mods i have on the other comments: Complementary stuff, optional, just adds flavor (not necesary for anything to work)

Honestly all of this would be solved via 3-4 SPID patchs, but someone haves to make them and spid is really really new (tho is a miracle-mod), so you either make one yourself, or wait someone to make one, theres a few folks here on LL working on it but again, time.

Sorry for the wall of text, im alone.
 

SPID is actually REALLY easy to learn. You could probably make this happen in one simple DIST file. I'd be happy to help make that if you want to experiment. I don't have the bikini armors anymore, but if you want to supply some information, I could give it a try.

Posted
2 hours ago, Decopauge123 said:

Has anyone used Animation Limit Crash Fix SSE together with SSE Engine Fixes (skse64 plugin) , and is it's use beneficial enough to justify using it?

 

I've seen both mods mentioned in the FNIS app window, use the second mod, and am wondering whether or not the first mod was actually useful.

Those two together is a BAD IDEA! I tried using them together and couldn't even get the game to play. The engine fixes does the same thing, so I have effectively no animation limit and no crashes with a bunch of animations. Don't bother with the crash fix.

Posted (edited)
3 hours ago, annanymus said:

Those two together is a BAD IDEA! I tried using them together and couldn't even get the game to play. The engine fixes does the same thing, so I have effectively no animation limit and no crashes with a bunch of animations. Don't bother with the crash fix.

OK.  Thanks!

 

Did you disable AnimationLoadSignedCrash in EngineFixes.toml when you used them together?

Edited by Decopauge123

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