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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted (edited)
19 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

 

 

at the bottom.

behavior generation COMPLETE.

as long as it gives you that Nemesis did the job. 

the 32bit hkx files are dummy files put in place as markers by DAR and can be ignored as errors, It looks like it's done correctly and you are ready to dodge, duck, dive, and roll. (movie reference) HA

I do not use animation crash limit, but do use the engine fixes, i don't run many animations above what aylis has stock, really no need for me, i'm not posing my char while doing stuff. 

Edited by jaeos
Posted
4 minutes ago, jaeos said:

at the bottom.

behavior generation COMPLETE.

as long as it gives you that Nemesis did the job. 

the 32bit hkx files are dummy files put in place as markers by DAR and can be ignored as errors, It looks like it's done correctly and you are ready to dodge, duck, dive, and roll. (movie reference) HA

Thanks, jaeos, that's good to hear.  Now I can start working on DynDOLOD.

 

Posted (edited)
2 hours ago, Decopauge123 said:

OK.  Thanks!

 

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

I did, but it didn't help. I am currently running roughly 23k animations. I've had FNIS tell me I was above 160% of the crash limit. No problems.

Edited by annanymus
Posted (edited)
On 1/3/2022 at 5:06 PM, Auxitism said:

https://www.nexusmods.com/skyrimspecialedition/mods/56235 

 

Simplicity of Snow

 

  • Supports parallax on most meshes.
  • The following objects retain "single pass" snow shader, so don't add parallax to them:
    • Windhelm Palace of Kings: to prevent object occlusion issues.
    • Word Walls: to prevent snow from obscuring the words.

Anyone using this yet ? Think I'll give it a go

 

I can say SOS is great. works amazingly  . One thing though . Load order counts because of BSA textures being packed etc , using loot is gets it to work . Not using loot and having things ordered like there are in this guide will result in gray meshes etc. 

Edited by Auxitism
Posted (edited)

@Aylis

How long does generating grass precache take?  It's been over 2 hours and it seems to be stuck.

 

I started this run at 5:02; the last time any files were generated was 5:21.  It's now 8:32.

 

Edited by Decopauge123
Posted
On 1/14/2022 at 7:16 AM, Ahtala said:

I want to change some faces using EasyNPC but Im getting alerts on several mods:

Bashed Patch, 0.esp

High Poly - Faction armor patch.esp

High Poly - Guard Armor Replacer Patch.esp

 

Example of such alert: "Plugin "High Poly - Faction armor patch.esp" makes edits to Deeja "Deeja" that require FaceGen file, but it was not found in any of the mods: [High - Poly - Faction armor patch]

 

All are of type "MissingFaceGen" but when I look at the alerts there are characters like Jaree-Ra which I think is why he and his faction have no clothes, but the tooltip says that this could result in black face or crash, which is not what I experienced. Do armors also have facegen files? Im confused.

 

This guide doesn't cover EasyNPC so you should ask the mod's related question on EasyNpc's discord, the mod author'll happily help you.

As for this problem of yours. High - Poly - Faction armor patch doesn't contain Deeja facegen thus the error. EasyNPC mod explicitly tell you to disable any mod that act as patch for NPC appearance mods. High - Poly - Faction armor patch is a patch for HP NPCs overhaul thus qualified to disable.

 

Btw, I figured out why some male NPCs have mismatch hair and beard color. Turns out High Poly Npcs Overhaul strip hair from all npcs and place wigs on them. This could make the game confused about the color when generate face. However, I currently have no idea to how fix this except changing to another NPC overhaul mod.

Posted
1 hour ago, Decopauge123 said:

@Aylis

How long does generating grass precache take?  It's been over 2 hours and it seems to be stuck.

 

I started this run at 5:02; the last time any files were generated was 5:21.  It's now 8:32.

 

That happened to me too. It turned out to be errors I needed to track down before it would work. Once I found the problems, it took about an hour.

Posted
4 minutes ago, annanymus said:

That happened to me too. It turned out to be errors I needed to track down before it would work. Once I found the problems, it took about an hour.

OK.   It always happens in Markarth at the same place.  I'll exclude that from the run.

Posted (edited)
1 hour ago, annanymus said:

That happened to me too. It turned out to be errors I needed to track down before it would work. Once I found the problems, it took about an hour.

OK.   It always happens in Markarth at the same place.  I'll exclude that from the run.

 

Update:

Excluded MarkarthWorld from precache and completed generation of grass precache.  At some point I might try and figure out where the error is, but for the foreseeable future, Markarth will have an overeager lawn service company.

Edited by Decopauge123
Posted

I get this error message when running TexGen.


 

Spoiler

[Window Title]
TexGen

[Main Instruction]
Record [INFO:7B40BBF9] in file 018Auri.esp is being overridden by record [QUST:7B40BBF9] in file AuriSLPatch.esp.

[Content]
These errors can cause CTD and other serious issues and need to be fixed.

Click on this link for additional explanations and help for this message

[Ignore] [Exit TexGen]

 

My initial response was to ignore the message: isn't the job of a patch to overwrite the 'original' .ESP, but to be safe I'm posting this here and asking: Is it safe for me to ignore this message and generate textures?

Posted

Sorry guys, i'll be out for a few days.

 

Had to do some runs to get some paperwork done (had to be there in person), and that was too early and too much at the same time. Almost can't move or do something at all.

Posted
4 hours ago, Aylis said:

Sorry guys, i'll be out for a few days.

 

Had to do some runs to get some paperwork done (had to be there in person), and that was too early and too much at the same time. Almost can't move or do something at all.

Take care of yourself, Aylis!

Posted
On 1/13/2022 at 7:01 PM, Decopauge123 said:

How long is a Nemesis run usually?

I had problems with NEMESIS completing when the number of animations went over 10,000.  FNIS was running under 7,000 animations.  When I installed FNIS XXL the NEMESIS completion problem went away.

Posted
40 minutes ago, remodel said:

I had problems with NEMESIS completing when the number of animations went over 10,000.  FNIS was running under 7,000 animations.  When I installed FNIS XXL the NEMESIS completion problem went away.

Oh, Thanks!  I think I see an XXL in my future (and load order).  ?

Posted
11 hours ago, Decopauge123 said:

I get this error message when running TexGen.


 

  Hide contents

[Window Title]
TexGen

[Main Instruction]
Record [INFO:7B40BBF9] in file 018Auri.esp is being overridden by record [QUST:7B40BBF9] in file AuriSLPatch.esp.

[Content]
These errors can cause CTD and other serious issues and need to be fixed.

Click on this link for additional explanations and help for this message

[Ignore] [Exit TexGen]

 

My initial response was to ignore the message: isn't the job of a patch to overwrite the 'original' .ESP, but to be safe I'm posting this here and asking: Is it safe for me to ignore this message and generate textures?

The problem is that the records are different types. If you're comfortable with xEdit you can renumber formIDs.

Posted
12 hours ago, Decopauge123 said:

OK.   It always happens in Markarth at the same place.  I'll exclude that from the run.

 

Update:

Excluded MarkarthWorld from precache and completed generation of grass precache.  At some point I might try and figure out where the error is, but for the foreseeable future, Markarth will have an overeager lawn service company.

The problem with Markarth is (from my experience anyway) a trap in a cave near Markarth. I removed a trap mesh file, and it made it through. Over enthusiastic lawncare is great, but you will likely crash if you find that spot in the game too.

Posted
42 minutes ago, annanymus said:

The problem with Markarth is (from my experience anyway) a trap in a cave near Markarth. I removed a trap mesh file, and it made it through. Over enthusiastic lawncare is great, but you will likely crash if you find that spot in the game too.

Oh, Thank you for that information.  I had planned to work on finding the problem later.  Now I can target my search.  ?

Posted (edited)
6 hours ago, annanymus said:

The problem is that the records are different types. If you're comfortable with xEdit you can renumber formIDs.

Oh, I didn't notice the different records.  I'm familiar with xEdit, but I've never needed to renumber or change a formID.  I've got Online Help for "Record Is Being Overwritten"; I'll figure it out.

 

Update:  I disabled :AuriSLPatch.esp" in the right pane and TexGen ran without an error message.  I'll change the FormID for what I have installed, and let Aylis know of this issue.

 

Edited by Decopauge123
Posted

What is your guys' VRAM usage when running this guide?

I've had to get 1k textures wherever I could to keep usage just below 8gb and keep microstuttering to an acceptable level.

Skyrim2020 especially seems to take up a lot of space.

Posted

Something to keep on the radar: AE is working very well, and we're starting to see texture mods incorporate them. Believable Weapons is doing a great job of releasing updates to fix up the textures. Not so many updates on armor, though. I know it's still early, but I'm wondering more if we're going to see mods like Simply Realistic Armor incorporate armor from other mods or if we'll have to go back to picking and choosing an overwrite here and an overwrite there.

Posted (edited)
2 hours ago, SzForsaidh said:

What is your guys' VRAM usage when running this guide?

I've had to get 1k textures wherever I could to keep usage just below 8gb and keep microstuttering to an acceptable level.

Skyrim2020 especially seems to take up a lot of space.

I'm at the end of the build, having installed the largest textures of every mod that is available.  I have DynDOLOD/TexGen installed, but have one mod not allowing me to start TexGen (I need to fix a FormID), so no DynDOLOD/TexCen output.  Currently my MO2 'mods' directory occupies 151GB of SSD space.

 

                                                                                VRam Usage

PC Standing in the Abandoned Prison                   6.88GB (to start)

before Talking to Mara Statue                                4.32GB (drops of to)

 

Vanilla Start

Wagon Ride into Helgen                                        10.4-11.4GB

Helgen Gate                                                            8.15GB

 

 

I haven't actually played SSE with my new video card yet.  It's all been short "did I break anything" runs while following Aylis' Guide for the first time.  After I've have DynDOLOD output to work with, Ill use AS-LAL to get into cities, and wander Tamriel, while I decide if I need to scale down any of my texture selections before I play the game using this Guide.

     

Edited by Decopauge123
Posted
17 hours ago, Decopauge123 said:

I get this error message when running TexGen.


 

  Hide contents

[Window Title]
TexGen

[Main Instruction]
Record [INFO:7B40BBF9] in file 018Auri.esp is being overridden by record [QUST:7B40BBF9] in file AuriSLPatch.esp.

[Content]
These errors can cause CTD and other serious issues and need to be fixed.

Click on this link for additional explanations and help for this message

[Ignore] [Exit TexGen]

 

My initial response was to ignore the message: isn't the job of a patch to overwrite the 'original' .ESP, but to be safe I'm posting this here and asking: Is it safe for me to ignore this message and generate textures?

thats totally normal, look for the ESP (not the mod itself) and deactivate it, both for Texgen and dyndolod

Posted
46 minutes ago, Jessica_Degurechaff said:

thats totally normal, look for the ESP (not the mod itself) and deactivate it, both for Texgen and dyndolod

Oh, Cool.  Thanks, Jessica_Degurechaff.  ?

Posted
22 minutes ago, Decopauge123 said:

Do I need to move the ESMs up in the right pane to the top of the load order, keeping then in the same order they are now in?

 

I have everything done and am ready to play, or at least test.

Did you run the script that sets load order based on the left pane? When I ran that script, it put the ESMs at the top. I still had to move some stuff around, but it was helpful.

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