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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted

@Jessica_Degurechaff I used to have crazy random crashes with similar error. Turns out I have to to turn off tuning rate in SINful CBP or just set tuning.rate in cbpconfig*.txt files and TuningMode in CBPCMasterConfig.txt file are set to 0 for gaming.

 

As for Unique Thane Weapons, there's indeed a conflict, I don't remember which one conflict with that mod. You can use xedit to make a conflict resolution yourself.

 

 

Posted
10 minutes ago, akadeadpool said:

@Jessica_Degurechaff I used to have crazy random crashes with similar error. Turns out I have to to turn off tuning rate in SINful CBP or just set tuning.rate in cbpconfig*.txt files and TuningMode in CBPCMasterConfig.txt file are set to 0 for gaming.

 

As for Unique Thane Weapons, there's indeed a conflict, I don't remember which one conflict with that mod. You can use xedit to make a conflict resolution yourself.

 

 

Oh, may test SkySA again with that off then.
what even does Tuning rate?

Strange, MM does not report a single conflict on that. thanks

Posted (edited)

Yeah, MLU basically voids the entire mod. ( Unique Thane Weapons)
i think you could just delete the header but im afraid to break something now that my game is 90% stable... gotta AddItemMenu it then
 

Spoiler

image.png.f6c948dde41031030701dba25680d82b.png



But the thing is that  Unique Thane Weapons is supposedly OK as long as it loads below MorrowLootUltimate, (thing that it does in my case and if you follow the guide)

Im a bit lost.
Oh well

Edited by Jessica_Degurechaff
Posted (edited)
2 hours ago, Jessica_Degurechaff said:

Yeah, MLU basically voids the entire mod. ( Unique Thane Weapons)
i think you could just delete the header but im afraid to break something now that my game is 90% stable... gotta AddItemMenu it then
But the thing is that  Unique Thane Weapons is supposedly OK as long as it loads below MorrowLootUltimate, (thing that it does in my case and if you follow the guide)

Im a bit lost.
Oh well

 

This is because the load order for esl is odd as hell, and very dependant on whether it is a flagged esp or an actual esl, if mo2 will let you drag the thanes weapon esl below morrowloot in the right pane, mo2 may or may not want to let you it can be finiky as hell about it, if it will not let you drag and drop then go and edit the loadorder.txt in the appropriate profile and manually move the thanes weapons below morrowloot and then save.  Then try redoing this and it should have sorted out.

Edited by Varithina
Posted
3 hours ago, Jessica_Degurechaff said:

But the thing is that  Unique Thane Weapons is supposedly OK as long as it loads below MorrowLootUltimate, (thing that it does in my case and if you follow the guide)
 

Blame Wrye Bash for that. Apperantly MLU use tags while Unique Thane Weapons does not so Bash Batch priortizes MLU.

Posted
6 hours ago, Jessica_Degurechaff said:

But the thing is that  Unique Thane Weapons is supposedly OK as long as it loads below MorrowLootUltimate, (thing that it does in my case and if you follow the guide)

2 hours ago, akadeadpool said:

Blame Wrye Bash for that. Apperantly MLU use tags while Unique Thane Weapons does not so Bash Batch priortizes MLU.

It's possible to change that using Wrye Bash. 

 

I got TAWOBA level list to work overriding the default armors for Bandits using the Relev tag on the leveled list ESP.  The Bashed Patch was not including it.  1) Check what tags MLU uses (Relev and/or Delev).  2) You might try the Relev tag on Unique Thane Weapons.  3)  If necessary, change MLU tag so Unique Thane Weapons will overwrite it.  4) Keep notes on changes so you can revert or modify as necessary.

 

From Reddit:

    Here's how tagging works:
        - Untagged mods can only add new items to a levelled list. They cannot override a previous Delev mod.
        - Mods tagged Delev can remove items from a levelled list. They can override previous untagged and Relev mods.  [ Load order is important here]
        - Mods tagged Relev can modify existing items and add new items to a levelled list. They can override previous Delev mods.  [Load order is important here]
        - Mods tagged both Delev and Relev combine the functionalities mentioned above.
        - If you have any mods that remove or modify items, or add items back after a previous delev, you should tag them. You can do this by selecting the esp in Wrye Bash and right-clicking in the tags section at the bottom.
        - I suggest running an automatic bash patch once and taking a look at the levelled lists in xEdit to see what conflicts/overrides you have.

Posted
9 hours ago, akadeadpool said:

@Jessica_Degurechaff I used to have crazy random crashes with similar error. Turns out I have to to turn off tuning rate in SINful CBP or just set tuning.rate in cbpconfig*.txt files and TuningMode in CBPCMasterConfig.txt file are set to 0 for gaming.

Good catch, I'll test with SkySA!

 

Just some clarification: SINful Tuning.rate allows ingame tuning (IE changing the configuration) using SINful.  By default, CBPC - Physics with Collisions sets TuningMode to 0.  SINful sets Tuning.rate to 60 (basically reloading the configuration every 60 frames).   So once you set the SINful setting you want; save your game, then set or turn off tuning rate. Your bounce is baked into the save.  Reference: CBPC - Physics with Collisions for SSE and VRArticlesFAQ and Troubleshooting

 

I had no Idea this load was placed on the game.  This looks like it could lock almost any event animation.

Posted
On 1/21/2022 at 11:00 AM, trgdolors said:

Really sorry to be negative, but I quit smoking a long time ago. People around me dying a not good death from it helped with motivation. Please, take care of yourselves!

 

@wollboiYou said the new Go to Bed update was bad. Did you also use the new Go To Bed - DAR patch update when you made that assessment?

I count that as a positive, trgdolors.  I also quit smoking a long time ago, and I am glad that I did.

Posted
9 hours ago, remodel said:

Good catch, I'll test with SkySA!

 

Just some clarification: SINful Tuning.rate allows ingame tuning (IE changing the configuration) using SINful.  By default, CBPC - Physics with Collisions sets TuningMode to 0.  SINful sets Tuning.rate to 60 (basically reloading the configuration every 60 frames).   So once you set the SINful setting you want; save your game, then set or turn off tuning rate. Your bounce is baked into the save.  Reference: CBPC - Physics with Collisions for SSE and VRArticlesFAQ and Troubleshooting

 

I had no Idea this load was placed on the game.  This looks like it could lock almost any event animation.


Game changer right there, sometimes Modding feels so Esoteric  because of these niche tiny options, goddamn.

 

 

15 hours ago, Varithina said:

 

This is because the load order for esl is odd as hell, and very dependant on whether it is a flagged esp or an actual esl, if mo2 will let you drag the thanes weapon esl below morrowloot in the right pane, mo2 may or may not want to let you it can be finiky as hell about it, if it will not let you drag and drop then go and edit the loadorder.txt in the appropriate profile and manually move the thanes weapons below morrowloot and then save.  Then try redoing this and it should have sorted out.

 

13 hours ago, akadeadpool said:

Blame Wrye Bash for that. Apperantly MLU use tags while Unique Thane Weapons does not so Bash Batch priortizes MLU.


Yeah, i was digging into the config out of curiosity (i can live without the Thane stuff) but its super oddly made, specially the keywords. We may need a patch to get it to work.
 

 

10 hours ago, remodel said:

It's possible to change that using Wrye Bash. 

 

I got TAWOBA level list to work overriding the default armors for Bandits using the Relev tag on the leveled list ESP.  The Bashed Patch was not including it.  1) Check what tags MLU uses (Relev and/or Delev).  2) You might try the Relev tag on Unique Thane Weapons.  3)  If necessary, change MLU tag so Unique Thane Weapons will overwrite it.  4) Keep notes on changes so you can revert or modify as necessary.

 

From Reddit:

    Here's how tagging works:
        - Untagged mods can only add new items to a levelled list. They cannot override a previous Delev mod.
        - Mods tagged Delev can remove items from a levelled list. They can override previous untagged and Relev mods.  [ Load order is important here]
        - Mods tagged Relev can modify existing items and add new items to a levelled list. They can override previous Delev mods.  [Load order is important here]
        - Mods tagged both Delev and Relev combine the functionalities mentioned above.
        - If you have any mods that remove or modify items, or add items back after a previous delev, you should tag them. You can do this by selecting the esp in Wrye Bash and right-clicking in the tags section at the bottom.
        - I suggest running an automatic bash patch once and taking a look at the levelled lists in xEdit to see what conflicts/overrides you have.


Mmh, i dont understand why you need to made a leveled list for that one tho, it already comes with one. Why did you made one?

Im still learning about Delev tho, but it seems extremely useful.


 

Posted
14 minutes ago, Jessica_Degurechaff said:

Mmh, i dont understand why you need to made a leveled list for that one tho, it already comes with one. Why did you made one?

I didn't make a leveled list.  It came with "TAWOBA Remastered Leveled List.esp".  Supposedly, the one for bandits, but the Bashed Patch wasn't picking it up or was overwriting it.  DID a little research and found out about Relev and Delev.  In Wrye Bash I applied a Relev tag to it and viola, bandits wear Bikinis.  Relev prioritizes over other lists.

Posted

Turns out Wrye Bash isn't a simple right click -> rebuild batch like the guide says. Once you learn about bash tags, it's a bit more complicated using Wrye Bash but tags makes it easier to manage your load order.

Posted
2 hours ago, remodel said:

I didn't make a leveled list.  It came with "TAWOBA Remastered Leveled List.esp".  Supposedly, the one for bandits, but the Bashed Patch wasn't picking it up or was overwriting it.  DID a little research and found out about Relev and Delev.  In Wrye Bash I applied a Relev tag to it and viola, bandits wear Bikinis.  Relev prioritizes over other lists.

Mind to tell me how you did it? Most tutorials i found are really really outdated.

And sorry.

Posted (edited)

image.gif.5ef4336b1b94fd3927aa85fe058d10b0.gif

 

No Problem.  You have nothing to be sorry about with me.  You've been supper helpful.

 

For the TAWOBA level List:

- Start Wrye Bash

- In the left pane mod list select "TAWOBA Remastered Leveled List.esp"

- To the right you'll see a box labeled Bash Tags.  Press the "+" button above the box.

-  You'll get a dropdown list.  Scroll down or search for the tag you want.  

-  Leveled lists use Delev and ReLev.  I selected Relev because it overrides what came before.

 

 

 


651885927_BashTagsTAWOBA.jpg.37c6986874984fc16ed9974c52a2e83b.jpg
 

 

 

Your issue with Unique Thane Weapons VS MLU might be a bit different.  The tags perform different functions.  Check out the tags MLU has and see what might be changed with Unique Thane Weapons.  I don't have MLU, I'm greedy in the game and didn't want limitations to treasures.  It sounds like the Bashed Patch is prioritizing MLU.  Thia can be changed.

 

I checked some other mods that change things like ROM - Dragon Priest Masks which uses tags: Keywords, Names, Stats, Text.  Other mods use similar with relev and delev included. 

 

I think tags: Keywords, Names, Stats, and Text with relev would work for Unique Thane Weapons.  Remember load order counts also.  

 

 

 

Edited by remodel
Posted
13 hours ago, Jessica_Degurechaff said:

Mind to tell me how you did it? Most tutorials i found are really really outdated.

Oops I meant to attach to my reply above.

Posted

Still Beating Hearts : An animated mesh replacer for common ingredients Daedra Heart and Human Heart that gives the illusion they're still beating. An interesting addition to a Skyrim play-through.

 

Spoiler

Still Beating Hearts SE-62244-v1-0-1642645691\meshes\clutter\ingredients\daedraheart.nif
                                                                                                                           humanheart.nif

 

I've followed the Guide closely, and the only thing overwritten is the Skyrim Particle patch daedraheart.nif. 

Posted

Any bad experiences with the guide for "Immersive Patrols SE".  I like this mod because it emphasizes the civil war going on in Skyrim, otherwise I just don't see anything happening except a few Thalmor with a captive.

Posted
4 hours ago, remodel said:

Any bad experiences with the guide for "Immersive Patrols SE".  I like this mod because it emphasizes the civil war going on in Skyrim, otherwise I just don't see anything happening except a few Thalmor with a captive.

 

If you play alone you should be mostly good. If you keep company around there is the very real risk a small neighbourhood fight between a couple converging patrols will strip the AI packages from your companions and you end up with a vegetable that will not enter combat any more or even end up 'stuck' at a previous idle marker.

 

Ridiculous large fights sound good on paper but sadly the engine cannot handle it well. Even if you crank the AI actor settings as far as skyrim allows.

 

Use at your own demise. And when Serena suddenly beelines to a forge she idled a couple hours playtime ago you will know what happened. ?

Posted (edited)
42 minutes ago, alaunus01 said:

 

Use at your own demise.

This is very interesting, have not seen it in my own gameplay.  Can you cite sources or examples?

Thanks

Edited by Temphyx
Posted (edited)
9 hours ago, remodel said:

image.gif.5ef4336b1b94fd3927aa85fe058d10b0.gif

 

No Problem.  You have nothing to be sorry about with me.  You've been supper helpful.

 

For the TAWOBA level List:

- Start Wrye Bash

- In the left pane mod list select "TAWOBA Remastered Leveled List.esp"

- To the right you'll see a box labeled Bash Tags.  Press the "+" button above the box.

-  You'll get a dropdown list.  Scroll down or search for the tag you want.  

-  Leveled lists use Delev and ReLev.  I selected Relev because it overrides what came before.

 

  Hide contents

 


651885927_BashTagsTAWOBA.jpg.37c6986874984fc16ed9974c52a2e83b.jpg
 

 

 

Your issue with Unique Thane Weapons VS MLU might be a bit different.  The tags perform different functions.  Check out the tags MLU has and see what might be changed with Unique Thane Weapons.  I don't have MLU, I'm greedy in the game and didn't want limitations to treasures.  It sounds like the Bashed Patch is prioritizing MLU.  Thia can be changed.

 

I checked some other mods that change things like ROM - Dragon Priest Masks which uses tags: Keywords, Names, Stats, Text.  Other mods use similar with relev and delev included. 

 

I think tags: Keywords, Names, Stats, and Text with relev would work for Unique Thane Weapons.  Remember load order counts also.  

 

 

 



My Wyre bash does not have the + buton, for any mod period 

  

Spoiler

image.png.7bc9a72cf0e89a76ee4232f3627bdbb2.png



For some reason in my Wyre i needed to right click on the box and select the Correct keyword

 

Spoiler

image.png.eb87adbff4105330f812ed497acaec3f.png

 

Edited by Jessica_Degurechaff
Posted (edited)
43 minutes ago, Jessica_Degurechaff said:

or some reason in my Wyre i needed to right click on the box and select the Correct keyword

Mine Looks entirely different.  I loaded it from Nexus Wrye Bash.  I have to say your setup looks a little more complex to use.  Try downloading again and get a fresh install.  Could it be the version?  Edit: you can see my version in the upper right corner v1.70

 

What mine looks like when selecting a mod. 

 

 


479669017_WryeBash.jpg.c3717ab95defb7f62d73244f19817974.jpg

 
 

 

 

What mine looks like selecting a bash tag.

 

 


954826769_BashTags.jpg.a4750cb2ebb53ebef5ce98eae35063a3.jpg

 
 

 

Edited by remodel
Posted

While the Boethiah and Mephala for the good guys can be fun if you want to collect everything, I usually don't use them, as I think the moral tradeoff is a good thing to force some characterisation.

 

But as someone who often plays a kind of "urchin to hero" path, one similar mod I always have installed is No to Nocturnal. I think it makes sense for an ordinary nord to end up in the thieves guild when they're broke and desparate and enjoy rising up in the ranks, but be a bit skeeved about giving their soul to Nocturnal. The tradeoff of not getting the nightingale powers means it's not just skipping the bad bit.

 

 

Posted
13 hours ago, Temphyx said:

This is very interesting, have not seen it in my own gameplay.  Can you cite sources or examples?

Thanks

 

*cracks knuckles* yet another oldrim story time.

 

It boils down to this. When I started out I ran into exactly that problem. My follower would stop entering combat and beeline to a random idle pointer I visited a couple playhours ago. Fastravel with the follower would put it next to you again with it beelining back to that idle pointer again.

 

Going down the rabbithole of investigating that particular oddness I found out that it is caused when somehow the AI package from the NPC gets 'lost'. Consent at that time was once that happens it gets baked into your savegame and the only option you have is to go back to an earlier save.

 

Immediate action was to yank up active AI actors to the max in wrye bash ( I think vanilla was 20 actors at the time and wryebash allowed up to 100 )

 

If you ask aunti google something like 'follower not responding skyrim' you can go down that particular rabbit hole too.

 

----problem solved right?----

 

You would think so, but sadly I would still run occasionally run into that problem. Much less frequently but still happening. Until I honed down on areas where huge fights were happening. 40 hostile actors trying to bash their heads in or something like that.

 

Which will happen if you configure Immersive Patrols the right way. Right of the bat I can name two areas where hostile patrols will converge and start huge fights. North of Fellglow Keep is a plateau where at least three to four patrols will end up bashing their heads in. And the other one is on the road from Whiterun to Markath shortly before Fort Sungard right at the crossing where the Broken Fang Cave is located. Four different patrol routes converge on that crossing. Easy 30+ combatants fight taking long enough for additional patrols to spawn and join up too.

 

And I wouldn't have known exactly those fights were the reason for my followers breaking if I hadn't been lucky enough to observe it happening right there. Got rid of Immersive Patrols and no more follower zombies every other day.

 

But don't take my word for it. As I said oldrim story. Special Edition might handle AI packages better, or Immersive Patrols might have improved coding by now. And I would not rule out not having a potato to play skyrim on might mitigate issues.

Posted
8 hours ago, lolthisis said:

While the Boethiah and Mephala for the good guys can be fun if you want to collect everything, I usually don't use them, as I think the moral tradeoff is a good thing to force some characterisation.

 

Boethiah for the Good Guys isn't even really for the good guys, just somewhat less depraved characters.  I'm not familiar with the Mephala quest mod your talking about and can't find it.  If I decided to rise up in the thieves guild (my character has a background as a thief,  stealing to survive when she was very young before becoming an adventurer) the No to Nocturnal Quest would be a good choice for me, even better would be something like Thieves Guild for the Good Guys but I understand that mod is sort of buggy and unreliable.   For Molog Bal's quest there is House of Horrors - Quest Expansion.

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