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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted (edited)
28 minutes ago, trgdolors said:

 

Maybe I have it wrong, so someone please correct me, but If you install the file Rudy ENB Cathedral Weathers ADDONS and REQUiRED Files from the Rudy ENB SE for Cathedral Weathers mod, and you follow Aylis' directions that I placed in the spoiler below, then "1.2.2 No" means "don't install Rudy ENB Night Sky Textures".

  Hide contents

As usual first 'page' then 'option':

 

1.1    Automatic

1.2.1 No

1.2.2 No

1.2.3 (Optional) Your choice

1.2.4 No

1.2.5 No

1.2.6 Rudy ENB R.A.S.S. Fix

1.2.1 Rudy ENB Wonders of Weather Fix

1.3    Vanilla Normal Game

So, am I misunderstanding this? It wouldn't be the first time! How do others handle the night sky/skies?

 

Edit: If you already have the mod installed and you can't remember what the FOMOD looks like, you can safely view it by "reinstalling" the Cathedral mod in MO2, but just click Cancel instead of Install.

 

Edit 2: I do remember now that the Cathedral mod has changed some. Maybe the Guide's FOMOD directions are for an earlier version? Should I just enable the Rudy ENB Night Sky Textures" in that mod? Would that be better than another mod like perhaps 8K Night Skies - Stars and Galaxies - Cathedral Concept?

 

Ah now I understand where the confusion is. I haven't updated my mod list in a while, at least since rudy enb got a fomod.

 

I'd think that the fomod options Aylis listed are assuming you've already installed the Night Sky mod (at the correct spot!) in your mod list, and doesn't want you installing them again and potentially overwriting things that would otherwise be overwriting it. So you should open the Rudy Enb.rar, drag the night sky mod out and either zip it then install as you would any other mod, or create an empty mod and drag the contents of night sky in there (again, in the correct spot according to Aylis' list).

Edited by asdj1239
Posted

@panda248

 

Hi Panda248, welcome!

 

You are right to be paying attention to the ESM and ESP count, especially if you think you will add a bunch of mods later. ESL-ing mods is pretty easy and when you first do it pretty rewarding. You have to do the ESL flags before you have a mod in a save, though. ESL flagging the mod changes it, which is bad if it is already in your save. Either do them before a new game while you are building your load order, or do them as you install them. MANY of the mods on this list can be easily ESL flagged. Most people would tell you now that ESL flagging is preferred over merging mods.

 

A common resource is Ruddy88 ESLify. Most of us have used it. Lately I prefer this though - ESPFE Follower - Eslify facegen and voices. It checks to see if a mod can be safely compacted first, then ESLed. That second mod is a little more involved, but it can ESL quite a few more mods. Both need SSEEdit. It is surprising how many mods can be ESLed, but not all so you can get yourself in trouble. Probably start with the first mod I listed to begin and don't ESL any mods that also need compacting, but later move to the second mod when you have more experience.

Posted

@asdj1239 Thanks for replying! I miss some of the communications on this thread.

 

So I just reinstalled the mod and activated the night sky option, thus reinstalling it. I see that the textures that Rudy includes now are still the same ones from back in 2018. I had these installed in the past. They are good and I will use them for a while, but I will likely try another night sky mod eventually. Still open to opinions!

 

And what resolution should night sky textures be? 4k? 8K? I have a medium rig, and almost always choose 2k textures when I can for performance. Still on SE for now, but will eventually jump to AE.

Posted (edited)
16 hours ago, trgdolors said:

@panda248

 

Hi Panda248, welcome!

 

You are right to be paying attention to the ESM and ESP count, especially if you think you will add a bunch of mods later. ESL-ing mods is pretty easy and when you first do it pretty rewarding. You have to do the ESL flags before you have a mod in a save, though. ESL flagging the mod changes it, which is bad if it is already in your save. Either do them before a new game while you are building your load order, or do them as you install them. MANY of the mods on this list can be easily ESL flagged. Most people would tell you now that ESL flagging is preferred over merging mods.

 

A common resource is Ruddy88 ESLify. Most of us have used it. Lately I prefer this though - ESPFE Follower - Eslify facegen and voices. It checks to see if a mod can be safely compacted first, then ESLed. That second mod is a little more involved, but it can ESL quite a few more mods. Both need SSEEdit. It is surprising how many mods can be ESLed, but not all so you can get yourself in trouble. Probably start with the first mod I listed to begin and don't ESL any mods that also need compacting, but later move to the second mod when you have more experience.


Thank you for you and all other replies. I was wonder where to read about ESL-ified actually. This should help alot - x-)/
.
EDIT: remove stupid question I asked that I already knew what to do - -);

Edited by panda248
add some question
Posted
8 hours ago, killorkilled said:

Hey guys im having a problem and its annoying cause i literally cant play the game with this problem.

My problem is when i try to cast a spell any spell with my left hand its sometimes applys sometimes not but still decreases my magicka so if anyone can able to help me i appreciated thanks already everyone.

https://modwat.ch/u/alwaysandforever

So they work for a bit then quit visually and you still get the mana cost, but not the effect. If it works for a few casts after you change spells and then stops, then if you change spells again does it work again? i.e. thunderbolt doesn't cast, switch to sparks and spell works, switch back to thunderbolt and it works again. It's an engine problem with the mods, Not really a fix, The engine forgot what effect it's supposed to do is the easiest way to explain it. The value for effect is either wiped off the spell while it is in memory, or the effects list is corrupted while in memory, switching spells refreshes that and it just works again. until it doesn't.

Posted

Spells can fail if you're not experienced enough. Use them more often and they will work (this is also the case for NPC).

Posted (edited)

I haven't modded skyrim in about a year, only to hear AE has made a lot of mods unplayable. So my question is: should I continue to wait while mods are still being updated, or should I try and mod skyrim "now" so I can play again?

Edited by theman123
Posted
1 hour ago, theman123 said:

I haven't modded skyrim in about a year, only to hear AE has made a lot of mods unplayable. So my question is: should I continue to wait while mods are still being updated, or should I try and mod skyrim so I can play again?

 

I think there is nothing essential left that has not been updated to AE yet, even some of the 'I WILL NEVA UPDATE TO AE' authors caved.

With this modlist specifically in mind it has not incorporated any changes yet so you have to do the work yourself, there are plenty of pointers around if you go back a few pages. Aylis itself is doing a modcation in FO4 so it might take another moment or two before the motivation to get back to skyrim is high enough.

Posted (edited)

@theman123 Yes, anyone jumping in now would have to decide whether to go SE or AE. Short answer: As of this date, it depends.

 

@alaunus01 (ever helpful) basically said everything I would say. An AE build is totally doable now, but this guide is still for SE. However; even if you try to follow this guide there have been many mod changes/updates that are not factored in. Guides only stay current for so long. An SE build based on this guide would include some extra work, though still achievable. I will probably do AE next when my huge house-of-cards current build collapses.

 

Aylis is wisely catching up on the FO4 guide while the smoke clears on the AE world. I think we are all excited to see what an AE guide would look like, but waiting will make it better and easier. Though I should also point out that Aylis is under no obligation to make that guide and should only do it at a time and place of their own choosing.

Edited by trgdolors
Posted

I know this great list is not for the latest SKSE, so just FYI: incompatible according to: https://modding.wiki/en/skyrim/users/skse-plugins are from section SKSE Extensions:
* Stay At The System Page [1] => The compatibility tracking lists as an alternative: https://github.com/Qudix/QUI-SKSE/releases
* Dynamic equipment manager
 

Probably not all, I followed the guide loosely. I had these mods installed, not interfering nor functional.

 

Posted

Oh boi, i was afk from modding for quite a while because i literally lost access to half the sites i used (thanks putin/rest of the world, really cool)

Now that i checked Nexus again, theres quite a TON of mods that use stuff that we do use here (Textures, JS stuff, 3D details) , but im a bit out of the loop, is the current Ver of the mod list the most "final" one? I know i can just shoe horn stuff that i want to work, but still

Fallout 4 mod list on the other hand seems to keep growing, hell yeah never got past the first 2 hours because it got boring, i can finally play it for real.

Posted

@Jessica_Degurechaff Glad you are OK. I was wondering...

 

Yes, this forum has slowed a little for now, understandably. This is still the current most up-to-date version of Aylis' guide. There are many new mods and updates to old ones. For small stuff, Yuri's Fyx mods come to mind. Sprint Swimming is kinda fun. Anyone else chime in here, but I am not sure any revolutionary mods like TDM have occurred since... you have been gone. Welcome back!

Posted (edited)
1 hour ago, trgdolors said:

@Jessica_Degurechaff Glad you are OK. I was wondering...

 

Yes, this forum has slowed a little for now, understandably. This is still the current most up-to-date version of Aylis' guide. There are many new mods and updates to old ones. For small stuff, Yuri's Fyx mods come to mind. Sprint Swimming is kinda fun. Anyone else chime in here, but I am not sure any revolutionary mods like TDM have occurred since... you have been gone. Welcome back!

I see i see, yeah after going thought a lot of nexus mods it seems that theres tons of small quality of life changes to small/minor stuff, but no true overhauls or game changers (besides Souls-like combat)
What does have huge changes is textures, but they are fairly easy to swap around so eh.
I havent checked LL mods since its harder to look around here (in comparison to Nexus thats it)

And thanks, had to move out from the country because i dont want to like in a north korea like place, so here i am

Edited by Jessica_Degurechaff
Posted

I added a post here to better guide the sort order of the sync plugins script for mods that install multiple plugins.

Posted

it might be worth adding the AE downgrade steps on the guide at the top so you dont have to update it all to AE for now

 or keep getting questions about AE

Posted

Welcome to this thread, @wickedkat. I believe that is what the (approximately) 4th or 6th line from the top of the guide does:

 

Instructions how to roll back to the older version of Skyrim can be found >>here<<. But you have to find the right code of the last release.

 

You can also try the miniguide in post #8501

 

Then way down there is a line with a link:

 

"If your Skyrim updated automatically then you can Downgrade."

 

I did not notice an obvious direct link to the now well known Unofficial Skyrim Special Edition Downgrade Patcher with the best-of-both-worlds option. Is that what you are referring to?

 

Posted

Which version of Skyland AIO are we currently using, i'm having difficulties navigating through the installation/selection instructions, also i noticed that the one i downloaded?  ?

Posted
On 5/30/2022 at 9:50 AM, akadeadpool said:

Today I encounter strangest bug ever. I got teleport to tundra homestead just by entering breezehome. And the map still show I'm at breezehome. ?

 

May have something to do with Interactive Animations.

Posted

I once had the bug where you got teleported to maybe 500 feet ABOVE the giant camp above the Whiterun plain. There is an old thread about it on LL somewhere. It turned out it was the center of the world space.

Posted
15 hours ago, wollboi said:

 

May have something to do with Interactive Animations.

I see some thread about that bug caused by Interactive Animations but sadly I don't use it in my mod list.

 

8 hours ago, trgdolors said:

@akadeadpool Actually, this strange bug may be your problem. It may be Vanilla Script (micro)Optimizations. And it just got an update.

Look like you found the culprit. Thank you.

Posted (edited)
On 3/19/2019 at 8:42 AM, Aylis said:

Cleaned DLC

@jaeos provided his cleaned DLC so we don't have to do that ourselves. ?

DLC-Cleaned.7z 77.87 MB · 6,574 downloads

 

there's also
Creation Club Anniversary Cleaned and Upscaled
I only install the non-upscaled and ones that come with AE by default, this required the patch as well due to the missing fish, which needs cleaning as well.
However, it seems to be cleaning the textures, not the esp files.

Edited by picobyte

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