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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
1 hour ago, akadeadpool said:

If you want to skip the final section, you should not install Loverslab section since you need FNIS to make LL animations working or pretty much any custom anims.

If you just want to check if your game works, I suggest you launch the game everytime you finish installing mods from a section. Getting the game to launch is a bigger deal than beginner realizes.

 

"Encounter zones unlocked" should be below MLU in this modlist. MLU and Encounter zones unlocked both deal with leveling of encounter zone. The former fix it to hard value while the latter make dungeons level scale with your level. They quite contradict each other really.

 

"Even better quest objectives" can be anywhere. You can place it in Gameplay for better management. Just remember to install all the patches. Missing patches can result in wacky moments.

 

"The Immersive Wenches series" were once in this modlist. I remember them to be in NPC section. Just a warning, those mods will up your game difficulties alot, even in Adept (Normal) difficulty. Be prepare to be swarm by high level mobs.

 

 

Thank you :D

Posted

How does MM2 profiles work? 

I mean that, if for example i where to deactivate Live another life in the 2d profile that would also deactivate it from the main one? (since they share the same mods and all that)
what about lods and stuff like Bodyslide?

 

Posted
2 hours ago, Jessica_Degurechaff said:

How does MM2 profiles work? 

I mean that, if for example i where to deactivate Live another life in the 2d profile that would also deactivate it from the main one? (since they share the same mods and all that)
what about lods and stuff like Bodyslide?

 

they share the bodyslide folder unless you create a different folder for each profile.

When you create a new profile, if you create new it will put all the mods in alphabetical order and all off. if you copy an existing profile and then modify it, it will look the same until you start shutting off mods or adding mods, each profile is unique in that, they will have the same mods shown, but not all will be on for each profile

Posted
On 6/23/2022 at 12:10 PM, Jessica_Degurechaff said:

actually i also have most of the creature stuff installed, but just to make sure, which mods do you use? My current creature group is around 7 mods (plus animations that i found around)
Funny enough i do also use TAWOBA replacer plus BD replacer. 


One of the reasons im doing another profile on MM2 is to make a fully customized install just to use Skyfem properly, thats why i wanted to remove the NPCS from Jk´s mods
image.png.e9d68ce446808ebbb0d595f60f384b78.png

Spoiler

image.thumb.png.e10ef4237bda0f640e2a2f4cabeed7be.png

there's all of my sloot list 

Posted

@jaeos With that kind of mods, I doubt you can play normally for more than 5 minutes without getting gangbang. ?

 

Anyhow, I though Animal SOS and baka's ABC do the samething, don't they conflict with each other?

 

 

 

Posted
1 hour ago, rajinthetroll said:

 

Seems like there is a new completly reremake version now.

 

Improved Camera SE - Preview Release 2 : skyrimmods (reddit.com)

 

I am not shure if a reupload of the old version is permitted unfortunately.

just tested it, it works as normal, no bugs so far, tho you ofc need to have the old mod installed, just let this one overwrite, and if something goes wrong, just turn it off.  

Posted
17 hours ago, jaeos said:
  Reveal hidden contents

image.thumb.png.e10ef4237bda0f640e2a2f4cabeed7be.png

there's all of my sloot list 

Mines are in categories. Just thinking about updating your without messing it up is giving me a headache lol

 

17 hours ago, jaeos said:

they share the bodyslide folder unless you create a different folder for each profile.

When you create a new profile, if you create new it will put all the mods in alphabetical order and all off. if you copy an existing profile and then modify it, it will look the same until you start shutting off mods or adding mods, each profile is unique in that, they will have the same mods shown, but not all will be on for each profile

Oh, so its like instances then? 
So, i can just create a new profile and even if i delete one mod from the secondary profile, the main one will be fine?

Posted
41 minutes ago, Jessica_Degurechaff said:

Mines are in categories. Just thinking about updating your without messing it up is giving me a headache lol

 

Oh, so its like instances then? 
So, i can just create a new profile and even if i delete one mod from the secondary profile, the main one will be fine?

no. to have mods that do not show up in a profile would require it to be deleted from all. Instances are the better route if you are wanting to play as different classes or mod lists you do not want to show up in every profile or want a really tailored mod list for that class, although some classes could be combined into one mod list (rogue and ranger would use the same weapons and clothing, but one would be for bows and the other for daggers, but stealth etc would be the same), soldier would be the heavy armor and casters would be the cloth wearers, if you choose to add in certain race mods such as forest nymphs or daughters of coldharbour the daughters is a caster class while the nymph is a hybrid caster heavy race,  

Posted
14 hours ago, akadeadpool said:

@jaeos With that kind of mods, I doubt you can play normally for more than 5 minutes without getting gangbang. ?

 

Anyhow, I though Animal SOS and baka's ABC do the samething, don't they conflict with each other?

 

 

 

well i do take rabbits, chickens and slaughterfish off the menu, so it could be up to an hour or more before some critter takes an interest, i'm far more likely to get caught by a humanoid by defeat in the wilds than critters. in  towns on the other hand.. yeah.. exit bar... sprint for the gate.. or sprint for player housing. 

Posted

Good morning/afternoon/evening all. 

I'm fairly new at this modding thing but managed to figure out some things like merging mods though zEdit.

I finally got to the end of the list. However I am at a complete loss when it comes to dealing with overwrite files (I think I know what they are?). In the guide towards the end there are mentions of "FNIS Override" and "NEMISIS Override". I have no idea what those overrides area, and I absolutely don't know what it means to "Just convert the contents of overwrite into a mod after your run it". ?

I've been in the fetal position in the corner of the room crying after not being able to figure it out (and I haven't even got to the DynDOLOD stuff which is all completely new). 

Is there somewhere that holds your hand while explaining this? Thank you all. 

Posted (edited)
3 hours ago, Tockie said:

I finally got to the end of the list. However I am at a complete loss when it comes to dealing with overwrite files (I think I know what they are?). In the guide towards the end there are mentions of "FNIS Override" and "NEMISIS Override". I have no idea what those overrides area, and I absolutely don't know what it means to "Just convert the contents of overwrite into a mod after your run it". ?

Overwrite is the last entry in the left side of MO. Whenever you use tools like BodySlide, FNIS, xEdit and so on these will likely generate new files. Unless you specifically configure these programs to create files into a dedicate folder, they'll end up in Overwrite. So what you have to do here is use FNIS or Nemesis to update/generate behavior files, if the process is completed successfully (no errors or warnings in either program) you'll have things in Overwrite after closing FNIS/Nemesis. Now you make a mod out of these files, to do this simply right click in Overwrite and select "Create Mod", give it a name and it'll be placed last in the modlist (left side), just above Overwrite itself. Enable that mod and you should be ready.

image.png.8484c00805837776ca76a2901338aac5.png

 

If you're using both FNIS and Nemesis you need to do some extra steps (detailed in the "(ADVANCED) Nemesis and FNIS" section in a spoiler, you can CTRL+F "nemesis and fnis" to find it in the first page).

 

And LODGen/DynDOLOD may look intimidating but it's just a bit of configuring things the first time, then doing a couple of clicks and waiting a lot. So slow and steady.

Edited by Just Don't
Posted
38 minutes ago, Just Don't said:

Overwrite is the last entry in the left side of MO. Whenever you use tools like BodySlide, FNIS, xEdit and so on these will likely generate new files. Unless you specifically configure these programs to create files into a dedicate folder, they'll end up in Overwrite. So what you have to do here is use FNIS or Nemesis to update/generate behavior files, if the process is completed successfully (no errors or warnings in either program) you'll have things in Overwrite after closing FNIS/Nemesis. Now you make a mod out of these files, to do this simply right click in Overwrite and select "Create Mod", give it a name and it'll be placed last in the modlist (left side), just above Overwrite itself. Enable that mod and you should be ready.

image.png.8484c00805837776ca76a2901338aac5.png

 

If you're using both FNIS and Nemesis you need to do some extra steps (detailed in the "(ADVANCED) Nemesis and FNIS" section in a spoiler, you can CTRL+F "nemesis and fnis" to find it in the first page).

 

And LODGen/DynDOLOD may look intimidating but it's just a bit of configuring things the first time, then doing a couple of clicks and waiting a lot. So slow and steady.

Thank you. You are a saint! Apparently I had FNIS to already create the output automatically. Tells you what I know :) 

When I run Nemesis, run "Update Engine" works with no problems. When I "Launch Nemesis Behavior Engine" the green bar at the bottom completes to 100%, but the orange bar stops...it seems stuck at:
 

Running script: SexyMove detector.py

Running script: XPMSE detector.py
 

Any ideas? Screenshot attached

Thanks for the encouraging words re: DynDOLOD. Everyone here is so awesome.

Screenshot (69).png

Posted
31 minutes ago, Tockie said:

When I run Nemesis, run "Update Engine" works with no problems. When I "Launch Nemesis Behavior Engine" the green bar at the bottom completes to 100%, but the orange bar stops...it seems stuck at:

That's not a progress bar, but a visual indication of how many animations you have vs the maximum Nemesis "considers okay"*. Nemesis is done when you see the last line in that screenshot ("Behavior generation complete: xx second(s) taken").

 

* For the most part you can ignore that number, and if you're ever near the limit you can edit the MaxAnimation= setting from nemesis.ini file (included in your Nemesis installation in the left side of MO) to a higher amount (like 60000 or 100000).

Posted
On 6/25/2022 at 1:26 AM, akadeadpool said:

@jaeos With that kind of mods, I doubt you can play normally for more than 5 minutes without getting gangbang. ?

 

Anyhow, I though Animal SOS and baka's ABC do the samething, don't they conflict with each other?

 

 

 

Just adjust how likely it is to happen, since theres not a LOT of mods that directly start sex i have the % to be somewhat frequent (play with the succubus mod + Baka factory mods) but not frequent enough to get annoying, its around once per day (in game time) so like, once every 20 mins? not a lot since each anim is 1:30 or so


 

Posted
On 6/25/2022 at 3:29 PM, jaeos said:

no. to have mods that do not show up in a profile would require it to be deleted from all. Instances are the better route if you are wanting to play as different classes or mod lists you do not want to show up in every profile or want a really tailored mod list for that class, although some classes could be combined into one mod list (rogue and ranger would use the same weapons and clothing, but one would be for bows and the other for daggers, but stealth etc would be the same), soldier would be the heavy armor and casters would be the cloth wearers, if you choose to add in certain race mods such as forest nymphs or daughters of coldharbour the daughters is a caster class while the nymph is a hybrid caster heavy race,  

so its more on the vein of "from those 100 base mods i just want to have these 60 relevant to my next playthrough" 
 

Two questions tho: If i change an install of one of the mods on the secondary profile, it will also change in the default one right? What about if i add a new mod and install it in the secondary? will it show up on the main profile installed and everything?

Posted (edited)
5 hours ago, Tockie said:

Is there somewhere that holds your hand while explaining this? Thank you all. 

 

Just a litte addition to Just Don't explanation. If you are generating Bodyslide files on your own you should point the output path to your MO2's override folder (done under settings/advanced in Bodyslide).

Edited by Tops34
Posted
11 hours ago, Jessica_Degurechaff said:

so its more on the vein of "from those 100 base mods i just want to have these 60 relevant to my next playthrough" 
 

Two questions tho: If i change an install of one of the mods on the secondary profile, it will also change in the default one right? What about if i add a new mod and install it in the secondary? will it show up on the main profile installed and everything?

1. It will change the mod for all profiles. Hence if you want different setting, you can install it again with different name.

2. Yes, any mod you install will show in all profiles, but only the current one will be enabled. If you switch to another profile, the new mod will be disabled automatically.

 

To me, profile is largely just a different modlist. All profiles will draw from the same mod folder. It's what enabled and disabled is the difference between profile.

Posted
14 hours ago, Just Don't said:

That's not a progress bar, but a visual indication of how many animations you have vs the maximum Nemesis "considers okay"*. Nemesis is done when you see the last line in that screenshot ("Behavior generation complete: xx second(s) taken").

 

* For the most part you can ignore that number, and if you're ever near the limit you can edit the MaxAnimation= setting from nemesis.ini file (included in your Nemesis installation in the left side of MO) to a higher amount (like 60000 or 100000).

My goodness this community is amazing. Thank you thank you thank you.

Posted
On 6/26/2022 at 8:22 PM, Jessica_Degurechaff said:

so its more on the vein of "from those 100 base mods i just want to have these 60 relevant to my next playthrough" 
 

Two questions tho: If i change an install of one of the mods on the secondary profile, it will also change in the default one right? What about if i add a new mod and install it in the secondary? will it show up on the main profile installed and everything?

If you are wanting to build 2 completly different mod lists, you should probably use instances rather than profiles. If you use profiles you could have upwards of 1000 mods but only 500 are active. with an instance you will have 500 mods and 500 active. An instance is like a fresh install of MO2. A profile is a change to an instance to use 10-15 mods different for say playstyles or slavery or whatever, but it will share 80-90% of the same mods, 100% bodyslide. 100% FNIS/nemesis. With a new instance none of that is shared. 

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