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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted

Can someone give me some clarification what to do in the final steps (I have all mods installed up to this point):

 

SLIF Override <- Created via SLIF (Files are created automatically with MO2 after the first run. Just convert the content of overwrite into a mod)

Does this mean I should start the game from the mod organizer (SKSE) and then it will generate the files to overwrite and after that convert it to a mod? Or what should I do to get the files? And do this before doing the steps below this one (creating files with FNIS and Dynolod)? The FNIS and Dynolod parts I can understand but I have never used anything lovers lab related for SSE so I need help for this step.

 

And thanks for the excellent guide!

 

 

 

Posted
3 hours ago, masterjt86 said:

What´s the SMIM Patch for the Noble sincei download the SMIM and the Noble but dont find the SMIM Patch I need it whats the name and/or the link? Please.

Run-on sentence. Spidey senses exploding! :boom

Posted
3 hours ago, masterjt86 said:

What´s the SMIM Patch for the Noble sincei download the SMIM and the Noble but dont find the SMIM Patch I need it whats the name and/or the link? Please.

You find exactly one patch for SMIM in the files there... so obviously thats the one you need.

 

1 hour ago, SimPanssi said:

SLIF Override <- Created via SLIF (Files are created automatically with MO2 after the first run. Just convert the content of overwrite into a mod)

Does this mean I should start the game from the mod organizer (SKSE) and then it will generate the files to overwrite and after that convert it to a mod?

Yep, thats what you have to do.

Posted

@Aylis you ever run into minor script lag with BV? Wondering if it's me running DVA SE side by side. I know with Sacrosanct my DVA activates almost instantly where with BV it takes a few seconds.

Posted

Great job on the mod list. It's been running pretty stable, and hasn't been giving my extra mods an issue like before. 

 

As for CC mods that cause problems, you can add survival mode to that list. For me at least, I couldn't get it working reliably half the time. According to what i've read, survival mode gets broken by the unofficial skyrim patch cause it modifies all the food records. Because of that, survival mode won't recognize damn near anything you eat, and you end up starving to death. While there are patches that are supposed to fix this, I could only get them working part of the time. As far as survival mode goes, there are better alternatives (such as realistic needs and diseases 2 or ineeds).

Posted
On 8/11/2019 at 9:54 AM, asebw said:

Great job on the mod list. It's been running pretty stable, and hasn't been giving my extra mods an issue like before. 

 

As for CC mods that cause problems, you can add survival mode to that list. For me at least, I couldn't get it working reliably half the time. According to what i've read, survival mode gets broken by the unofficial skyrim patch cause it modifies all the food records. Because of that, survival mode won't recognize damn near anything you eat, and you end up starving to death. While there are patches that are supposed to fix this, I could only get them working part of the time. As far as survival mode goes, there are better alternatives (such as realistic needs and diseases 2 or ineeds).

That stands to reason. Good job, Bethesda. Get the rights to SELL A MOD and then it doesn't work. Whereas the original mods themselves work fine with this mod list. I'm running iNeed, Frostfall, and Campfire with no issues at all if you would rather go that route. I've placed them (Campfire, then Frostfall, then the Campfire/Frostfall patch) between Whiterun Stores and JK's Skyrim on this list. I placed iNeed after Armor Rating Redux.

Posted
14 minutes ago, eidtelnvil said:

That stands to reason. Good job, Bethesda. Get the rights to SELL A MOD and then it doesn't work. Whereas the original mods themselves work fine with this mod list. I'm running iNeed, Frostfall, and Campfire with no issues at all if you would rather go that route. I've placed them (Campfire, then Frostfall, then the Campfire/Frostfall patch) between Whiterun Stores and JK's Skyrim on this list. I placed iNeed after Armor Rating Redux.

Yeah, I play frostfall, campfire, and RND 2, and haven't had any problems either.

Posted
On 8/11/2019 at 9:26 AM, Hippeus said:

@Aylis you ever run into minor script lag with BV? Wondering if it's me running DVA SE side by side. I know with Sacrosanct my DVA activates almost instantly where with BV it takes a few seconds.

Not really. So far it has never been a problem with BV (i've been always using this mod).

 

What we do get is a lag when we have a lot of scriptheavy mods and so far it seems that your CPU got an influence on this. My old CPU had eight threads the 'newer' one got twelve and this improved the overall feel of the game (aka lesser impact of the scripts). Although this could also be a thing of other stuff that runs in the background of your system and eating up available ressources. In my old system even closing a tab in the browser had a noticable impact.

 

If you have a problem then that is where i'd look first. The second thing would be checking the free available RAM before you start the game. Anything below ~4GB and you will start to run into problems.

 

On 8/11/2019 at 4:54 PM, asebw said:

Great job on the mod list. It's been running pretty stable, and hasn't been giving my extra mods an issue like before. 

 

As for CC mods that cause problems, you can add survival mode to that list. For me at least, I couldn't get it working reliably half the time. According to what i've read, survival mode gets broken by the unofficial skyrim patch cause it modifies all the food records. Because of that, survival mode won't recognize damn near anything you eat, and you end up starving to death. While there are patches that are supposed to fix this, I could only get them working part of the time. As far as survival mode goes, there are better alternatives (such as realistic needs and diseases 2 or ineeds).

Thanks for the info. Will be added.

Posted

Thanks for the guide. I'm currently running a setup very similar to yours, but with hdt smp.

 

I notice HDT doesn't have any noticeable performance impact. Im running i5 3570k and gtx 1080

My hdt setup is just shoving "HDT SSE Combined Compatibility set 1.5.8", and "COSHD SSE SMP full SOS + anus" to bottom of Physics and Animation section. And then override Schlong of skyrim with Schlong of skyrim hdt files. Also using Shiva Body preset. It uses CBPC for boob and butt and hdt for clothing. Since most npc don't have access to hdt clothing and cbpc is used for boob and butt, it has like no performance impact imo.


I hope my comment helps anyone that may be interested in adding hdt to their game. There are some really nice hdt hair wigs for sse.

Posted
5 hours ago, Aylis said:

Not really. So far it has never been a problem with BV (i've been always using this mod).

 

What we do get is a lag when we have a lot of scriptheavy mods and so far it seems that your CPU got an influence on this. My old CPU had eight threads the 'newer' one got twelve and this improved the overall feel of the game (aka lesser impact of the scripts). Although this could also be a thing of other stuff that runs in the background of your system and eating up available ressources. In my old system even closing a tab in the browser had a noticable impact.

 

If you have a problem then that is where i'd look first. The second thing would be checking the free available RAM before you start the game. Anything below ~4GB and you will start to run into problems.

 

Thanks for the info. Will be added.

 

I wouldn’t think ram or CPU would be a issue. Have a Ryzen 2600x chip with 12 threads, 16GB DDR4 ram and a GTX 1070 overclocked. Then again all these mods start to add up quickly.

Posted

Then your setup is close to the one i got now. Atm i'm waiting for my new SSD to show up so i can finally get back to work on a few things.

 

The big problem are the scripts we add to the game (i've kicked 'Egg Factory' in my modlist here for that reason). Its not as bad as before but the delay is still noticable.

Posted

Not sure why you're discussing CPUs in here, but Windows is a time slicing environment (what they call "Multi-Tasking", it isn't entirely accurate, but oh well).  In that time slicing environment, each thread (part of a program) has so many milliseconds to run before the CPU is told to stop and move onto the next one in the list.  This simulates "Multi-Tasking", has since the beginning of Windows.

 

The engine of Skyrim (and of Oblivion) run scripts at the end of a frame draw based on the time remaining to allow the engine to properly hit it's desired frame rate.  In Oblivion it was easy to run tons of scripts because the engine had very little work to do to draw the frames, but Skyrim is worse because it uses a lot larger graphics than Oblivion did and also has to produce much better sound, therefore the overhead of the frame draw with sound is higher, leaving less time for scripts.  Why going into a small building makes things catch up faster, the engine isn't loaded as much drawing the frames, which allows more time for the scripts.  Skyrim is a port from the XBox (not the other way around) and is therefore unaware of CPU cores (except Skyrim, they did make it able to see APIC, but still only uses 1 core, unlike crashing Oblivion who couldn't and required a "Set Affinity" to 1 core to fix it).

 

The last peg in the performance was and still is the "wonderful" C implementation of the software DirectX interface to the graphics card to utilize it as a canvas (and just a canvas).  A GTX2080Ti would perform no better than say a GT720 would (I had one before the 1050Ti and the new 1050Ti didn't make any difference performance wise), because the game simply isn't using anything beyond a canvas and some filtering the cards may have.  Again, XBox port, XBox has a specific graphics setup, using the standard C implementation of the software DirectX interface.

 

Some of you may say "I see more cores busy when playing", the 1 core is the game, the others are your graphics driver, etc, as the game exclusively asks for 1 core.  I have an I7-6700K, a GTX1050Ti OC and I can't get the game to push the 1 core past 25% anywhere for more than a split second (hangs around 16%), due to the fact that the CPU is fast enough, but I still see serious script lag outdoors, because the game is trying to balance the frame rate with a single core, play sound, run scripts, user input, etc.

 

Best recommendations for script lag reduction:  Reduce frame rate (40 to 50 is sufficient with a good LED monitor/TV as these newer units have enough persistence to not flicker), reduce screen resolution (less graphics data is less time spent drawing the frame), reduce the amount of software you have running, close and end Chrome (including background, which you shouldn't leave on anyways), and anything else you don't need, time slicing Windows will have more time for the game and the graphics driver than before.  RAM isn't a big issue, 2 to 4GB is fine for the game, mainly because this is an XBox port, so it is designed to not have that RAM available anyways and to "make the best of the situation".  The only reason why RAM would become an issue, is if you left a bunch of stuff open that was hogging most of it.

 

GuruSR.

Posted

bvfe is missing and needed for better looking vampire for bvfe and Black face fixe - volkinar keep npcs. Not sure if you forgot to remove both of those or add bvfe.

ethereal elven overhaul is giving black face to elven(?) vampire. the cause is ethereal elven overhaul require special instruction for it instalation (need to delete some both facegen folder and the esp file from the zip)

 

 

Posted
7 hours ago, bibouli said:

bvfe is missing and needed for better looking vampire for bvfe and Black face fixe - volkinar keep npcs. Not sure if you forgot to remove both of those or add bvfe.

ethereal elven overhaul is giving black face to elven(?) vampire. the cause is ethereal elven overhaul require special instruction for it instalation (need to delete some both facegen folder and the esp file from the zip)

 

 

1. Neither. There were some problems in the beginning and the two mods fixed them even without BVFE. ?

2. That is already pointed out in the description of the patches.

Posted
On 8/16/2019 at 9:40 PM, GuruSR said:

 

GuruSR.

for that i use less script mods and add fancy mods , even if you add hole of nexus in game it still old engine suck in shadow and distance draw ( without talking about lod) simple solution : use high preset , low shadow 2 k , low high quality shadow distance draw , add more tree (big tree) to hide ugly lod , and fog , you get better graphic with less work

if you didn't use enb in sse you have high end pc for skyrim se

Posted

Still trying to chase down my darkness issues...  When I went in to Fort Sungard Oubliette's pit I couldn't see a thing outside of the ring of light.  I cranked up the interior lighting but now the lamps and stuff in Fort Sungard are way to bright.  Any ideas on what would cause it to be too dark?  It happen at night and interior cells. 

Posted

How do I install DynDOLOD? When I Install the normal, no sse file from the download, it says "no game data on top level". When i install the resource SE file, it works, but there is no DynDOLOD.exe to add an exicutable argument to. Sorry, I'm very new to this...

Posted
19 minutes ago, allindavai said:

How do I install DynDOLOD? When I Install the normal, no sse file from the download, it says "no game data on top level". When i install the resource SE file, it works, but there is no DynDOLOD.exe to add an exicutable argument to. Sorry, I'm very new to this...

The exe file is in the dynDOLOD standalone you download. Look at the Preinstallation section of the list, and it will show you how to add the dynDOLOD.exe to mod organizer.

Posted
17 minutes ago, asebw said:

The exe file is in the dynDOLOD standalone you download. Look at the Preinstallation section of the list, and it will show you how to add the dynDOLOD.exe to mod organizer.

I'm sorry, I don't see how to add dyndolod.exe to mod organizer under the preinstallation section. I see the part about adding a parameter, but nothing more... I can't drag dyndolod.exe directly into modloader like other files. This is my first day modding, sorry for the confusion

Posted
36 minutes ago, allindavai said:

I'm sorry, I don't see how to add dyndolod.exe to mod organizer under the preinstallation section. I see the part about adding a parameter, but nothing more... I can't drag dyndolod.exe directly into modloader like other files. This is my first day modding, sorry for the confusion

You don't add it to MO as you would a mod.

 

1 - Download it somewhere, preferably C:\

2 - Go to MO, click on the drop-down on the top right. Click Edit

3 - In the new window, click +

4 - Click the "..." next to Binary. Migrate to TextGenx64.exe (in the DynDOLOD folder that you just downloaded)

5 - In the "Arguments" text box add "-sse". Click Save

6 - Repeat steps 2-5 for DynDOLODx64.exe. Remember to add -sse in the argument box

7 - Back in the main MO window, click the dropdown and select "TextGen64" and click the Run button

8 - Accept the defaults and let it run.

9 - When finished, go to the DynDOLOD folder and open the TexGen_Output folder.

10 - Using 7zip or your archiver of choice, right click on the new "textures" folder and add it to an archive named something like "DynDOLOD Textures"

11 - Delete the textures folder (not the archive you just made). This is important for running TexGen in the future.

12 - Back in MO, click the small dropdown icon with the wrench and screwdriver (middle, above your list of mods). Choose Install mod and navigate to the TextGen archive you created.

13 - Click the dropdown on the right and select DynDOLODx64 and click Run

14 - Use the settings as detailed in the DynDOLOD section of this guide (the provided screenshots)

15 - When finished (this will take a while; my machine is, in the words of Penny Arcade, a tiny god and it still takes about 20 minutes) go to the DynDOLOD folder and go to the DynDOLOD_Output folder therein

16 - Select everything in the folder and create a 7zip archive out of it. Name it "DynDOLOD_Output" (I think it is set to this be default.". When you are done, delete everything (except the archive you just made) so it doesn't interfere with running DynDOLOD in the future.

17 - Repeat step 12 above, this time choosing the DynDOLOD_Output archive you just created.

18 - Check both boxes to activate them. MAKE SURE THEY ARE AT THE BOTTOM OF YOUR LOAD ORDER (Texture Output first, DynDOLOD output after and dead last in the load order)

19 - Run Skyrim. Walk to the outside and go to your MCM. Choose DynDOLOD and verify that it is says DynDOLOD is running.

 

It's confusing af the first time you use it, and there aren't very well-written instructions anywhere on the Internet that I've been able to find. You can watch this for a more visual step-by-step but it'll take a while: https://www.youtube.com/watch?v=1_5MWqeHIzw

 

Posted

As a heads-up, there is an update to RaceMenu but it's causing CTDs. Might want to sit on it a while.

Posted

I wouldn't think so. You aren't altering textures, just light sources.

Posted
6 hours ago, eidtelnvil said:

I wouldn't think so. You aren't altering textures, just light sources.

Exactly. I've made a few tests before and didn't have to rerun Dyndolod.

 

Besides i would always mention it if a rerun of Dyndolod would be required.

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