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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted

Nice write up currently downloading and installing all these mods. kinda overwhelmed with how large the mod list is.

Posted

@lumby

?

 

Yes, it got 'a bit' longer than even i expected and i should really stop to check 'new mods this week' on Nexus. On the other hand it is nice to see more of my old favorites being ported from LE (which btw got an even longer list) to SE.

_________________________________________________

 

Anyway, the things i didn't like are almost completely gone (the last one would require a major mesh overhaul of the mountains), i'm waiting of answers/permissions of three mod authors, and there's one last bigger mod for the werewolves i'm testing in the next days. Then it should be only more checks for hidden bugs and perhaps a few convenience mods.

 

Plus perhaps a few more things for the 'Files' section. ?

Posted

So i finally finished installed the mods and i added some more (deadly dragons, iNeed, simply knock and recently honed metal) and i still have a steady 60 fps, i am not sure what happened with that one save (if i load it i still get horrible fps) but i am guessing something went wrong with the scripts? does not really matter since it was a test save anyway.

 

Just wanted to thank you again for doing this guide.

Posted

MMMM, so i feel i might have to delete all my mods and start again as i started downloading your mods post setting up with Vortex (which is terrible), do i do this and suffer startin the game from the beginning. how rough is it starting the game again  

Posted

@invisibleboy666

Do yourself a favor. If you want to start a clean installation anyway use MO2.

 

In my experience Vortex causes some problems, especially if you intend to use mods from other sites (like LL).

 

Now to your question (?). The beginning will be, depending on your playstyle, rough as almost every enemy will be levels above you (if you use 'Morrowloot'). Close combat is quite deadly and archers have to choose their targets carefully (and hope that no one gets too close). Can't say anything about mages. Thats never been my kind of playstyle. 

 

You simply have to be more careful, make plans how to approach enemies and find the right moment to attack. Also the training dummies are no decoration anymore...

Posted
3 hours ago, invisibleboy666 said:

MMMM, so i feel i might have to delete all my mods and start again as i started downloading your mods post setting up with Vortex (which is terrible), do i do this and suffer startin the game from the beginning. how rough is it starting the game again  

If you go to your appdata folder there is a vortex folder in there is a folder with all the mods compressed it will make it much easier to reinstall all the mods than having to wait to redownload everything.

Posted
3 hours ago, Kythana said:

@invisibleboy666

Do yourself a favor. If you want to start a clean installation anyway use MO2.

 

In my experience Vortex causes some problems, especially if you intend to use mods from other sites (like LL).

 

Now to your question (?). The beginning will be, depending on your playstyle, rough as almost every enemy will be levels above you (if you use 'Morrowloot'). Close combat is quite deadly and archers have to choose their targets carefully (and hope that no one gets too close). Can't say anything about mages. Thats never been my kind of playstyle. 

 

You simply have to be more careful, make plans how to approach enemies and find the right moment to attack. Also the training dummies are no decoration anymore...

im kinda looking forward to starting a new game now, and it will be worth it in the end. my game was starting to get buggy and crashing (lots) so even though its a fresh start its going to be fun, not looking forward to my guy being soft as shite with no spells

Posted

@invisibleboy666

The 'Hedge Mage Armor' is good for mages and rogues. It can be magically enhanced over time and looks good at the same time (although there's still no patch for JoP). This armor will improve survivability and has been in my modlist since it came out for LE. ?

 

In a few days i might add an entry for an easier start, but atm i'm looking into Moonlight Tales Special Edition - Werewolf and Werebear Overhaul. I'm about to start the companion questline with my new char so this will hopefully work fine with the rest.

Posted
On 3/19/2019 at 3:42 AM, Kythana said:

Improved labia for every skin (CBBE)

You have to blend this file with your preferred skin. Instructions and the required tools can be found here. Don't forget to give Bazinga a 'Thumbs up' as you wouldn't get it here without his permission. 

Labia and Anus V3.7z 241.56 kB · 45 downloads

Labia and Anus (separate).7z 1.85 MB · 7 downloads

An easier way would be to use something like paint.net (plus this patch). Just open your femalebody_1.dds, add a layer, paste the extracted picture into the new layer and save. This will automatically blend the two and can then be used in your game. But you might have to resize my file first. It is made for 4K so your own body texture should be preferably 4K too.

Want to thank you for the file and how to do it. Was able to apply it to the Pure Skin body pretty easily. Didn't know what to select when it was bringing up stuff after I save the body image so I just let it do its thing.

Posted
On 5/6/2019 at 10:31 PM, Kythana said:

@Masterpandabear

You're welcome ?

 

I'm not 100% certain, but i think there was a compatibility issue with 'Simply Knock'. ?

I had to download another mod that patches simply knock for the current version ... i have not tried to used it, I have played a little bit.

Posted

A couple of days ago I started modding SSE with your guide. Halfway through I saw that you recommend MO2 instead of Vortex. But I kept using Vortex. (not sure if this is the problem tho, but was already hours into the whole thing and didnt want to start over)

Anything else I did like the guide. In the end I had to start up DynDOLOD and create the Texture Output and thats where Im now. Cause I cant get rid of this error:

Spoiler

afbeelding.png

 

I think it has something to do with this line, cause there is no other error in the log:

[00:00:06.693]    [00:06] Background Loader: <Error: [REFR:FE0012C2] (places Farmhouse01 [STAT:0000084A] in GRUP Cell Temporary Children of [CELL:000095BA] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,0)) has invalid ObjectID 0012C2 in OverwriteRNAM.esl for a light module. These errors cause CTD and other serious issues and need to be fixed.>

 

Tried playing around with the FarmhouseHD mod, but nothing seems to change the error.

 

Any tips/ideas?

 

Posted

Seems to be a similar problem as with 'Bathing in Skyrim'. But i've seen the same error before and that one seems to be connected to Vortex. The big problem here is that i have no idea what this 'OverwriteRNAM.esl' is. Might be some sort of temporary file as it doesn't exist in my loadorder...

 

 

P.S.

Got it. Those are examples which shouldn't be used (but it seems that Vortex uses them anyway).

 

Sheson wrote:

'You should not install anything from the Standalone archive to any the game folders. Especially not OverwriteRNAM.esm and OverwriteRNAM.esl which are example files from the documentation. Follow the installation instructions in the included manual.'

 

Try to delete the two files if you can locate them. I guess that could fix the problem (or switching to MO2 see post #183).

Posted

I havent touched my game folder. My guess is that Vortex placed them there.
I moved OverwritRNAM.esm and OverwriteRNAM.esl (to another folder). Ran DynDOLOD again. Now got a new error, saying that he doesnt like the other Overwrite files there.

So I moved all overwrite files.

Overwrite.esl

Overwrite.esm

Overwrite.esp

OverwriteRNAM.esl

OverwriteRNAM.esm
OverwriteRNAM.esp

 

And now it works :)

 

Thx ?

Posted

@Fuppert

Thats great to hear! ?

 

I'll later add it to the 'Bugs' section as others might run into the same problem.

______________________________________________________

 

 

I've rechecked every single mod in the list (including 400+ testruns and restarts). So far it seems i got a few mods that are redundant and only there 'cause i always used them… Sorry for that! With the exception of two minor visual ones (either caused by Bethesda or SMIM), i was able to fix some other minor bugs.

 

Next step is to find the missing textures for 'Noble Wood'. It will be some work but i finally managed to get the texture mods (~6) that caused the use of the wrong textures for the carriages. Now i have to find out which textures they have in common and are not yet included in 'Noble Wood'. I guess i'll need another day for that...

 

When i'm finished with that i'll update the list. I just have to see if i have to remove one of the bigger texture packs or if that can be resolved with creating a small file.

Posted

DynDOLOD did his thing and I was finally able to play the modded game.

But Im seeing some weird stuff when outside Whiterun. Inside Whiterun everything seems fine.

Spoiler

Screen-Shot3.png

Wasnt fully able to test out other stuff yet this evening (wow raidnight!)

Posted
4 minutes ago, Fuppert said:

DynDOLOD did his thing and I was finally able to play the modded game.

But Im seeing some weird stuff when outside Whiterun. Inside Whiterun everything seems fine.

  Hide contents

Screen-Shot3.png

Wasnt fully able to test out other stuff yet this evening (wow raidnight!)

Forgot to put my settings on ultra when starting up. So the pic is kinda low detail.

Tried it on ultra as well, same missing textures

Posted

Vortex seems to have 'forgotten' a few things. There are quite 'a few' things missing (like trees which should be visible at this distance).

 

But that seems to be 'Whiterun Valley'. I removed that one 'cause it had some bugs.

_________________________________________________

 

My experience with Vortex can be found here. NMM wasn't much better, i can't prove it, but the mod managers from Nexus are… let's say… 'sensitive' when it comes to mods from other sites. And it seems to get worse with every new version…

 

I switched to MO2 in November (or December) and didn't have a single problem regarding missing textures or broken files since then. Before that i had to reinstall mods ~30% of the time when i started the game.

Posted
3 hours ago, Fuppert said:

DynDOLOD did his thing and I was finally able to play the modded game.

But Im seeing some weird stuff when outside Whiterun. Inside Whiterun everything seems fine.

  Reveal hidden contents

Screen-Shot3.png

Wasnt fully able to test out other stuff yet this evening (wow raidnight!)

That looks like you are missing the .bsa file from Whiterun Valley. It's not included in the main mod download. You have to get it separately.

Posted

I'll be changing how i use the version numbers. I expected only a few smaller changes, so i counted every plus or minus. Well, that blew a bit out of proportions and the jumps in the number became way too high for my taste.

 

So, i'll reset to 1.0.0 and add every change as 0.0.1 (be it a single mod or ten). So we're at 1.2.2, i counted the ones i did before, plus the new change in this post.

___________________________________________________

 

Updating Status to 'Release 1.2.3'

Some of you will hate me for this… 1573271756_motz21.gif.a315b04f74bab819e594f451e5c482b3.gif

 

But consider this. It took me two days to find the ones to change and now i have to rerun DynDOLOD for the 80+ time.

 

 

MOVED mods:

Landscape Fixes For Grass Mods                 - to 'Area Patches'. (Done)

 

REMOVED mods:

Indistinguishable Vanilla Tree Billboards      - not required anymore. (Done)

EEKs Renthal Flora Collection                         - not required anymore. (Done)

Better Dynamic Snow                                   - not required anymore. (Done)

Better Dynamic Ash SE                                 - not required anymore. (Done)

Expanded Towns and Cities SE Version       - too many things to mention (most only seen after you removed it). (Done)

Better Dynamic Snow - Patches                   - not required anymore. (Done)

Better Dynamic Snow - Bruma                     - not required anymore. (Done)

Better Dynamic Snow - Bruma Windmills    - not required anymore. (Done)

JK's Skyrim ETaC Compatible Replacer File  - not required anymore. (Done)

Sky HD                                                          - not required anymore. (Done)

ETHEREAL COSMOS - Special Edition          - was a fix for Sky HD. Not required anymore. (Done)

Waterplants Improved WI by Pfuscher        - not required anymore. (Done)

Consistent Older People                              - uses UNP not CBBE. Fine 'til you see a nude one… then it gets really ugly. (Done)

Better Dynamic Majestic Mountains            - not required anymore. (Done)

 

Adding mods:

Skyrim 3D Trees and Plants                          - to 'Foundation'. (Done)

Skyrim 3D Trees and Plants BILLBOARDS  - to 'Foundation'. (Done)

Skyrim 3D Trees UV Fixed Wood Logs         - to 'Foundation'. (Done)

JK's Skyrim 3D Trees Patch                          - to 'Area Patches'. (Done)

Whiterun Stores - A Simple Little Clean Up  - to 'Override'. (Done)

Posted
1 hour ago, Kythana said:

 

Adding mods:

Skyrim 3D Trees and Plants                          - to 'Foundation'. (Done)

Skyrim 3D Trees and Plants BILLBOARDS  - to 'Foundation'. (Done)

Skyrim 3D Trees UV Fixed Wood Logs         - to 'Foundation'. (Done)

JK's Skyrim 3D Trees Patch                          - to 'Area Patches'. (Done)

 

 

Did you mean to link the 'JK's Skyrim 3D Trees patch to the Riften patch for JK's skyrim?

Wasn't sure if you meant to link to this one instead: https://www.nexusmods.com/skyrimspecialedition/mods/6289?tab=files

last file in the list if the JK's Skyrim SE Skyrim 3D Trees Patch.

 

Thanks for your work on testing these mods and creating this guide.

Posted

i got this working once, dont know how. I added some couple of mod and it crashed whenever i went out to the open world. i am pretty sure its because of the DynDOLOD and i am just to stupid to figure out exactly what i was doing wrong since at most i added very small changes to the list you missed, like the parthunax dilema (i like keeping both the blades and parthunax....now that i think about, this list should be a bit more exact on the how the installation works since while i do consider myself something of a techy myself, this list is more of a 'hey, here is my mod list and how it looks on skyrim se'  than an actual guide to get it working.  More detail needs to be done in explaining the why are we installing this mods on THE LIST, not each mod peculiar page because the readers of this kind of things want a personalize guide, not a general directions. Since this is supposed to be for...beginners.

 

Yeah, i am pretty mad but not at you, but at myself since i erased every thing i had on this matters, everything because i made a tiny change to suit my taste and it wouldnt work because i didnt understand how what i built worked. 

 

I am going to give this a try at a later time, when i am not as frustrated and perhaps the guide is is a bit more consolidated.

Posted

I wrote a detailed list here and even added screenshots. Make a guess what happened...

 

I still got flooded by PM how to install something. Or they installed patches that were not needed and managed to kill their (save)game. I always say that they should only install what they actually need, but some still manage to do the 'install every patch i can find'.

 

 

In the end i'll add more to 'Recommended Settings' and 'But... Why?'. Although i doubt that it will be much help in the long run as some will still screw it up 'cause they don't read. And then blame me.

Posted

Might be in your case - i won't risk my installations again. Btw what about your manual installs for everything? Did you change your habits?

 

On ‎11‎/‎12‎/‎2018 at 6:32 AM, VonHelton said:

I manually install EVERYTHING & activate them in NMM...….

 

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