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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
18 hours ago, Dpstyle said:

Breasts Supple/Standard, Belly : Firm/Hard, Butt : Firm/Hard. it looks much more natural when i activate the 3BBB-SMP. 

Same settings as mine. I only wish we'd have settings for the legs too as those are a bit wobbly.

Posted

After I run your batch files in the mod folder do I need to redo FNIS and DynDOLOD Textures and Output?  I keep CTD after being in game a few minutes since running the two batch files.

Posted

@Aylis hey, just ran the batches, got a few observations for you :)

 


Batch 01.bat:
 

Spoiler

 

Static Mesh Improvement Mod/textures/smim/architecture/smim_windmill_fan_n.dds
>> File Not Found - it's in architecture/farmhouse/, not architecture/
Static Mesh Improvement Mod/textures/smim/architecture/smim_windmill_fan.dds
>> File Not Found - it's in architecture/farmhouse/, not architecture/
Static Mesh Improvement Mod/meshes/plants/cabbage.nif
>> File Not Found - but there is a 'cabbage01.nif'
High Poly Project/meshes/clutter/ingredients/bearmeat.nif
>> File Not Found - but there is a 'beefmeat.nif'
Majestic Mountains/meshes/Landscape/rocks/rockcliff02.nif
>> Tried to delete twice (goes 02, 01, 02, 03, 04, ...)
Majestic Mountains/meshes/Landscape/tundra/hhmountainridge01.nif
>> File Not Found - it's in Landscape/unique not Landscape/tundra

 

 

 

Batch Finetuning V1.0.bat:
 

Spoiler

Skyrim HD SE III/textures/landscape/dirtcliffs/dirtcliffs01mask.dds
>> File Not Found - no idea!
CleverCharff misspelled "Markarth and Dwemer Ruins" as "Dwener"
>> Took me a few mins to figure that one out... Not your fault, just annoying

 

Edit Oh! And you were talking of duplicates: I think Relationship Dialogue Overhaul is in both the Override and Sound sections...
 

Posted

@koamq

Thanks a lot for the post! ?

 

I hate typos...

 

On it!

 

Reworked batches:

Batch 01 V1.2.bat

 

Batch Finetuning V1.1.bat

 

Thankfully typos won't hurt the game and simply not delete the file they should. The batches are robust but it is so damn easy to make a typo or miss a row. And having to jump around in several windows only adds to that.

 

 

Removed the doublette. I think i moved it to sound and forgot to delete the original... (looks like it - here it is only in sound)

________________________________________________

 

Will add Disable Snow Grass as soon as the OA uploaded the version with the FOMOD (we only need one of the first two options). We already got something for it but having a separate mod makes the placement of the ESP/ESL a bit easier (and i don't have to add an entry just for that).

Posted
40 minutes ago, DenomixDrice said:

Before I try to add things into this, have you ever had Apocalypse in this list, and if so, what was the issue to have it removed?

 

I use apocalypse (mostly only for the autocast spell).  Unrelated to the list, but it isn't a good idea to remove it from a save game.  Better to restart.

Posted
26 minutes ago, slough_monster said:

 

I use apocalypse (mostly only for the autocast spell).  Unrelated to the list, but it isn't a good idea to remove it from a save game.  Better to restart.

Well, removing it wasn't the goal. I was more asking if it was in the list, what caused it to be removed from the list. Assuming you're using this list, where do you have it sitting? Because like I.... run into problems every time I try to organize things and while I spent the time to install the entire list, and added a few things to sections that were more obvious, Apocalypse isn't so obvious to me for this list. 

Posted
1 hour ago, DenomixDrice said:

Before I try to add things into this, have you ever had Apocalypse in this list, and if so, what was the issue to have it removed?

I never did as i think this is too overpowered when it is combined with some of the other mods in the list.

 

51 minutes ago, slough_monster said:

 

Unrelated to the list, but it isn't a good idea to remove it from a save game.  Better to restart.

This is so true.

 

It is possible to remove mods, but it is dangerous and might have unforseen consequences later on.

Posted
1 hour ago, Aylis said:

I never did as i think this is too overpowered when it is combined with some of the other mods in the list.

I suppose I can see that, though I am curious as to if it's a numbers thing or just how the spells work.

Posted

Should I be concerned with these errors on MO2?  They have been there since I followed this mod list.  If they are an issue, how would I go about fixing them?  Thank you!

F1299021-4E39-43C7-9991-2D927F65680B.jpeg

6E53CAB7-A31D-47C2-AAF7-78CEAAAB71F7.jpeg

Posted
4 hours ago, mayorez said:

Should I be concerned with these errors on MO2?  They have been there since I followed this mod list.  If they are an issue, how would I go about fixing them?  Thank you!

On 5/31/2020 at 3:04 PM, Aylis said:

Nope. SE works with 43 (code for LE) and 44 (code for SE) as long as the files, that needed to be converted, were converted correctly. 

 

I marked the working mods for Oldrim that we use in the list.

The ones you listed are conversions.

Posted
5 hours ago, mayorez said:

Should I be concerned with these errors on MO2?  They have been there since I followed this mod list.  If they are an issue, how would I go about fixing them?  Thank you!

Aylis answered (and I had asked this same question maybe 10 pages ago), but I will add my own two cents, not that anybody asked, but I had looked into this a month or two ago.

 

No, I have never experienced issues and in the STEP forums they say it is fine.  However, many people on reddit and with other guides (Lexy comes to mind) are convinced that it can cause issues with your save game.  My current one is over 1500 saves and I am almost done with every quest I can find and I have had no issues, but if you really want to remove that warning, load the mod into Creation Engine and save it.  That is all, it will convert to to 44.  That said, the same place in the STEP forums (I don't remember where, sorry, although a quick search may find it) said that that can break some mods.  I am not sure how that works and skeptical that is true, but I tend to trust things that people on STEP say.

 

EDIT: I did some googling.  A lot of conflicting info out there, so it just depends on who you trust (seems to be modding in general).

  • Arthmoor and Mator, two huge names in the modding community, say to convert:  https://www.reddit.com/r/skyrimmods/comments/5lyvf6/actual_relevance_of_forms_4344/
    • Mator says it may cause issues and why risk it and Arthmoor says it will definitely cause issues (although a lot of what Arthmoor says seems to be controversial, and as far as I know, it hasn't caused issues for me) 
  • hishutup from STEP says form 43 is fine: https://forum.step-project.com/topic/11699-about-file-header/?hl=form+43#entry190705
    • hishutup even shows that there are files in the game game that are still form 43 (and even form 14) 
    • hishutup also say that it is possible to break the mod if you don't know what you are doing.
    • Finally ,hishutup says later that it was more complicated than they thought, but they add this:
      • "It seems like the only reason to really update is because of WEAP\CRDT data changes, but I havn't really played with that.

        Everything seems to load fine, since something like WTHR\VOLI loads regardless of the form version"

      • Whether you trust someone whose name is HiShutUp is up to you, but I think that he/she brings up good points

  • Lots of people on loverslab say not converting is fine, just use the search function

  • Finally, apparently Bethesda says to convert to the new form using the creation engine.
Posted
22 hours ago, Aylis said:

Will add Disable Snow Grass as soon as the OA uploaded the version with the FOMOD (we only need one of the first two options). We already got something for it but having a separate mod makes the placement of the ESP/ESL a bit easier (and i don't have to add an entry just for that).

@Aylis
Good news! It's already uploaded.

Posted
37 minutes ago, denba666 said:

@Aylis
Good news! It's already uploaded.

Yep, and already in the list with an updated info in 'Kyne's Grass'.

 

Now i have to add it to the changelog as well. Also 'Done'.

 

No need to rerun DynDOLOD if you already used the optional 'No Grass Snow Grass.esp' from Kyne (which can now be removed from the loadorder). But i would clean the savegame just to make sure.

Posted
5 hours ago, mayorez said:

Should I be concerned with these errors on MO2?  They have been there since I followed this mod list.  If they are an issue, how would I go about fixing them?  Thank you!

 

 

I don't have this issue with MO2. but i also do not have all of these mods and use a couple of similar mods. such as improved camera rather than JOP. Training dummies and targets rather than Archery dummyxp (the training dummies in the mod i use train everything offensive, spells included) These are the ones i use and are actually running in my game.

 

Posted

@Aylis

One question about the futa mods... Don't we need to rebuilt the meshes in bodyslide?

Edit: And another question. Do I need to rerun DynDOLOD after using the new batch files?

Posted
1 hour ago, denba666 said:

@Aylis
One question about the futa mods... Don't we need to rebuilt the meshes in bodyslide?


Edit: And another question. Do I need to rerun DynDOLOD after using the new batch files?

Yes. But as it depends on the installation i leave that to the user.

 

Depends. With the 'Batch Finetuning' the answer is 'Yes'. For the other one it is a solid 'No'.

_________________________________________________

 

Planned Batches:

 

Batch 02

This will rework 'Skyrim 3D Plants' so i can link to the original file. Sadly i can't do the same for the 'Skyrim Flora Overhaul' as that one was complicated to begin with and i can't find the instructions how to do that anymore.

 

Batch 03

That will be the big one for the texture packs. This is where we get a biggest chunk of space on the used drive back.

Posted

Do I need to worry about the pre-requisites or have you thought about all of this first? For example, DynDOLOD requires additional mods in order to use it. So do I install those mods now or ignore those requirements?

 

Can I pick and choose what mods I would like to add?

 

I used to mod skyrim but it has been a while and has always been overwhelming to me.

Posted

@BunnyBanger

Everything needed is in the list (read post #3 too ;)). Just install from the top down and you will be allright.

 

Sure. Just check the entries 'Not Recommended Mods' and 'Nothing is carved in stone' too.

 

If you have questions just ask. There's almost always someone around that can help...

Posted
1 minute ago, Aylis said:

@BunnyBanger

Everything needed is in the list (read check post #3 too ;)). Just install from the top down and you will be allright.

 

Sure. Just check the entries 'Not Recommended Mods' and 'Nothing is carved in stone' too.

 

If you have questions just ask. There's almost always someone around that can help...

Thank you so much! Much appreciated ❤️

Posted

I am confused by your batch system :(

When a file is labelled "Batch",  this means that I then scroll down to section 7, download, and install your batch code as described?

Do I do this once after I think I am done modding? Or do I do this every time I install a mod that is labelled?

 

Also, you have two batch files that make no sense to me. On one hand, the more up to date sounding one is version 1.2.... So I just install this one on it's own? Or do I then also install the "fine tuning" one that is a lower version number?

Posted

Those are used much much later in the list. Added more informations in post #2.

 

When i'm done there will be separate batchfiles for all the groups that need one. I just keep them separate so you have a choice if you want to use all of them, only some or none of them.

Posted

I thank you a lot for doing all of this, it is much appreciated.

 

I am however still stuck on instaling DynDOLOD.

 

You say, "here we got a few things to do before we install our first mod with a mod manager."

 

So this means that I am not installing DynDOLOD with the MO. (Although I have also tried this method with 0 success because I see on your screenshot that you were using MO)

 

Now, I have downloaded multiple DynDOLO files. I am not confused what you mean by the "Main Files".

 

I will assume that "DynDOLOD Resources" is NOT the main files (Despite the author of the mod stating that the "core" files are in the DynDOLOD ResourcesSE) because I see that you are modding the DynDOLODx64.exe.

 

So, assuming that I now understand what the main files are... How exactly am I installing this mod?

 

When I simply try to run the 64.exe after extracting, I get error messages.

 

When I try to install into MO, I get error messages.

 

I am stumped and I have been at this for many hours, reading your posts over and over in case I missed something.



what am I doing wrong? What am I supposed to do? I am even more flustered and overwhelmed now than I was earlier :(

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