Sillius_Maximus Posted May 26, 2019 Posted May 26, 2019 I for some reason wound up with SE and Oldrim. So its not like its a "what do i buy" thing. I just look at the sheer number of mods for oldrim vs SE, ON LL 3000 vs 300 mods.. Nexus, 60k vs 18k mods for SE.. so, are LL mods generally more stable then their ported brethren? Just wondering yalls thoughts on that..
27X Posted May 26, 2019 Posted May 26, 2019 There are almost five times more people with LE than SSE. When SSE is the same age and mod status-capability, TESVI will be a thing. When SSE looks like LE, it's gonna have a third of the mods that LE has if you're lucky. You'll find most of the people evangelizing SSE are evangelizing being able to cram mods with no regard payed to consequences, load order, or hardware concerns. I keep hearing how SE is so much better on hardware leveraging yet just SMP kills your frames like a billion percent and so CBP is mandatory. Meanwhile I'm running SMP with full collision, zero proxy shapes to be found at 75 frames@4K on LE without a skipped frame to be found, and with two RTX titans you can run LE with a full absolute max quality enb and smp at 8K at 50 frames locked. The deciding factor is hardware and the capability of the people programming the mods, and the versional differences between the two are a tertiary concern. Also CK64 is a giant pile of crap.
worik Posted May 26, 2019 Posted May 26, 2019 Stability isn't the point. It's availability and frustation level with the shortcomings of the game engine. In theory SSE could have done things right fro start, could have fixed a lot of issues that prevent a thoughly joyful experience in LE. But Bugthesda didn't allow for that and is instead using SSE as a vehicle to shove paid microcontent down your throat with their CrapClub. There are ways to circumvent that again, but still they didn't care about fixing engine isssues. I interpret that as the driving reason why so many players raise the middlefinger into the air and focus on LE. If you read up a bit you can get it pretty stable and have fun. Far beyond the imagination of the developers. 22 minutes ago, sillybear said: so, are LLLE mods generally more stable then their ported brethren? I assume you meant it like I corrected it, instead of what you wrote? ?
King-Crimson Posted May 26, 2019 Posted May 26, 2019 I dont think that SE's 64bit engine is more stable, not a single percent. My reasons: Most mods for SE are ports from LE and almost all of them have a long history in LE, going years back with years of experience, bugfixing and improvements in LE. They seem so ultra stable in SE because they "matured" in LE and don't have a history of bugs in SE. People learned with LE how the "new" (not new) engine behaves. SE didn't change that much. With that experience people were able to create more stable mods for SE from day 0 thanks to their experience with LE. Just look at the console ports of Skyrim (i.e. Switch) and at the numerous leftover bugs. Even the infamous ore mining bug has not been fixed by Bugthesda. I honestly believe they pasted as much as they could into 64bit and did not care at all about optimizing. Their focus was paid mods and a more beautiful Skyrim they could port to the newer consoles to sell copies all over again. SureAI didn't wait with Enderal for the SE64bit release because they didn't believe it would give them any advantage - it would probably only introduce new (unknown) problems. I think noone really wanted SE. Don't bother with it is my recommendation. With Oldrim, almost all bugs that can happen have been explored and fixed at some point by someone else. This is why I (530 mods, merged into 200 esps) think Oldrim is a much better choice.
FauxFurry Posted May 26, 2019 Posted May 26, 2019 Individual mods are not necessarily more stable yet the game itself runs more mods at once with less issues such as script lag, save bloat or crashes. If something is wrong with a specific mod, it will crash just the same regardless of game version.
Sillius_Maximus Posted May 26, 2019 Author Posted May 26, 2019 So are there any mods that should be "required for everybody" that you can think of thats not here: https://www.reddit.com/r/skyrimmods/wiki/essential_mods#wiki_truly_essential_mods2 TLDR of that- essentially unofficial patch, SKSE, ENB, and some related mods. Any specific edits to SKSE and related .INIs you might think helpful? I have 32gb ram and a 8gig VRAM, quad core and SSD.. so i certainly dont mind finding ways to allow skyrim to "use more" I have the usual edits for the uncapped FPS and Widescreen monitor, and related mods of course.
Sillius_Maximus Posted May 26, 2019 Author Posted May 26, 2019 9 hours ago, XenonS3 said: I dont think that SE's 64bit engine is more stable, not a single percent. My reasons: Most mods for SE are ports from LE and almost all of them have a long history in LE, going years back with years of experience, bugfixing and improvements in LE. They seem so ultra stable in SE because they "matured" in LE and don't have a history of bugs in SE. People learned with LE how the "new" (not new) engine behaves. SE didn't change that much. With that experience people were able to create more stable mods for SE from day 0 thanks to their experience with LE. Just look at the console ports of Skyrim (i.e. Switch) and at the numerous leftover bugs. Even the infamous ore mining bug has not been fixed by Bugthesda. I honestly believe they pasted as much as they could into 64bit and did not care at all about optimizing. Their focus was paid mods and a more beautiful Skyrim they could port to the newer consoles to sell copies all over again. SureAI didn't wait with Enderal for the SE64bit release because they didn't believe it would give them any advantage - it would probably only introduce new (unknown) problems. I think noone really wanted SE. Don't bother with it is my recommendation. With Oldrim, almost all bugs that can happen have been explored and fixed at some point by someone else. This is why I (530 mods, merged into 200 esps) think Oldrim is a much better choice. How do you merge mods? do you merge by category? so "UI fixes / Patches / visual improvements" or similar concept?
King-Crimson Posted May 26, 2019 Posted May 26, 2019 50 minutes ago, sillybear said: How do you merge mods? do you merge by category? so "UI fixes / Patches / visual improvements" or similar concept? With this tool (if you dont know already): https://www.nexusmods.com/skyrim/mods/69905 And yes, by category. - Hair, Skins, Makeups - Visuals and Effects (Climates, Sounds, etc) - Armors, Clothes, Accesoires (the biggest group) - SL Misc Mods with no other dependancies - All Schlongs - All SLAL Anim Objects This way you can easily reduce your load order by about 30-50%. For some mods (for example the armors) you should reorder all form-ids when you merge them or stuff may get broken (in my experience). Otherwise, its ultra simple. 8 hours ago, FauxFurry said: Individual mods are not necessarily more stable yet the game itself runs more mods at once with less issues such as script lag, save bloat or crashes. If something is wrong with a specific mod, it will crash just the same regardless of game version. "yet the game itself runs more mods at once with less issues such as script lag, save bloat or crashes" Script lag is a myth that has been busted by someone on LL already but i cant remember who it was or the thread name... Use the search if youre interested in the backgrounds, im sure you'll find it somewhere in the depths of LL. Otherwise, i totally disagree with what you said about the game (assuming that you're talking about SE) running more stable with more mods. Bethesda hasn't done shit in terms of optimizing the game enigne in SE and ever since Windows 10 build.1809 (and therefore the removal of the DX9 32bit vram memory limit) came out, SE has become completely obsolete. I have every freaking SL mod that exists in my load order (except for some hard-incompatible ones) as well as 8K textures, body and numerous armors, clothes, accessoires, landscape changes, Bruma, helgen reborn , ETAC, whiterun forest, bathhouses, lanterns, multiple different overhauls, quest changes, etc etc and a total of about 22000+ FNIS animations (even though people claim you'll get random CTDs if you ever get over 10000) and my last crash was maaany months ago (due to some mod updating and testing). Try that with SE... Spoiler: You cant because 70% of these mods dont exist in SE. ? QED - I rest my case. Also please don't take it as a personal attack xD. I just hate SE for what Bethesda intended it to be (platform for paid mods and a fancy but badly optimized clone to port it to new consoles)... Of course i agree with the rest you said. If a mod is somehow broken it'll crash in both LE and SE. But thats... normal...
woodsman30 Posted May 26, 2019 Posted May 26, 2019 11 hours ago, 27X said: with no regard payed to consequences, load order Yeah this sums it up nicely..... tech support works overtime here with this issue.
Sillius_Maximus Posted May 26, 2019 Author Posted May 26, 2019 25 minutes ago, XenonS3 said: With this tool (if you dont know already): https://www.nexusmods.com/skyrim/mods/69905 And yes, by category. - Hair, Skins, Makeups - Visuals and Effects (Climates, Sounds, etc) - Armors, Clothes, Accessorizes (the biggest group) - SL Misc Mods with no other dependencies - All Schlongs - All SLAL Anim Objects This way you can easily reduce your load order by about 40-50%. Foe some mods (for example the armors) you should reorder all form-ids when you merge them or stuff may get broken (in my experience). Otherwise, its ultra simple. SO Im watching the video, about setting it up.. at 10 min he talks about going to the options --> integrations --> "I use mod organizer." It wont auto detect. The manual patch he follows, I dont have. C or F: \steam ......\skyrim\Mod Organizer I believe I can find a kind of similar destination vie C \appdata \local\modorg\oldrim Any chance you encountered something like that? (Im fairly sure when I installed MO way back, that I installed it correctly, in the wrong place, but no plans to do a complete reinstall).
King-Crimson Posted May 26, 2019 Posted May 26, 2019 1 hour ago, sillybear said: So are there any mods that should be "required for everybody" that you can think of thats not here: https://www.reddit.com/r/skyrimmods/wiki/essential_mods#wiki_truly_essential_mods2 TLDR of that- essentially unofficial patch, SKSE, ENB, and some related mods. Any specific edits to SKSE and related .INIs you might think helpful? I have 32gb ram and a 8gig VRAM, quad core and SSD.. so i certainly dont mind finding ways to allow skyrim to "use more" I have the usual edits for the uncapped FPS and Widescreen monitor, and related mods of course. Here are some additional things you might find useful / interesting especially if you use - HD textures and Flora overhauls such as Vurts Flora Overhaul - SL mods in general - Uncapped FPS -------------- - TES5LODGEN (better distant models): https://www.nexusmods.com/skyrim/mods/62698/ - SL hide HUD (Hides annoying HUD elements during SL scenes): https://www.loverslab.com/topic/119615-sexlab-hide-hud-elements/ - Havok Timing Patch (allows you to run Skyrim in over 60FPS without any problems): https://www.nexusmods.com/skyrim/mods/91598 - Auto Unequip Arrows (because you dont want actors in SL scenes who use bows have their fucking arrows equipped): https://www.nexusmods.com/skyrim/mods/10753 - SL Immersive First Person: https://www.loverslab.com/topic/28229-immersive-first-person-for-sexlab/ - Lucivers (and my) SL Expression presets which you can import into the SexLab MCM menu (Re-Upload, scroll down until you find a download link to the .zip): https://www.loverslab.com/topic/106923-lucivers-ahegao-mod/page/2/ ---------------- About the MergePlugins. I had problems with that too and found a workaround that works for me: 1. Run it directly from MO (picture 1 in hidden content below) 2. Let the path point to the install path in steam "Steam/steamapps/common/Skyrim" (picture 2) 3. In MergePlugins Settings - Uncheck "i use Mod Organizer" and manually set the merge path to your MO "/mods" folder (picture 3). You can determine the correct path by right-clicking on any mod in MO (left panel) and selecting "open in explorer". One folder up and you have your /mods path. Spoiler
Kristus Kringle Posted May 27, 2019 Posted May 27, 2019 Growing up we had 3 channels, then cable came and suddenly we had hundreds of channels but the quality of programming didn't improve. More mods isn't better, it's just more. Some people are afraid of change even when it's for the better.
Nazzzgul666 Posted May 27, 2019 Posted May 27, 2019 Quality of programming didn't improve in SE either, so all you achieve by switching is just having less options.
King-Crimson Posted May 27, 2019 Posted May 27, 2019 9 hours ago, McLude said: Growing up we had 3 channels, then cable came and suddenly we had hundreds of channels but the quality of programming didn't improve. More mods isn't better, it's just more. Some people are afraid of change even when it's for the better. What a stupid and unfitting comparison... To answer the comparison: You can go back to 3 channels and no YouTube/Twitch/Netflix if you want but I'll gladly take freedom of choice and the risk of more shit over being forced to cope with much less... "More mods isn't better, it's just more." I disagree. More mods are better because they create more interest, interaction / helping between authors and more discussions in comments. Just look at some random mods for LE and you'll quickly find people even discussion parts of a mods sourcecode and sharing improvements. Defeat is a great example where people in the support thread have taken over fixing the last bugs and uploading compatibility patches for other mods by themselves. I myself uploaded some (minor) script changes for some things. More mods = more interest = more interaction = more creativity. Moreover, most mods that exists in SE are ports from LE mods. There is no better quality, its the same, and less of it. Also, there is nothing better about SE. And yes, people are afraid to change to SE, but rightfully so. The fact that numerous bug fix requests in the SE section of LL with completely new bugs unknown to LE come up proves this. Its just another problematic engine with less mods and currently more unknown hickups than LE. And noone wants to spend hours modding to then realize shit doesn't work and nobody is able to help because its just another new unknown SE hickup... Finally, with less mods you'll also be forced to redo your character, potentially without the hair, brows, eyecolor, bodyshape, clothes and armors you liked and miss many parts of the world as well as many SL features. Why anyone would choose this over LE is beyond me. I haven't seen a single person yet being able to really write good reasons for SE. It's all stupid comparisons like you did and evangelizing SE without real facts. (Thanks @27X, evangelizing really fits perfectly) LE had time to mature, SE is still far from being explored. And it never will be because by that time TESVI will be released. ?
mircislav Posted May 27, 2019 Posted May 27, 2019 Just play the game with mods you like - don't think too much about technical stuffs - you'll be happier that way, just as in RL.
Kristus Kringle Posted May 27, 2019 Posted May 27, 2019 3 hours ago, XenonS3 said: What a stupid and unfitting comparison... You are looking for an objective reason to justify your choices but this isn't one, more is not always better no matter how convenient that would be for your argument.
bandygirl1 Posted May 27, 2019 Posted May 27, 2019 7 minutes ago, McLude said: You are looking for an objective reason to justify your choices but this isn't one, more is not always better no matter how convenient that would be for your argument. Lol, newer isn't always better either. No matter how convenient that would be for your argument.
King-Crimson Posted May 27, 2019 Posted May 27, 2019 32 minutes ago, McLude said: You are looking for an objective reason to justify your choices but this isn't one, more is not always better no matter how convenient that would be for your argument. I explained very clearly (and most points i wrote are very objective) why more is better in this case. In more than 1 sentence... If you are this immune to reading and replying properly then I wont bother to take this further either.
Kristus Kringle Posted May 28, 2019 Posted May 28, 2019 10 hours ago, bandygirl1 said: Lol, newer isn't always better either. No matter how convenient that would be for your argument. That would have been a good burn except in my analogy, the new thing wasn't better.
bandygirl1 Posted May 28, 2019 Posted May 28, 2019 16 hours ago, McLude said: That would have been a good burn except in my analogy, the new thing wasn't better. I didn't even reply to your analogy. Neither did I reference it in any way.
ther1pper Posted May 29, 2019 Posted May 29, 2019 On 5/26/2019 at 1:27 AM, 27X said: There are almost five times more people with LE than SSE. When SSE is the same age and mod status-capability, TESVI will be a thing. When SSE looks like LE, it's gonna have a third of the mods that LE has if you're lucky. You'll find most of the people evangelizing SSE are evangelizing being able to cram mods with no regard payed to consequences, load order, or hardware concerns. I keep hearing how SE is so much better on hardware leveraging yet just SMP kills your frames like a billion percent and so CBP is mandatory. Meanwhile I'm running SMP with full collision, zero proxy shapes to be found at 75 frames@4K on LE without a skipped frame to be found, and with two RTX titans you can run LE with a full absolute max quality enb and smp at 8K at 50 frames locked. The deciding factor is hardware and the capability of the people programming the mods, and the versional differences between the two are a tertiary concern. Also CK64 is a giant pile of crap. I just wanna let you know that because of your profile picture it sounds like you are just saying facts in the most savage way possible and I love it. Also this information is good to know. I've kinda wanted to move to SSE but 50% of my mods will not work there so that's a 100% no.
27X Posted May 29, 2019 Posted May 29, 2019 Chronic bluntness is not an endearing trait. It is a valuable one.
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