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Starting a new game


WCSC

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Posted

Is there something that I should do before starting a new game...a utility cleaner of some sort...  It seems like if I start a new game, let the mods load in, quit then start a new game again, some mods fully install.  So not sure if something from a previous game is preventing certain mods form properly loading.

 

Thanks

Posted
34 minutes ago, WCSC said:

It seems like if I start a new game, let the mods load in, quit then start a new game again, some mods fully install.

When I start a new game, I do it in stages.  I start with a minimal mod list, just enough to create a character with an alternate start.  Then I add the core mods that many other mods require, let them settle down until their MCMs are all visible, and save.  I'll then enable the remaining mods in one or two more stages.  I don't know if it will help with the problems you've had, but I've had good results by not having the entire suite of mods all trying to find their required masters, start up, and initialize at the same time.

Posted

I do it like this since years:

Never fails me, unless I did some user error or have some glitched mod in LO.

 

Important to know is that some mods need 1-2 reloads of a new game save to register successfully.

Reason: Mods load later because they wait for their requirements to load first, some need a reload to detect soft dependencies, some wait for the framework they want to register to, some even wait to reduce the amount of mods that try to get loaded as soon as you click new game.

Posted
9 hours ago, donttouchmethere said:

I do it like this since years:

Never fails me, unless I did some user error or have some glitched mod in LO.

 

Important to know is that some mods need 1-2 reloads of a new game save to register successfully.

Reason: Mods load later because they wait for their requirements to load first, some need a reload to detect soft dependencies, some wait for the framework they want to register to, some even wait to reduce the amount of mods that try to get loaded as soon as you click new game.

Interesting, for some reason I always started new games this  way.  After activing creature animations in SL I would then start with SLAL loader and then come back to SL and import my settings, save and activate  starting form the top of my MCM working down, saving periodically.

 

That is interesting about staying away from auto saves

 

Thanks for posting that!

Posted
18 minutes ago, Grey Cloud said:

Some mods require you to save exit and load back in do they not?

I did that years ago too, because DBF recommed it for SD+.

Having started so many new games I was annoyed and stopped doing that.

Turns out a reload ingame is enough.

Posted
1 minute ago, donttouchmethere said:

I did that years ago too, because DBF recommed it for SD+.

Having started so many new games I was annoyed and stopped doing that.

Turns out a reload ingame is enough.

Sorry.  I typed that post hours ago but forgot to hit send. ? It should have been the 3rd post in the thread.

 

I was thinking of SLF and the Estrus mod as examples.

Posted
1 hour ago, WCSC said:

Interesting, for some reason I always started new games this  way.  After activing creature animations in SL I would then start with SLAL loader and then come back to SL and import my settings, save and activate  starting form the top of my MCM working down, saving periodically.

 

That is interesting about staying away from auto saves

 

Thanks for posting that!

Why not register SLAL right away:

The main reason for only starting SL and activate SL creature animations is/was the SL animation limit of h/c 500/500.

If you are at/over the SL limit with SLAL animations after register them, any mod that registers animations to SL without SLAL will fail to do so, because no more SL animation slots are free.

Estrus+ for example would be unable to register it's animations and gets stuck (no MCM, no animations trigger).

Same goes for ZAP SL animations if you register them via MCM.

Both would fight over the remaining slots and either estrus or ZAP animations will fail to register.

To prevent that I register SLAL animations late, because I can decide what animations to register via SLAL MCM depending on how many animation slots are still available.

I didn't test if it still applies if you have a mod that rises SL slots, thus allows more animations to register.

 

Why wait with activating more mods via MCM right away:

Deactivated mods that wait for activation confirmation > I leave them deactivated until 2 reloads, because I want them to be able to find any animations or softdependencies right away. For example SL Defeat: it registers all installed animations for human and creatures. If you activate it late it will find all animations right away, if you start it before SLAL it won't try to update it's animations, unless you do it manually via MCM, with a chance of complications.

All mods that are deactivated on start that relay on DD Frameworks are best to start late too, because DD needs one reload to register properly.

 

SL MCM import:

I wait with that after SLAL and any other mod with SL animations, to make sure everything is installed that was registered at the point I saved the SL MCM.

Posted
21 minutes ago, Grey Cloud said:

Sorry.  I typed that post hours ago but forgot to hit send. ? It should have been the 3rd post in the thread.

 

I was thinking of SLF and the Estrus mod as examples.

SL doesn't need a visit to desktop.

Estrus only needs free animation slots and a reload.

More details above.

Posted

Basically there are two waves:

Be aware that many mods only scan once for changes after a reload

At alternate start:

First Wave: everything waits for SL > reload > mods scan for any changes and find SL and registered animations and register their own

Second Wave: Everything waits for DD > usually the mods are aware already that DD is installed, still updates apply now

Optional third Wave: activation of every mod offline via MCM, follow messages if something updates.

 

after alternate start:

Fourth Wave: Some mods wait until after LAL to activate certain features, like STA, SLS and various others.

From my experiance it's best to wait one hour and do another reload, because there is a good chance the game after LAL will CTD after about 30 min (once), depending what mods are installed. This only happens once (at least for me, even with a 6h+ stable setup).

To prevent that, a simple reload after LAL will prevent that single crash (which basically is the same as a reload, because you have to restart Skyrim anyways).

Posted
9 hours ago, donttouchmethere said:

Basically there are two waves:

Is that wave structure already in your blog series? ?

Posted
22 hours ago, worik said:

Is that wave structure already in your blog series? ?

No ^^

It's New Wave =D

I don't even have an explanation on my blog page why I do things the way I do them. All still very raw (the blog page, not me).

Stupid RL keeps me away from all the real important work :classic_dry:

 

Just found this old Laptop again, Windows 8.1, all LL emojis look totally different. How is that even possible?

I feel like I'm back in the 90's.

Posted
2 hours ago, donttouchmethere said:

It's New Wave =D

? Worthy to keep it documented.

:classic_smile: (in a blog ? )

 

2 hours ago, donttouchmethere said:

Stupid RL keeps me away from all the real important work :classic_dry:

:classic_dry: I suffer from that same illness.

Posted
12 minutes ago, worik said:

? Worthy to keep it documented.

:classic_smile: (in a blog ? )

 

:classic_dry: I suffer from that same illness.

okay, okay, soon(tm)

need to repair all those emojis too, those "?" replacers question everything I ever have written on that blog.

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