wollboi Posted January 10, 2024 Posted January 10, 2024 20 hours ago, Everlust said: I did set "LoadCTDCalculation=0" in the FNIS.ini file which I read to do but that did not fix the issue. The OP says to only use FNIS for Sexlab and use Nemesis for "everything else" which maybe is what the issue is, but I am not sure how to specify only Sexlab for FNIS? That wouldn't be it. You don't have to specify. FNIS will pick up on everything it can and then Nemesis will do everything other than creature stuff (that it still doesn't support). Try disabling some animations, just to see if you are hitting a threshold. Which animations are you using?
Everlust Posted January 11, 2024 Posted January 11, 2024 (edited) 8 hours ago, wollboi said: That wouldn't be it. You don't have to specify. FNIS will pick up on everything it can and then Nemesis will do everything other than creature stuff (that it still doesn't support). Try disabling some animations, just to see if you are hitting a threshold. Which animations are you using? Currently using Sexlab, the ZaZ, Baka, and Rydin packs, + the various character idle/combat/consumable animations included on OP's list. A few others mods have some animations included with them but nothing significant. Total count comes to 5381 + 1025 after running FNIS. The issue is I can't fit in the Billyy or Anubs animation packs that I would like to use, which are suggested additions by OP. My confusion comes from the fact that even if I cut out absolutely everything except the animations that are on the list here, I still hit the cap (specifically because Billyy/Anubs, which have a lot of animations, even if I don't check every box of what animations from the packs to use), which is what's making me feel like I'm doing something wrong because I'm assuming the list wouldn't suggest them all if there wasn't a way around that. Edit: Also, is brazier lighting supposed to be this subtle with this mod list, or did I screw up somewhere? Lighting seems good in interiors but does not "pop" outdoors. I like things to be very dark when there's no light source, but like the light sources themselves to be a bit more intense than this. Spoiler Edit 2: Sigh... sometimes I get kicked out of first person mode and can't get back in. Have tried the usual interact with a chair, alchemy table, forge etc. solutions, not working here. Any ideas? Edited January 11, 2024 by Everlust
misterpipes Posted January 11, 2024 Posted January 11, 2024 On 1/9/2024 at 10:38 PM, wollboi said: @Everlust Yeah, if you're using XL then there's additional steps that aren't listed in the guide. I vaguely remember you have to tweak an ini file. I don't remember needing any ini tweaks to get FNIS XXL working, although I did add it as an execuatable in MO2, so maybe bypassed that. And FNIS XXL should be able to handle the number of animations you have. I'm at nearly 7000 FNIS animations, and its fine.
Everlust Posted January 11, 2024 Posted January 11, 2024 The ones I listed are fine, but I can't add Billyy (I just checked and apparently I can add Anubs now). The weird part about it is is I looked at the list of animations Billyy's pack has and it doesn't seem like there should be nearly enough here to be hitting the cap, but it says I'm going ~2,500 animations over cap with it. It doesn't even seem to have that many animations?
wollboi Posted January 11, 2024 Posted January 11, 2024 Yeah, I'm running Billy's and Anubs and a ton of others and I never hit the cap. For getting stuck in first person, it might be Immersive Interactions. You can select "Unstuck Me" in the MCM and it usually fixes it.
frenzy699 Posted January 12, 2024 Posted January 12, 2024 aaaaaaa I'm 3/4 of the way there, sooo many mods... Duno why I forced myself to get this whole list before I can properly begin my playthrough... Thanks for the list though, I know it would of taken me weeks getting anywhere close just searching, nvm checking for compatibility, CTD or other stuff.
Twycross448 Posted January 12, 2024 Posted January 12, 2024 20 hours ago, Everlust said: The weird part about it is is I looked at the list of animations Billyy's pack has and it doesn't seem like there should be nearly enough here to be hitting the cap, but it says I'm going ~2,500 animations over cap with it. It doesn't even seem to have that many animations? A matter of definiton. Just remember when counting animations, FNIS counts each individual .hkx file. So if, for example, a blowjob animation by your favourite animator has 5 stages to it, FNIS counts it as 5 animations.
frenzy699 Posted January 13, 2024 Posted January 13, 2024 Cosmetic Vampire Overhaul link be broken, is there an alternative?
wollboi Posted January 13, 2024 Posted January 13, 2024 17 minutes ago, frenzy699 said: Cosmetic Vampire Overhaul link be broken, is there an alternative? Cosmetic Vampire Overhaul HD SE-2-2.7z 3
misterpipes Posted January 14, 2024 Posted January 14, 2024 OSLAroused had an update for 1130 a couple of days ago. First impressions are its working just fine.
frenzy699 Posted January 14, 2024 Posted January 14, 2024 (edited) On 1/12/2024 at 7:48 PM, frenzy699 said: aaaaaaa I'm 3/4 of the way there, sooo many mods... Duno why I forced myself to get this whole list before I can properly begin my playthrough... Thanks for the list though, I know it would of taken me weeks getting anywhere close just searching, nvm checking for compatibility, CTD or other stuff. okay managed to get it finished, without the ENB DDLOS or lux lighting stuff. I seem to have female idle animations for men + large mis-matched hands for men + claws unarmed combat anims + beard clipping into face + boob physics for female I have claws unarmed combat anims + bronze reflection on skin thing +npc's bodies are blue/missing textures + clothing inverting/breaking when sitting. Anyone previously done troubleshooting know what I need to do? claw unarmed remains an issue, but can be ignored. Updating as issues are resolved. ~ had to 'Body Language. "reinstall the mod and deselect male animations in fomod."' + remove race based color mod + remove elven ears and antlers mods + reinstall beard mods + remove vampire claws mod Also important helpful note - put FNIS directly in your skyrim data folder, then link MO2 to it, set your output folder to FNIS Output in MO2 mods. - otherwise creature animations don't get loaded correctly. I currently have characters with blackface I'm trying to figure out... Issues resolved Edited January 18, 2024 by frenzy699 updated resolved
trgdolors Posted January 14, 2024 Posted January 14, 2024 1 hour ago, frenzy699 said: female idle animations for men I had this issue with Body Language. I think I had to "reinstall the mod and deselect male animations in fomod." (from the webpage) 2
wollboi Posted January 17, 2024 Posted January 17, 2024 (edited) For those with missing ice floes, Animated Ice Floes updated the FOMOD to add a DynDOLOD patch. I know the author said they had reached out to Seshon for a fix, but I dunno the result of that. Author says to place it under DynDOLOD.esp, which I guess is the only way to fix it. Should be deactivated while running DynDOLOD (meaning while using it to generate LOD), then activate it afterwards. I'm gonna try it out now. Very frustrating bug. My poor horse and I have drowned numerous times because of it. Edit: Pinging @Aylis for when they come back. Will need to be added to the guide, unless of course it's fixed by DynDOLOD in between now and then. Edit 2: Mod updated again and has taken out the patch. Supposed to work out of the box now (after a new DynDOLOD run). Edited January 18, 2024 by wollboi
Roarke Posted January 18, 2024 Posted January 18, 2024 (edited) This is an exhausting but very thorough build for Skyrim SE/AE. I really like how much effort was put into making sure the mods have proper patches to fix various issues, especially the city and town mods. I try to avoid city overhauls altogether when I'm modding Skyrim but I found that most of these mods are compatible with whatever I add to my modlist. That being said, I cannot load into Solitude without the fear of being stuck in an infinite loading screen. SSE Engine Fixes stops this error from happening but only if I enable FormCaching ScaleformAllocator and MemoryManager. (Skyrim updated to 1170 at the time of writing, so I can't tell you if only one or both fix infinite loading screens) I keep both disabled to use Fertility Mode morphs without issues. If you could, please add a note to Fertility Mode that morphs won't update unless FormCaching ScaleformAllocator and/or MemoryManager are disabled in EngineFixes.toml from SSE Engine Fixes, but doing so will increase the probability of crashes and infinite loading screens. Update: ScaleformAllocator and Memory Manager were the right ones. Both can still work enabled but body morphs might only update by re-equipping armor. Edited January 23, 2024 by Roarke
wollboi Posted January 23, 2024 Posted January 23, 2024 For those running 1.6.1170, looks like we're only waiting for a few more mods: *Faster HDTSMP *RaceMenu *Improved Camera (not essential) Coming along much faster than 1.6.1130, thank Todd.
Twycross448 Posted January 24, 2024 Posted January 24, 2024 You do realize the next update could be just around the corner, don't you? Waiting to jump out just when you thought you finally had your load order updated and stabilized..... *evil cackle* 😈 No one is safe!
Alexi-1 Posted January 24, 2024 Posted January 24, 2024 I've used your other list a few years back and didn't have much problem with it. Come back after an extended time away and have been slowly working my way through this one but I'm struggling with tests. Right now I'm at the end of the SKSE section and the character will not move after the intro, game just doesn't let me use wasd or anything. This is bizarre because I know it works, wasd will input fine for character naming prior to the part where player control is supposed to be handed over.
KCOLL Posted January 24, 2024 Posted January 24, 2024 (edited) There is an updated test faster HDTSMP available on the site in the forums seems to work. which just leaves racemenu. Waiting waiting waiting got to keep on waiting! New lyrics for a song I'm writing about skyrim updates! Edited January 24, 2024 by KCOLL
wollboi Posted January 24, 2024 Posted January 24, 2024 17 hours ago, Twycross448 said: You do realize the next update could be just around the corner, don't you? Waiting to jump out just when you thought you finally had your load order updated and stabilized..... *evil cackle* 😈 No one is safe! I update for three reasons: * Helps people who are new to this list that aren't sure how or why they should update. * I like figuring out what does and doesn't work for my own personal load order when mods are updated. * Biggest reason: It gives me an excuse to do something other than Skyrim with my free time. I finally played and beat the original Alan Wake. Wouldn't have done that if Skyrim was an option. 2
Alexi-1 Posted January 25, 2024 Posted January 25, 2024 (edited) On 1/24/2024 at 6:12 AM, Alexi-1 said: I've used your other list a few years back and didn't have much problem with it. Come back after an extended time away and have been slowly working my way through this one but I'm struggling with tests. Right now I'm at the end of the SKSE section and the character will not move after the intro, game just doesn't let me use wasd or anything. This is bizarre because I know it works, wasd will input fine for character naming prior to the part where player control is supposed to be handed over. Alright I've narrowed this issue down to ENB Input Disabler being the cause of it. Although at the moment I don't fully know why it's disabling the inputs when it shouldn't be. Oddly enough this behaviour does not seem to occur if I disable all CC content. So it might be a specific CC clashing with it, but I'm just speculating and pretty uncertain. There are several posts on Nexus claiming it's not working as of the 1130 update, I'm not sure I agree with those posts because of the different behaviour I get with and without CC content, but something is definitely going wrong. Might try working through the CC content later to see which specific one is being weird with it. EDIT: Scratch the CC thing I can't replicate it again now. That mod is disabling inputs at all times for me with or without them. Edited January 25, 2024 by Alexi-1
mini_is_drunk Posted January 26, 2024 Posted January 26, 2024 17 hours ago, Alexi-1 said: Alright I've narrowed this issue down to ENB Input Disabler being the cause of it. Although at the moment I don't fully know why it's disabling the inputs when it shouldn't be. Oddly enough this behaviour does not seem to occur if I disable all CC content. So it might be a specific CC clashing with it, but I'm just speculating and pretty uncertain. There are several posts on Nexus claiming it's not working as of the 1130 update, I'm not sure I agree with those posts because of the different behaviour I get with and without CC content, but something is definitely going wrong. Might try working through the CC content later to see which specific one is being weird with it. EDIT: Scratch the CC thing I can't replicate it again now. That mod is disabling inputs at all times for me with or without them. Will any mods break if I just disable it or not even install it?
wollboi Posted January 26, 2024 Posted January 26, 2024 Yep! Now we're really only waiting on HDT-SMP. I know there's a test version out somewhere but I don't think I'm brave enough to install it. Improved Camera also hasn't been updated yet but is easy to turn on and off.
Alexi-1 Posted January 27, 2024 Posted January 27, 2024 (edited) 14 hours ago, mini_is_drunk said: Will any mods break if I just disable it or not even install it? Aylis would know better but I don't think so? I've disabled it as well for now pending anyone figuring out what's wrong with it. It will mean that inputs will still work when the ENB menu is open but that's fairly minor really. Glad I'm not the only one that was getting this problem. Edited January 27, 2024 by Alexi-1
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