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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)

Alright I can confirm that I now have a pretty much entirely working list in 1170.

 

Might be some bugs in it that I'll only encounter later on if/when I visit specific places in the game, but I'm with @wollboi, this list can and does work with 1170 now.

Summary of issues I encountered:

  • ENB input disabler - locks inputs at all times. Removed from list.
  • Capital Windhelm Expansion causing flickering/disappearing models in Windhelm - Couldn't solve, removed from list.
  • Compass Navigation Overhaul - Hard CTD, Removed from list.
  • Sons of Skyrim 3BA Unibody Conversion - replaces esp of original sons of skyrim, this causes a hard CTD when used in conjunction with the Sons of Skyrim patch from The Great City of Winterhold Patch Collection
  • RASS has a hideous glowing white outline effect on characters when it's raining. Disable the wet shader in the RASS mcm to fix this. Seriously this effect sucks really badly.
  • You don't have a pubic hair bug you just need to look in the SOS mcm menu for pubic options, not racemenu.
    Paralax TXST.esp needs to be moved above Atlantean Landscape.esp on the right side, but other patches from the paralax mod need to remain where they are. This is required for Bash.
  • Some performance problems when turning the camera in openworld. I might have selected too many 4k options, or it might be an issue with too much SMP, or it might be a dyndolod thing, 60fps stable until I spin the camera too quickly causing some stutter. I'd expect DLSS to drastically fix this but the dude that does the DLSS mod has locked it behind a paywall and I don't support anyone locking shit off from the wider mod community ☭ so fuck him. Pretty sure it's also not compatible with 1170.

 

Not sure if there's a specific order that you're supposed to boot up the MCMs and "install" sexlab these days, there used to be. Everything feels a lot more stable than the last time I used any of this though, by several orders of magnitude.

 

Everyone following this thread already knows I encountered these but I'm making this post on the offchance it helps someone else that builds this list. Thanks to @Aylis for the list and other thread members still helping people after years and years of this.

 

EDIT: Applying this video suggesting toml edits to the Skyrim Priority mod from this list improved some stutter issues. I still get some stutter when turning the camera directly outside of whiterun and other major towns. But this stutter disappears entirely when getting further from them. I would honestly suggest that this is mentioned in the list itself as it's an improvement to the mod.

Edited by Alexi-1
Posted
6 hours ago, Miss Tee said:

AFter the merge, all NPC replacers will be disabled.  Some exceptions but testing will find them.  Example, CS BBLS replacer mod.  Need CS BBLS active for it to replace them. Normally you will disable all of the replacer mods.  Just use the Merge patch.  Doesn't need the original mods active.  Disable all of the AI patches for the replacers as well.  They are added to the merge.

 

I tried using Easy NPC, and like you say it works quite well, but one thing I always found was at least half the npc re-placers it was supposed to be in effect merging together ended up as master files for it, and I could never quite figure out why, so in the end I just gave up on it and just use custom made npc merge mod, there again, I trimmed my NPC re-placers down to the bare minimum, as I keep changing which ones I use, which meant I had to keep re-doing the conflict patch for them, which after the twentieth time got annoying.

Posted
11 hours ago, Varithina said:

 

I tried using Easy NPC, and like you say it works quite well, but one thing I always found was at least half the npc re-placers it was supposed to be in effect merging together ended up as master files for it, and I could never quite figure out why, so in the end I just gave up on it and just use custom made npc merge mod, there again, I trimmed my NPC re-placers down to the bare minimum, as I keep changing which ones I use, which meant I had to keep re-doing the conflict patch for them, which after the twentieth time got annoying.

You are correct about the master files thing.  Took me a while to figure out which ones can be disabled after the build and others that have to remain.  Most of the large packs I currently use I can disable as well as the associated AI overhaul files that go with them.  Constant lerning process.  The "post build" step (separate process) helped me figure which ones I could disable.  I do like being able to pick and choose replacers from different packs and not have to rely on load order.  Not sure why I keep doing it other than that as I am not at the esp limit but it's easy to check for conflicts when all NPCs are in one file.  

Posted
2 hours ago, Rey_Vegeta said:

And for Serana good replacers?

Question I have yet to answer.  I like some but have yet to arrive at the one that gives me the same feeling that vanilla enhanced did.  And I have tried most of them.  I am trying the ColdSun version right now from Visions.  We will see.  Good luck.

Posted

What do you think of The New Gentleman? Worth using or stick to good old SOS?

 

And another thing. Do you know the closest preset for HIMBO for the male vanilla body shape? I´m using Relics of Hyrule and that mod has no bodyslide for his armors. So I want my male character to have the vanilla shape.

Posted (edited)
14 hours ago, Rey_Vegeta said:

What do you think of The New Gentleman? Worth using or stick to good old SOS?

 

And another thing. Do you know the closest preset for HIMBO for the male vanilla body shape? I´m using Relics of Hyrule and that mod has no bodyslide for his armors. So I want my male character to have the vanilla shape.

https://www.nexusmods.com/skyrimspecialedition/mods/72630

https://www.nexusmods.com/skyrimspecialedition/mods/72630

https://www.nexusmods.com/skyrimspecialedition/mods/54349

https://www.nexusmods.com/skyrimspecialedition/mods/54296

 

Here are the Himbo presets I use.  Seems to be balanced and decently lore friendly.  I prefer caring how my girlfriends look in game but don't want overly muscled or overweight guys.  Works for me.

 

New Gentleman.  You asked a perfect question.  Just my opinion ok...  I do like to play my game.  I do.  I have wasted more time fixing things that I broke upgrading to the latest and greatest.  Updating mods when I didn't have a problem as an example.  A modder told me to stop doing that.  Upgrade when you need to, not just because an update is available.

 

For me, SOS works now.  I don't plan to change.  In a year, all the bugs, if any, will be resolved with a major mod like NG.  I may consider it then.  I'm on 1.6.640 and don't plan to change.  Good luck.

Edited by Miss Tee
Posted
On 2/7/2024 at 8:11 PM, Miss Tee said:

First, I use Easy NPC to merge the NPC replacers.  It works well for me.  Replacer list in load order (left side M02)

 

Modpocolypse NPCs - every single npc in the game.  If I add a mod that adds NPC, I add that pack from Modpocolpyse as well.  Example Great village of Old Hroldan.

Male NPC Overhaul with patches.  All named males or most of them.

NITHI male/female replacer packs

BB Dark Brotherhood

Pandorable Sovngarde

Kallies NPCs

Project Cougar mods - all

Coldsun Visions

Children of the Pariah

 

If you can't tell, start with replacing NPC and customize as it loads the later mods.  Ends with the CS Visions and the Orc mod.  This way every NPC is guaranteed a new face.  Easy NPC will allow you to select which replacer amongst all of these mods for any npc.  The mod you want to see in game mostly,  load later in MO2.  Makes it easier to select the replacer you want.  Takes time to look at 4000 npcs  through Easy NPC but its' worth it to me.  If you simply select build  in Easy NPC after clearing any compatibility issues, (will be a few), should select the latest mod in the list to show in game.

 

Creates a merge patch which I tweak somewhat in xEdit to make sure.  I find a few tweaks needed. normally.  Takes some time to build and then use the test setting to tweak.

 

AFter the merge, all NPC replacers will be disabled.  Some exceptions but testing will find them.  Example, CS BBLS replacer mod.  Need CS BBLS active for it to replace them. Normally you will disable all of the replacer mods.  Just use the Merge patch.  Doesn't need the original mods active.  Disable all of the AI patches for the replacers as well.  They are added to the merge.

I never managed to get on EasyNPC as it crashes/Freezes whenever i tried to build them, i went as far to just install 1 big "all npc" replacer and then added like 6 repalcers for specific npcs (Serana, Lidia, etc) and it still didnt work when i tried to pick the ones for those specific npcs.

how did you get thought that? you seem to have quite a lot of replacers

Posted
On 2/8/2024 at 6:46 PM, Miss Tee said:

You are correct about the master files thing.  Took me a while to figure out which ones can be disabled after the build and others that have to remain.  Most of the large packs I currently use I can disable as well as the associated AI overhaul files that go with them.  Constant lerning process.  The "post build" step (separate process) helped me figure which ones I could disable.  I do like being able to pick and choose replacers from different packs and not have to rely on load order.  Not sure why I keep doing it other than that as I am not at the esp limit but it's easy to check for conflicts when all NPCs are in one file.  

 

I do use ai overhaul main file, but use the synthesis patcher to patch all the other mods, as well as a few other things.

Posted
On 2/3/2024 at 7:50 PM, Miss Tee said:

Welcome to the neverending process of modding.  If not for Aylis, I would have only have a basic 100  mod list.  Key for me as a user is to make sure EVERYTHING IS FOR THE SKYRIM VERSION YOU HAVE.  Evidently, most of the mods out right now have updated to work with the latest Skyrim version.  That means that it is up to you to search and find the right version.  Tape the Skyrim version in front of you somewhere and if there are different version for a mod, make sure to get the right one.  I'm feeling silly today so I will share how I did this.  I struggled paying attention to the version issues (emotions) so I taped a post it note with the version on my left breast just to bug me while I was loading mods.  It worked, I didn't forget to check.  Sorry if that was TMI.  Wouldn't suggest this for the hairy genders amongst us.  Good luck...

 

EDIT:  Downgrading is common.  I think you can safely downgrade to 1.5.597 but you will face the exact same issue.  GAME VERISION Specific mods.  

They were nice enough to compose a running list here 

   to help those wondering what has been updated and what has not, if anyone missed seeing the discussion. :)

Posted
16 hours ago, Varithina said:

 

I do use ai overhaul main file, but use the synthesis patcher to patch all the other mods, as well as a few other things.

Thank you for that.  I use Synthesis but was not sure how the AI patcher was.  I was simply concerned and the EZnpc method does work.  May use Synthesis next time now that I know someone who recommends it.  Thanks again.

Posted
19 hours ago, Jessica_Degurechaff said:

I never managed to get on EasyNPC as it crashes/Freezes whenever i tried to build them, i went as far to just install 1 big "all npc" replacer and then added like 6 repalcers for specific npcs (Serana, Lidia, etc) and it still didnt work when i tried to pick the ones for those specific npcs.

how did you get thought that? you seem to have quite a lot of replacers

The setup for EZNpc was difficult for me.  I just knew at the time that I wanted it in my game.  If the program will run and you can get to the screen where you pick NPCs, seems like it is set up correctly.  If you get errors when you select "build", there is normally a few mods incompatible with the program. Example, More Nasty Critters.  I disable it in the list of mods before I ever hit build.  The program should show you a list of mods that are a problem.  Start from the bottom of the list and disable them and try again.  Normally it is the Sexlab mods that are the problem, not all of them.  Only a few.  Sexlab Pheremones and MNC I always disable from I remember.  This does not mean they are disabled in the actual game, just won't be included in the NPC merge.  Reactivate them after the build process.  Can actually exclude any mod you want from the build.  Really only  need the NPC replacers, AI overhauls, and the base game for this to work but you won't get a complete merge that way.  I've done both methods.  I just disable problem mods right now.  I went to the discord site for EZNpc and learned a lot by reading and asking questions.  If the Aylis method works for you, it is definitely easier.  For me, I wanted more control.  I can pick from 3 different Serana versions from the list I use and can add to it if I want to.  A specific Serana mod or Lydia mod, etc.  Just load it after all the other replacer mods (left side).  It is work to get right but if you can use xEdit, you can see every conflict and fix it before ever starting the game to make sure what you want is getting loaded.  Good luck.

Posted
On 2/8/2024 at 4:46 AM, Alexi-1 said:

Capital Windhelm Expansion causing flickering/disappearing models in Windhelm - Couldn't solve, removed from list.

This might help with that: Arial Capital Windhelm and Simplicity of Snow Patch (you want the snow patch, not the CTD patch)

 

On 2/8/2024 at 4:46 AM, Alexi-1 said:

RASS has a hideous glowing white outline effect on characters when it's raining. Disable the wet shader in the RASS mcm to fix this. Seriously this effect sucks really badly.

It's mentioned in the modlist, that you might want to disable most of the RASS effects ;)

Posted (edited)
7 hours ago, Miss Tee said:

Thank you for that.  I use Synthesis but was not sure how the AI patcher was.  I was simply concerned and the EZnpc method does work.  May use Synthesis next time now that I know someone who recommends it.  Thanks again.

 

I never got very far into the game since starting to use it for the ai overhaul patch part, mainly as I can not settle on which npc replacer mods to use, I keep seeing ones that I like better then the ones I currently use, which means rebuilding my conflict patch, as I also use a couple of mods that change some npc quite a bit, which takes ages.

 

The advantage of synthesis though is that you only get one esp and that can do quite a few things, mine adds babo keywords to all the armours and clothing in game, though that is a bit iffy and tends to miss or add the wrong keywords to some things, adds heels sounds to the various boots, feminises the npc level lists, disables the vanilla loading screens, I have about three mods that add new ones, makes every npc to my level or higher, rather than be set by zone, and fixes the missing encounter zones.

 

If you like the diablo type loot, there is also a synthesis patcher to do that, I have used that but I think I needed to play around with settings on it, as I was buried in low tier magic items, after just killing the bandit camp near the Helgan escape tunnel exit, and getting to Riverwood, I did at the time have a mod to increase spawns running, so instead of the normal three bandits at that camp I think there was usually between six and eight.

Edited by Varithina
Posted
8 hours ago, Rey_Vegeta said:

Do you use Rudy+NAT or PI-CHO+Azurite?

 

PI-CHO and Azurite make the interiors ridiculously bright.

 

I have used both at one time or the other, from what I remember Rudy and NAT automatically activate the enb when playing, while PI-CHO and Azurite you have to manually activate it in game, chances are that is where the difference is coming from, as with PI it is pretty bright, until you activate the enb then it gets pretty dark.

Posted
21 hours ago, Varithina said:

 

I never got very far into the game since starting to use it for the ai overhaul patch part, mainly as I can not settle on which npc replacer mods to use, I keep seeing ones that I like better then the ones I currently use, which means rebuilding my conflict patch, as I also use a couple of mods that change some npc quite a bit, which takes ages.

 

The advantage of synthesis though is that you only get one esp and that can do quite a few things, mine adds babo keywords to all the armours and clothing in game, though that is a bit iffy and tends to miss or add the wrong keywords to some things, adds heels sounds to the various boots, feminises the npc level lists, disables the vanilla loading screens, I have about three mods that add new ones, makes every npc to my level or higher, rather than be set by zone, and fixes the missing encounter zones.

 

If you like the diablo type loot, there is also a synthesis patcher to do that, I have used that but I think I needed to play around with settings on it, as I was buried in low tier magic items, after just killing the bandit camp near the Helgan escape tunnel exit, and getting to Riverwood, I did at the time have a mod to increase spawns running, so instead of the normal three bandits at that camp I think there was usually between six and eight.

Great tips and thoughts.  I used the extra spawns mod and loved it but ended up using my cheat magic to survive in some of the mod added dungeons that are OP.  Realism sort of took a small hit.  May try the synthesis AI patch.  Keep what I have and add on.  See what xEdit says.  Maybe drop a mod or 2 that way.  

 

About NPC's, I use the list I showed.  I just want to change everyone from the base game.  Right now, it is the best it has ever looked.  Spent way too much time on it but I don't have conflicts or blackface.  Modding is my sanity after work and living with 3 roomates who talk about guys all the time.  

 

I don't know what diablo means.  If it is a game, I only have Skyrim.  Never played anything else but can look for it to understand what you are referencing.  My new modeling job keeps me way to busy for playing much anymore and definitely from trying new games.  Would take that as a recommendation though.

 

I would be interested to know what sword animations you use.  Hate the vanilla sword animations.  I use all of Gunslicers and I am freezing when spamming strikes.  FNIS/Nemesis, anims - who knows.  (terrible at sword combat).  May try MCO just to get something workable.  Gunslicers are so me though. Girly, I mean.  Her latest battleaxe animations are to die for.  

 

Magic - admission time.  I have that Dragonborn Crafting Hall mod. It's old but works.  It adds master level magic spells that mirror the base game magic spells.  Use AIM to get them from the start.  I have other magic mods but don't use the spells.  Let my mods distribute them to the bad guys.  I just use spells from the DCH.  Also, DCH will let you level up with a potion.  15 instant levels, or more.  Techically, can level up to 85 or more.  I don't use that or the free enchanted items or spells.  (everything from the base game is in that one location) Unlimited alchemy and smithing ingredients also as well as every specialized armor and weapon.  I just use the magic spells I mentioned.  Also have a necklace that gives me 2000 magicka and 1000% regen.  Why not?  I can grind for 40 levels or use the necklace.  More time for spending with Remi and Serana.  (hugs from me and thank you)

Posted (edited)

OSTIM NEWS!!!  Older followers of Aylis know it used to be a part of her list.  A few days ago, I learned Ostim is really polished now and completely reworked and tested.  I use an older version but  on a limited basis.  The sounds apparently are so real.  Moans, etc. and animations are fantastic.

 

I will be loading the new version in about a week for an honest appraisal of how it works in game.  (Work schedule allowing of course) Will keep the SL mods for creatures and Naked Defeat, maybe Sexy Adventures for spicy encounters.  I have Babo Dialogue working again with the new version so probably keep that also.  Probably disable everything else to see how it goes.  

 

OSTIM is only for consensual but the animations are really WOW.  Especially for FF. (I mean that.)  I can provide the link to the Ostim discord for details.  Has the most up to date information.  Most of the animations you use from Aylis list have been ported to work as well if you want more variety but they will be rough transitions like you are used to.   The new custom ones from Call Me Moon will really impress you.  (if you like her work, consider supporting her.  She is the most amazing person you will ever meet.  She is just like Aylis, a heart of gold.).  Latest update to OSTIM was 2 weeks ago.  My friends tell me that if you are a guy, you will especially enjoy Ostim and the control it gives you as you can really select how a scene plays out.  Animations are smooth, transitions are realistic, and you really do control everything.  EVERYTHING.  Anyone interersted, I can provide links.  Most are discord sites but Nexus has most of the mods. 

 

EDIT:  I just looked and it is confusing how many things for older versions of OSTIM don't work but many do.  I will do my best to test everything that is stated as working right now.  A friend who makes mods for Ostim is going to help me select them.  Even found a non-consensual mod called Ostim NPCs.  Start scenes without input.  Tried it before and the world of activity around you is impressive (sexy).  Most Ostim activity is you approaching an NPC and selecting a "start scene key" even if the scene calls for one like Eager NPCs in SL would call for one.  SL will start it on its own though.  Will keep everyone updated.  

 

Final note:  I was told most Skyrim players play as female.  I don't have any data on that.  I can't see myself playing a male PC as I am female but apparently it is popular for men to play as female.  I mention that as I was told that once you get OSTIM setup, a guy will seriously consider playing as male again.  The realism is that good.  (no need for a defeat or creature mod too if you go that way)  Hope this was not TMI.  Tina

 

EDIT:  Before you ask, I used to use all the OStim mods when I was on Vortex with my SL mods.  I switched to M02 and Aylis list.  Then got a dream job and had to travel every week for it.  I live closer to my work now and have some time so planning on really getting my game finalized and OSTIM added again the way it was.

Edited by Miss Tee
Posted
8 hours ago, Varithina said:

 

I have used both at one time or the other, from what I remember Rudy and NAT automatically activate the enb when playing, while PI-CHO and Azurite you have to manually activate it in game, chances are that is where the difference is coming from, as with PI it is pretty bright, until you activate the enb then it gets pretty dark.

PI-CHO needs to be activated?nHow it is done? I´m feeling very dumb now.

Posted

@Miss Tee Diablo is a point and click RPG saga by Blizzard that dates bac from 1998 (first game) and last year saw the release of Diablo IV. You basically fights hordes upon hordes of enemies hoping they dropp better loot.

 

Can you post a list of OSTIM and the animation mods once you´re done testing?

 

Believe it or not most guys play Elder Scrolls or Fallout as women.

Posted (edited)
3 hours ago, Rey_Vegeta said:

@Miss Tee Diablo is a point and click RPG saga by Blizzard that dates bac from 1998 (first game) and last year saw the release of Diablo IV. You basically fights hordes upon hordes of enemies hoping they dropp better loot.

 

Can you post a list of OSTIM and the animation mods once you´re done testing?

 

Believe it or not most guys play Elder Scrolls or Fallout as women.

I will definitely post the Ostim list of mods including exact versions.  I will remind everyone that the list will be added to the Sexlab mods I use.  Not getting rid of SL.  They work together fine for me (or did) as long as you don't have 2 mods doing the same thing.  Ocum vs SLAC.  (sorry for using this as an example.  Only one that came to mind)  Oh, SL aroused, O aroused.  Thought of another one.  I'm excited to add the Ostim mods to my game again.  

 

Thank you for the Diablo information.  Came out the year I was born so no wonder I never heard of it.  Ha.

 

Regarding the guy/female PC issue, it was just surprising.  Not an issue at all.  Just never thought of it before hearing that and was just surprised as I wouldn't consider crossing genders.  TY for the info.  

Edited by Miss Tee
typo
Posted (edited)
4 hours ago, Rey_Vegeta said:

PI-CHO needs to be activated?nHow it is done? I´m feeling very dumb now.

 

I think it is shift and the down arrow key, but not too sure off hand, best would be check the PI-CHO page that should say for certain.

 

1 hour ago, Miss Tee said:

Regarding the guy/female PC issue, it was just surprising.  Not an issue at all.  Just never thought of it before hearing that and was just surprised as I wouldn't consider crossing genders.  TY for the info. 

 

I am male but always play female characters, and it goes way back to when I first started gaming, most of them were 3rd person games, and not to be insulting to anybody, I would rather watch a woman's backside for hours rather than a man's, and I just got into the habit of playing female characters without even thinking about it.

 

 

Edited by Varithina
Posted (edited)

As a follow-up from a post I made last week, I actually managed to buckle down and setup my modlist for 1.6.640. It was actually much easier than I thought it would be since most mods don't care about the version, so I only had to be careful with a few of them. Further, almost all SKSE mods still have their older versions available save for the jerk who makes the Unofficial SSE Patch who for some reason wants try and force users into only the newest version. Reddit helped there with a direct link to the archived version.

 

I pretty much followed Aylin's list of mods and configurations but did decide to cut out a lot of the city overhauls, as they tend to just be a bit much for my tastes, in favor of JK's Skyrim which just sorta touches up everything a bit. Overall, I'm very happy with how things turned out and especially pleased that I have a stable modlist that Bethesda can't destroy the next time they feel the itch to sell more mods.

 

Now I just have to resist the urge to completely overhaul everything when something new and shiny comes along. 😬

Edited by Ashra XIII
Posted (edited)

OSTIM Update:

 

Here is the list of Ostim mods that I plan to add.  There are a few more I may consider after testing but this is evidently very stable and works very well.  Also, you can look them up on Nexus to learn about them and what they do.

 

Ostim - Standalone - Most current on Nexus 


OBody


Ocum Ascended


Open animations - (just an animation pack - Not required - I was told when the list was shared that they don't plan to use but most people do. - I think it is safe to say these are some of the original animations with some improvements from the original Ostim.  Seen them.  They are fine.   Moon's are my favorite and we will see about the others.  FYI - animations in Ostim are simply different.  Start at any position such as standing, kneeling, laying, etc,.  You decide what to do next.  You can go 5 or 6 diifferent ways from that position.  Up, down, oral, etc, Backup and go another direction.  Its not a set 4-6 stage animation.  Everything is your choice, every time.  Based on when I used it last)


ORomance Plus


OLS Aroused

 

OProstitution


OTrainers

 

AA for Ostim (amorous adventures)

 

Moons Animations


Anubs Ported Animation - Highly Recommend  


Billyy's Animations ported by Drei

 

*ported means ported for Ostim.  One modder told me that you can easily have both the SL version and the Ostim versions of Billys and Anubs active at the same time.  We will see.  Part of the testing process.  

 

Reminder - links will be provided for everything.  Taking a tip from  Aylis.  No need to wonder which version etc.  

 

Summary:  All consensual, all driven by the PC.  Never used some of these so I don't know if NPCs start scenes or not on those.  

 

Enjoy a wonderful day...T

 

 

Edited by Miss Tee
Posted
On 2/14/2024 at 6:28 AM, Ashra XIII said:

As a follow-up from a post I made last week, I actually managed to buckle down and setup my modlist for 1.6.640. It was actually much easier than I thought it would be since most mods don't care about the version, so I only had to be careful with a few of them. Further, almost all SKSE mods still have their older versions available save for the jerk who makes the Unofficial SSE Patch who for some reason wants try and force users into only the newest version. Reddit helped there with a direct link to the archived version.

 

I pretty much followed Aylin's list of mods and configurations but did decide to cut out a lot of the city overhauls, as they tend to just be a bit much for my tastes, in favor of JK's Skyrim which just sorta touches up everything a bit. Overall, I'm very happy with how things turned out and especially pleased that I have a stable modlist that Bethesda can't destroy the next time they feel the itch to sell more mods.

 

Now I just have to resist the urge to completely overhaul everything when something new and shiny comes along. 😬

 Thank you for this.  I have tried to lock my game so it is impossible for Steam to update but I'm always concerned.  I'm curious how you downgraded to 1.6.640.  Just so I would know if the nightmare did happen.

 

I also removed many of the exterior/outskirts/updates to cities.  I did like them but they required patching or were too taxing on my FPS.  I use a grass cache and would rather see grass and trees extend accross the map than a city overhaul.  

 

(if you use any combat upgrades, would be curious to know.  And that's not a code word for sex mods.)  (blush).  Being silly. 

 

Thanks again.

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