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Skyrim AE for Beginners - V 3.1.0


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Posted

Ok I got a problem. Grass don´t show on my game and I don´ct know why. These are my ini settings.

 

[Grass]

bAllowCreateGrass=1

bAllowLoadGrass=0

bDrawShaderGrass=1

bEnableGrassFade=0

fGrassFadeRange=6144

fGrassMaxStartFadeDistance=7000.0000

fGrassMinStartFadeDistance=0.0000

fGrassWindMagnitudeMax=125

fGrassWindMagnitudeMin=5

iGrassCellRadius=2

iMaxGrassTypesPerTexure=15

iMinGrassSize=60

 

And in Skyrimprefs

 

[Grass]

fGrassMaxStartFadeDistance=6144.0000

fGrassMinStartFadeDistance=0.0000

fGrassStartFadeDistance=6144.0000

Posted

You may want to re name this to advanced guide... 
As a beginner, I'm several hours in, headache and stuck on Required mods and updates, let alone the next 3 pages....

Posted

OSTIM UPDATE:  (Never thought I would see this.)

 

Ostim has lap dancing.  I saw the discussions but the first versions have already been released.  Currently only if you have the Ostim Mega Pack.  You can select a male sitting, female standing idle and select lap dancing.  Ostim will be getting an update soon to accomodate the new feature.  Simply add some specific icons for these animations.  I would expect several more versions.  I've not heard if the Ostim Mega Pack will be on Nexus or remain on Patreon.  I stopped checking while I was testing..  Sorry.

 

If you are wondering about this feature and having it in a sex related mod, think pose animations.  It is just part of Ostim.  Walk up to a sitting npc and trigger the lap dance.  (from the directions I was given.)

 

I haven't restarted my game yet.  Finalizing some thinigs.  I will add the Mega Pack and test this specific feature and report the results.

Posted (edited)
9 hours ago, Rey_Vegeta said:

Ok I got a problem. Grass don´t show on my game and I don´ct know why. These are my ini settings.

 

[Grass]

bAllowCreateGrass=1

bAllowLoadGrass=0

bDrawShaderGrass=1

bEnableGrassFade=0

fGrassFadeRange=6144

fGrassMaxStartFadeDistance=7000.0000

fGrassMinStartFadeDistance=0.0000

fGrassWindMagnitudeMax=125

fGrassWindMagnitudeMin=5

iGrassCellRadius=2

iMaxGrassTypesPerTexure=15

iMinGrassSize=60

 

And in Skyrimprefs

 

[Grass]

fGrassMaxStartFadeDistance=6144.0000

fGrassMinStartFadeDistance=0.0000

fGrassStartFadeDistance=6144.0000

 

5 hours ago, Blue_3258 said:

You may want to re name this to advanced guide... 
As a beginner, I'm several hours in, headache and stuck on Required mods and updates, let alone the next 3 pages....

It is perfectly OK to think that.  We all started exactly where you are at.  Deep breath time.  When you come to a confusing part, I have a suggestion.  You can of course post something but there is a 99% chance it has already been asked and answered.  Spend some time combing the forums here and on the original mod pages.  I use a keyword search and go page by page.  WHAT - SPEND ALL THE TIME LOOKING?  Well, it's not just the looking, you are learning as you read.  Read what others have faced, read what others are doing, what others have tried.  In essence you are learning how to mod.  If you can learn how to use this mod list, there is very little in modding you won't be able to understand, diagnose, and fix.  And even if you can't, you will have developed the knowledge and resources where to find out. 

 

I hope this came out ok.  I only started myself with M02 and Aylis list last (edit:  Summer).  (vortex before this) The key for me was I wanted to have control over the mods I used and Vortex wasn't able to manage the way I add and drop mods at every playthrough without bugging out on me.  (user error I'm sure)  I needed and wanted to know how to use M02.  But I had that desire to learn.  Many of us gave into temptation to load a preselected mod pack from Nexus or Wabbajack so we could just play immediately.  No sexy time things that way or at least what I wanted and it was a waste of time.   

 

One mod at a time.  Learning to understand mod pages, mod instructions,  some of which don't make sense to me.  Gamer Poets and other youtubers have great videos on some of the basics.  They can also help.

 

Woops, sorry.  Meant to type a one sentence "you can do it!" and went on a bit.  Good luck.  Before long, you will get it.     

Edited by Miss Tee
Posted
5 hours ago, Rey_Vegeta said:

Ok I got a problem. Grass don´t show on my game and I don´ct know why. These are my ini settings.

 

[Grass]

bAllowCreateGrass=1

bAllowLoadGrass=0

bDrawShaderGrass=1

bEnableGrassFade=0

fGrassFadeRange=6144

fGrassMaxStartFadeDistance=7000.0000

fGrassMinStartFadeDistance=0.0000

fGrassWindMagnitudeMax=125

fGrassWindMagnitudeMin=5

iGrassCellRadius=2

iMaxGrassTypesPerTexure=15

iMinGrassSize=60

 

And in Skyrimprefs

 

[Grass]

fGrassMaxStartFadeDistance=6144.0000

fGrassMinStartFadeDistance=0.0000

fGrassStartFadeDistance=6144.0000

Sorry, your message was tagged twice when I responded to another post.  From what I see without being at my PC, this looks ok.  I would think No grass at all is more than ini settings though.  If you are using a grass cache, not having it active in your modlist will do this.  Some forget to keep it active after running Dyndolod.  If it were me, I would disable my dyndolod and check again.  If still nothing, perhaps reload the grass mod.  Versions could be an issue sometimes.  If you are on a newer game version, others here may have a thought  as well.  

Posted (edited)
2 hours ago, Blue_3258 said:

You may want to re name this to advanced guide... 
As a beginner, I'm several hours in, headache and stuck on Required mods and updates, let alone the next 3 pages....

 

This post is everything you need for the guide, everything else is discussion and bug stomping for the most part,  all the various mods for each section are in the spoilers, so just work your way through each section.  And yes it can take forever to download and install everything, especially some of the bigger files can take quite a while to download from nexus.

 

 

Edited by Varithina
Posted

Lux author has separated the main mod from the patches, so now we'll need to install them separately. I placed them at the end of the Patches section. The good thing is that with the most current version of MO2, it reads which plugins are required by the patch plugins and places them in the load order automatically. For instance, I did not move these plugins manually, the automagically went to the right spot.

Spoiler

Untitled.thumb.png.25192c9a9e012e8d42be1083c563091a.png

 

Posted (edited)

So basically for DynDOLOD in their quest to idiot proof the program they essentially created conditional programming that doesn't allow you to run it as a typical executable? That is to say, you can't just port it over to desktop or a files folder.

 

One problem program seems to be "Compass Navigation Overhaul".

Edited by HarvestBrains
Posted (edited)

There are currently two problems that I have found thus far. I have attached the statements from the people behind both:

 

For the "SkyUI SE - Flashing Savegames Fix" mod there is an ongoing issue. From the pinned post of the uploader," This fix works for all versions of Skyrim SE and AE before v1.6.1130.


The "Creations" update (v1.6.1130 and later) introduced new changes to the menu.
If you're on these versions, use SkyUI SE - Difficulty Persistence Fix instead, which includes this Flashing Savegames Fix.

Complete Widescreen Fix can be used as well, as it has both the Flashing Savegames Fix and the Difficulty Persistence Fix integrated." (ousnius) https://www.nexusmods.com/skyrimspecialedition/mods/20406?tab=post
 
From the developer of the Improved Camera SEm" To use this mod on the latest version just alter ImprovedCameraSE.ini:
FileVersionMax=1.6.1170.0" ( ArranzCNL) https://www.nexusmods.com/skyrimspecialedition/mods/93962?tab=posts
 
Forgive me here is a fix for the Complete Widescreen causing an issue: https://forums.nexusmods.com/topic/13458736-a-fix-for-all-plugins-disabling-after-161130/
Edited by HarvestBrains
Providing a clearer picture and fixes.
Posted

@HarvestBrains The list hasn't been updated since 1.6.1170. But you're pretty much spot on with what you'll need to do.

* Always run DynDOLOD, TexGen, etc. from MO2 as an executable, not how you'd run a normal executable in Windows.

* Compass Navigation/Infinity UI won't work. There is a post on Reddit today about how to get it to work, but I don't think there's been an official release yet. Somebody will end up reverse-engineering it. Just skip it for now, it isn't essential.

* Replace Flashing Savegames with Difficulty Persistence Fix. Check the Posts section on the SkyUI Nexus page. There should be a post (hopefully stickied) by a user (wolf-something) about what to do. Just follow along with it exactly and you'll be fine. Looks more intimidating than it is. I wouldn't worry about the widescreen fix unless you follow the post and still have issues.

* It's frustrating that the Improved Camera author won't just update the fucking thing himself and relies on the user to do it. Like if it's literally just changing a number in an ini file, why not ... change the number in the ini file. It works fine, though. I hope I remember to change it the next time the game updates.

 

A couple of pages back I posted my findings, and they basically mirror yours. In case I'm forgetting something, check my previous post regarding changes that need to be made for 1.6.1170 (and 1.6.1130). I might have found something you didn't that'll help you out, but I think you hit everything.

Posted
1 hour ago, MycoTao said:

Anyone knows what happened to our modlist author ? Long time no posts 

 

She took a hiatus is my understanding, so others are trying to test things with the latest paid-mod updates from Bethesda. The modlist as it stands works perfect if you stuck to 1.6.640 but otherwise there are some mods which didn't get updated.

Posted
5 hours ago, wollboi said:

@HarvestBrains The list hasn't been updated since 1.6.1170. But you're pretty much spot on with what you'll need to do.

* Always run DynDOLOD, TexGen, etc. from MO2 as an executable, not how you'd run a normal executable in Windows.

* Compass Navigation/Infinity UI won't work. There is a post on Reddit today about how to get it to work, but I don't think there's been an official release yet. Somebody will end up reverse-engineering it. Just skip it for now, it isn't essential.

* Replace Flashing Savegames with Difficulty Persistence Fix. Check the Posts section on the SkyUI Nexus page. There should be a post (hopefully stickied) by a user (wolf-something) about what to do. Just follow along with it exactly and you'll be fine. Looks more intimidating than it is. I wouldn't worry about the widescreen fix unless you follow the post and still have issues.

* It's frustrating that the Improved Camera author won't just update the fucking thing himself and relies on the user to do it. Like if it's literally just changing a number in an ini file, why not ... change the number in the ini file. It works fine, though. I hope I remember to change it the next time the game updates.

 

A couple of pages back I posted my findings, and they basically mirror yours. In case I'm forgetting something, check my previous post regarding changes that need to be made for 1.6.1170 (and 1.6.1130). I might have found something you didn't that'll help you out, but I think you hit everything.

Thank you for the response. DynDOLOD is one of those programs I assume is designed to just stop people from asking the question ceaselessly about why their computer is treating the program like it is some sort of malware. Makes me empathize with the developers of it all the more.

 

Compass Navigation is one of those of mods that I believe that I will need to avoid entirely as you advised as of now. If I can't readily find a fix for a mod after going through the comments on Nexus and doing some searching else it. Unless if it is a essential file like FNIS, XP32, OAR, or so on it seems best to me to sideline those mods for earlier releases for the time being especially since if they are not a requirement for the other mods.

 

Replace Flashing Save Games was fixed by me applying the fix given via installing Complete Widescreen and addressing the file edits recommended for EngineFixes.toml in the link I provided. Before that, the game would crash by just hitting escape.

 

If you would pardon my parlance, I find it strangely funny that the author doesn't just update for the fix given it is all of one minute of work. They keep getting asked about and they are clearly still active since they are still answering. It just seems like a loop which can be resolved with minimal effort.

 

My current situation is that I am pretty much following the guideline and brute force testing the mods order to see if there are rapid pace CTDs. I am only really changing the armor and weapon list to my preferences. I need some human sized swords for the sheer thrill of pretending they are plausible.

On a different note, Aylis 100% deserves a good deal of praise for putting this list together.

Posted (edited)

Why for Moonlight Tales is it advised that," Set the 'Appearance' options of werewolves and werebears to 'Disabled'." Is that due to balancing issues, immersion concerns, or mod conflicts?

Edited by HarvestBrains
Posted
1 hour ago, HarvestBrains said:

Why for Moonlight Tales is it advised that," Set the 'Appearance' options of werewolves and werebears to 'Disabled'." Is that due to balancing issues, immersion concerns, or mod conflicts?

 

I can't say definitively as I don't use that mod, but I'd guess it is for compatibility.  Werewolves are notoriously problem prone when it comes to Sexlab and similar, and so you have to be careful with what you use with any werewolf mods.  The mod in question may alter the skeleton (big red flag), or have incompatible meshes.  I'm guessing werebears is in the same camp, as it's likely a reskin/mesh of werewolves for how that mod deals with it.

Posted

@Ashra XIII Just to clarify for new people, I don't think anyone (definitely not myself) is testing the list with the actual new paid mods themselves. We're just testing it with the newest version, released after Bethesda introduced the paid mods. I have no idea if the list works with East Empire Expansion or whatever the hell any of the others are called. I'm too afraid that the new dungeons will break some of the terrain mods. Well, that, and absolutely none of them are interesting, to me anyway. I've seen that JK at least is updating his patches to work with them, so I'm willing to bet that something on the list would be broken.

 

@HarvestBrains 

* It's VERY weird how the display crashes all seemed so varied between different players. My crashes were whenever I'd interact with any container. Controller and keyboard users also had different issues. That to me was the most frustrating thing trying to get 1.6.1130 to work.

* Re: Improved Camera. Yes, it is strange. It is extremely, extremely strange.

* @Bigglsby's guess is pretty accurate. The MLT meshes will interfere with later, adult-oriented werewolf meshes on the list. That's the case whether you're just using MNC or if you add in TWO. Turning it off in the MLT MCM fixes it. My first ever Skyrim modding frustration was figuring this out, back before TWO and the MLT MCM add-on made things a lot easier. Couldn't get why the mesh I wanted two work never would. MLT ended up being the issue. I ended up tossing it anyway, but god damnit that was annoying.

Posted
22 hours ago, wollboi said:

I don't think anyone (definitely not myself) is testing the list with the actual new paid mods themselves.

I've tested a couple of them. East Empire and the arquebus one. The arquebus one has a camp which will need a grass patch, since its overgrown with grass. But the entrance to the main part of the quest seems fine. (The quest itself is not for the levels it is placed in, and also just drags on a bit to much. Ok, Alot to much, needed to be about half the length).
East Empire I've only got a little way into it. But the first EE outpost is between two buildings outside Whiterun, and blocks a path. But it does appear to be mostly quest related, rather than dungeon based, so it look like it'll only add 5 to 10 things around the world.

Posted
2 hours ago, misterpipes said:

I've tested a couple of them. East Empire and the arquebus one. The arquebus one has a camp which will need a grass patch, since its overgrown with grass. But the entrance to the main part of the quest seems fine. (The quest itself is not for the levels it is placed in, and also just drags on a bit to much. Ok, Alot to much, needed to be about half the length).
East Empire I've only got a little way into it. But the first EE outpost is between two buildings outside Whiterun, and blocks a path. But it does appear to be mostly quest related, rather than dungeon based, so it look like it'll only add 5 to 10 things around the world.

That explains why JK's Whiterun Outskirts had a patch for EE. Thanks for the info!

Posted

So I just completed the Foundation list and I have a few questions.

 

1. Is Parallax actually a hard requirement? As I understand it it makes things look 3d or something, I saw it was an option for some mods, and a requirement for a snow one, but I didn't see it anywhere else by itself on the load order.

 

2. The compass navigation overhaul crashes the game, any idea whats wrong?

 

3. I keep hearing that Bethesda fucked with the game again (Which is funny, because thats why I didn't start modding SE when Anniversary came out, so fun timing on my end I guess.) What was it they did this time, since I"m lost on all the discourse over things.

Posted
46 minutes ago, Hunter136 said:

So I just completed the Foundation list and I have a few questions.

 

1. Is Parallax actually a hard requirement? As I understand it it makes things look 3d or something, I saw it was an option for some mods, and a requirement for a snow one, but I didn't see it anywhere else by itself on the load order.

 

 

Parallax isn't a hard requirement, but the benefits of parallax textures and meshes are only seen if you've enabled parallax in your ENB and such.  With parallax turned off in your ENB setup, there isn't any distortion, and you won't get any failures or errors.  It'll just be visually flat as pre-parallax.  The ENB settings are on generally in the default setups, or you can turn them off (manually editing, can't do it in-game).  Well-made parallax meshes and textures are beautiful and appear actually textured 3D.  Poorly done can be...very disappointing.

Posted

It would be nice if on the Nexus people were allowed to pin fixes asides from the uploaders if there is a real problem in the event that the modder is inactive or refuses to pin key points. https://forums.nexusmods.com/topic/13458736-a-fix-for-all-plugins-disabling-after-161130/

 

That change should be applied to help with SSE Engine Fixes from what I have seen. Otherwise SKSE rebels and disables all the plugins. Yay, for doing a double check on a fresh mod wave installation. Does that sound correct to everyone else? I would advise that people don't take my opinion as all that informed. I am merely providing an explainer based upon my experience alone.

Posted

Hi, everyone!

Help me, please

My male PC using female idle animation.

 

Spoiler

20240308115121_1.jpg.59081c779de760be4bc77e10fc7ffd4e.jpg

 

I do not understand.

i Installed every animation mod from the list, same loadorder

run FNIS (Nemesis off) with tick "gender specific animation",

create fnis output,

off Fnis,

run Nemesis and create nemesis output which overrited fnis output.

I'm trying playing without fnis output - idle animation do not change

Posted
4 hours ago, Caxapo4ek said:

Hi, everyone!

Help me, please

My male PC using female idle animation.

 

  Reveal hidden contents

20240308115121_1.jpg.59081c779de760be4bc77e10fc7ffd4e.jpg

 

I do not understand.

i Installed every animation mod from the list, same loadorder

run FNIS (Nemesis off) with tick "gender specific animation",

create fnis output,

off Fnis,

run Nemesis and create nemesis output which overrited fnis output.

I'm trying playing without fnis output - idle animation do not change

 

One of the character animation packs, Body Language, has several animations set up to apply to both male and female.  On the Nexus mod page it suggests how to remove the more feminine animations from male characters.  For myself, I just opted to remove, as I recall getting several "A" poses when I had that mod installed.

 

So no error on your end, it's just how that mod is set up.

Posted
12 hours ago, Bigglsby said:

 

One of the character animation packs, Body Language, has several animations set up to apply to both male and female.  On the Nexus mod page it suggests how to remove the more feminine animations from male characters.  For myself, I just opted to remove, as I recall getting several "A" poses when I had that mod installed.

 

So no error on your end, it's just how that mod is set up.

Oh, thank you, thank you respectfully!
I'm trying solve this problem 3 or 4 days

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