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Skyrim AE for Beginners - V 3.1.0


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Posted

Hi all! Since Animated Ice Floes got another update, which meshes does everyone use with it? On the second page of the Animated Ice Floes FOMOD you choose which mesh mod you use, but this guide does not have any of them. And Animated Ice Floes has changed a few times since the last version of this guide, anyway.

 

There is supposed to be an Icy Mesh Remaster 2 coming out, but it has been a long time now.

 

I believe this has come up before, but what meshes are people using now?

Posted
21 hours ago, trgdolors said:

Hi all! Since Animated Ice Floes got another update, which meshes does everyone use with it? On the second page of the Animated Ice Floes FOMOD you choose which mesh mod you use, but this guide does not have any of them. And Animated Ice Floes has changed a few times since the last version of this guide, anyway.

 

There is supposed to be an Icy Mesh Remaster 2 coming out, but it has been a long time now.

 

I believe this has come up before, but what meshes are people using now?

I use "dynamic" and select "no" on the next page. Even then I end up with a few missing meshes. I haven't tried the newest version yet as I don't want to run DynDOLOD until god makes me.

Posted
15 hours ago, wollboi said:

I use "dynamic" and select "no" on the next page. Even then I end up with a few missing meshes. I haven't tried the newest version yet as I don't want to run DynDOLOD until god makes me.

Yeah, actually same here. Dynamic, then no on the next page. But mostly because I was not sure which mesh to install. I am curious about Icy Mesh Remaster 2, if it ever materializes.

 

Thanks for the reply, wollboi! I am on the latest Animated Ice Floes, but am not running DynDOLOD yet as I am permanently re-building load order.

Posted (edited)
On 2/18/2024 at 8:10 PM, Bigglsby said:

 

Oh yeah, I remember the post-coital bump problems.  HH is a bit of a problematic mod, though conceptually appealing.  There are better alternatives for rando-events however, so I'd not loose too much sleep over pulling or disabling it.  :) But HH isn't waiting for a DHLP event.  Unfortunately, Baka doesn't use it at all in his mods... unfortunately.  It's just how Sexlab does the grab and release of actors in the case of HH - I think it enables/disables bump type collisions (based on how it stacks actors at scene start).

 

I think OSL Aroused is the one that only updates creatures on manual inspection.  Technically functional, but only in the most accepting of interpretations.  Unfortunately, if you're going to change stuff up, you're looking at a restart...  I feel that pain as I'm constantly pulling and adding mods, and always restarting... never content with my mod list to get much further than starting Whiterun area (if I even get through Blackburrow...)

I know this post is old but I was working on my setup of Aroused Creatures and read over all the information.  I finally have it working without having to check arousal on a creature in the wild.  All creatures now will "approach" my PC.  That includes any hostile creature and dragons if I set the range too far in SLA Monitor Widget.  Just a thank  you for your comments as well as Guest and Ashra.  I am using Baka's Aroused and the SLA Monitor Widget as mentioned.  The only downside is that creatures will repeat forever if you don't interfere by arming yourself when you have had enough interpersonal time.  Arousal settings were set at a lower level to make this work and wolves, dogs, and horses will repeat forever unless you interfere.  (I set wolves, giants, and bears as friendly in One with Nature).  I think all the issues were related to two things.  First, arousal on creatures not getting calculated upon meeting them which allowed their arousal to start being impacted by the PC.  SLA Mon Widget took care of that so once they are in range, it immediately calculates arousal.  It is scanning constantly for creatures (disabled forced calculation on humans) so they warn of game impact if the time between scans is too quick.  Haven't noticed any.  2nd, the required arousal was set at a level in Aroused creatures that did not allow time for the creatures to reach it before the PC walked out of scanning range.  Example:  Walk toward a Giant camp, within the 100 feet or so, arousal calculated.  Before I can walk past and get out of range, Giant begins chasing player.  I can provide settings for anyone interested.  I heavily tweaked AC to make this work and may have to disable dogs in cities as this makes them unstoppable.  Prefer the wild interactions anyway personally.  Thank you for your input on this.

Edited by TFor2
Posted
1 hour ago, TFor2 said:

I know this post is old but I was working on my setup of Aroused Creatures and read over all the information.  I finally have it working without having to check arousal on a creature in the wild.  All creatures now will "approach" my PC.  That includes any hostile creature and dragons if I set the range too far in SLA Monitor Widget.  Just a thank  you for your comments as well as Guest and Ashra.  I am using Baka's Aroused and the SLA Monitor Widget as mentioned.  The only downside is that creatures will repeat forever if you don't interfere by arming yourself when you have had enough interpersonal time.  Arousal settings were set at a lower level to make this work and wolves, dogs, and horses will repeat forever unless you interfere.  (I set wolves, giants, and bears as friendly in One with Nature).  I think all the issues were related to two things.  First, arousal on creatures not getting calculated upon meeting them which allowed their arousal to start being impacted by the PC.  SLA Mon Widget took care of that so once they are in range, it immediately calculates arousal.  It is scanning constantly for creatures (disabled forced calculation on humans) so they warn of game impact if the time between scans is too quick.  Haven't noticed any.  2nd, the required arousal was set at a level in Aroused creatures that did not allow time for the creatures to reach it before the PC walked out of scanning range.  Example:  Walk toward a Giant camp, within the 100 feet or so, arousal calculated.  Before I can walk past and get out of range, Giant begins chasing player.  I can provide settings for anyone interested.  I heavily tweaked AC to make this work and may have to disable dogs in cities as this makes them unstoppable.  Prefer the wild interactions anyway personally.  Thank you for your input on this.

 

Thanks TFor2 - I've never used SLA Mon Widget, but it sounds like it fixes (or works around) a lot of the scanning/granularity issues with arousal updates.  I'll have to look into throwing that into my list when I roll back around to Skyrim.

 

Another tool in the chest for reducing getting "locked in", is setting the cooldowns on PC/NPC.  If you like being allowed to be swarmed, setting a high NPC cooldown might be enough to keep the PC engaged, but allow everyone else a turn...so to speak. 

 

There are lots of options for tuning and configuring in Aroused Creatures.  Enough to scare, or really dial in depending on if you can find the settings you're looking for.  :)

Posted
On 5/31/2024 at 8:55 PM, wollboi said:

@lokkii It may also be a problem with the Dunmeri Outfits for Dunmer mod. Since the final enemy in that quest is a Dunmer, it gives him clothing from Morrowind instead of the Ebony Mail that you are supposed to get to complete the quest. It's been brought up on Nexus and acknowledged by the mod author but never fixed. You can fix it by killing him, spawning the Ebony Mail via the console, then dropping it and picking it up again.

Yeah, thats how I fixed it.
I'm thinking of dropping Dunmeri Outfits (or fixing it myself) because of issues like the Ebony Mail problem, or the sheer number of Cultists wandering around, or the Dark Brotherhood hiring Morag Tong assassins...

Posted
4 hours ago, misterpipes said:

Yeah, thats how I fixed it.
I'm thinking of dropping Dunmeri Outfits (or fixing it myself) because of issues like the Ebony Mail problem, or the sheer number of Cultists wandering around, or the Dark Brotherhood hiring Morag Tong assassins...

If you find something you like better, please let us know!

Posted
On 6/7/2024 at 12:14 PM, misterpipes said:

Yeah, thats how I fixed it.
I'm thinking of dropping Dunmeri Outfits (or fixing it myself) because of issues like the Ebony Mail problem, or the sheer number of Cultists wandering around, or the Dark Brotherhood hiring Morag Tong assassins...

Yeah, it's definitely weird seeing Faldor the farmer (or whatever his name is) talking about how he's "on the way to Solitude to join the Legion" while dressing like a Miraak cultist.

Posted

Has anyone here seen a problem where SLEN options from dialogue are not working (other than 'Whatever you desire")?

It may be just me or possibly a problem w/ SLP+?  It seems SLP+ has some limited functions traded for speed.

 

Related question: is anyone here testing SLP+ 2.xx / SLSB as a replacement for SLAL?

Posted

When I attempt to launch SKSE from MO2 I get an error saying "rel/relocation.h(718) failed to open file. Failed to locate an appropriate address library with the path: data/SKSE/Plugins/versionlib-1-6-1170-0.bin". I'm early on the setup process and this happens right after I install SSE Engine Fixes (skse64 plugin). I am playing Skyrim: SE and I downloaded '(Part 1) SSE Engine Fixes for 1.6.1170 and newer' and manually installed '(Part 2) Engine Fixes - skse64 Preloader and TBB Lib' but no luck. Anyone know what I should try? This is a clean re-install of Skyrim: SE.

Posted (edited)

@SneakyYobby  : First thought is to recheck your SKSE installation. Make sure they're sitting in you Skyrim Second Edition root folder.  If there was an error there you need to clean it up and re-install SKSE for 1.6.1170.

 

Edited by Temphyx
Posted
2 hours ago, Temphyx said:

@SneakyYobby  : First thought is to recheck your SKSE installation. Make sure they're sitting in you Skyrim Second Edition root folder.  If there was an error there you need to clean it up and re-install SKSE for 1.6.1170.

 

That would be 'Current Anniversary Edition build 2.2.6 (game version 1.6.1170)' wouldn't it? I have that installed in the Skyrim SE root folder. I just deleted Skyrim and reinstalled it again but no dice on it working for me.

Posted (edited)

Well the missing file that threw the error (versionlib-1-6-1170-0.bin) should have come from the second installation in the SKSE category, Address Library Plugin,  So go back and make sure all those prior files have been installed.  It's also important to keep them in order in the left pane.  You're just getting started and this is going to be a very long slog, but I think you'll find it's worth it.  Good luck.

 

You also might want to put off running the game until the end of each section.

Edited by Temphyx
Posted

Im tempted to use SynthEBD to replace RBT, any advices? is it safe?
And how about RSV?

Oh, @wollboi, now the only category that I havent installed was creature and sexlab 😅😂

Posted (edited)

Hi,
Thanks you for the amazing modlist! It had been 5 years since I last modded and played Skyrim and this greatly helps getting back in it. Thank you again for your amazing work Aylis!

I wanted to also let you know that the mod 
NPC Enhancement - The Companions
currently is not available. 

and

https://www.nexusmods.com/skyrimspecialedition/mods/77924 doesnt work now its:
https://www.nexusmods.com/skyrimspecialedition/mods/111833
 

Edited by stanhu
added another mod change
Posted

Also these

 

Ancient Dwemer Metal - Armored Circlets (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=285995&nmm=1) direct link no longer functional
Ancient Dwemer Metal - Attunement Sphere and Lexicons (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=288737&nmm=1) Direct link mod also removed
Ancient Dwemer Metal - Dwarven Oil (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=278682&nmm=1) Also removed
Ancient Dwemer Metal - Dwemer Artifacts (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=281933&nmm=1) And this one
Ancient Dwemer Metal - Dwemer Control Cube (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=294036&nmm=1) Yep, you guessed it
Ancient Dwemer Metal - Dwemer Kitchenware (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=279446&nmm=1) Also gone
Ancient Dwemer Metal - Dwemer Puzzle Cube (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=286224&nmm=1) No puzzle cube patch either
Ancient Dwemer Metal - Essence Extractor (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=277383&nmm=1) Same goes for this one
https://www.nexusmods.com/skyrimspecialedition/mods/50307?tab=files Alternate Perspective - AE Patch
New version, patch seems to be removed
 

Posted
3 hours ago, stanhu said:

Also these

 

Ancient Dwemer Metal - Armored Circlets (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=285995&nmm=1) direct link no longer functional
Ancient Dwemer Metal - Attunement Sphere and Lexicons (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=288737&nmm=1) Direct link mod also removed
Ancient Dwemer Metal - Dwarven Oil (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=278682&nmm=1) Also removed
Ancient Dwemer Metal - Dwemer Artifacts (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=281933&nmm=1) And this one
Ancient Dwemer Metal - Dwemer Control Cube (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=294036&nmm=1) Yep, you guessed it
Ancient Dwemer Metal - Dwemer Kitchenware (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=279446&nmm=1) Also gone
Ancient Dwemer Metal - Dwemer Puzzle Cube (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=286224&nmm=1) No puzzle cube patch either
Ancient Dwemer Metal - Essence Extractor (https://www.nexusmods.com/skyrimspecialedition/mods/38845?tab=files&file_id=277383&nmm=1) Same goes for this one
 

 

For the Dwemer stuff, take a look at Golden Dwemer Pipeworks Redone https://www.nexusmods.com/skyrimspecialedition/mods/67114  there are a ton of patches for it as well.

Posted

@stanhu Thanks for all that legwork! Just to let you know, Aylis is recovering from illness so the work on the list has been put on hold. I think their working here and there on their FO4 list. Just a heads-up for any discrepancies or missing links you run across, that's why.

Posted (edited)
46 minutes ago, stanhu said:

Yes, unfortunately they do not seem to include the listed patches. I can't find them with CTRL+F on the pages of your link, nor by looking them up through the search bar on nexus. 

 

Hmm, just checked and I am using, then overwrite with golden pipeworks and the various patches for them.


 

Spoiler

Armored Circlets I do not use this, I use this instead https://www.nexusmods.com/skyrimspecialedition/mods/62321 There is no golden pipeworks patch for this though.

Sphere and Lexicons https://www.nexusmods.com/skyrimspecialedition/mods/69073 Golden Pipeworks patch in optional files
Dwarven Oil https://www.nexusmods.com/skyrimspecialedition/mods/66770 Golden Pipeworks patch in optional files
Dwemer Artifacts  https://www.nexusmods.com/skyrimspecialedition/mods/67631 Golden Pipeworks Patch in optional files

Dwemer Control Cube https://www.nexusmods.com/skyrimspecialedition/mods/70257 Golden Pipeworks Patch in optional files
Dwemer Kitchenware https://www.nexusmods.com/skyrimspecialedition/mods/67026 Golden Pipeworks patch in optional files
Dwemer Puzzle Cube https://www.nexusmods.com/skyrimspecialedition/mods/68570?tab=description Golden Pipeworks patch in optional files
Essence Extractor https://www.nexusmods.com/skyrimspecialedition/mods/66578 Golden Pipeworks patch in optional files.

 

Edited by Varithina
Posted
4 hours ago, Varithina said:

 

Hmm, just checked and I am using, then overwrite with golden pipeworks and the various patches for them.


 

  Reveal hidden contents

Armored Circlets I do not use this, I use this instead https://www.nexusmods.com/skyrimspecialedition/mods/62321 There is no golden pipeworks patch for this though.

Sphere and Lexicons https://www.nexusmods.com/skyrimspecialedition/mods/69073 Golden Pipeworks patch in optional files
Dwarven Oil https://www.nexusmods.com/skyrimspecialedition/mods/66770 Golden Pipeworks patch in optional files
Dwemer Artifacts  https://www.nexusmods.com/skyrimspecialedition/mods/67631 Golden Pipeworks Patch in optional files

Dwemer Control Cube https://www.nexusmods.com/skyrimspecialedition/mods/70257 Golden Pipeworks Patch in optional files
Dwemer Kitchenware https://www.nexusmods.com/skyrimspecialedition/mods/67026 Golden Pipeworks patch in optional files
Dwemer Puzzle Cube https://www.nexusmods.com/skyrimspecialedition/mods/68570?tab=description Golden Pipeworks patch in optional files
Essence Extractor https://www.nexusmods.com/skyrimspecialedition/mods/66578 Golden Pipeworks patch in optional files.

 

It's all starting to swim a bit before my eyes XD. Is the mod you suggested a different retexture than the  Ancient Dwemer Metal which was used as base in the modlist? :S

It's been near 5 days of modinstalling for me, with 878 done now. It's becoming really hard to keep track of all the mods interconnections.

Posted
11 hours ago, wollboi said:

@stanhu Thanks for all that legwork! Just to let you know, Aylis is recovering from illness so the work on the list has been put on hold. I think their working here and there on their FO4 list. Just a heads-up for any discrepancies or missing links you run across, that's why.

Took me a while to think of what I could say, so sorry for delayed response. I wish Aylis all the best and to take all the time that's needed without worries or pressure!

 

I might check out that FO4 list you mentioned :D

Posted
1 hour ago, stanhu said:

It's been near 5 days of modinstalling for me, with 878 done now.

Good luck troubleshooting with that many mods or do you mean plug-ins? Not that it makes any difference.

Posted
47 minutes ago, Grey Cloud said:

Good luck troubleshooting with that many mods or do you mean plug-ins? Not that it makes any difference.

Thanks for your good luck wishes :) It's 683 plugins at the moment. with 892 utilities, mods and patches. Yeah it won't be easy to troubleshoot but it's following this mod guide for a reason isn't it? Anyway, I try after each category in both character creation and coc Riverwood, so far it worked each time, so /shrug. The most interesting part will be when I've finally got the last bit in, the body mods, physics configs and built bodies and whatnot. But because I am following a guide I have a good feeling about this.

And should I get totally stuck in CTDs and whatnot I can always start over :P Keeps me off the streets.

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