Simpossible_xx Posted August 23, 2024 Posted August 23, 2024 (edited) 28 minutes ago, Caxapo4ek said: Yeah, my suspicions is correct - Enhanced Solitude uses textures from leverCharff's Sovngarde https://www.nexusmods.com/skyrimspecialedition/mods/34906 I disabled sovngarde texture and voila - Solitude looks fine I don't have plants or seams there, but I have that white marble and gold tho, Â Some users on the mod page suggest to use the dark version of Sovngarde to make it look better in Solitude. Edited August 23, 2024 by Simpossible_xx
Kusoneko Posted August 23, 2024 Posted August 23, 2024 16 hours ago, Aylis said: Where's that dungeon? Â It's called Dumzbthar, it's located in northwest Solstheim. The quest in question is called "The Oblivion Engine", if that helps, which I believe is required to be triggered at some level to obtain the key to open the gate to the elevator that let's you into the dungeon. I tried to find a screenshot of it on the map on google but couldn't, somehow and I might not be able to play tonight to take one myself.
Ihiku Posted August 26, 2024 Posted August 26, 2024 (edited) DynDOLOD wants me to: Â Clean : "Update.esm, Dawnguard.esm, Hearthfire.esm" Â Any ideas how to make it stop this? Edited August 26, 2024 by Ihiku
jaeos Posted August 26, 2024 Posted August 26, 2024 5 hours ago, Ihiku said: DynDOLOD wants me to:  Clean : "Update.esm, Dawnguard.esm, Hearthfire.esm"  Any ideas how to make it stop this? try this, i admit i have not been here very much, playing new game and such. this was a file i let aylis have many moons ago. since i am currently rebuilding my entire mods folder i havent run dyndolod so i am unsure if this will fix your issue Spoiler DLC-Cleaned.zip  1
jaeos Posted August 26, 2024 Posted August 26, 2024 (edited) @Aylis you have 2 download links at fertility mode, one goes to the right file, the other goes to a youtube video. based on where you click you get one or the other. the separation is right at fertil ity Edited August 26, 2024 by jaeos
Kusoneko Posted August 26, 2024 Posted August 26, 2024 39 minutes ago, jaeos said: @Aylis you have 2 download links at fertility mode, one goes to the right file, the other goes to a youtube video. based on where you click you get one or the other. the separation is right at fertil ity Those are easter eggs, I found another one earlier and reported it and it's something Aylis did on purpose. 1
PervertInside Posted August 26, 2024 Posted August 26, 2024 (edited) 13 hours ago, Ihiku said: DynDOLOD wants me to: Â Clean : "Update.esm, Dawnguard.esm, Hearthfire.esm" Â Any ideas how to make it stop this? Â Â In case deleted large references are found and the log reports Deleted references: yes, there will be a message prompt and log message, which lists all plugins that need to be cleaned. For example: Error: Deleted references found. The following plugins need to be cleaned: Update.esm, Dawnguard.esm, HearthFires.esm. All listed plugins need to be cleaned with xEdit. Â Or you could download the zip file the person on the internet told you to download Edited August 26, 2024 by PervertInside
jaeos Posted August 26, 2024 Posted August 26, 2024 (edited)   1 hour ago, PervertInside said:  In case deleted large references are found and the log reports Deleted references: yes, there will be a message prompt and log message, which lists all plugins that need to be cleaned. For example: Error: Deleted references found. The following plugins need to be cleaned: Update.esm, Dawnguard.esm, HearthFires.esm. All listed plugins need to be cleaned with xEdit.  Or you could download the zip file the person on the internet told you to download   Considering those same files are HERE from 2019.. yeah... some of us don't wish ill will on fellow gamers. I forgot this was a completely new thread from the SE version to AE. Edited August 26, 2024 by jaeos more words
jaeos Posted August 26, 2024 Posted August 26, 2024 6 hours ago, Kusoneko said: Those are easter eggs, I found another one earlier and reported it and it's something Aylis did on purpose. ohhh.. well hell..Â
Kusoneko Posted August 27, 2024 Posted August 27, 2024 On 8/23/2024 at 1:48 AM, Aylis said: Â @Kusoneko Where's that dungeon Here, I took a screenshot earlier today of where the dungeon is. At the bottom right of the screenshot is the Temple of Miraak, and to the bottom left of the dungeon on the map you've got one of the Skaal Standing Stones that you can liberate with the Bend Will shout as part of Dragonborn's questline. Spoiler 1
Aylis Posted August 27, 2024 Author Posted August 27, 2024 (edited) 15 hours ago, jaeos said: ohhh.. well hell.. Hehe. Gotcha... 😀 __________________________________________________  Seems i got the armors right now.  For those who want to test it: Spoiler Remove Spoiler Armor Light Fur Shader Armors                                             Sadly causing too many issues for the replacers. Darn i liked the idea... Fur Shader Armors - Female Skaal Hat Fix Vanilla Outfits Redone - Fur Shader Armors Fur Shader Armors - HIMBO Bodyslide Preset  Armor Heavy Simply Realistic Armor and Weapons                               Sometimes an older mod works better. Simply Realistic Armor and Weapons - Update Simply Realistic Armor and Weapons - Legacy of the Dragonborn Patch  Add Spoiler Realistic Armor    Replacing 'Simply Realistic Armor and Weapons' Realistic Armor - Textures  'Zeroed Clothing (M and F)' and 'Zeroed Vanilla Armors' are done and uploaded. But i'll have to redo the page with the predone files as i ran into the upload limit. Rework of the page is done. Edited August 27, 2024 by Aylis 1
jaeos Posted August 27, 2024 Posted August 27, 2024 6 hours ago, Aylis said: Hehe. Gotcha... 😀 I seem to remember you did it quite often on the se thread
Aylis Posted August 27, 2024 Author Posted August 27, 2024 6 hours ago, jaeos said: I seem to remember you did it quite often on the se thread Sometimes i really did. But your input is always welcome my friend. 😉
Kusoneko Posted August 27, 2024 Posted August 27, 2024 13 hours ago, Aylis said: Seems i got the armors right now.  For those who want to test it:  Reveal hidden contents Remove  Reveal hidden contents Armor Light Fur Shader Armors                                             Sadly causing too many issues for the replacers. Darn i liked the idea... Fur Shader Armors - Female Skaal Hat Fix Vanilla Outfits Redone - Fur Shader Armors Fur Shader Armors - HIMBO Bodyslide Preset  Armor Heavy Simply Realistic Armor and Weapons                               Sometimes an older mod works better. Simply Realistic Armor and Weapons - Update Simply Realistic Armor and Weapons - Legacy of the Dragonborn Patch  Add  Reveal hidden contents Realistic Armor    Replacing 'Simply Realistic Armor and Weapons' Realistic Armor - Textures  'Zeroed Clothing (M and F)' and 'Zeroed Vanilla Armors' are done and uploaded. But i'll have to redo the page with the predone files as i ran into the upload limit. Rework of the page is done.  Yay, time to wipe my save and start over, it was getting pretty unstable anyways, not quite sure why tbqh, I'd been wanting to remove a few mods I manually added to test some of the optional goblin followers and, well, while they're nice, the fact they rely on vanilla follower stuff means I had to add NFF (with a few extra patches for it + other follower mods we have and even then, iirc it's incompatible with Lucien and I think Inigo as well, not sure about Remiel, but regardless my rule of thumb for the followers that don't use Vanilla follower logic was to not have them included in NFF, so that was whatever. I did notice NFF seemingly mention there's a possibility of having multiple spouses somehow, which was an interesting idea but I didn't look into it that deeply for now besides noting that there's a mod out there that does that.) to have more than one of them around, having sex with them is literally impossible for unknown reasons, like their "let's fuck" dialogue, for the few that have it, does *nothing*, and the SLEN sex dialogue also doesn't trigger sex, but only with them, it works fine with every other NPC, companion or not. And having NFF somehow made it impossible for me to access the Sexlab MCM, which means I couldn't even mark them as "male for Sexlab purposes" so they get to use their futa dicks or whatever. Anyways, as a result, this whole thing goes directly in the garbage. I liked the idea of goblin followers and even futa followers, but if they're not gonna be custom followers with their own custom follower system, it's utterly pointless to have them, in what world do you provide 3 unique followers that seemingly come as a group and not let you have them all following you? An insane one is what. Besides, this time around I was too hasty with marriage and was already married by the time the option to marry Remiel came around so I was pretty disappointed by then.  Also, I've been waiting for a while by now but aside from the Traveling mage's bodyslide preset, the textures + NPC SPID mods are both "temporarily unavailable while the mod author updates the mod page information" since 19 july, it's been almost 1 and a half months now and I'm getting worried we won't ever get it back and be able to have at least the NPC SPID stuff so it can propagate to NPCs. It's sorta fine while we don't have the predone bodyslides, although I made my own temporary ones for now, but it's still worrying me. :c  Also, weird phenomenon I've been having: when starting Skyrim, the enb compiling shader page claims there's a new enb version to download, but the latest one on the enbdev website is 0.502 and that's coincidentally also the one I've got installed so idk what it's going on about?
Bigglsby Posted August 27, 2024 Posted August 27, 2024 26 minutes ago, Kusoneko said: Also, weird phenomenon I've been having: when starting Skyrim, the enb compiling shader page claims there's a new enb version to download, but the latest one on the enbdev website is 0.502 and that's coincidentally also the one I've got installed so idk what it's going on about?  Yeah, the ENB author actually releases quite a few updates WITHIN versions. He doesn't seem to increment versions until there is a feature change... but fixes and adjustments will be rolled out within individual versions. So the "new version" notices are actually accurate.  I just keep a bookmark on the ENB news page to see when/what changes are rolled out.
Kusoneko Posted August 27, 2024 Posted August 27, 2024 @Aylis Alright, out of curiosity, I opened LOOT to see what it had to say, and it did spot something that's missing from the list apparently: - Ordinator - Odin There's a compatibility patch for the both of them on Ordinator's page that isn't included in the modlist, should we add it? From what I read it only makes the Odin spells benefit from the Ordinator perks, so "compatibility patch" is a bit of a strong word, cause they're technically already compatible, just not benefiting from one another. At which point you could also point out all the other spell packs also probably do not benefit from Ordinator perks.
trgdolors Posted August 28, 2024 Posted August 28, 2024 @Kusoneko I have been using the Odin - Ordinator Compatibility Patch for a long time. It is safe to use, if that is your question. Â @jaeos Great to see you back!
jaeos Posted August 28, 2024 Posted August 28, 2024 10 hours ago, trgdolors said: @jaeos Great to see you back! Ive had great fun running around in the stars defying physics by wearing spacesuits that aren't there, or helldiving, or of all things.. farming... 🫢
Aylis Posted August 28, 2024 Author Posted August 28, 2024 (edited) @Kusoneko I didn't include it for balancing reasons, All the added magic groups are relatively balanced on their own but 'Odin' can get imo overpowered. ______________________________________________  Anyone had an error with the new setup for armors? So far the mismatching parts (like with the fur armor) are gone, but i couldn't check all versions of all armors. So if something pops up tell me about it (and i'll try to fix it) before i make it an official update. Edited August 28, 2024 by Aylis
Kusoneko Posted August 28, 2024 Posted August 28, 2024 45 minutes ago, Aylis said: @Kusoneko I didn't include it for balancing reasons, All the added magic groups are relatively balanced on their own but 'Odin' can get imo overpowered. ______________________________________________  Anyone had an error with the new setup for armors? So far the mismatching parts (like with the fur armor) are gone, but i couldn't check all versions of all armors. So if something pops up tell me about it (and i'll try to fix it) before i make it an official update.  So far I don't seem to have any issues, of course we're still missing some bodyslide stuff, but in general it's about as stable as it was previously. (which is to say, disable autosaves as much as possible, they seriously scare me when there's a mandatory one cause the game freezes for like a good 10 seconds, and save manually regularly, cause it will inevitably crash, usually somewhere between 1-5 hours of playing, so... but they seem to be crashes not due to instability but just because Skyrim's overloaded or something, usually happens when I'm at between 15-25GB of RAM usage on Skyrim only.)  The only other issue I seem to have in this playthrough, but which was in the previous one too iirc, is that the LOTD storehouse is, well, to put it charitably, a fucking mess. the staircase from explorer's guild to the storehouse, on the storehouse side, is literally in the floor, but it's only a visual bug because you can just walk through that weird floor mesh/texture that's just floating there. there's also a few rooms in there that are, quite literally, empty, like they look like they should have something in them but they're empty with a few inner wall partitions? the windows in the main living room of the storehouse are shifted inwards so they're just floating there and not in the actual window holes. There's also a weird thing with the main LOTD "staff rooms" dormitory zone where unless you enter the room, it looks like the inside of the room is basically not loaded, then you get inside and it's loaded, but then if you go back outside it disappears again. I'm not quite sure what's wrong there either, but they're all *visual* bugs there, so I'm not sure how much I want to care about them. I'm fairly sure I reran basically everything below LOTD when I installed it just to see if there was a LOTD patch in the FOMOD, if it had a FOMOD at all. So, for now I'm a little confused about what's going on but I can kinda live with it I guess. Oh, also in the guild house, in the dormitory room, there's a floating wooden pole just straight up in the middle, with 0 collisions, not quite sure what it's for. I haven't actually gotten far enough with developing the explorer's guild to be able to tell if it's supposed to be there or not, but otherwise everything in the guildhouse is fine at the moment.  I guess the only other minor gripe I have is that apparently TCC disables the craftloot system, which I thought was a brilliant idea, and it's very unfortunate. Apparently it's disabled by TCC for "save stability" reasons, or something like that, which is fair, I'm guessing a script that moves the content of entire containers back and forth being run whenever you're crafting is a bit risky for save stability. Not that it would matter much, if my save gets to about Save 350-400, it's definitely no longer stable at that point.
monkinsane Posted August 28, 2024 Posted August 28, 2024 58 minutes ago, Kusoneko said:  So far I don't seem to have any issues, of course we're still missing some bodyslide stuff, but in general it's about as stable as it was previously. (which is to say, disable autosaves as much as possible, they seriously scare me when there's a mandatory one cause the game freezes for like a good 10 seconds, and save manually regularly, cause it will inevitably crash, usually somewhere between 1-5 hours of playing, so... but they seem to be crashes not due to instability but just because Skyrim's overloaded or something, usually happens when I'm at between 15-25GB of RAM usage on Skyrim only.)  The only other issue I seem to have in this playthrough, but which was in the previous one too iirc, is that the LOTD storehouse is, well, to put it charitably, a fucking mess. the staircase from explorer's guild to the storehouse, on the storehouse side, is literally in the floor, but it's only a visual bug because you can just walk through that weird floor mesh/texture that's just floating there. there's also a few rooms in there that are, quite literally, empty, like they look like they should have something in them but they're empty with a few inner wall partitions? the windows in the main living room of the storehouse are shifted inwards so they're just floating there and not in the actual window holes. There's also a weird thing with the main LOTD "staff rooms" dormitory zone where unless you enter the room, it looks like the inside of the room is basically not loaded, then you get inside and it's loaded, but then if you go back outside it disappears again. I'm not quite sure what's wrong there either, but they're all *visual* bugs there, so I'm not sure how much I want to care about them. I'm fairly sure I reran basically everything below LOTD when I installed it just to see if there was a LOTD patch in the FOMOD, if it had a FOMOD at all. So, for now I'm a little confused about what's going on but I can kinda live with it I guess. Oh, also in the guild house, in the dormitory room, there's a floating wooden pole just straight up in the middle, with 0 collisions, not quite sure what it's for. I haven't actually gotten far enough with developing the explorer's guild to be able to tell if it's supposed to be there or not, but otherwise everything in the guildhouse is fine at the moment.  I guess the only other minor gripe I have is that apparently TCC disables the craftloot system, which I thought was a brilliant idea, and it's very unfortunate. Apparently it's disabled by TCC for "save stability" reasons, or something like that, which is fair, I'm guessing a script that moves the content of entire containers back and forth being run whenever you're crafting is a bit risky for save stability. Not that it would matter much, if my save gets to about Save 350-400, it's definitely no longer stable at that point. I'd recommend disabling vanilla autosaves entirely and using Skyrim Save System Overhaul 3 (https://www.nexusmods.com/skyrimspecialedition/mods/122343) to manage saves. Replaces vanilla save system that caused me many a crash. It's clever enough to time it's saves to when scripts have finished doing their thing. Also adds rotational saves feature. Best of all - only Save Manager I've come across that works with SE's Save Profiles. (This requires some manual labor when you first start a character / use it for the first time on a character - but it's not difficult and it's a once per character deal)
mlss31 Posted August 29, 2024 Posted August 29, 2024 Hi thanks for the guide. I was hoping someone could tell me what I'm doing wrong. In game I'm not able to see tripwires or the destructible spider webs, both invisible for me. I tried hiding textures and meshes related to them but that didn't help so I was thinking maybe a lighting thing? If anyone has worked through that happening before and can help me I'd appreciate it.
Bigglsby Posted August 29, 2024 Posted August 29, 2024 10 hours ago, mlss31 said: Hi thanks for the guide. I was hoping someone could tell me what I'm doing wrong. In game I'm not able to see tripwires or the destructible spider webs, both invisible for me. I tried hiding textures and meshes related to them but that didn't help so I was thinking maybe a lighting thing? If anyone has worked through that happening before and can help me I'd appreciate it.  My first guess would be with Lux - one of the early options is to select "webs" - it's not preselected. Might try reinstalling with that option enabled.
Kusoneko Posted August 29, 2024 Posted August 29, 2024 1 hour ago, Bigglsby said:  My first guess would be with Lux - one of the early options is to select "webs" - it's not preselected. Might try reinstalling with that option enabled.  Yeah, this. It does help a bit, I'll say the destructible webs still are pretty transparent-ish, which is definitely more realistic than the vanilla thick white web, so I still frequently just walk into them and it's like there's an almost completely invisible wall and then I'm like "Ah, ok so this spiderweb is destructible." But, in general, yeah, without one of the Lux mods' Web option, it's infinitely worse.  22 hours ago, monkinsane said: I'd recommend disabling vanilla autosaves entirely and using Skyrim Save System Overhaul 3 (https://www.nexusmods.com/skyrimspecialedition/mods/122343) to manage saves. Replaces vanilla save system that caused me many a crash. It's clever enough to time it's saves to when scripts have finished doing their thing. Also adds rotational saves feature. Best of all - only Save Manager I've come across that works with SE's Save Profiles. (This requires some manual labor when you first start a character / use it for the first time on a character - but it's not difficult and it's a once per character deal)  Thanks for this. I installed it and it works fine, it's a bit of a pain having to set it up with the txt file and all, but, after fully disabling the vanilla autosaving and using only this for a whole playthrough, I did not get a single crash... For now. So, it does seem to be better. The game still freezes up when this mod does the manual or autosaving, but it seems to last way shorter. Of course, presumably, if I get in a location with issues it'll definitely crash there, but it's definitely more stable than vanilla saving, which is an improvement. Side comment though, do not turn on bypass mode to turn on the mod, at least without a txt file anyways, I originally tried that and well, let's just say it crashed in less than 15 minutes, and the crashlog mentioned SKSE file IO issues, and the skse/mod log + console window while in game was filled with "Trying to open charname.txt -- file not found" every 5 seconds. No wonder it crashed in no time. Haven't gotten to over 400 saves yet though, so I can't comment on whether it stays stable even then, but it's definitely better than Vanilla. 2
Kusoneko Posted August 30, 2024 Posted August 30, 2024 @Aylis Found another issue, if we're not using the Fishing Gear bodyslide from this thread, using only the bodyslides from the predone bodyslides thread, there's literally no .tri file for the fishing clothes (female), and it leads to crashes from skee64.dll, which is I believe part of RaceMenu, and looking at the skee.log there were lots of errors relating to fishingclothesf.tri so I figured it was probably because of it being missing. I've particularly experienced them while trying to go to Stonehill, but I believe there's probably a few other locations that suffer from that issue. I also readded the SMP Clothing bodyslides just in case, at the top of the predone bodyslides so they get overwritten, so it could also be them.
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