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Skyrim AE for Beginners - V 3.1.0


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Posted

 

I know it's not the guide's goal and I apologize for bringing it up, but has anyone tried to create a futanari character using the current mod list? Only as the main character, not affecting all the other NPCs. I'm trying to make it work and have a few setup questions...

Posted

FWIW, in case anyone is looking for more sex mods to work with the mod list in this guide, Devious Cidhna 1.10 SE seems to work. At least the part in the mine does.

Posted
9 hours ago, Simpossible_xx said:

 

I know it's not the guide's goal and I apologize for bringing it up, but has anyone tried to create a futanari character using the current mod list? Only as the main character, not affecting all the other NPCs. I'm trying to make it work and have a few setup questions...

I mean, yes and no, I have installed the futa things from the Companions - Goblin section, as those are futa companions (without installing the companions because they're lacking in one simple way: they use the vanilla companion system, which means in our current setup, you can only bring one along, you could add EFF or NFF or whatever follower framework you want, but then some of the other companions we have don't deal with it well, not least of which cause they already have their own built-in custom follower system for each of them), but I haven't managed to add a dick during character creation, and didn't bother looking past that at, likely TNG's MCM to see if I can make it happen. It looks more like TNG's MCM is gonna propagate it to a bunch of NPCs based on race and other stuff if I understood the options correctly. I'd have to take another look, but I'm currently taking a little break from Skyrim.

 

I played the Starfield DLC that came out not long ago, it's an improvement, tbh, had they made most planets like that the PITA that is space travel (aka loading screen simulator) would have been more acceptable, after all, the main draw to BGS games, it turns out, is exploring the sandbox that is the world they gave us, then I decided to try Oblivion with LwPK stuff installed, it's um, very challenging, the 32-bits engine that is also outdated and lacks the very useful "help" command they added in Skyrim, and the lack of trainwreck for it (there are crash loggers for it, I'll just state it simply: they suck, they're essentially "Script Extender plugin console spam logging to file" loggers, not "snapshot of basically everything that was going on in the memory at the moment of the crash" like trainwreck is and then the very outdated and old mods and modding resources, that recommend using extremely old tools and also provide extremely dead links and also recommend using mod managers which put mods directly in the game's folders instead of MO2 means I have managed to get playthrough of up to a total of 20 hours of gameplay, usually more like 6, before the game just decides to stop working with a particular save. And the recommended fix is asking Wrye Bash to fix the bloated save, but Wrye Bash claims the save is not bloated, so, I don't think I'll manage an actual full 100% complete playthrough with lovers stuff. :c

 

Anyways, I'm getting far off topic now.

Posted (edited)
8 hours ago, Kusoneko said:

I mean, yes and no, I have installed the futa things from the Companions - Goblin section, as those are futa companions (without installing the companions because they're lacking in one simple way: they use the vanilla companion system, which means in our current setup, you can only bring one along, you could add EFF or NFF or whatever follower framework you want, but then some of the other companions we have don't deal with it well, not least of which cause they already have their own built-in custom follower system for each of them), but I haven't managed to add a dick during character creation, and didn't bother looking past that at, likely TNG's MCM to see if I can make it happen. It looks more like TNG's MCM is gonna propagate it to a bunch of NPCs based on race and other stuff if I understood the options correctly. I'd have to take another look, but I'm currently taking a little break from Skyrim.

 

I played the Starfield DLC that came out not long ago, it's an improvement, tbh, had they made most planets like that the PITA that is space travel (aka loading screen simulator) would have been more acceptable, after all, the main draw to BGS games, it turns out, is exploring the sandbox that is the world they gave us, then I decided to try Oblivion with LwPK stuff installed, it's um, very challenging, the 32-bits engine that is also outdated and lacks the very useful "help" command they added in Skyrim, and the lack of trainwreck for it (there are crash loggers for it, I'll just state it simply: they suck, they're essentially "Script Extender plugin console spam logging to file" loggers, not "snapshot of basically everything that was going on in the memory at the moment of the crash" like trainwreck is and then the very outdated and old mods and modding resources, that recommend using extremely old tools and also provide extremely dead links and also recommend using mod managers which put mods directly in the game's folders instead of MO2 means I have managed to get playthrough of up to a total of 20 hours of gameplay, usually more like 6, before the game just decides to stop working with a particular save. And the recommended fix is asking Wrye Bash to fix the bloated save, but Wrye Bash claims the save is not bloated, so, I don't think I'll manage an actual full 100% complete playthrough with lovers stuff. :c

 

Anyways, I'm getting far off topic now.

Well, I’ve made some progress and want to share my current issues:

 

1. I have the TRX Futanari addon NG from the guide, but I can't understand how to add it to the female body. There are no options available in RaceMenu or in the TNG MCM, and the futanari addon also doesn't provide the strapon or equippable options. The futanari addon is shown in TNG, as well as other penises (the tab with chances), and I believe you can assign them to NPCs but not to your own character.

 

2. Also I was trying to install the dw's vaginaless textures, which provide 3 options - replace for everyone, unique character and equippable. I don't want all the females to be futa and I didn't like the tedious experience of copying meshes/textures for the unique character, so I prefer the equippable option, but haven't tested it yet. The description suggests using a mod like the AddItemMenu SE, and on that mod's page I found AddItemMenu for 1.6.1170 in the comments, but I haven't tested it yet either.

 

3. The third issue that I haven't figured out yet is how to assign the futa gender for the character, so it works correctly with frameworks. In other works, I want to make a futa character that acts like a female, but with functional penis and without pregnancy and other vagina-related aspects. I'm sorry for the expression, it's the best way I can describe it. This is probably possible in the MCM settings.

 

Honestly, I would be glad to just figure out the first issue, and it would be fine to play as a futa with both genitals, pregnancy etc, Kinda like the best of both worlds. If you would like to work on this later, please let me know, I’d be glad to assist!

 

I can't say much about Starfield since I've never played it, but I'm definitely going to take a little break from Skyrim as well. In the Wasteland.

Edited by Simpossible_xx
Posted

Hi, with TNG you can bind a key for selecting TRX and other options, it work like Obody.

 

For adding item mod i'm using: Simple Mod Item Spawner -Alternative To AddItemMenu for AE VR or SE (https://www.nexusmods.com/skyrimspecialedition/mods/64653)

i had a lot less problem with this one than the other.

 

i also use ostim standalone and so far it work very well with TRX, it's easy to use (once you know the keybinds), and have access of both animations when your character have TRX on.

Posted
1 hour ago, Sanguiynaire said:

Hi, with TNG you can bind a key for selecting TRX and other options, it work like Obody.

 

For adding item mod i'm using: Simple Mod Item Spawner -Alternative To AddItemMenu for AE VR or SE (https://www.nexusmods.com/skyrimspecialedition/mods/64653)

i had a lot less problem with this one than the other.

 

i also use ostim standalone and so far it work very well with TRX, it's easy to use (once you know the keybinds), and have access of both animations when your character have TRX on.

I totally missed that binding key in MCM for some reason, now I finally can assign addons, thank you so much!!!

Posted (edited)

I have a few issues with Breezehome when I'm starting a new game as a property owner via ASLAL:

 

1. Floating weapons and misplaced fire inside the house.

2. My character equipped in clothes that I can't unequip, which doesn't happen if I start a game in other houses.

 

 

iuY9IQP.jpeg

vSnTR8Q.jpeg

gwfHmAo.jpeg

 

Edited by Simpossible_xx
Posted (edited)

@Simpossible_xx

Thats the problem when you start in a modified house. ASLAL expects a vanilla house, not a modified one.

 

Afaik is the misplaced flame caused by LUX. I have too dig deeper for that.

__________________________________________________

 

The issue with the roads is fixed now. Adding those via mods (and i tried quite a few) breaks other parts of the map. Good thing is that i found a possible solution, but then the maps will look conpletely different... Testing the alignment of the icons atm.

 

But i think this is way more immersive than the 'satellite map' we get in vanilla.

Spoiler

ScreenShot115.png.cf362a0e5db966f565afd0857a07d164.png

__________________________________________________

 

Added 'Recommended Settings' for lowered UI elements to post #2.

Spoiler

ScreenShot116.png.a83a5371e930e2f607efb6a4b18a5e88.png

 

Edited by Aylis
Posted
5 hours ago, Aylis said:

@Simpossible_xx

Thats the problem when you start in a modified house. ASLAL expects a vanilla house, not a modified one.

 

Afaik is the misplaced flame caused by LUX. I have too dig deeper for that.

There are two patches for Player Homes - Breezehome that are not in the current mod build - Embers XD and LUX,. I installed them and he basement at house become a bit brighter, but unfortunately they don't fix the issue with misplaced fire.

Posted (edited)

Collecting Links

Spoiler

HD LODs Textures

HD LODs Textures SE Mesh Fix

DynDOLOD TexGen Fixes

Aspens Ablaze                                                                                      Causes mesh issues

Origins of forest for ENB Complex Grass                                          Redundant

COTN Falkreath - Deity Tree of Kynareth                                          Even with patch incompatible with LUX

Fortified Morthal

     OA is aware of the visual glitches.

Fortified Morthal - Parallax Meshes

Fortified Morthal - fixed and extended navmeshes

Elven Ears - Lovergirl Skin

Elven Ears - Proper RaceMenu Integration

RYFTEN DOWN - Interesting NPCs Patch

Beavers and Raccoons

Beavers and Raccoons - Fluffworks Patch

Simple Nightrobes for NPCs                                                              Causes massive scriptlag and bloats the save file.

Savior's Hide Replacer

SLU - Spell Learn and Upgrade

Subgroup: ENB

     Bright ENB - Fantasy

     Azurite Weathers and Seasons

          Use version II

     PI-CHO ENB - Azurite weather

          Has to be installed manually.

     PI-CHO ENB - Blue Moon Fix

          Use this ONLY if you run into this bug.

     OR

     Balanced ENB - Mixed Fantasy and Realism

     NAT.ENB - ESP WEATHER PLUGIN

     Silent Horizons 2 - Universal Core

          Has to be installed manually.

     Silent Horizons 2 - LUX Patch

     Cabbage ENB for NAT 3 Weather

          Has to be installed manually.

     OR

     Darker ENB - Realism with a touch of Fantasy

     NAT.ENB - ESP WEATHER PLUGIN

     Rudy ENB for NAT 3

          Has to be installed manually.

Volumetric Mists                                                                                  Outdated

Azurite Mists

Clams and Oysters Clipping Fix

Clams Drop Pearls

Lightened Skyrim - Base Object Swapper edition

Universal Rim Lighting Fix

Fortified Morthal - Patch Collection

Lakeview Manor - As It Should Be                                                    Script not working properly anymore (savebloat). OA not responsive.

Lakeview Manor - As It Should Be - Fishing Compatiblity Patch

COTN Falkreath - Deity Tree of Kynareth - LUX Orbis Patch          Now redundant

DynDOLOD DLL NG

LOD Model Library for DynDOLOD

R's Windmill - DynDOLOD patch

Flat World Map Framework

     I recommend to use the LITE version.

Traditional Skyrim and Solstheim Paper Maps

 

Edited by Aylis
Posted
7 hours ago, Aylis said:

Good thing is that i found a possible solution, but then the maps will look conpletely different... Testing the alignment of the icons atm.

 

But i think this is way more immersive than the 'satellite map' we get in vanilla.

I bolted FWMF to an earlier version of this list. Its really nice. Kinda sensitive to load order changes, but never had problems with icon alignments (except when it was being sensitive and the plugin that handles the alignment correction didn't work right because of it). But I do so prefer the paper maps.

Posted (edited)

hey, i have an little issue.
For some reason in defeat (bane version) the animation with creature (draugh in my test) seems to work, but, they have bad alignement, like pushed aside/sliding away.
It seems this is a common problem.
But i did not found concrete fix.
Do you have this problem?
I use only the basics mods, except one, fully compatible tp sexlabP+ (children of lilith)
image.png.250994a43f2af48b49b22bbfae31c979.png

Edit:
i made some test with a spectral dog and the matchmaker spell the alignements are corrects, but sadly it broke the physics of my Kshairdos hairs that became stretch/stuck in the head (weird). So is it related to defeat bane? any solution?

Edited by Selky
Posted
2 hours ago, Selky said:

hey, i have an little issue.
For some reason in defeat (bane version) the animation with creature (draugh in my test) seems to work, but, they have bad alignement, like pushed aside/sliding away.
It seems this is a common problem.
But i did not found concrete fix.
Do you have this problem?

 

Alignment problems are pretty common with Sexlab - and likely similarly so with P+.  It isn't a defeat related issue.

 

The problem is different animation authors with different setups - creating animations around their individual "standard" characters.  Players however, will create characters that may be quite different from those of the animation author (biggest difference being due to race heights of the different actors).

 

In your Sexlab MCM, there are hotkeys shown to allow you to adjust positioning - get used to using them to adjust as necessary.  Once you made adjustments, those will be saved for that animation and you won't need to for that animation/race/actor combination... but will need to for other animations still.  Most animators seem to standardize on Nord characters by default, so those tend to have the best out-of-the-box alignment, but there are always things needing to be tweaked. 

 

So this isn't a setup or bug issue, just the nature of the beast with so many race/size/height variants.

 

For the stretching thing, sometimes physics will go wonky (and can at any time).  Open up the console and enter "smp reset", and should reset any physics specific issues.

Posted
10 hours ago, Fakenet said:

I think you are working with outdated information or is three weeks ago too old?

I don't have a horse in this race, but that page actually lists Osmel's tweaks to more than one mod, and the last time SexLab Aroused Creatures SE/AE was updated on that page was v04.06 on 2021/05/30, so it is very old. The newer things of 3 weaks ago are tweaks to USMP, whatever that mod is. On the page it also lists a link to the original Aroused Creatures SE, which seems to have had it's last update, v04.14 on 2024/06/21, at the following link:

I do not know however what the differences are or if the Tweaks are more useful than the last 8 updates of the main mod. Doesn't really matter to me so long as I have a functional SLAC implementation when I play, to be quite honest, so I'll leave the joy of testing both version and figuring out which is best to someone else. (Besides, creature stuff hasn't been perfectly functional on my current setup for now, with only draugrs working, perhaps when everything else works and I feel like working on that I'll try to figure out why the rest doesn't seem to work on my end.)

Posted
10 hours ago, Kusoneko said:

tweaks to USMP, whatever that mod is

Yeah, Kusoneko, I don't have a horse in this race either, as you say. USMP is one of sattyre's nice mods, Unofficial Skyrim Modder's Patch (and of course Unofficial Skyrim Modders Patch - USMP - Patch Emporium). It is kinda a USSEP, but for mods. sattyre, one of the community's "good guys", is sometimes active on both Nexus and here.

 

I don't use the mods in question (SLAC, etc), but on Oct 1, 2024, Sailing Rebel, the SLAC MA, mentions in an interesting post,

 

"...This patch [OsmelMC Mod Tweaks] it requires a much older version of SLAC - still available in the downloads, but missing newer features and improvements..."

 

So yeah, Kusoneko, sounds like you are right. One would have to choose which SLAC functionality one would like - updated SLAC or OsmelMC Mod Tweaks SLAC.

Posted
On 10/11/2024 at 6:42 PM, Aylis said:

1. In almost every thread i read where it was mentioned they recommended it.

2. You got a link for something better?

so you dont actually test every mod in your mod guide, you just copy paste old thread recommendations?

 

kinda disappointed ngl

 

no i dont have any suggestions, but i have eyes and i can see the mod you are recommending is a 3 year old patch to a mod that is being regularly updated. 

 

perhaps you can actually test whether it's needed before you blindly recommend using it to the average user 

Posted (edited)
6 hours ago, FatePoutsa said:

so you dont actually test every mod in your mod guide, you just copy paste old thread recommendations?

 

kinda disappointed ngl

 

no i dont have any suggestions, but i have eyes and i can see the mod you are recommending is a 3 year old patch to a mod that is being regularly updated. 

 

perhaps you can actually test whether it's needed before you blindly recommend using it to the average user 

 

And i am disappointed that you don't bother to read.

Quote

Here you'll find every mod i either tested or use in my personal build of the game.

Right at the top of post #2.

 

I DON'T recommend mods i havn't tested!

 

 

Almost overlooked:

You do know that the mod got a purple colorcode, right?

Quote

Purple                     Mods i've tested but won't use myself (aka no support from me).

 

Edited by Aylis
Posted

@FatePoutsa Speaking only for myself:

 

Maybe you are new, but you are jumping to some pretty extreme, inaccurate, and impressively unsupported conclusions. Aylis has been updating multiple guides for years here. They spend so much time testing, researching, and updating for the community that the rest of us worry for their health. If you used your eyes to review this thread instead of trolling over such a minor thing, you would see it, too. None of us are perfect, especially in this extremely complex hobby, but I would like to see you try to do even a fraction of what they do.

 

In fact, you should probably go download a Wabbajack modlist if you have such trouble interacting with humans. Aylis' reasonable request for a better link is how this community works. Try to be part of the solution.

 

And the patch that you are having an episode over seems to function, according to the original author I quoted above (again, I don't use it so I admit I am trying to interpret the situation). It is just a matter of trade-offs compared to the newer versions of that mod.

 

Edit:

Sorry everyone. I should know better than to feed the trolls or yell at the Internet. I am so, so thankful that this kind of thing is so rare here.

Posted (edited)

Update to 2.9.13

Fixes, updates and a second tree setup for users with a powerful system. Also three different options for ENB (with weather) so you can pick something you like. I also updated the tutorial video for DynDOLOD.

 

Thankfully there wasn't that much to change in my guide for DynDOLOD.

 

 

Mods to REMOVE

Spoiler

Flora - Trees

Aspens Ablaze                                                                                  Causes mesh issues

 

Flora - Plants

Origin of Forest for ENB Complex Grass                                          Redundant

 

World - Locations [Exterior Cities]

COTN Falkreath - Deity Tree of Kynareth

 

Armor - Light

Simple Nightrobes for NPCs

 

Weather

Volumetric Mists

No More Blinding Fog

 

Patches

Lakeview. Manor - As It Should Be

Lakeview Manor - CC Fishing Compatiblity Patch

COTN Falkreath - Deity Tree of Kynareth - LUX Orbis Patch

 

Final

DynDOLOD Terrain Output

 

Mods to ADD

Spoiler

Meshes

HD LODs Textures

HD LODs Textures SE Mesh Fix

DynDOLOD TexGen Fixes

 

Flora - Trees

Subgroup: Trees

     Improved Trees

     Traverse the Ulvenwald

     Nature of the Wild Lands

 

World - Locations [Exterior Cities]

Fortified Morthal

Fortified Morthal - Parallax Meshes

Fortified Morthal - fixed and extended navmeshes

 

PC

Elven Ears - Lovergirl Skin

Elven Ears - Proper RaceMenu Integration

 

Fauna - Animals

Beavers and Raccoons

Beavers and Raccoons - Fluffworks Patch

 

Armor - Light

Savior's Hide Replacer

 

Weather

Subgroup: ENB

     Bright ENB - Fantasy

     Azurite Weathers and Seasons

     PI-CHO ENB - Azurite weather

     PI-CHO ENB - Blue Moon Fix

     OR

     Balanced ENB - Mixed Fantasy and Realism

     NAT.ENB - ESP WEATHER PLUGIN

     Silent Horizons 2 - Universal Core

     Silent Horizons 2 - LUX Patch

     Cabbage ENB for NAT 3 Weather

     OR

     Darker ENB - Realism with a touch of Fantasy

     NAT.ENB - ESP WEATHER PLUGIN

     Rudy ENB for NAT 3

Azurite Mists

 

Bugfixes

Clams and Oysters Clipping Fix

Clams Drop Pearls

Lightened Skyrim - Base Object Swapper edition

Universal Rim Lighting Fix

 

Patches

Fortified Morthal - Patch Collection

Nature of the Wild Lands - Patch Collection

Nature of the Wild Lands - Ulvenwald Patch

 

World - LOD

DynDOLOD DLL NG

LOD Model Library for DynDOLOD

DynDOLOD Mesh Fixes

R's Windmill - DynDOLOD patch

YAR - Yuril's Additional Resources

 

Final

Flat World Map Framework

     I recommend to use the LITE version.

Traditional Skyrim and Solstheim Paper Maps

 

Edited by Aylis
  • Aylis changed the title to Skyrim AE for Beginners - V 2.9.13 (3BA / HDT-SMP / HPH) WIP

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