Simpossible_xx Posted October 13, 2024 Posted October 13, 2024 52 minutes ago, Aylis said: @Simpossible_xx Try Elianora's Breezehome Overhaul (EBO) instead of the one in the guide.  Elianora finally made a rework of the old mod i always used before. But read the description, otherwise you might run into issues again. It will take a while before i can test it myself. 😊 Thank you! I’ve checked that out and that interior is quite interesting. However, I’m still facing issues with misplaced fire, which I think might be related to some of my lighting mods, particularly Embers XD.  Anyway, I've decided to take a break for Skyrim and focusing on Fallout 4, which I know much better. Your Fallout guide is fantastic for getting started and includes all the necessary links. I'm using it as a foundation with some updates for my build, and I'll share my notes there soon. Also, I'm still using the pre-update 163 version, because honestly, I see no point in modding the next-gen version. 🙂
Fakenet Posted October 13, 2024 Posted October 13, 2024 13 hours ago, FatePoutsa said: try using your brain    Back under your bridge, troll. You are obviously only trying to stir up shit.
Fakenet Posted October 13, 2024 Posted October 13, 2024 (edited) What is DynDOLOD Mesh Fixes supposed to do? Â I get an empty mod since we (or at least I) use none of the mods it fixes. Did I miss those? Edited October 13, 2024 by Fakenet 1
Aylis Posted October 13, 2024 Author Posted October 13, 2024 5 hours ago, Fakenet said: What is DynDOLOD Mesh Fixes supposed to do? Ooops, i added the wrong link. Fixed  Here you go. 1
Aylis Posted October 13, 2024 Author Posted October 13, 2024 Hotfix No wonder i had problems reproducing the issue with the Draugr. I don't use MNC and updated the Draugr later on...  Adding 'SexLab More Nasty Critters - Draugrs Patch' and, just to make sure, 'SexLab More Nasty Critters - Skeleton Patch' to the guide.
Kusoneko Posted October 14, 2024 Posted October 14, 2024 On 10/12/2024 at 8:08 PM, Aylis said: 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. Â Thankfully there wasn't that much to change in my guide for DynDOLOD. Bad news: Spoiler So, I can't run TexGen cause NotWL's oak_big01_winter_00203329 somehow causes errors. The instructions DynDOLOD gives with that error are... very useless. "Make sure you're running the latest graphics drivers." Couldn't be of a more up to date version, so I'm not sure what they're on about: Spoiler I've ran all the patches I could reinstall that had FOMODs while replacing the trees for the Improved Trees subcategory, so that's presumably not the issue. On the other hand, OpenGL is a DirectX/Vulkan alternative, so a graphics library, which is presumably what DynDOLOD uses, for some reason, so not quite sure how to get out of this issue.
Aylis Posted October 14, 2024 Author Posted October 14, 2024 (edited) @Kusoneko Thats a new one for me. I've used AMD before and this didn't show up  The only thing i can think of atm is moving 'HD LOD SSE.esp' high up on the right side (Priority ~200). And then lock it there.   OK, just checked. It should be small enough to upload the package. This will take a while... TexGen.7z But i don't know if this will help.  Edited October 14, 2024 by Aylis
Kusoneko Posted October 14, 2024 Posted October 14, 2024 12 hours ago, Aylis said: @Kusoneko Thats a new one for me. I've used AMD before and this didn't show up  The only thing i can think of atm is moving 'HD LOD SSE.esp' high up on the right side (Priority ~200). And then lock it there.   OK, just checked. It should be small enough to upload the package. This will take a while... TexGen.7z 139.14 MB · 1 download But i don't know if this will help.  Yeah, it doesn't seem to help, I tried running DynDOLOD after and that one complains about missing textures and such and to run TexGen again, and later on fail at C.O.I.N.esp cause apparently it's "not the right version for LOTD-COIN.esp" now, I'm thinking I probably need to go look at patches again, including that one, just in case I missed something.
Kusoneko Posted October 14, 2024 Posted October 14, 2024 12 minutes ago, Kusoneko said: Yeah, it doesn't seem to help, I tried running DynDOLOD after and that one complains about missing textures and such and to run TexGen again, and later on fail at C.O.I.N.esp cause apparently it's "not the right version for LOTD-COIN.esp" now, I'm thinking I probably need to go look at patches again, including that one, just in case I missed something. So, after looking into it more, LOTD-COIN.esp from "Legacy of the Dragonborn and C.O.I.N. Patch" in Gameplay - General is not needed if you run a bashed patch, as it basically does the same thing. On the other hand for ASLAL, we apparently need the Alternate Locations patch from 3DNPC?
Kusoneko Posted October 14, 2024 Posted October 14, 2024 25 minutes ago, Kusoneko said: So, after looking into it more, LOTD-COIN.esp from "Legacy of the Dragonborn and C.O.I.N. Patch" in Gameplay - General is not needed if you run a bashed patch, as it basically does the same thing. On the other hand for ASLAL, we apparently need the Alternate Locations patch from 3DNPC? And don't update Val Serano to version 2, everything else breaks if you do, also, the CC patch that comes with it will force you to install zombies and forgotten seasons.
Kusoneko Posted October 15, 2024 Posted October 15, 2024 Ok, I managed to get through TexGen somehow, so to reiterate in a more concise way: - Legacy of the Dragonborn and C.O.I.N. Patch is not necessary if you run a bashed patch, which you should, so remove that entire mod - 3DNPC is lacking a patch for ASLAL, which is one of it's optional files called "Alternate Locations", it doesn't matter for TexGen though, but I noticed that while looking through LOOT to see if it could spot any blatant issues, which that was the only one, aside from complaints about many many BashTags. - Val Serano was recently updated to version 2.0, updating causes all submods to break, of particular note, despite OA's claim in Faye's Val Serano that they're compatible, TexGen will actually refuse the val independent1.esp with Val Serano version 2, so make sure to install the old version 1.x of Val Serano for now. Maybe at a latter date it will be better supported.  Now I'm gonna be posting about my DynDOLOD adventures: - Tiny but Useful - Yet Another Patch Hub's Nature of the Wild Lands - COTN Falkreath patch is for the "wrong version of NotWL" error in DynDOLOD, so remove/hide this - Cities of the North - Falkreath Patch Collection's Nature of the Wild Lands patch is for the "wrong version of NotWL" error in DynDOLOD, so remove/hide this  And that's about it. 1
Fakenet Posted October 15, 2024 Posted October 15, 2024 (edited) Just to preface this, I am not trying to blame you. Â I have almost finished my setup, just waiting for you to fix what you need to fix. I noticed I am 271 ESPs, 16 over the plugin limit. How many plugins come with your list? Â I think I have to figure out how to merge ESPs without breaking the game. I'll also look into ESlifying a bit more. Edited October 15, 2024 by Fakenet
Aylis Posted October 15, 2024 Author Posted October 15, 2024 (edited) 10 hours ago, Kusoneko said: Ok, I managed to get through TexGen somehow, so to reiterate in a more concise way: - Legacy of the Dragonborn and C.O.I.N. Patch is not necessary if you run a bashed patch, which you should, so remove that entire mod - 3DNPC is lacking a patch for ASLAL, which is one of it's optional files called "Alternate Locations", it doesn't matter for TexGen though, but I noticed that while looking through LOOT to see if it could spot any blatant issues, which that was the only one, aside from complaints about many many BashTags. - Val Serano was recently updated to version 2.0, updating causes all submods to break, of particular note, despite OA's claim in Faye's Val Serano that they're compatible, TexGen will actually refuse the val independent1.esp with Val Serano version 2, so make sure to install the old version 1.x of Val Serano for now. Maybe at a latter date it will be better supported. Â Now I'm gonna be posting about my DynDOLOD adventures: - Tiny but Useful - Yet Another Patch Hub's Nature of the Wild Lands - COTN Falkreath patch is for the "wrong version of NotWL" error in DynDOLOD, so remove/hide this - Cities of the North - Falkreath Patch Collection's Nature of the Wild Lands patch is for the "wrong version of NotWL" error in DynDOLOD, so remove/hide this. Will take a look. Â Serano and CotN Falkreath Patch are already updated. Â Â 1 hour ago, Fakenet said: I have almost finished my setup, just waiting for you to fix what you need to fix. I noticed I am 271 ESPs, 16 over the plugin limit. How many plugins come with your list? Â I think I have to figure out how to merge ESPs without breaking the game. Momentary status: Also check post #6. __________________________________________________ Â Small Tip: I recommend to lock those mods at the bottom of your LO: It is a bit annoying when MO2 tries to sort them and just puts them somewhere in the LO. Edited October 15, 2024 by Aylis
Fakenet Posted October 15, 2024 Posted October 15, 2024 I have not made it to those patches, I figured it pointless when I have to redo them before I start playing anyway. Â I did not think I had that many of my own full plugins. Â I have already run the ESLification with SSEEdit and now your method does not give me any new options either. I still believe I can make it work.
misterpipes Posted October 15, 2024 Posted October 15, 2024 9 hours ago, Aylis said: I recommend to lock those mods at the bottom of your LO: Huh, I went with this order: But only because they are really insistant on FWMF being last. Neither Lux patch or MCM for FWMF have FWMF as a master, so there;s no delinquent masters (Ignore unchecked dyndolod, haven't rerun it yet). Â 8 hours ago, Fakenet said: I have already run the ESLification with SSEEdit and now your method does not give me any new options either. Do you have lots of extra armours/clothes (not including the ones in Aylis' mod list)? And if so, are they taking up ESP slots? They are usually the first thing I look for when trying to save slots. All to often, the only reason they can't be ESLified is because of the FormID numbers, not the number of FormIDs. If the mods in question aren't used by other mods, and the only reason they can't be ESLifed, then you can usally open them in SSEdit and right-click the ESP and select "Compact FormIDs for ESL". SSEdit can also update FormIDs in dependant and master mods automatically (my milage has varied there, so make sure to back those mods up, you might need to reinstall them). Doing this is pretty much a 'start new game' situation, so keep that in mind as well. Â
Selky Posted October 15, 2024 Posted October 15, 2024 (edited) hello i managed to make p++ to work. But there's an issue with the number of animations. I try agressive or consensual animations between human, and i do have like 5-6 animations for each. In the SLAL i can see a lot of author and animations. i use theses: what i did wrong? do i need to register anything in the sexlab mcm to make animations available to use? Edit: i added this screenshot to show the amount of animation. But i noticed something. in the tag filter or soimething like that i was on "strict", i turned it to standard to see any differencies Edited October 15, 2024 by Selky
Kusoneko Posted October 15, 2024 Posted October 15, 2024 2 hours ago, misterpipes said: Huh, I went with this order: But only because they are really insistant on FWMF being last. Neither Lux patch or MCM for FWMF have FWMF as a master, so there;s no delinquent masters (Ignore unchecked dyndolod, haven't rerun it yet). I don't think the exact order matter much for those 3 so long as they're the last 3, I went with FWMF -> MCM -> Lux, personally. Â 2 hours ago, Selky said: hello i managed to make p++ to work. But there's an issue with the number of animations. I try agressive or consensual animations between human, and i do have like 5-6 animations for each. In the SLAL i can see a lot of author and animations. i use theses: what i did wrong? do i need to register anything in the sexlab mcm to make animations available to use? Edit: i added this screenshot to show the amount of animation. But i noticed something. in the tag filter or soimething like that i was on "strict", i turned it to standard to see any differencies I am not sure how to fix that either, could be that the strict tag filter did not help the issue though, as it would likely refuse some animations because actors that theoretically could fulfill a role were rejected based on the actor not strictly filling all the tags. I'm fairly certain I only ever see about 10 or so SLAL anims per actor type/gender *at most*, regardless of tags. Could also be an issue inherent to the engine, as iirc there's a limit to the amount of animations an actor can have assigned, I believe I read that somewhere, and I'd bet SLAL anims are also counted among them.
Fakenet Posted October 16, 2024 Posted October 16, 2024 (edited) 19 hours ago, misterpipes said: Do you have lots of extra armours/clothes (not including the ones in Aylis' mod list)? And if so, are they taking up ESP slots? They are usually the first thing I look for when trying to save slots. All to often, the only reason they can't be ESLified is because of the FormID numbers, not the number of FormIDs. If the mods in question aren't used by other mods, and the only reason they can't be ESLifed, then you can usally open them in SSEdit and right-click the ESP and select "Compact FormIDs for ESL". SSEdit can also update FormIDs in dependant and master mods automatically (my milage has varied there, so make sure to back those mods up, you might need to reinstall them). Doing this is pretty much a 'start new game' situation, so keep that in mind as well. Â Three of those have not been ESLified. I of course haven't started a game yet, my setup literally does not work. Â There are also a few mods in this modlist that I just used despited likely not intending to use them like the werewolf mods, that's also a good starting point. Â PS: I managed to wrangle it down to 254, probably will have to kick a few more mods after the patches. If anyone runs into the same problem there are certainly a few mods in the list which you personally don't really need. For example there is a mod to change the Survival perk for Argonians but I don't play Argonians and I don't play vanilla Survival mode. Edited October 16, 2024 by Fakenet
misterpipes Posted October 16, 2024 Posted October 16, 2024 @Aylis possible load order issue with your list, only for optional mods, so nothing to important. In User Interface, Menu Maid 2 should be after MCM Recorder. Menu Maid 2 and MCM Recorder have a number of script conflicts, and Menu Miad 2 has a built-in patch for MCM Recorder. And loading MCM Recorder after Menu Maid 2 cause some of Menu Maid 2 functionality break (the reorder MCM list for example).
misterpipes Posted October 16, 2024 Posted October 16, 2024 3 hours ago, Fakenet said: I of course haven't started a game yet, my setup literally does not work. Yeah, I realised that just after posting my message. You can use the same 'Compact FormID for ESL' on mods that aren't armour mods, but you'd need to do more testing on each mod afterwards. If a mod is a master for another mod, then you'd need to update the FormIDs in both to match, and if a mod has scripts, it might have hard coded FormIDs in the scripts (SSEedit won't be able to detect that) so the plugins to look for are the ones that are not requirements for other mods and not script heavy. Thats if you want to do it manually. Alternatively GamerPoets has a zMerge tutorial here (ignore the archived thing, he hasn't made a replacement yet). His zEdit video is here. This doesn't compact plugins, but merges them. I'd avoid merging anything in the main mod list, just do mods you've added above and beyond Aylis' list.
Aylis Posted October 16, 2024 Author Posted October 16, 2024 Well, the next update will focus on patches. I found quite a few (most are done testing).  Next thing is the problem with the mage armors. 'Mage Clothing Expansion' looks nice and i could propably remove two armor sets that are imho a bit off. The only drawback atm is the missing HIMBO bodyslide preset.  I'm also looking into the 'Community Shaders'. This could replace ENB and improve the FPS we get in the game. But it got so many small addons i have to take some time with it.  First testruns without ENB and/or Reshade: Spoiler  The Draugr work absolutely fine now when they die (using TCL here): Spoiler No deformation or stretched limbs anymore.
Selky Posted October 16, 2024 Posted October 16, 2024 1 hour ago, Aylis said: Well, the next update will focus on patches. I found quite a few (most are done testing).  Next thing is the problem with the mage armors. 'Mage Clothing Expansion' looks nice and i could propably remove two armor sets that are imho a bit off. The only drawback atm is the missing HIMBO bodyslide preset.  I'm also looking into the 'Community Shaders'. This could replace ENB and improve the FPS we get in the game. But it got so many small addons i have to take some time with it.  First testruns without ENB and/or Reshade:  Reveal hidden contents  The Draugr work absolutely fine now when they die (using TCL here):  Hide contents No deformation or stretched limbs anymore. oh, what you did for the draugh to avoid deformation on death?
Aylis Posted October 16, 2024 Author Posted October 16, 2024 33 minutes ago, Selky said: oh, what you did for the draugh to avoid deformation on death? Its in the last hotfix on this page.
Kusoneko Posted October 16, 2024 Posted October 16, 2024 46 minutes ago, Selky said: oh, what you did for the draugh to avoid deformation on death? Specifically the MNC patch for the specific draugr/skeleton visual upgrade mod we use (i group them up like this because MNC treats both as draugr, and in fact I think the game itself treats them both as draugr outside the the model used -- sameish animations in combat, just no shouting for skeletons and a more bony sound for skeletons -- and it sort of makes sense because draugr's are skyrim's zombies, putting aside the zombie CC, so theoretically a draugr unaffected by the kind of weird skyrim magic that keeps them half-decomposed should eventually decompose fully into a skeleton -- note that the dragon cult was toppled in the first era, and that the first and second era lasted each several millennia, the 3rd era is a bit of a uniquely weird one since it ended a mere 433 years after it began, so the draugr should have decomposed fully into skeletons long ago, which is why I'm thinking it's due to some weird old dragon priest magic that they aren't) 1
Selky Posted October 16, 2024 Posted October 16, 2024 (edited) this page? Can you send a link please? Cause i see only people asking for help. Do you mean on the first page? i dont see any update Edit: Ok thanks to kusoneko speaking about the mnc patch make me found the boths patchs. Well i hope it work fine! Good day i go to bed for now Edited October 16, 2024 by Selky
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