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Skyrim AE for Beginners - V 3.1.0


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Posted

@Aylis @Helghi Just confirming what Helghi brought up last week about the conflict between the Droppable Notes and S&SE mods is 100% correct. Droppable reverts all the changes S&SE makes regarding the note that Ri'saad gives you. The game tries to send you on the default Balance of Power quest, but S&SE has removed the enemies from the areas the vanilla CC uses and will not let you continue the rest of the S&S quests.

 

Good news is removing Droppable and cleaning the save enables S&SE so no restart is required. As I was the one that recommended Droppable Notes in the first place, I'm issuing myself a big " **** you" for the past two hours I've spent trying to figure out what's going on. :(

Posted
48 minutes ago, Aylis said:

@wollboi @Helghi

Where the heck is that mod? I can't find it.

 

Hi @Aylis. Do you ask about the patch I talked about? It doesn't exist anywhere because I did it myself with xEdit. I won't upload it because I didn't test it thoroughly (didn't begin Extended cut questline yet). Anyway, I think @wollboi has the right of it: better to forget the mod because it could conflict with other quest modifications later on.

However, for anyone interested, Droppable Notes is the second mod in the CCC Patches.

 

 

Posted
1 hour ago, Helghi said:

Droppable Notes is the second mod in the CCC Patches.

Thanks. That was what i needed. Flagged for removal.

Posted

Hi! Sorry if this is an obvious question I get confused easily, but when installing mods often theirs a whole pop up page to make sure your get the right patches and stuff. Should I reinstall those mods after finishing installing the list to make sure everything is working right or do I not come back to that kind of thing.

 

Basically I can't tell if a section needs to be revisited if installing chunk by chunk. 

Posted
6 hours ago, beebuttbuzzin said:

Hi! Sorry if this is an obvious question I get confused easily, but when installing mods often theirs a whole pop up page to make sure your get the right patches and stuff. Should I reinstall those mods after finishing installing the list to make sure everything is working right or do I not come back to that kind of thing.

 

Basically I can't tell if a section needs to be revisited if installing chunk by chunk. 

You shouldn't have to if you're starting at the bottom and working your way down. However, when you update your mods and go through the FOMOD (the menu) you might see (or it might automatically choose for you) patches that the guide won't hit. If you do, MO2 should place those new patches where they need to go (below their prerequisite mod). You should still manually check the plugin placement.

Posted

Hotfix

Found an issue with Harkon. Looks like he doesn't like the normal HPH NPC overhaul.

 

I'll also remove the flagged mods.

 

Mods to REMOVE

Spoiler

World - Locations [Exterior Cities]

JK's Riverwood                                                                           Too overgrown even with grass fixes

 

World - Locations [Exterior Skyrim]

Unique Border Gates Fixes - Daysprind Pass                             Missed that one...

 

World - Housing

Phantom Rock                                                                            Outside very nice - interiors not so.

 

Fauna - Creatures

Mermaids                                                                                   Very nice under water - a nightmare on land

 

Gameplay - Vampires

Valerica Re-Imagined                                                                 Included in the mod for Harkon

 

Patches CCC

CCC - Droppable Notes                                                             Causes issues

 

Mods to ADD

 

Posted

@Aylis Another worth a look, especially with the 3-4 followers in the list.

https://www.nexusmods.com/skyrimspecialedition/mods/133659?tab=description

 

Nothing like trying to figure out why you're Nirn's version of Jesus while Remiel is talking about how robots are cool and Mjoll is talking about her relationship with her father for the thousandth time. I'm testing it out now. It's just a SKSE script so I imagine it shouldn't have any problems.

Posted (edited)

Big thanks to @Aylis for this guide.

Thanks to this help, I modded my Skyrim intensively for the first time 2 years ago and I've now used the guide for the third time to reinstall my Skyrim.

It's always a shock how big the guide keeps getting and how much time you have to invest in preparing, downloading, sorting and installing everything. But without this guide I would be lost and would have lost my motivation for Skyrim a long time ago.

Thanks also to everyone who keeps helping here to find and fix errors and problems.

 

But i have one Problem , the big Bandit Packs from Saints & Seducers are boring , is there any way to deactivate die CC? 
I have now try 4 diffents new Game and direct at the Exit of Helgen to Riverwood ist this big Bunch of Bandits (Level 10 vs me Level1) fighting like Godmode.

This is a boring Motivation Killer. 
or is this an another mod combination ?

I follow strikt your tutorial , exept my own Armor Choices.

Edited by Greylock79
Posted
On 11/16/2024 at 11:15 PM, maltodaxtrin said:

Has UBE been considered as a 3BA replacement or is it too early yet?

 


I am using UBE in my list, it works alongside 3BA very well.

Generally, UBE will only apply to your player character and every other female NPC will be 3BA instead. There are a few follower and replacer mods that will give UBE bodies to specific NPCs too.

The downside is you will need both the 3BA conversions of gear and their UBE conversions in the same play through, unless there is gear you know only the PC will be wearing and vice versa.

UBE outfits are catching on, but a lot of older popular outfits have their permissions closed so they can't be converted and posted to Nexus or here on LL. You'll have to join the UBE discord and see if anyone has made a private conversion there.

Posted
6 hours ago, Greylock79 said:

But i have one Problem , the big Bandit Packs from Saints & Seducers are boring , is there any way to deactivate die CC? 
I have now try 4 diffents new Game and direct at the Exit of Helgen to Riverwood ist this big Bunch of Bandits (Level 10 vs me Level1) fighting like Godmode.

This is a boring Motivation Killer. 
or is this an another mod combination ?
 

 

I find the Issue - it was SD Cages - and i testet 1 day long all combinations of saint & seducers.

Posted
On 11/18/2024 at 9:48 PM, Greylock79 said:

 

I find the Issue - it was SD Cages - and i testet 1 day long all combinations of saint & seducers.


If you're getting vanilla Saints and seducers content in Skyrim world (CC Content) - you have not installed Saints and Seducers Extended cut properly - as the Nexus mod moves the quest to Shiviring Isles (practically a rewrite/Redesign of the CC mod). I highly recommend you look at getting it installed properly - as the normal CC version kinda sucks.

Posted (edited)

First of all, I want to extend a huge thank you for putting so much effort into compiling this mod list.
I've attempted to mod Skyrim to perfection several times in the past, but I always end up running into Bethesda updates or compatibility issues that I can't seem to resolve. However, this time it looks like I’m finally going to cross the finish line!

I do have a couple of questions that I hope someone can help with.
 

I’ve been testing the game each time I complete a section of the mod list, and up until now, everything has been running smoothly. I’ve also made sure to follow the list precisely—no additional mods have been added yet (though I do plan to add some of my own choices just before the DynDOLOD stage, assuming everything else is working properly). The only exception is that I added a few 3BA presets.
 

However, after finishing the Patches section of the mod list, I began experiencing CTDs when starting a new game (clicking New in main menu, clicking Yes and... Poof!). What’s odd is that no crash logs were generated. To troubleshoot, I went back, deactivated all the patches, and then reactivated five at a time, testing the game with each change. I was able to start a new game each time, even after reactivating all the patches. The strange part is that now the grass is completely missing—just gone. I’ve checked the INI files, and everything seems fine. I also tried reinstalling Floral Fields, but still no grass.

So, my question is: does anyone have an idea of what might be causing the grass to disappear?
 

Additionally, while trying to resolve the grass issue, I backed up my load order (which I haven’t changed at all—everything is in the order it was installed according to the mod list) and used the built-in LOOT sorter in MO2 just to see if it could help. After sorting and launching the game, I noticed a few things:

  • My PC looks better than before, with more natural skin and a more polished appearance.
  • Both interiors and exteriors of the game are darker than they were, though the grass issue persists.

It seems that the initial load order might have some issues. While I’m far from an expert on modding (I am, in fact, a bloody amateur), I have a basic understanding of load order and how important it is. However, with so many plugins, I’m not sure where to start.

So, my follow-up question is: where would be the best place to begin when checking my load order for potential issues?


Finally, I've noticed a couple of black faces (one in Whiterun and one in the Temple of Dibella in Markarth). Should I just try and fix these with SSEEdit once I'm done adding my own mod picks (Easy NPC is one of the mods I want to add)?

Edited by Novosin
Posted
12 hours ago, Novosin said:

does anyone have an idea of what might be causing the grass to disappear?

Try disabling No Grass In Objects (Bugfix section). Its less disable after crating grass cache, more only needs to be enabled while building grass cache.

 

13 hours ago, Novosin said:

where would be the best place to begin when checking my load order for potential issues?

If you don't have MO2 version 2.5.0 RC1 or MO2 2.4.x, you could try jumping ahead to the Bashed Patch (in Final) and doing everything up to and including 'Rebuild Patch' but then cancelling instead of Create Patch. When you click Rebuild Patch, Wyre Bash does a delinquent masters check and will tell you if you have any plugins that are being loaded before a plugin they have flagged as a master. Afterwards, delete the 'Bashed Patch, 0.esp' from overwrite, it'll be recreated when you get to Final and do the bash patch for real. (If you have MO2 2.5.0RC2 or newer, MO2 does this automatically).

Posted
1 hour ago, misterpipes said:

Try disabling No Grass In Objects (Bugfix section). Its less disable after crating grass cache, more only needs to be enabled while building grass cache.

 

If you don't have MO2 version 2.5.0 RC1 or MO2 2.4.x, you could try jumping ahead to the Bashed Patch (in Final) and doing everything up to and including 'Rebuild Patch' but then cancelling instead of Create Patch. When you click Rebuild Patch, Wyre Bash does a delinquent masters check and will tell you if you have any plugins that are being loaded before a plugin they have flagged as a master. Afterwards, delete the 'Bashed Patch, 0.esp' from overwrite, it'll be recreated when you get to Final and do the bash patch for real. (If you have MO2 2.5.0RC2 or newer, MO2 does this automatically).


Thanks for replying!

I'm on MO2 v.2.5.2

I disabled NGIO and now the game CTDs as I try to start a new game (while loading the abandoned prison). Feels like something's seriously messed up with my Skyrim and I can't find the error(s). 

Posted
5 hours ago, D4ndrone said:

There are no links in your last section (the one with bashed patch). Could you ad them ?

Config is where you store stuff (MCM settings, SKSE inis etc) that is generated at runtime, mostly things that would end up in Overwrite. Since this is entirely custon to your game, theres nothing to download.

Grass Cache and Pandora Output are not mods you install, but places to store the output of other mods (the outputs from No Grass In Objects and Pandora respectively. Theres nothing to download because you generate those according to your specific modlist.
Bashed Patch is generated by Wyre Bash (see "Required mods and updates" section near the top of the list.

DynDOLOD is also in the "Required mods and updates" section, and you need to read the third comment in this thread for instructions.

Posted
On 11/20/2024 at 9:57 PM, Novosin said:

First of all, I want to extend a huge thank you for putting so much effort into compiling this mod list.
I've attempted to mod Skyrim to perfection several times in the past, but I always end up running into Bethesda updates or compatibility issues that I can't seem to resolve. However, this time it looks like I’m finally going to cross the finish line!

I do have a couple of questions that I hope someone can help with.
 

I’ve been testing the game each time I complete a section of the mod list, and up until now, everything has been running smoothly. I’ve also made sure to follow the list precisely—no additional mods have been added yet (though I do plan to add some of my own choices just before the DynDOLOD stage, assuming everything else is working properly). The only exception is that I added a few 3BA presets.
 

However, after finishing the Patches section of the mod list, I began experiencing CTDs when starting a new game (clicking New in main menu, clicking Yes and... Poof!). What’s odd is that no crash logs were generated. To troubleshoot, I went back, deactivated all the patches, and then reactivated five at a time, testing the game with each change. I was able to start a new game each time, even after reactivating all the patches. The strange part is that now the grass is completely missing—just gone. I’ve checked the INI files, and everything seems fine. I also tried reinstalling Floral Fields, but still no grass.

So, my question is: does anyone have an idea of what might be causing the grass to disappear?
 

Additionally, while trying to resolve the grass issue, I backed up my load order (which I haven’t changed at all—everything is in the order it was installed according to the mod list) and used the built-in LOOT sorter in MO2 just to see if it could help. After sorting and launching the game, I noticed a few things:

  • My PC looks better than before, with more natural skin and a more polished appearance.
  • Both interiors and exteriors of the game are darker than they were, though the grass issue persists.

It seems that the initial load order might have some issues. While I’m far from an expert on modding (I am, in fact, a bloody amateur), I have a basic understanding of load order and how important it is. However, with so many plugins, I’m not sure where to start.

So, my follow-up question is: where would be the best place to begin when checking my load order for potential issues?


Finally, I've noticed a couple of black faces (one in Whiterun and one in the Temple of Dibella in Markarth). Should I just try and fix these with SSEEdit once I'm done adding my own mod picks (Easy NPC is one of the mods I want to add)?


Well seems like I have several possible issues. Crash Logger is not always generating crash logs, but when it does there seems to be issues with Payrus or mods dependent on Papyrus. I'm guessing I've combined versions of mods/patches that are not fully compatible. 
Also, grass is still missing even hough I've tried everything I can think of or have been adviced to try. Real mystery. But I'll keep looking.
 

On the positive side I got all my SL animations to run.

Posted
3 hours ago, Aylis said:

Sick atm. Will be down for a while...

 

Take care and hope you feel better soon.  Don't let it go bad like the last couple of times.  Let yourself stay down so you don't get taken down.  :)

Posted (edited)

Finally getting back to Skyrim and coming back to my favorite mod list.  I was playing Starfield and a modified Witcher 3 (RedKit is available now).  Last time I played Witcher 3 the skills had 5 levels, now they have 3 levels, and the game is so much better, especially since the new gen and major DLC releases.

 

FYI your Wrye Bash link no longer works. But this Wrye Bash is available -- new version?

 

I had forgotten how tedious the ENB, grass generator, and now road generator installation was.  I'm downloading them now but will install when I've installed most of the mods in the list since they're dependent on many other mods.

 

Edit:  I see the list is pointing to  xEdit 4.0,4.  Nexus has a more current version 4.1.5.  Is the Nexus or newer version broken?

Edited by remodel

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