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Skyrim AE for Beginners - V 3.1.0


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Posted
11 hours ago, remodel said:

But this Wrye Bash is available -- new version?

Nope, just the Wrye Bash maintainers consolidating the various Wrye Bash pages into one (they had one for each game, all of which where the same version of Wrye Bash). But yes, just grab it from there.
 

11 hours ago, remodel said:

ENB, grass generator, and now road generator installation was

ENB you can install at any point. Shouldn't need to runroad generator. Its used by A Clear Map of Skyrim, but thats been dropped from the list for Flat World Map Framework.

 

11 hours ago, remodel said:

Is the Nexus or newer version broken?

No. Just that theres been a whole pile of xEdit updates since Starfield came out. Link just needs to be updated.

Posted

So I went looking and found that Water for ENB was removed from the list due to issues toghether with DynDOLOD. 
Does anyone have suggestions for any other water mod that runs well with this mod list?
And what was the issue? Was it purely visual or did it cause crashes or such?

Posted

Oh, another question regarding Hoodies.
I followed the instructions and used explorer to go into the installed Hoodies mod folder in my MO2 instance and hid the ESPs (BadDogSchlongCore.esp, BDHoodieSchlong.esp, YASeducerSchlong.esp).
But as long as the Hoodies mod is activated in MO2 I get a plugin named BDHoodieSchlong.esp and a warning that BadDogSchlongCore.esp, BDHoodieSchlong.esp, YASeducerSchlong.esp are missing the master Schlongs of Skyrim.
I have Bad Dog's Hoodies for TNG installed and active.

Am I doing something wrong here?

Posted
7 hours ago, Novosin said:

I followed the instructions and used explorer to go into the installed Hoodies mod folder in my MO2 instance and hid the ESPs (BadDogSchlongCore.esp, BDHoodieSchlong.esp, YASeducerSchlong.esp).

Wrong type of hiding. Using explorer to mark a file as Hidden isn't what you need to do. You need to rename the esps to something other than esp. If you right click the Hoodies mod in MO2, then select Information, you canright click the esps and select Hide, which will rename the files as .mohidden

Posted
22 minutes ago, misterpipes said:

Wrong type of hiding. Using explorer to mark a file as Hidden isn't what you need to do. You need to rename the esps to something other than esp. If you right click the Hoodies mod in MO2, then select Information, you canright click the esps and select Hide, which will rename the files as .mohidden

 

Thank you! That's truly helpful. 

Posted (edited)

I was installing Parallax Occlusion Mapping and noted that the downloaded enbseries.ini is a subset of the same file found in "Rudy ENB for NAT 3".  The user posts got me thinking that this mod won't do anything because the enbseries.ini from "Rudy ENB for NAT 3" will be used or worse the subset file from Parallax Occlusion Mapping and it will break the ENB.  This was some of the users' observations.

 

Instead of installing another enbseries.ini file, the main file from "Rudy ENB for NAT 3" should be edited to reflect the changes this new mod suggests.

  Under [EFFECT] category set EnableComplexParallax=true

  Replace entire [COMPLEXPARALLAX] category with (Balanced)

[COMPLEXPARALLAX]
TextureQuality=0
QualityNear=1
QualityMiddle=0
QualityFar=1
DirectShadowsQualityNear=1
DirectShadowsQualityMiddle=0
DirectShadowsQualityFar=1
PointShadowsQualityNear=1
PointShadowsQualityMiddle=0
PointShadowsQualityFar=1

 

PS:  The COMPLEXPARALLAX category in "Rudy ENB for NAT 3" is equal to the worst version of the mod.

 

My 2 cents and recommendation.

 

 

Edit:   "Rudy for SSE 2.01 NAT 3", "Cabbage ENB for NAT 3 Weather", and "Silent Horizons 2 - Universal Core" change Parallax Occlusion Mapping's enbseries.ini; especially changing  EnableComplexParallax=true back to false.  

 

I recommend you check your enbseries.ini file for correct [COMPLEXPARALLAX] category entries after you install the above mods; each of them changed mine.

Edited by remodel
Possible enbseries.in issues
Posted (edited)

Has anyone tried this mod on nexus?   Paradigm - A Quick Start Overhaul     I just wonder if it has less complications than the other quick start mods we use ?

 

Edited by KCOLL
Posted (edited)

Still a bit shaky...

Spoiler

Brag.jpeg.2b394c201e94d57c06a961d466d5cd16.jpeg

 

Aka slowly getting better.

Edited by Aylis
Posted
15 hours ago, Aylis said:

Aka slowly getting better.

So sorry, get better soon.  I just came back to the game, then this.  Looking forward to when you are better.

Posted

Started to load "UI-Integrated Hotkeys System".  The user posts say it's not working anymore since last update.  Equipment Cycle Hotkeys was offered as an alternative.

 

For the time being I'm not installing anything for hotkeys.  I'd have tested Equipment Cycle Hotkeys if my mod load was further along.

Posted

Is there a collection for all the nexus specific mods in this guide? I didn't scroll far enough and after manually downloading over the first 400mods I feel like this will take weeks to setup O_O . So if anyone got a collection made up for the nexus ones it would be very much appreciated and thanks op for the guide. 

Posted (edited)

Hello, I am starting with this mod pack, but I don't know what to do with the overload folder. I only finished installing the SSKE part.
The last mod pack I installed was the SkyrimSE one you made before, but I don't remember running into this issue.

 

Screenshot 2024-11-29 232803.png

Also, should I install Individual Creation Club Patches or All-in-One for Unofficial Skyrim Creation Club Content Patches? The Individual patch seems very outdated, but the all-in-one has missing masters. 

Edited by zahura
Adding information
Posted
40 minutes ago, zahura said:

I don't know what to do with the overload folder.

I typically open the overwrite folder in explorer then close the overwrite folder. Then open the affected mod in MO2, navigate to the file tree tab and open it in explorer.  I then copy the contents of the overwrite folder to the mod folder.

 

Sometimes you get several mod's contents in the overwrite folder and you must copy each one to the correct mod folder; otherwise, you'll get errors.  In your case I see 2 mods, KiLoader for Skyrim and KreatE; so, you'll need to copy the contents of each folder to the correct mod.  Be sure to keep the same file structure in the mod's file tree folder.

 

In the SKSE => Plugins folder you could have several more mods outputting there., plus the ones listed.  Don't know, can't see.


Output in the overwrite folder from some mods must be made into mod.  IE: FINIS, NEMISIS, and BodySlide.

 

I just delete the SSEEdit cache.

 

 

Posted

I didn't know what to select in the DynDOLOD TexGen Fixes FOMOD.  The FOMOD didn't select anything from mod load so it's empty.  

 

Is this something I'll need to reinstall when I'm ready to run DynDOLOD?

Posted
1 hour ago, zahura said:

I don't know what to do with the overload folder

 

In addition to what remodel said above, you often get mods writing settings information (for example, when first starting up or when you make a change to their MCM) into the Overwrite folder. In this Guide Aylis recommends keeping those settings in a "Config" mod, which you'll find in the guide way down in the "Final" section.  You can use MO2 to convert the Overwrite folder into a mod to create your Config mod, or create an empty mod and then move files from Overwrite to Config.

 

I can't speak specifically to KreatE, but my Config mod has the same KiLoader and SKSE folders that you show in your Overwrite.

Posted (edited)

@zahura

It only gets confusing if you start the game after installing a group for test purposes.

 

The stuff in overwrite should be deleted if you havn't got all mods installed. They won't work properly as some things are still missing. Only when you get to 'config' in 'Final' is the time when you can start to copy files from 'overwrite' to 'config'. At that point you got everything you need (like patches), not before!

 

You've answered your own question. If you don't use parts then an AIO patch that adresses them simply won't work. Thats exactly why you should then use separate patches.

 

 

@saltandsour

As i have mentioned several times before:

 

No there isn't one and there won't be one... And i won't play parrot and repeat the reasons for that again.

Edited by Aylis
Posted
On 11/22/2024 at 3:20 AM, maltodaxtrin said:

Possible Skyrim update soon-ish according to Bethesda activity on SteamDB (game files modified 17 days ago)

 

https://steamdb.info/app/489830/depots/

 

edit: oh and the Creation Kit has been updated today

 

On 9/13/2024 at 1:03 AM, monkinsane said:

Just a heads up. 

Lock down your Game Steam AppID and Backup your modded game files. Possible Skyrim SE update incoming. 

Skyrim LE received an update on Sep 5. An update that updated the EXE's (Either just the launcher EXE or both - if it's just the launcher - it's not an issue.)

After FO4 it's best to be safe though. Seems Bugthesda is on a mission to ruin modding.

 

  Reveal hidden contents

Locking Down Steam Game Updates


To prevent a specific Steam game from updating, you can modify the appmanifest file associated with the game’s AppID. This method is suitable for individual games, not for the entire Steam client.

Step-by-Step Instructions:

Close Steam: Ensure Steam is not running in the background.
Locate the appmanifest file: Find the appmanifest file corresponding to the game’s AppID. The file path is usually C:\Program Files (x86)\Steam\steamapps\appmanifest_**appid**.acf, replacing **appid** with the actual AppID of the game.
Open the file: Use a text editor like Notepad++ or a similar software to open the appmanifest file.
Modify the file: Change the following values:
StateFlag to 4
BytesToDownload to 0
UpdateResult to 0
Save the changes: Save the modified file.

Set the file to Read-Only.


Note: This method will force Steam to believe the game is fully updated and installed, allowing you to play it without updates. However, if the update downloader has already modified the game’s files, this method may not work.

Alternative Method: If you prefer not to edit the appmanifest file, you can set the game to not download automatically and then launch it via the executable file in the game’s folder. This method may not work if the update downloader has already modified the game’s files.

Remember that modifying the appmanifest file will affect only the specific game and not the entire Steam client. If you want to prevent all Steam games from updating, you may need to explore other options, such as limiting updates to specific periods of the day or disabling automatic updates altogether.

 


Called it. Lock down your SE install boys and girls - Bethesda is at it again.

Posted

Freaks Floral Fields grass mod dropped an update today.  I noted all three of the floral field esl's list Freaks Floral Fields.esp as a master.

Posted
On 11/26/2024 at 7:41 AM, Novosin said:

So I went looking and found that Water for ENB was removed from the list due to issues toghether with DynDOLOD. 
Does anyone have suggestions for any other water mod that runs well with this mod list?
And what was the issue? Was it purely visual or did it cause crashes or such?

Skyland has water I think.  I use or used this without seams of any kind.  Overwrote Skyland.  (did have a few seams in the Dawnstar swamp) https://www.nexusmods.com/skyrimspecialedition/mods/56520

 

Posted

Regarding water

Natural Waterfalls

1.1     Automatic

2.1     Your choice

2.2     Your choice

3.1     Blackreach

          Sound FX

          Volcanic Mineral Pools

          Your choice if you want it or not.

4.1     Water Overhaul

4.2     Your choice

5.1     Automatic

5.2     Automatic

Posted

Dizzio's Parallax Mesh Patch is causing a major problem for me.  It's making a large grey blob out of a rock/mountain face at an important location.  See spoiler below.

 

Spoiler

image.thumb.png.2d6791648e8bf501604d17f5384919f5.png

I checked the enbseries.ini and changed it from EnableTerrainParallax=false to EnableTerrainParallax=true.  Didn't help.   For now, I have disabled Dizzio's Parallax Mesh Patch in my mod load.

 

I wouldn't mind some advice.

Posted

Not sure what I am doing wrong but my characters are stuck on tpose on defeat or using dialogues to start sex. pandora output is generated and works fine for all other animations.

 

 

image.png.a879f710b84df239b45c0794b80c0094.png

Posted

2 PSAs

1. The Great Town of Ivarstead SSE was recently updated (v1.2 -> 1.3) with the big change being that it's plugin is now .esl flagged. This has rendered most of its current patches obsolete. The current patch collection (v2.11) will not work correctly. The Lux and Lux Orbis patch will also need to be updated.

 

2. Legacy of the Dragonborn SSE v6.7.0 has a bug in its plugin that can cause CTDs when using the fossil crafting station. It is fixable using xEdit.

Instructions copied from a pinned comment: 

-Open xEdit and load LegacyoftheDragonborn.ESM
-search for form 05021631 (replace 05 with whatever your load index for Legacy shows as). This is the DBM_FossilFragmentBuildRECIPE form
-change the "created object" entry to point to form 05021656 "DBM_FossilDummy" instead
-save the edits to the plugin

Posted
18 hours ago, Aylis said:

@remodel

Someone had that a few pages ago. Recheck parallax and add my patch (just below 'Lorkan's Vision).

 

 

Dang it all.  This didn't work for me in early testing. Not sure if the mod and patch are for DynDOLOD only.

 

I'm still early in the mod load build and just stating the "Textures - Landscape" section of the list.    As suggested, I'm testing each section.

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