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Skyrim AE for Beginners - V 3.1.0


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Posted

Can I install mod blocks in random order, keeping the modlist in order as it is? I mean, I finished <Textures-objects> block - can I continue with Physics,/PC/etc and after that switching back to <World - Locations [Exterior Cities]>? Random install order will cause any problems at the end? 

 

Thank you

Posted

@remodel Test each section, but don't worry too much about bugs. If the game starts, go to the next section. You'll just end up trying to fix something that will likely be fixed later on in the guide.

 

@deff_lv You would have to manually go back and move your order around after you've installed the Exterior Cities mod. Are you just wanting to test? It's going to be way easier to just start at the top and work your way down.

Posted

The installation guide for Ostim https://www.nexusmods.com/skyrimspecialedition/articles/5654

 

interestingly puts XPMSSE after everything else body-wise

 

Their suggested install order

 

OStim Standalone
CBPC
Faster HDT-SMP

———
SAM (if installed)
— OR (Use either SAM or SOS/HIMBO)

SOS (if installed)
HIMBO or TNG (if installed)

———
BHUNP (if installed)
— OR — (Use either BHUNP or CBBE/3BA)
CBBE (if installed)
3BA (if installed)
———
Body Skin texture mods (if installed)
CBPC Configs for 3BA/BHUNP (if installed)
XPMSSE Full or Lite
XPMSSE/Nemesis/Papyrus stack fix (+ any XPM script fixes)
Campfire (if installed)
Papyrus Util (needs to overwrite EVERYTHING that conflicts)

 

Their Papyrus Util being last is probably useless, in my own install order (I put it early on) it doesn't get overwritten by anything. Aylis also has it right at the beginning of the load order but they put it near the end. Probably changes nothing.

 

However, interestingly they have XPMSSE after everything else too. Thoughts?

Posted

Hello, I am stuck at the Step 2 - Creation of billboards part is this because I didn't clean the files yet or is it something eleseimage.png.89a016d03331729b6763046982de3c07.png

Posted
2 hours ago, maltodaxtrin said:

However, interestingly they have XPMSSE after everything else too. Thoughts?

 

It has pretty much always been stated that unless a mod specifically says otherwise, xpmsse overwrites everything else, there are a couple of mod or at least used to be that stated overwrite xpmsse, but for the most part the skeleton should not be overwritten by anything, except for things like bodyslide output if that does overwrite it.

Posted

Faye's Val Serano Replacer was hidden on Nexus recently, so you can't download it atm. Although I downloaded an archived version of it somewhere? It says version 1.2. I can link it if need be.

Posted
17 hours ago, zahura said:

Hello, I am stuck at the Step 2 - Creation of billboards part is this because I didn't clean the files yet or is it something elese

You will need to clean the Skyrim and DLC plugins before running Dyndolod. Specifically for The Great Town of Ivarstead check which version of it and its patch collection you have. The newest version of TGT Ivarstead (v1.3) needs v3.0 or later of the patch collection which was only recently uploaded.

Posted (edited)

Does anyone have issue with Sexlab Framework + KS Hairdos? I have interesting problem that with KS Hairdos installed, SHIFT key is not working as diverse key for for movement on PC/NPC during Sexlab animations. If i'm uninstalling KS Hairdos then everything is fine...KS Hairdos is requirement for HPH for Diverse Hold Guards. 

 

And @Aylis I saw somewhere your tweaked ENB settings, can't find them anymore...

 

EDIT: Solved, need another KS Hairdos version

Edited by deff_lv
Posted (edited)

I think I need some help. Does anyone know what's causing animation stages not progressing ?

My suspicion is SL P+ as when I had SLAL as a way to register animations everything worked fine. Now it doesn't. Did I miss something obvious ? 

Edited by Skjall
Posted (edited)

Heads up --  Aylis' 3BA zeroed sliders are actually not zeroed. Not all sliders are at 0, some are at -25, -50 and even -100, so these transfer to every preset.

 

Spoiler

Clipboard-12-07-2024-01.jpg

 

I don't know if it was intentional, but even if it was, it's not a good idea in my opinion. Obody will offset every slider by this difference when applying the presets included in the modlist, resulting in different outcomes than intended by the presets themselves.

 

Pictures (NSFW, obviously):

 

1st picture is Aylis' Zeroed Sliders

2nd picture is the Zeroed Sliders provided by default with CBBE/3BA

3rd picture is my own Zeroes Sliders built with 3BA to show that they are exactly the same as the default 3BA ones

 

Spoiler

 

Screen-Shot11.png
Screen-Shot12.png
Screen-Shot13.png

 

 

It's not a matter of preference really, but rather of establishing a proper baseline with actual zeroed sliders.

 

What to do: Frankly you can probably just rebuild bodyslides with the default 3BA Zeroed Sliders, but some people mention that physics don't work for them with the default option (they work for me). In any case, I am uploading my own revised Zeroed 3BA sliders (I manually checked and verified that each slider is at 0%).

 

-Zeroes 3BA - Revised -.7z

Edited by maltodaxtrin
Posted

It's the first time when I'm using ObodyNG and I have several questions: 

 

  • as I understand, mod randomize bodies by itself, right? If I have, for example, 3 presets installed for 3BA and 3 for HIMBO then mod will use those 6 presets for randomizing NPC's. And, If I want, I can apply presets to NPC's by myself as well;
  • what's happening when I will install more presets? I should do something (reset ObodyNG?). As I understand, if I will have, for example 50 presets for 3BA, then female NPCs will be more different, because mod will use all 50 presets to randomize female NPC
Posted
23 hours ago, Skjall said:

I think I need some help. Does anyone know what's causing animation stages not progressing ?

My suspicion is SL P+ as when I had SLAL as a way to register animations everything worked fine. Now it doesn't. Did I miss something obvious ? 

 

I am having the same issue. Without SLAL the animation do not register with SL. With SLAL the animation I can enable and register them, so the MCM says, but it does not actually register them according to both the SL and SLAL MCMs. Not sure how to get past this. Not to mention SLAL does not seem to work well with MCM Recorder or Menu Maid 2 as it keeps throwing errors.

 

Spoiler

[12/08/2024 - 11:33:52AM] Error: Cannot call Initialize() on a None object, aborting function call
stack:
    [SLAnimLoader (D800284D)].slalloader.InitAnimSlot() - "slalAnimationFactory.psc" Line 39
    [SLAnimLoader (D800284D)].slalloader.RegisterAnimationCB() - "slalAnimationFactory.psc" Line 31
    [SLAnimLoader (D800284D)].slalloader.registerAnimIfEnabled() - "slalLoader.psc" Line 137
    [SLAnimLoader (D800284D)].slalloader.RegisterAnimations() - "slalLoader.psc" Line 43
    [SLAnimLoaderMenu (D80012C4)].slalMCM.OnSelectST() - "slalMCM.psc" Line 177
    [SLAnimLoaderMenu (D80012C4)].slalMCM.SelectOption() - "SKI_ConfigBase.psc" Line 398
    [SKI_ConfigManagerInstance (2B000802)].SKI_ConfigManager.OnOptionSelect() - "mgddgfsedsolmrqyulorz" Line 172

 

This error spams my log when SLAL is installed and I am trying to register animations.

Posted
36 minutes ago, blsrazor said:

 

I am having the same issue. Without SLAL the animation do not register with SL. With SLAL the animation I can enable and register them, so the MCM says, but it does not actually register them according to both the SL and SLAL MCMs. Not sure how to get past this. Not to mention SLAL does not seem to work well with MCM Recorder or Menu Maid 2 as it keeps throwing errors.

 

  Reveal hidden contents

[12/08/2024 - 11:33:52AM] Error: Cannot call Initialize() on a None object, aborting function call
stack:
    [SLAnimLoader (D800284D)].slalloader.InitAnimSlot() - "slalAnimationFactory.psc" Line 39
    [SLAnimLoader (D800284D)].slalloader.RegisterAnimationCB() - "slalAnimationFactory.psc" Line 31
    [SLAnimLoader (D800284D)].slalloader.registerAnimIfEnabled() - "slalLoader.psc" Line 137
    [SLAnimLoader (D800284D)].slalloader.RegisterAnimations() - "slalLoader.psc" Line 43
    [SLAnimLoaderMenu (D80012C4)].slalMCM.OnSelectST() - "slalMCM.psc" Line 177
    [SLAnimLoaderMenu (D80012C4)].slalMCM.SelectOption() - "SKI_ConfigBase.psc" Line 398
    [SKI_ConfigManagerInstance (2B000802)].SKI_ConfigManager.OnOptionSelect() - "mgddgfsedsolmrqyulorz" Line 172

 

This error spams my log when SLAL is installed and I am trying to register animations.

Well, mine does not throw errors, fortunately.

With +P I can help Trollina the troll with hardwood problem, but am permanently stuck at stage one. 

Without +P but with SLAL as a way to register animations, everything goes smooth. 

No mcm recorder here, but mm2 works without problems.

Posted

This thread reports that Monster Facial Animation, which is on the list in the PC section, causes non-player werewolves to become invisible. I've observed that in my game, the Moonlight Tales werewolves are visible but the Companions are not:

 

Posted
7 hours ago, deff_lv said:

It's the first time when I'm using ObodyNG and I have several questions: 

 

  • as I understand, mod randomize bodies by itself, right? If I have, for example, 3 presets installed for 3BA and 3 for HIMBO then mod will use those 6 presets for randomizing NPC's. And, If I want, I can apply presets to NPC's by myself as well;
  • what's happening when I will install more presets? I should do something (reset ObodyNG?). As I understand, if I will have, for example 50 presets for 3BA, then female NPCs will be more different, because mod will use all 50 presets to randomize female NPC

You are correct. ObodyNG will apply a random preset from your installed presets to NPCs. In game you can select a preset for an NPC or your own character with a hotkey. A more advanced option is editing the .json file included with Obody which can let you do things like always apply a certain preset to a certain NPC or have a faction always choose from certain presets. For editing the .json read the article on the Obody page about its configuration.

 

When you install more presets they should automatically be available even if you installed them mid save. Keep in mind that presets are applied when you first encounter an NPC and persist throughout a saved game.

Posted

Anyone knows why Aylis removed Guards Armor Replacer last year and then re-added it back? If you have Sons of Skyrim installed is there even a point of having Guards Armor Replacer too? They almost do the same thing

Posted (edited)
8 hours ago, maltodaxtrin said:

Anyone knows why Aylis removed Guards Armor Replacer last year and then re-added it back? If you have Sons of Skyrim installed is there even a point of having Guards Armor Replacer too? They almost do the same thing

That is because we got a SPID that uses both.

Quote

Adapts Sons of Skyrim to use SPID. Optionally built to be used alongside RMB SPIDified - Guard Armor Replacer

On the other hand i'm starting to think the combination is not as good as i hoped for. But first i have to rework Lux.

_______________________________________________

 

Atm i'm working on LUX and ORBIS. Both need so many patches that they often mess with other mods... Already had to fix many conflicts and it gets annoying. Looking for an alternative that doesn't do that.

 

VIA on the other hand doesn't cause problems, so that part will stay.

Edited by Aylis
Posted

well hell.. i guess it's been so long i forgot how... 🤣 and the guide no longer (or it might on the SE thread) how to run FNIS, Nemesis, and Pandora along with Open Animation Replacer.. turn on pandora, t-pose, a-pose however you choose to describe it. turn Pandora off, movement but no Sexlab animations, check sexlab, animations listed but no movement, just stack together and moans. What the hell did I MESS UP.. 🫢

Posted
2 hours ago, Aylis said:

@jaeos

Only use Pandora. Thats all that is needed.

i did, i deleted FNIS, Nemesis, all created mods, i'll try disabling the conversions for the animations and see if that fixes it, or is it supposed to be on? the automated slsb conversions, hell i don't know anymore, i tried all weekend to get it to work. Now i'm completely flummoxed. i thought pandora was 5 steps, 1. install, run, make mod, turn mod on, play.. 

Posted
23 minutes ago, jaeos said:

or is it supposed to be on?

 

If you're following this guide, you do need the Automated SLSB conversion. What worked for me, when I installed it, was to choose the "For Weebs" option (for SLSB 0.8d) or Collections (for SLSB 0.9), and then check off the animation packs that I had installed, leaving the entries for the packs I didn't have unchecked.  

Posted
15 minutes ago, PubliusNV said:

 

If you're following this guide, you do need the Automated SLSB conversion. What worked for me, when I installed it, was to choose the "For Weebs" option (for SLSB 0.8d) or Collections (for SLSB 0.9), and then check off the animation packs that I had installed, leaving the entries for the packs I didn't have unchecked.  

i meant, are they supposed to be on when pandora is run or off. i think i tried both ways but that was yesterday, but now i have a CTD i need to track down. Its now crashing 30 seconds after the menu pops up. so.. yay...

Posted
Just now, jaeos said:

are they supposed to be on when pandora is run or off.

 

I didn't express that very well. I meant check on for the ones I had, and off for the ones I didn't.

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