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Skyrim AE for Beginners - V 3.1.0


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Posted
1 hour ago, misterpipes said:

I think thats just your eyes adapting to it.
Funnily enough I just found the same thing and came here to ask about it.
QQ are the College of Winterhold interirors suffering from a similar (but way smaller scale) lighting effect for you?

 

I've got the same thing at the College. It's caused a crash or two as well. It's the only other place I've noticed it being this bright.

 

I also tossed the draugr mod. Kept getting a very reliable CTD in the second area of Sarthal. If I would look at the ground I could get through the whole level, but the second I looked at one particular draugr it would crash every time. Removing that mod immediately fixed it, and some people on Nexus have reportedly it happening it other places. I don't really like it anyway, it seems kinda goofy that zombies entombed a bajillion years ago would still have pristine leather armor.

Posted

Oh, yes, that was the other reason I came here this evening - Honored Dead had a reliable CTD, skeleton related according to crashlogs, as you approached the last Draugr in the first part of Bleakwind Barrow.

Posted
1 hour ago, Rey_Vegeta said:

Before installing your guide wich CC mods do you recommend to activate @Aylis?

No Aylis, obviously, but these CC are required:

Fishing, Rare Curios, Saints & Seducers, Survival

This is because they are the free stuff available to everyone, and are now required by USSEP
All the others are optional, some benefit from having mods not included on this being installed as well (Myrwatch Majestic Mountains patch springs to mind).

If you have CC Backpacks, you might want Simple Leather Backpack - CC Homogenizatio to bring Elinoras backpacks in line with CC backpacks (because Eli's just look so damn cute).
Experence mod could do with Experience - Creation Club Main Quest Patch and Grass Fixes for Creation Club Mods fixes some paths and stuff in CC content

Posted (edited)
3 hours ago, misterpipes said:

I think thats just your eyes adapting to it.
Funnily enough I just found the same thing and came here to ask about it.
QQ are the College of Winterhold interirors suffering from a similar (but way smaller scale) lighting effect for you?

 

I hadn't been to the college yet. I've noticed several times that light effects are probably brighter than they should be with no subtlety (and darks are very, very dark, even to the point that slightly tan skin will look almost black when the sun is setting) which is why I thought I had an ENB issue. Then I found that blue hole, which looks like more than ENB.

 

I'm just not sure how to fix it. I don't even know what hanged the interior for windveil keep since I don't remember any of the mods in this list mentioning changes to Riften.

 

EDIT: It's palaces and castles enhanced. But that mod doesn't touch the college of winterhold so it can't be the reason for the effect.

Edited by ddfde
Posted (edited)
4 hours ago, wollboi said:

I also tossed the draugr mod. 

 What mod? Im cleaning up annoying mods

@Aylis

2 things,

1: You may be interested in this, in case you get clipping: https://www.nexusmods.com/skyrimspecialedition/mods/77445 

(Pd: Mod OC also haves a NPC overhaul that im currently using, as i dislike the "diamond splitting chin" on the current NPC overhaul we have, so i use his) 

2:  https://www.nexusmods.com/skyrimspecialedition/mods/83178

and Dear Diary dark mode are such a good fit, i recommend 

Edited by Jessica_Degurechaff
Posted
12 hours ago, ddfde said:

 

I hadn't been to the college yet. I've noticed several times that light effects are probably brighter than they should be with no subtlety (and darks are very, very dark, even to the point that slightly tan skin will look almost black when the sun is setting) which is why I thought I had an ENB issue. Then I found that blue hole, which looks like more than ENB.

 

I'm just not sure how to fix it. I don't even know what hanged the interior for windveil keep since I don't remember any of the mods in this list mentioning changes to Riften.

 

EDIT: It's palaces and castles enhanced. But that mod doesn't touch the college of winterhold so it can't be the reason for the effect.

What palaces and castles enhanced has added is a magical fire in that room. You can see it if you turn off ENB effects. There is probably loads of magical lights in the College of Winterhold as well.

I'm pretty sure its an interaction between Lux and ENB, mostly ENB. LUX lighting the magic fire, and ENB bloom effects resulting in the really bright balls of light. Playing about with enbbloom.fx I could get it to improve slightly (still way to bright, but no longer just a huge blue ball).

The dark effect you are seeing is, I'm pretty sure, ENB adaption (darkens things around bright light sources, if you position the camera in a way where the light source isn't on screen, without moving, light levels return to normal).

Posted (edited)

Went through the college for another run: no issues there.

Fort Dawnguard: exterior is fine, interior isn't. Went into every room and there are walls that don't fit right and floating and misplaced torches. I'll see if i can find a fix for those (might have missed a patch) or if i have to remove something...

Edited by Aylis
Posted
2 hours ago, Aylis said:

Went through the college for another run: no issues there.

Fort Dawnguard: exterior is fine, interior isn't. Went into every room and there are walls that don't fit right and floating and misplaced torches. I'll see if i can find a fix for those (might have missed a patch) or if i have to remove something...

 

That is odd, I have conflicts between Landscape Fixes for Grassmods and Immersive Fort Dawnguard, fiddled around a bit with it but have not been able to check if my tinkering actually made it better. LFfG will overwrite the Snowshod & Standing Stones fix too.
 

Noticed the interior things too, haven't investigated really close but my guess would be Palace and Castles Enhanced not playing nice with IFD

Posted (edited)

@Aylis Found these 2 mods, the second one may help with a few mesh issues

 

Upscaled textures for CC content:

https://www.nexusmods.com/skyrimspecialedition/mods/58801 

 

 

Patch for Meshes of Lux and Lux Orbis

https://www.nexusmods.com/skyrimspecialedition/mods/67266

 

Btw, while i do like this new Alternate start i hate that it rebuilds Helgen for a while, its there any way to get rid of that? Been looking around but found nothing

Edited by Jessica_Degurechaff
Posted

I want to thank you for your hard work Aylis. I am sure all this takes up a lot of your spare time!

I am having a problem with my game. When I am in Bleak Falls Barrow and am nearing the claw puzzle door, the game CTD's. Anyone had the same problem? 

Posted (edited)
5 hours ago, wollboi said:

@Jessica_Degurechaff Honored Dead

Ah, that one, the moment i saw it i said "looks too scunchy, no thanks"

 

Pd: For NPC replacers.. if for example i use a big one that covers all NPCS and then under it i use another one that edits a handful of npcs. will that cause black face?

Because i found 3 replacers and all of them complement each other BUT ALSO replace a ton of generic npcs on each one, i already figured out the layering but still would like to confirm.

 

Edited by Jessica_Degurechaff
Posted
3 hours ago, SnabelArne said:

I want to thank you for your hard work Aylis. I am sure all this takes up a lot of your spare time!

I am having a problem with my game. When I am in Bleak Falls Barrow and am nearing the claw puzzle door, the game CTD's. Anyone had the same problem? 

 

Caused by Honored Dead. That mod seems to have a problem loading "boss" draugr in some areas. I had the same issue and uninstalling that mod fixed it.

Posted (edited)

Getting CTDs in Windhelm Castle. BS Shader and KLighting errors in "whintwoodfloormid01.nif". And as mentioned above, Honored Dead causes CTDs in Sarthaal, Dimhollow Crypt and some other nordic ruins. Also Fort Dawnguard inside is fubar, rooms merging, clutter flying in the air, giant "worldholes" on the floor. Immersive Dayspring Canyon also has some terrain issues. Castle Dour in Solitude also has some issues - walls not aligned properly. And finally, OStim/OSA and their related mods are buggy as hell. First time trying OSA/OStim and oh boy... Even early Sexlab versions had common sense to check if player is using any station, or furniture is being used before starting animation. OSmp triggers SMP/CBPC on male player body breaking OBody morphs. So many issues with OStim :(

 

P.S. BB's Dawnguard needs to be lower than Cosmetic Vampire Overhaul, otherwise you'll get vanilla DG faces with Cosmetic Vampire Overhaul eyes. Sorry if I sound grumpy, it isn't my intention.

P.P.S. Mistveil Keep now has a giant blinding purple portal to epileptic hell in court wizard room. Not sure what is it (missing texture + Lighting/ENB?), as my eyes start bleeding every time I enter that room.

Edited by Chekist
Posted
5 hours ago, Jessica_Degurechaff said:

Ah, that one, the moment i saw it i said "looks too scunchy, no thanks"

 

Pd: For NPC replacers.. if for example i use a big one that covers all NPCS and then under it i use another one that edits a handful of npcs. will that cause black face?

Because i found 3 replacers and all of them complement each other BUT ALSO replace a ton of generic npcs on each one, i already figured out the layering but still would like to confirm.

 

Short answer is: sometimes. The issue (I think) is that some face parts are conflicting, but they're on different slots so they don't cleanly overwrite. The other issue is that a completely different mod is altering something about the NPC that creates a conflict with the replaced. I use Radiant Prostitution, and it causes blackface with Hulda if it's placed after the NPC replacers. I have used some of ColdSun's replacers, and some NPCs just overwrite the NITHI ones, and some cause blackface. You can try using EasyNPC to fix it, but I just disabled the ColdSun NPCs that caused issues, which is very simple with his mods, fortunately.

Posted
5 hours ago, Jessica_Degurechaff said:

Ah, that one, the moment i saw it i said "looks too scunchy, no thanks"

 

Pd: For NPC replacers.. if for example i use a big one that covers all NPCS and then under it i use another one that edits a handful of npcs. will that cause black face?

Because i found 3 replacers and all of them complement each other BUT ALSO replace a ton of generic npcs on each one, i already figured out the layering but still would like to confirm.

 

 

Try EasyNPC. Make sure to run the post built check mentioned in the instructions too to unpack a couple troublemakers again.

 

1 hour ago, Chekist said:

Getting CTDs in Windhelm Castle. BS Shader and KLighting errors in "whintwoodfloormid01.nif". And as mentioned above, Honored Dead causes CTDs in Sarthaal, Dimhollow Crypt and some other nordic ruins. Also Fort Dawnguard inside is fubar, rooms merging, clutter flying in the air, giant "worldholes" on the floor. Immersive Dayspring Canyon also has some terrain issues. Castle Dour in Solitude also has some issues - walls not aligned properly. And finally, OStim/OSA and their related mods are buggy as hell. First time trying OSA/OStim and oh boy... Even early Sexlab versions had common sense to check if player is using any station, or furniture is being used before starting animation. OSmp triggers SMP/CBPC on male player body breaking OBody morphs. So many issues with OStim :(

 

P.S. BB's Dawnguard needs to be lower than Cosmetic Vampire Overhaul, otherwise you'll get vanilla DG faces with Cosmetic Vampire Overhaul eyes. Sorry if I sound grumpy, it isn't my intention.

P.P.S. Mistveil Keep now has a giant blinding purple portal to epileptic hell in court wizard room. Not sure what is it (missing texture + Lighting/ENB?), as my eyes start bleeding every time I enter that room.

 

- Haven't been to Windhelm the past two guide increments yet but recall some flickering when approaching.

 

- No Honored Dead related crashes on my side either. I do not run WACCF though, that would be my first idea for the root cause.

 

- Fort Dawnguard: Try what @wollboi said and make sure the PCE - USSEP Patch.esp is the first one after Palaces Castles Enhanced.esp and only then the other PCE patches

 

- Dayspring Canyon: I 'think' that is Landscape Fixes for Grassmods undoing some terrain changes and have deployed a personal fix but have not been back to Fort Dawnguard yet, currently are just entering the soul cairn so it might take a hot minute until I know for sure my edits are valid. If they are I'll throw the esp up here to grab.

 

- BB Dawnguard + CVO - It is known, if I had to guess not high on the list because BB Dawnguard is soon to be retired and replaced by the OG and there are relatively Easy options to fix NPCs

 

- the purple retina branding is under active discussion if you check a couple posts above ?

Posted

Hello everybody. I decided to do a new install with the updated list, deleted the game and all the MO2 mods and downloaded it from scratch. My doubts are very fundamental: Wrye Bash, merge files and Nemesis/FNSI.

 

Wrye: I generate a new bashed patch and when I click on the file (bashed patch.esp) to run the Rebuild Patch. A list appears with so many “Missing Master Errors” and “Delinquent Master Errors” that it wouldn't fit in a print. I followed the download list and activated them one by one after installing them all. So I´m pretty sure that I made some mistakes in the installation. And this leads to the second question: When I´m installing the mods whenever the merge or overwrite option came up, I always clicked on merge (except when the mod's author made it explicit for overwrite on the Nexus download page). Maybe this is the reason for all the error? Because I think that I merge around 90% of the files. I don't know if it's important too, but I didn't change anything in the load order of the mods.

 

About Nemesis, I didn't install any Sexlab mod and in the animations tab I skipped Go To Bed and installed Sleep Tight instead. When I try to generate the output for Nemesis it always fails regardless of the selection that I made. Can I just use FNSI instead or is it incompatible with Ostim/Osex/Obody and the Opensex animations?

 

Sorry for the newbie questions. I don´t even know if I´m asking the questions correctly. I appreciate any help you can give.

Posted (edited)
35 minutes ago, rb1981 said:

[...]I appreciate any help you can give.

 

Don't install everything all at once. Go by category.

 

First install all mods listed under SKSE. Start up the game and see if it is working. (You don't even need to 'start' a new game, for a function check you can open the console while still in the main menu and use

Spoiler

coc whiterun

coc qasmoke

for a does the game crash or not check.)

 

Do the same for the mods listed under foundation. You can even add seperators in MO2 to make it less walloftext (right click on an installed mod -> all mods -> create separator above)

 

Take your time and you will get there eventually.

 

---snip---

 

For everybody's convenience my Immersive Fort Dawnguard - Landscape Fixes For Grass Mods override. Put after LFFGM so the IFD terrain changes win.

Edit: There still is 'one' floating tree near the wayshrine I am not rerunning dyndolod for a single tree.

IFD Landscape Patch.esp

Edited by alaunus01
tree!
Posted (edited)

Collecting links

Spoiler

Better Dyndolod Red Mountain Plume

Sword Ferns

Immersive Fallen Trees Patch

Happy Little Trees Bark

Hanging Dead Chickens

Display Cases

Forgotten Herbs

Red Mountain Plume

Saw dust

 

Immersive Fort Dawnguard                                                            Fixing all the issues is simply too hard.

 

Maximum Skeletons                                                                           Only needed for 'Maximum Carnage'

 

Better fur - Fine clothes

Vanilla SMP Clothing

Vanilla SMP Clothing - Fixes

Better fur - Fine Clothes Patch

Circlet Replacer

Circlets Redone

Confessor Outfit (3BA)

Guard Shields

Guard Shields Reborn

Guards Armor Replacer - Guard Shields Reborn Patch

Reyda's Jewelry Box - Earring SMP                                                   Now included in the main mod

 

Maximum Carnage

Maximum Carnage with disabled bears

Maximum Carnage - 3BA Patch

Maximum Carnage - HIMBO Patch

Ordinator - Metric Units

 

Cosmetic Vampire Overhaul HD SE                                                   Moved from 'Patches'

HPH Vampire Fix                                                                                 Moved from 'Patches'

 

Pantheon - Daegon High Elf Follower - Replacer (3BA)

 

Ants

Giantesses Around Skyrim

Honored Dead - A draugr and skeleton model replacer (ESP)      Removing 'cause some people insist on using the ESL (causes CTD) instead of the ESP (no CTD)

Honored Dead - Cannibal Draugr Patch

Ravens

 

ENB Particle Lights - Light Orbs - Motes

ENB Particle Lights - Wisps - Witchlight

Wonders of Weather

Wonders Of Weather - ENB Patch

Wonders of Weather - Settings Loader

 

Shut Up Whiterun - Annoying NPC Silencer

 

Palaces and Castles Enhanced                                                              Palaces are top - castles not so much. Plus flickering lights even with the patch.

Palaces and Castles Enhanced SSE Compatibility Patches (ESL)

Palaces and Castles Enhanced - Bears of The North

 

CCC - Arcane Accessories

[Bodyslide] CCC - Fishing Outfit HIMBO and CBBE 3BA

CCC - Spell Knight Armor Patch

 

Combined CBBE+UUNP+TBD sliders                                                   Only needed for 'Confessor Outfit'

 

Edited by Aylis
Posted

 

3 hours ago, alaunus01 said:

 

Don't install everything all at once. Go by category.

 

First install all mods listed under SKSE. Start up the game and see if it is working. (You don't even need to 'start' a new game, for a function check you can open the console while still in the main menu and use

  Hide contents

coc whiterun

coc qasmoke

for a does the game crash or not check.)

 

Do the same for the mods listed under foundation. You can even add seperators in MO2 to make it less walloftext (right click on an installed mod -> all mods -> create separator above)

 

Take your time and you will get there eventually.

 

---snip---

 

For everybody's convenience my Immersive Fort Dawnguard - Landscape Fixes For Grass Mods override. Put after LFFGM so the IFD terrain changes win.

Edit: There still is 'one' floating tree near the wayshrine I am not rerunning dyndolod for a single tree.

IFD Landscape Patch.esp 43.75 kB · 0 downloads

Thanks for the advice. In fact I do exactly that way, but I will reinstall again and try to run the game for each category. It has to be some mistake I made in the path. 

 

About the issue with merge/overwrite? Not every author explains when to merge or overwrite the mod. Is there a way to know which is the correct option in each case?

 

What about Nemesis and FNSI, can I use FNSI with Opensex and with Ostim/Obody's mods and the others?

Posted
29 minutes ago, rb1981 said:

About the issue with merge/overwrite? Not every author explains when to merge or overwrite the mod. Is there a way to know which is the correct option in each case?

 

What about Nemesis and FNSI, can I use FNSI with Opensex and with Ostim/Obody's mods and the others?

1. Updates can be merged into the mod safely. The rest i'd keep separate in case there's an update.

2. Reading the documentation helps... OStim NG installation guide

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