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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)
1 hour ago, cloudmc said:

Is crash logger still disabled when creating grass since it's a requirement for Community Shaders?

No. I created my grass cache with it on. It just produced two crash logs two times the game crashed during generation, but was otherwise uneventful.

In fact it is beneficial to have it, since if there is any mod that's incompatible with grass caching process still active, the log will tell you which one is it. 

 

You do need to disable TrueHUD though and everything associated with it, including widgets and inventory injector, otherwise the process won't even start.

Edited by belegost
Posted

hmm that might of been why it keep generating nothing.  I was having random crashes and it appeared to be connected to needing mod updates so I updated community shaders and then started crashing at 7% shaders built.  I started back tracking trying to rebuild caches and I couldn't get the grass to build.  So I keep removing mods but then it started crashing on start up, I figured that was what the grass was doing so I figured I broke it badly.

So now I am re-enabling section by section and updating extensions.  After I enable a section I am starting the game to see if crashes at the menu.

Posted

crash logger doesn't really start until you get to the load menu. If your crashing before then it has to be something very basic. check loot it might show a conflict. also watch incase you have to many esp, 254 max. A bad mod might crash a game early had that a few times.

Posted

if shaders is crashing then something is incomplete with the setup  shaders is very reliable for me  you have to read carefully. community shaders they add remove incorporate the segments as it matures

Posted
1 minute ago, KCOLL said:

if shaders is crashing then something is incomplete with the setup  shaders is very reliable for me  you have to read carefully. community shaders they add remove incorporate the segments as it matures  in other words you have to check the component mods to see what has been incorporated into community shaders and then remove that component as a mod . and check for any new components introduced a a new mod

 

Posted (edited)

eFPS and Grand Solitude Don't play well together, at least in my load order. Lots of flickering and disappearing walls, buildings, etc. The official and unofficial eFPS patches don't address Grand Solitude, but I did find this mod Grand Solitude - eFPS patch that seems to fix most of the problems, at least for me. 

Edited by PubliusNV
Fix typo
Posted (edited)

This is my first time playing with Gods and Worship. Is it supposed to have an MCM? I couldn't find anything about an MCM on the mod description page, but a comment in the comments section implied there was one. Also, I used the Tome of Devotion to choose a god at the start, but now can't find a way to switch. Clicking on a shrine grants me the blessing of the shrine, but doesn't give me the choice to worship, change gods, or leave an offering, which the mod description says should be available.  

 

Update: I found a mod on Nexus called Gods and Worship - MCM Fix that gets me the MCM when I start a new game. But shrines still don't give a choice of changing gods or giving an offering. 

Edited by PubliusNV
fix book name
Posted (edited)
1 hour ago, guangxitufei said:

Where is the water mod? I can't find it.     Do not install Water For ENB or Simplicity of Seas?

The water mod is apart of Natural Waterfalls. Aylis went with the water addon from that mod. It is also very far down in the list. Its in the Patches section.

Edited by _Warhawk_
Added where its located in the list/load order.
Posted

 

Since I can't keep myself from customizing the mod-list I've had to go through the task of carefully building zeroed sliders in Bodyslide for all the added stuff. And it is a labyrinth, as @Aylis stated. 
But hey, I'm learning as I go. I'm looking forward to firing up the game and see how I messed up. 

Posted
15 hours ago, _Warhawk_ said:

水模组是天然瀑布的一部分。Aylis 使用了该模组中的水插件。它在列表中也非常靠后。它在补丁部分。

oh,thank you.

Posted (edited)

Not sure if this has been mentioned before - Dragonborn Voice Over completely overwrites the .swf file in Dialogue Interface ReShaped (the only file in that mod). DBVO has a patch available on its downloads page.

Edited by PubliusNV
Posted
10 hours ago, ritalmao said:

Fallout 4 AE is out, maybe time to consider revisiting your FO4 guide?

 

Give that 2-3 years first so all mods are updated and the cost for the update isn't so stupidly high anymore...

Posted
18 hours ago, YuFeng said:

 

Give that 2-3 years first so all mods are updated and the cost for the update isn't so stupidly high anymore...

 

I bought the skyrim version when it was around $5 which is all I though it was worth, no chance I will buy the Fallout 4 one unless its the same price or less.  There again unless Aylis decides to make the cc files a requirement for their mod list, it's not as though it matters, though I would expect a few of the wabbajack lists to require it sooner or later, as quite a few of the seem to require the skyrim version, which is kind of annoying to be honest, there must be quite a few people who are not or will not buy that update.

Posted
11 minutes ago, guangxitufei said:

why CS Light mod install      "Inverse Square Lighting",   but not "true light" ?

Both are on the list.

Posted

yo anyone know that under "flora - Plants" the glowing mushroom part, do i need to download the glowing mushroom ENB main file? or just download the optional file with out the main file?

Posted
On 11/6/2025 at 12:55 PM, PubliusNV said:

Before getting down to actually playing the game, I thought I should check out some locations. I'm having problems in Falkreath. With Redbag's Falkreath, there's a wall separating the town and the graveyard. stepping through the gate in that wall I see this. The partial building is the House of the Dead:    

  Reveal hidden contents

489830_20251106123510_1.thumb.png.51e4e222c126bdc5b692d31fa9fd948e.png

 

Taking just a few steps forward, the scene changes to this. The building is missing. And then a few steps further on (3rd spoiler) it reappears.

 

  Reveal hidden contents

489830_20251106123516_1.thumb.png.4ce0e9ebd7fd3aab8658e4b77c10b2e0.png

  Reveal hidden contents

489830_20251106123520_1.thumb.png.71f7bf5eb8b22b2b45e0f6a95cfd6f61.png

 

This is with all PBRs and LODs built and active. Any help is appreciated.

 

Did you ever figure out what was causing it? My Falkreath looks similar with uneven floors and holes to the center of the earth. 

 



ScreenShot2.thumb.png.e5fb96a0c436b1426dc44588b9a88bd5.pngScreenShot3.thumb.png.8d58c23ffcf80e19db463a58a01fa441.png

Posted
8 hours ago, DarkForce_256 said:

 

Did you ever figure out what was causing it? My Falkreath looks similar with uneven floors and holes to the center of the earth

 

No. My post on Nov 7th has a link to Unoffical eFPS patches, which did fix the flickering Hall of the Dead, but I still have holes under walls.

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