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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)
4 hours ago, NW_BEEZ said:

I tried to find that ID on SSedit but it found nothing. deepseek seems to think that the problem is related to SPID.

 

 

Anything starting with FF is an instanced object. Meaning a copy of a base-form-id with maybe dynamic parameters created at runtime, it is not in the plugins and will not show sup in xEdit. FF is in memory and the save data only.  

 

The crashlog has a reference to the HIMBO-Body of Bandit Plunderer" having issues with overlays, maybe you need to increase racemenu's SKEE.ini body overlay from 6 to something like 30. There's also a reference to "ksmc_Elmlock.esp", something about "Elmlock Gloves", being in use during crash.

 

There is a note that the crashlog mod is allegedly an older version, check if there is a new version in Nexus. 

 

 

Edited by safado
Posted
On 1/25/2026 at 2:52 PM, PubliusNV said:

It has come to my attention that Gods and Worship and Stormcrown - A Shout Overhaul have some conflicts. There's a patch available, "Gods and Worship - Stormcrown patch" that says it fixes the incompatibilities with the changes made to shouts by both mods, but it doesn't seem to address the fact that both mods add "Meditate" powers (in my game I only see the GnW Meditate power, not the one from Stormcrown).

 

The Stormcrown Meditate power did show up for me after returning the Horn of Jurgen Windcaller to Arngeir.

 

In order to get the power to work, and not cause a CTD, I had to edit the ini file for Skyrim Skill Uncapper mod to make bUseLegendarySettings false. This latter change should not be required for most users of this mod list, since it does not include Skyrim Skill Uncapper.

  • 2 weeks later...
Posted
On 2/9/2026 at 10:13 AM, Caxapo4ek said:
  Hide contents

naGrAa9.jpeg

 

Anybody may tell me what wrong with Revakheim entrance (Konahrik's Accoutrements mod)?

I checked and I have the same issue. I tried moving the load order for it but nothing fixed it. It is a conflict with some other mod, but I'm not sure which it is. Using More Informative Console the last mod to change the geometry was Konariks accouterments itself. 

Posted

Plugins without a master file are automatically disabled, and all mods and settings for enabling achievements have been turned off. How can I fix this?

Posted (edited)

Getting all building textures in Morthal not loading when testing out the fully installed build (purple textures). Anyone run into this before? Looks like there was lots of Morthal related issues during this one

 

EDIT: Didnt grab the meshes/textures in World Exterior Cites, whoops. Leaving for posterity 

Edited by xxxstupidfastxxx
Posted

Anyone had an issue when followers are being matched by match maker when the game freezes (not crashes, doesnt generate a report)? Seems to only be added followers not vanilla NPCs and only some of the time. Using the setup listed here with all 3BA followers. Didn't happen with my previous install from last year so seems new somehow?

Posted (edited)

Installed mods from PC and Anatomy and elders got a strange seam on their thighs and chest texture and young women have no torso. How can this be fixed?

UPD: The problems with young women's bodies are caused by OBody, but I still don't understand how to fix them.

Без імені.jpg

 

Без імені.png

Edited by Gaced
Posted
On 3/11/2026 at 1:48 PM, Gaced said:

Installed mods from PC and Anatomy and elders got a strange seam on their thighs and chest texture and young women have no torso. How can this be fixed?

UPD: The problems with young women's bodies are caused by OBody, but I still don't understand how to fix them.

Без імені.jpg

 

Без імені.png

 

The top picture is usually from using a mismatched texture and body. Are you using 3BA body and a 3BA compatible texture? Did you accidently install a UNP version of the texture?

 

I haven't seen that problem with Obody before, ,but are you using the extra files download of Aylis Obody configuration file? Do you have the presets installed? If you use the Obody hotkey to change their body preset is the problem with each body preset?

Posted

After a break of 6 years this guide brought me back to skyrim and it looks like a different game.

Many thanks to Aylis. 

The last days I spent to follow and install the modlist and I learned a lot about modding skyrim. But I still have some issue's - for example is the dialog interface to dark and to small. Like on the screenshot on the left side, the dialog interface is black coloured and the font size much to narrow and small. It is a pain to use even on bright backgrounds. I tried to disable the "dialog interface reshaped", reinstalled it, reinstalled mostly all UI mods but it is still like it looks in the screenshot. Which mod could it be?

Dialog_Interface.jpg

Posted
On 3/11/2026 at 4:48 PM, Gaced said:

 

UPD: The problems with young women's bodies are caused by OBody, but I still don't understand how to fix them.

 

 

Remove PrivateProfileRedirector or any mod that "accelerate" reading INI files.  Let us know if that fix it.

 

 

Posted
20 hours ago, DarkForce_256 said:

 

The top picture is usually from using a mismatched texture and body. Are you using 3BA body and a 3BA compatible texture? Did you accidently install a UNP version of the texture?

 

I haven't seen that problem with Obody before, ,but are you using the extra files download of Aylis Obody configuration file? Do you have the presets installed? If you use the Obody hotkey to change their body preset is the problem with each body preset?

The issue with OBody was resolved by reinstalling RaceMenu. I don't use UNP; I installed all body mods exclusively from this guide.

Posted

Getting a weird issue with HIMBO and outfits. Some outfits (looks like vanilla ones like scaled armor) appear to be scrunched up? As in they have strange zig zag arms and legs and are a bit pixelated. Tried rebuilding the bodyslides but no dice on fixing

Posted

Anyone having issues with Windmills and Dyndolod? Re ran Dyndolod a few times but with it active I don't have a visible rotor. With Dyndolod unactive It is there.

Also getting a wrong far LOD model for the windmill as well. Before the near model loads it is a completely different model.

 



With Dyndolod deactivated

20260315194246_1.thumb.jpg.6e1d8518578ceebe5ae87bcfd72478bc.jpg

 



With Dyndolod on

20260316214731_1.thumb.jpg.7b4423f1e75d2315a46c8f5bcf959c02.jpg

 



Wrong windmill model far LOD

20260316215004_1.thumb.jpg.94b6eef4ae252a93838df8115cd213dd.jpg

Posted
On 2/24/2026 at 1:00 PM, DarkForce_256 said:

It is a conflict with some other mod

 

Nah, this isn’t a load order issue or the effect of another mod. I tried installing it on a vanilla game without any mods (only skse enabled) the result was the same.

Posted
On 3/18/2026 at 11:32 PM, Caxapo4ek said:

 

Nah, this isn’t a load order issue or the effect of another mod. I tried installing it on a vanilla game without any mods (only skse enabled) the result was the same.

 

If it still has the bug even with no other mods installed (assuming its a new save) then it must be an issue with the original mod its self.

Posted
On 3/17/2026 at 6:17 PM, DarkForce_256 said:

Anyone having issues with Windmills and Dyndolod? Re ran Dyndolod a few times but with it active I don't have a visible rotor. With Dyndolod unactive It is there.

Also getting a wrong far LOD model for the windmill as well. Before the near model loads it is a completely different model.

 

 

  Reveal hidden contents

 

 


With Dyndolod deactivated

20260315194246_1.thumb.jpg.6e1d8518578ceebe5ae87bcfd72478bc.jpg
 

 

 

 

 

  Reveal hidden contents

 

 


With Dyndolod on

20260316214731_1.thumb.jpg.7b4423f1e75d2315a46c8f5bcf959c02.jpg
 

 

 

 

 

  Reveal hidden contents

 

 


Wrong windmill model far LOD

20260316215004_1.thumb.jpg.94b6eef4ae252a93838df8115cd213dd.jpg
 

 

 

 

If I activate the DynDOLOD DLL NG mod in the World LOD section when I start a game the Windmill fan shows up like it should. Not sure why we are told to disable this mod for regular game play unless I'm missing something.

Posted (edited)
1 hour ago, DarkForce_256 said:

 

If I activate the DynDOLOD DLL NG mod in the World LOD section when I start a game the Windmill fan shows up like it should. Not sure why we are told to disable this mod for regular game play unless I'm missing something.

 

I do not follow this mod-list, only use it for mod hints and ideas, but I do follow instructions of dyndolod site.  The NG version is for patching "large reference bugs workarounds", needed active in SE\AE to enable the workaround. 

https://dyndolod.info/Generation-Instructions

Spoiler
  • In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.
  • Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything.
  • Activate the plugin(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results. Do not patch or create patches for the generated output, instead properly report problems to the official DynDOLOD support forum so that correctly working output is generated.
  • Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods. Object LOD and tree LOD assets may also be used directly in the game like any other models and textures, in particular by dynamic LOD or Child/Parent Worldspace Copies.

 

Edited by safado
Posted
1 hour ago, safado said:

 

I do not follow this mod-list, only use it for mod hints and ideas, but I do follow instructions of dyndolod site.  The NG version is for patching "large reference bugs workarounds", needed active in SE\AE to enable the workaround. 

https://dyndolod.info/Generation-Instructions

  Hide contents
  • In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.
  • Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything.
  • Activate the plugin(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results. Do not patch or create patches for the generated output, instead properly report problems to the official DynDOLOD support forum so that correctly working output is generated.
  • Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods. Object LOD and tree LOD assets may also be used directly in the game like any other models and textures, in particular by dynamic LOD or Child/Parent Worldspace Copies.

 

 

So we should keep the dyndolod mods active for gameplay I guess. 

 

I add and remove mods from this list as well. It is a great foundation. I did really need a guide like this to hold my hand through the Dyndolod and PBR stuff, no way I was tackling that on my own!

  • 2 weeks later...
Posted

This is a bit confusing, so in the modlist, it says that blue means "essential" or "required". Does that refer to the unformatted links? Because that is like 90% of them. And a lot of them don't seem required at all. How can we tell which ones are absolutely required and will break things if not included, and which aren't?

Posted

I had the same problem with windmills as "DarkForce_256": no rotor blades. I found in the official DynDOLOD guide that I needed to enable the DynDOLOD resources, which fixed the problem. I'm reporting this here and see that "DarkForce_256" already reported the same thing I should have checked earlier.

Also, the sentence at the end of the DynDOLOD section of that guide, "DEACTIVATE the under DynDOLOD listed mods before running the game!", is incorrect.

 

Separately: even though I used only parts of that guide, it helped me a lot thank you for it.

  • 2 weeks later...

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