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Skyrim AE for Beginners - V 3.1.0


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Posted

Sorry for the noob questions. Its been waaay too long since my last Skyrim mod experience. ?

Mods like The Great Cities and WiZkiD Parallax Farmhouses mention running DynDolod, but its not in the guide. Are they really needed?

I am also wondering if any of Ryn's mods need this as well. Dont they edit stuff in the worldspace?
 

Posted

The second post of this guide tells you in extensive detail what to click when running dyndolod. 

 

You don't need to run dyndolod if (in short) having sudden changes in earth texture or having terrain over distance looking different from how it should when you actually get there does not bother you. 

 

But the visual difference of with/without are quite large.

 

So you should run dyndolod. Even if it's a pain running it every time you modify your load order. 

Posted (edited)

@Skjall You are correct, the second part does discuss things in great detail.

However, what I am asking for is some clarity. Some mods recommend something that's not on the guide. As the target "beginner" audience of the guide, I might spot a few things that a seasoned modder can overlook due to habit. In a previous post, Happy Little Trees was added after it was mentioned.

From what I read, Dyndolod takes time to finish - especially with seasonal mods. There are also some mods that don't work with Dyndolod. I feel its better to sort these things out for the sake of those with less free time to spend re-running LoD stuff due to mistakes, omissions or incompatibilities.

Edited by unnameable
Posted (edited)

I went through the guide (changed a few things) and everything seem to work. But I encountered some mods that causes a crash during loading an unmoded gamesave (and probably on a new game as well) if using the actual version of SPID. I don't recall all of them, but it were at least Evolution, Go To Bed, Dirt and Blood. Changing to an older version of SPID removed the crashes. 5.2.0 is working for me.

Edited by Tops34
Posted (edited)

@unnameable I'm not sure what you're asking. Everything on the list works with DynDOLOD, and you'll only be running it one time, at the very end of the list. You aren't going to run it and find out something doesn't work with it after the fact if it's on the list. DynDOLOD also isn't going to crash your game if it encounters something it doesn't like. If there's something that's incompatible with it, it will stop you and give a surprisingly helpful warning message at the very beginning of the process.

 

@Tops34 I've honestly never tried loading a vanilla game after installing mods, but yeah that would be a recipe for disaster. I'm using SPID 6.4 and it's fine.

Edited by wollboi
Posted (edited)

@wollboi

From the guide


image.png.fc02d3e76e20656b070df0656b18ccbc.png


The mods I am asking about. These aren't mentioned in the guide. Should they be active mods in MO2 when you run Dyndolod?

image.png.1917df96e932b9ecaf3321d40ed22efd.png

The last one is WizKid's. The main mod download does not say to run with Dyndolod, but its implied because its offering an LoD if you don't.


My second question is more of a curiosity. Why do some mods that edit the worldspace say to run Dyndolod, while others, like Ryn's, don't?
Edited by unnameable
Posted

@unnameable I don't know what mod page you are looking at in your second pic, but I'm assuming it's some kind of Great Village/Town/whatever AIO. The list has you download each mod from its own individual page, which will give you those versions. Those are the actual mods to alter the towns and should be left on always. Regardless, the description for all of those is "run DynDOLOD." The mods that Aylis lists as needing to be enabled during DynDOLOD and then disabled are basically tools that tell DynDOLOD how a mod wants LOD to be generated. They are different from those mods, which are the mods themselves. The last one is a pre-made LOD for that mod. It isn't used in the list, as that mod will have its LOD generated by DynDOLOD. Whatever page that is, is it part of the list?

 

Ryn's mods are textures that will be used by DynDOLOD along with everything else. Does the author specifically say not to run DynDOLOD? I didn't see this anywhere.

 

I think you're overthinking. Just follow the guide, run DynDOLOD, and disable the mods in orange after it's done. I'm at 899 mods right now, 99% of them from the list, and haven't had any troubles whatsoever.

Posted (edited)
5 hours ago, wollboi said:

@unnameable I don't know what mod page you are looking at in your second pic... [Snip]


to clarify, I stitched together screenshots taken from the different mods I was asking about. They are all on the list.

Ryn's mods do not ask to run Dyndolod. I was just wondering how something like Ryn's Valtheim Towers doesn't ask for a Dyndolod LoD. Clearly more than a texture.


image.png.014767b05a6f4f9339a2125c170b127e.png
[ /spoiler]

Yes, I do tend to overthink things. ?
Edited by unnameable
Posted

@unnameable I might have confused you. Ryn's mods will use whatever textures you have applied in your load order. DynDOLOD doesn't care about what assets Ryn's mods add, other than to create LOD for the textures it's using just as it's doing the same for everything else. Follow the guide. Also, please put pictures in spoiler tags.

Posted

@Aylis I'm building my game from your list and noticed that "Hidden Hideouts of Skyrim" points to the LE version of Skyrim, not SE. Not sure if that was intentional, but wanted to give you a head's up. Also, quick question (if you know), you suggest Noble Skyrim SMIM Patch, but Noble Skyrim isn't on the list (unless I had an oversight). Again, was just wondering if that was intentional or not. Both items are close to the bottom of the "World Expansion" section. Thank you for your guides for Skyrim and Fallout 4! They've helped tremendously!

Posted (edited)

@psychoqwirk420

Its a 'YES, its intentional' to both questions.

_________________________________________________

 

Drowning in work atm.

Edited by Aylis
Posted (edited)

So I dunno what is going on here how her limbs turned purple I just finished installing the patches section and I see the limb purple, I know that it means that textures are missing. But I don't know what textures. Any suggestions?

 

 

Edit: Also how do I link up nemisis to run properly in the final section? I can't update engine or anything like that since MO2 isn't in the skyrim folder.

20230215235503_1.jpg

Edited by Alabaster_Stone
Posted (edited)
39 minutes ago, thirstydovahkiin said:

Best way to do so is to set up Nemesis as another executable in mo2. Here's a guide on how to do that.

 

Thank you for that. Now just to solve the missing skin texture issue. Just tried batch building and it didn't work.

 

 

 

Edit: Having issues with the xLOD, it keeps saying it is for FO4? How do I fix this?

Edited by Alabaster_Stone
Posted
34 minutes ago, Alabaster_Stone said:

 

Thank you for that. Now just to solve the missing skin texture issue. Just tried batch building and it didn't work.

Edit: Having issues with the xLOD, it keeps saying it is for FO4? How do I fix this?

You have to add the argument -sse in modorganizer for it to start for Skyrim

 

The body texture stuff can be quite surprising in that it's not always a body mod that causes the issue, as another mod that alters a character being changed by that mod. Given it's her body and not face, I'd also be looking at tattoo, makeup and warpaint mods, but it could be a conflict with the skin texture. I haaaate hunting down those conflicts, but xEdit can be your friend, at least letting you see what mods are active on that npc.

Posted (edited)
9 hours ago, DarkDragoon197 said:

@Alabaster_Stone. Did you follow the Obody ng install instructions to the letter.  That's the only thing I can think of that might have caused it.

 

Nope, but gonna try that now.

 

15 hours ago, lolthisis said:

You have to add the argument -sse in modorganizer for it to start for Skyrim

 

The body texture stuff can be quite surprising in that it's not always a body mod that causes the issue, as another mod that alters a character being changed by that mod. Given it's her body and not face, I'd also be looking at tattoo, makeup and warpaint mods, but it could be a conflict with the skin texture. I haaaate hunting down those conflicts, but xEdit can be your friend, at least letting you see what mods are active on that npc.

 

How do I do that? The directions aren't clear :V

 

 

Edit:

 

So I went ahead and followed the Obody NG install instructions, gave the children black heads and the body is still purple.

Edited by Alabaster_Stone
Posted
2 hours ago, Alabaster_Stone said:

 

Nope, but gonna try that now.

 

 

How do I do that? The directions aren't clear :V

 

 

Edit:

 

So I went ahead and followed the Obody NG install instructions, gave the children black heads and the body is still purple.

Obody shouldn't have touched the children??

 

As for body is it on every female npc or just a few in particular.

Posted (edited)
1 hour ago, DarkDragoon197 said:

Obody shouldn't have touched the children??

 

As for body is it on every female npc or just a few in particular.

 

 

I don't know, so far it looks like it effected those few guards so I wonder if I fucked up something with the armor. What is weird is it didn't begin until after I downloaded the patches section. So something in there is what caused the armor glow to start and honestly me fucking around I think is just making it worse.

 

 

Spoiler

20230216201355_1.thumb.jpg.7135cf167ede1b888052a0b5b77a86c0.jpg20230216203706_1.thumb.jpg.4122c09092b006d4d1be285b5323ad38.jpg20230216203712_1.thumb.jpg.d870cdfa7c1ee7c62d1d175a963970f0.jpg20230216203718_1.thumb.jpg.c3617463c6528357f1b9120999a5f9de.jpg

 

edit: Yaaay for trying to figure out the problem causing the purple limbs (It was because I didn't install RBT correctly) Now I can't figure out the childs black face.

Edited by Alabaster_Stone

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