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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)

@cloudmc

They are only sort of redundant. I tried to remove them before but then mesh issues popped up and the landscape was dotted with broken bluish plants. So i prefer to keep the mods in.

 

Fixing the link. Done

 

 

@Alabaster_Stone

Thanks. Working on itUpdated

 

 

@Karenb

T-Posing can happen when not all animations are loaded in (most likely due to script lag). But that should fix itself after a second or two. That is also where 'Animation Queue Fix ' comes in and will hopefully fix that issue.

Edited by Aylis
Posted
On 3/13/2023 at 11:09 PM, Ishikudeska said:

sorry, I also have the "KS Hairdos patch" where would I use this?

It's an ESP replacer, so just needs to be placed after KS Hairdos. I'd recommend immediately after KS Hairdos, just so its easy to find if you want to remove it later (the patch should be removeable mid playthough, should you want to switch to picking one mid playthough).

Posted (edited)

@Klokeofdarkness

Check the last entries of post #1. ;)

 

And should questions arise just ask. We help each other here (and i'm happy that it works so well even if i'm not around :)).

Edited by Aylis
Posted

Hi there!

 

I recently decided to come back to Skyrim modding and didn't want to try to update my old list, so was looking to start anew and voila! I found this guide. It's pretty great and I have managed to get everything going after a few bumps and stumbles.

 

However there's one thing that's really baffling me, which is FNIS when it comes to creatures. If I run it and go in-game, many creatures (such as wolves and trolls) are just frozen and can't do anything. I also can't kill them without using a console command. If I remove FNIS Creatures and run it again everything's fine, but obviously they can't do Sexlab animations.

 

I've tried searching around and have found others with this same issue but there never seems to be a resolution. Does anyone here know what could be going on? I swear I've double and triple-checked the mod order and tried to figure out if I'm missing a necessary beast skeleton, but I just can't figure it out.

 

Any help would be very appreciated.

Posted
1 hour ago, Ashra XIII said:

Hi there!

 

I recently decided to come back to Skyrim modding and didn't want to try to update my old list, so was looking to start anew and voila! I found this guide. It's pretty great and I have managed to get everything going after a few bumps and stumbles.

 

However there's one thing that's really baffling me, which is FNIS when it comes to creatures. If I run it and go in-game, many creatures (such as wolves and trolls) are just frozen and can't do anything. I also can't kill them without using a console command. If I remove FNIS Creatures and run it again everything's fine, but obviously they can't do Sexlab animations.

 

I've tried searching around and have found others with this same issue but there never seems to be a resolution. Does anyone here know what could be going on? I swear I've double and triple-checked the mod order and tried to figure out if I'm missing a necessary beast skeleton, but I just can't figure it out.

 

Any help would be very appreciated.

Are you using NEMESIS too?

Posted
14 minutes ago, Dressblood said:

Are you using NEMESIS too?

I am not, only FNIS.

 

I specifically don't use Nemesis because it lacks creature support, and while in the past I was able to get them to work together, I don't really like it.

Posted (edited)
19 minutes ago, Ashra XIII said:

I am not, only FNIS.

 

I specifically don't use Nemesis because it lacks creature support, and while in the past I was able to get them to work together, I don't really like it.

Oh ok, never had a problem with only FNIS, guess it could be a SexLab mod adding creature animations.

I use both FNIS and NEMESIS because some mods need NEMESIS to work like TK Dodge RE.

Edited by Dressblood
Posted
7 minutes ago, Dressblood said:

Oh ok, never had a problem with only FNIS, guess it could be a SexLab mod adding creature animations.

I use both FNIS and NEMESIS because some mods need NEMESIS to work like TK Dodge RE.

In the past I've struggled with sex anims not working, or maybe the schlongs not coming out when they're supposed to, that kinda thing.

 

But this is full-on creatures are frozen forever. They can't move, they can't fight, and they are immortal. It's the weirdest thing and the only solution is to delete the FNIS creature files.

Posted
27 minutes ago, Ashra XIII said:

I am not, only FNIS.

 

I specifically don't use Nemesis because it lacks creature support, and while in the past I was able to get them to work together, I don't really like it.

 

 

Maybe check this mod out? I used it a long time ago. Can't say it was/is the ultimate answer, but maybe give it a shot? Otherwise, like @Dressblood said, try using both FNIS and Nemesis. I do that for TK dodge as well.

Posted
5 hours ago, Ashra XIII said:

[...]But this is full-on creatures are frozen forever. They can't move, they can't fight, and they are immortal. It's the weirdest thing and the only solution is to delete the FNIS creature files.

 

I encountered that recently when I upgraded a mod and forgot to rerun FNIS afterwards, but as soon as I rerun it cleared. A single new creature animation not properly installed broke all the creatures.
First I would check if you are not above FNIS animation limit, then check if something overwrites creature framework skeletons, check if you installed the 'right' CF - that one seems finicky for some people for 'reasons'.

Afterwards you are on the hunt for the corrupt animation that borks you. Check if only CF & MNC still freezes your creatures, if not go through your mods that add creature animations. Remember you do not need to check them one at a time but the 50/50 split method narrows down your testing.

 

50/50 split testing:
enable half the mods you suspect disable the other half. if error persists you disable another half of the mods you had enabled. continue until you found the offending sucker. if the error is not happening after you disabled a number of mods it is happening in one of the mods you just disabled.

----snip----
dynDOLOD update ?
crash crash crash when enabling the generated esps.....
cleaning the dirty dirty hideoutsSE esp

still crashing

building TWO dyndolod variations, one with ACMOS generated roads one without to see if that is the reason.........

now both no longer crash..................       the FRACK ?!?!?!?!

Posted
4 hours ago, alaunus01 said:

 

I encountered that recently when I upgraded a mod and forgot to rerun FNIS afterwards, but as soon as I rerun it cleared. A single new creature animation not properly installed broke all the creatures.
First I would check if you are not above FNIS animation limit, then check if something overwrites creature framework skeletons, check if you installed the 'right' CF - that one seems finicky for some people for 'reasons'.

Afterwards you are on the hunt for the corrupt animation that borks you. Check if only CF & MNC still freezes your creatures, if not go through your mods that add creature animations. Remember you do not need to check them one at a time but the 50/50 split method narrows down your testing.

 

50/50 split testing:
enable half the mods you suspect disable the other half. if error persists you disable another half of the mods you had enabled. continue until you found the offending sucker. if the error is not happening after you disabled a number of mods it is happening in one of the mods you just disabled.

----snip----
dynDOLOD update ?
crash crash crash when enabling the generated esps.....
cleaning the dirty dirty hideoutsSE esp

still crashing

building TWO dyndolod variations, one with ACMOS generated roads one without to see if that is the reason.........

now both no longer crash..................       the FRACK ?!?!?!?!

 

I checked every which way I could think of to see if the creature skeletons were wrong, if there was something overwriting, etc. but it all looked fine which is why I finally reached out to see if anyone had seen this before before I went scorched earth. I was using the FNIS XXL just to make sure it could handle all the animations but backed off to just FNIS and it still didn't show any indication that there were too many animations.

 

I ended up creating a testing profile and went to bare minimum, installing only the necessary creature mods (Framework, MNC, ABC) Sexlab and FNIS stuff to see if that would work and it did, so... yeah. Now I'm having to add mods again until it breaks.

Posted

Okay, I knew I'd feel dumb once I figured out what the issue is, and boy was I correct.

 

This is probably something only I was dumb enough to do, but because I went with the Sexlab route (as opposed to Osex, etc) I wanted to remove the default animations which the guide also suggests to do.

 

...But I installed the animation remover for the wrong Sexlab version.  ?

 

So, long story less long, now everything works again but I have all the default (not so good) SL animations. Does anyone know if there's a version of this for the current Sexlab?

Posted (edited)
22 minutes ago, Ashra XIII said:

Okay, I knew I'd feel dumb once I figured out what the issue is, and boy was I correct.

 

This is probably something only I was dumb enough to do, but because I went with the Sexlab route (as opposed to Osex, etc) I wanted to remove the default animations which the guide also suggests to do.

 

...But I installed the animation remover for the wrong Sexlab version.  ?

 

So, long story less long, now everything works again but I have all the default (not so good) SL animations. Does anyone know if there's a version of this for the current Sexlab?

 

Which one are you using? The most Recent one i'm seeing was last updated in july 2022 (here)

 

You can also try sexlab P+. That mod among other things is supposed to have an option to remove the default sexlab animations.

Edited by asebw
Posted
57 minutes ago, asebw said:

 

Which one are you using? The most Recent one i'm seeing was last updated in july 2022 (here)

 

You can also try sexlab P+. That mod among other things is supposed to have an option to remove the default sexlab animations.

 

Yep that's newer than what I had, so thanks! I'll give it a shot on my test save.

Posted

Aha! I finally figured out the disappearing NPC's and missing hands bugs I was experiencing.

 

Turns out the vanishing NPC's was due to the fact that I was not paying attention and blindly used the newest version of FSMP - Faster HDT-SMP. While the newest version 1.49.3 shows as supporting 1.6.640 it notes "This version solves bugs for some players, but mostly introduces bugs for VR et AE players.
Use it only if on 1.5.97". Turns out the currently recommended version of 1.49.0 seems to have completely resolved my vanishing NPC's.

 

As for the missing hands and such, that seems to have been down to my poor choices when installing NITHI NPC ENHANCEMENT - Riften and apparently improperly selecting CBBE and RBT. When I leave everything in the FMOD as default and dont select ether of those than the hands and feet return.

 

I will note that the hands have a very slight seam but at this point I dont care hahaha, just glad to have figured this out finally.

Posted
3 hours ago, darqonus said:

Aha! I finally figured out the disappearing NPC's and missing hands bugs I was experiencing.

 

Turns out the vanishing NPC's was due to the fact that I was not paying attention and blindly used the newest version of FSMP - Faster HDT-SMP. While the newest version 1.49.3 shows as supporting 1.6.640 it notes "This version solves bugs for some players, but mostly introduces bugs for VR et AE players.
Use it only if on 1.5.97". Turns out the currently recommended version of 1.49.0 seems to have completely resolved my vanishing NPC's.

 

As for the missing hands and such, that seems to have been down to my poor choices when installing NITHI NPC ENHANCEMENT - Riften and apparently improperly selecting CBBE and RBT. When I leave everything in the FMOD as default and dont select ether of those than the hands and feet return.

 

I will note that the hands have a very slight seam but at this point I dont care hahaha, just glad to have figured this out finally.

 

Oh wow, actually I noticed this a bit too but was still in the testing phase so didn't think much of it yet. I am gonna have a look at that right now!

Posted

@alaunus01

The newest version of DynDOLOD seems to be a bit sensitive. I had to run the last step three times 'til i got through (i guess the file size and 'MS Defender' are partially responsible too). On the plus side are the now working sails(?) for the windmills. Those could be problematic before.

 

@darqonus

Good point. I added a comment to make users aware of this.

Posted
19 hours ago, Aylis said:

@Klokeofdarkness

Check the last entries of post #1. ;)

 

And should questions arise just ask. We help each other here (and i'm happy that it works so well even if i'm not around :)).

 

I am 1/2 way through Foundation.  My fingers hurt, my brain hurts, my head hurts but I used to help Admin a VR mod pack so I know the pain.  That brings me to my next question.  Why have you put all of this work in, Thank you again by the way, and not made this into a Wabbajak?

 

It would make this a joke of an install, even for noobies.  Either way I am going down the list and will get them all done.  I just hope to God that it launches when I click play a few days from now when I am done!

Posted

Hotfix

An old bug with ZAZ (immortal chicken and hares) raises its ugly head again. I had a patch for SE but someone else also made a patch. As mine is older i'll link to the new patch instead. And as usual i'll add a few more mods i just finished testing...

 

Mods to ADD

Spoiler

Gameplay

Recipe Auto-Learn                                                           Very useful little mod

 

Creatures

Rabbit                                                                              Looks better than the old one

Fluffy Rabbit

 

Sexlab

SexLab Framework PPLUS

 

Open Sex and Sexlab combined

SexLab Framework PPLUS

Rabbit and Chicken Death Fix

 

Posted
On 11/15/2022 at 7:11 AM, Aylis said:

Subgroup 'Trees'

  Hide contents

Standard

  Hide contents

Happy Little Trees

?You have to move the patch ‚Seasonal Landscapes - Happy Little Trees Patch.esp‘ here.

Happy Little Logs

Happy Little Logs - Pruned

Happy Little Trees - DLC Trees (Base Object Swapper)

(Optional) Happy Little Trees - Patches

Pick what you like.

Happy Little Trees Add-On - DynDOLOD

?DISABLE this mod once you've run DynDOLOD

Happy Little Shrubs

(Optional) Happy Little Trees Bark

 

High End

  Hide contents

Nature of the Wild Lands

?For seasons you have to use the older version of the mod.

?You have to move the patch ‚Seasonal Landscapes - Nature of the Wild Lands Patch.esp‘ here.

Seasonal Aspen Trees

?You have to move the patch ‚Seasonal Landscapes - Seasonal Aspen Trees Patch.esp‘ here.

 

Ok, this one is stumping me.  I have an extremely high end pc so I would want the best options.  Do I do both Standard and HIgh End and where are the Seasonal Landscapes patches located?  I appreciate the assistance!

Posted
5 minutes ago, Aylis said:

Hotfix

An old bug with ZAZ (immortal chicken and hares) raises its ugly head again. I had a patch for SE but someone else also made a patch. As mine is older i'll link to the new patch instead. And as usual i'll add a few more mods i just finished testing...

 

Mods to ADD

  Reveal hidden contents

Gameplay

Recipe Auto-Learn                                                           Very useful little mod

 

Creatures

Rabbit                                                                              Looks better than the old one

Fluffy Rabbit

 

Sexlab

SexLab Framework PPLUS

 

Open Sex and Sexlab combined

SexLab Framework PPLUS

Rabbit and Chicken Death Fix

 

Sounds good, are the links updated above?  I am still going down foundation so I have not gotten to these sections yet.

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