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Skyrim AE for Beginners - V 3.1.0


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Posted
21 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

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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

 

 

Hmm I was looking at the Sexlab P+ before but wasn't sure if I should try it. I guess since my game seems to be working I may as well see if I can break it again ?

Posted

Looks like you want it more complicated and additional steps... Well you can have that.

 

Moved the instructions from 'Seasonal Landscapes' into the entry for the trees.

 

 

Posted
5 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.

 

Circling back on this topic, I installed the previous version of FasterHDT and now I get a message that the DLL is outdated:

 

image.png.280404c6ff42125c0d3625f7a3f34ffe.png

 

The download page shows all the different versions it supports but when I actually install it, it doesn't let me pick in the way the latest version does.

 

So I'm not sure if that previous one is going to work.

Posted

@Ashra XIII Interesting, are you on 1.6.640? If so, which version of FSMP did you get that message with? I am using 1.49.0 with great success since figuring out the issue. It is the recommended version by the mod author for AE or AElight.

Posted

@darqonus

 

Oh, hey. Did I mention that I'm dumb? Because I'm dumb.

 

When I looked at the page I knew that I had installed 1.49.3 and when I went to get the "older" version I picked the one above, not the one below which would have been 1.49.0.

 

So uhh... just disregard anything I say. I probably should put down modding for a little while.

Posted

Awesomesauce, MA nightmarezone has confirmed a likely issue in the NIHTI - Riften mod that will hopefully be resolved in the next release. Might be able to use the CBBE and RBT options in the near future.

Posted
10 hours ago, darqonus said:

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.

 

 

Thanks for pointing that out! I was wondering why I had invisible people now and then. I updated and tested, so far so good!

Posted (edited)

Running into a strange problems with estrus all of a sudden causing the game to crash on startup. Anyone else experience something similar?

 

UPDATE: Nevermind, found the problem. 

 

Also @Aylis and anyone else who might be interested, found an updated version of the crash logger that works:

 

Crash Logger SSE AE VR - PDB support

Edited by asebw
Posted (edited)
3 hours ago, Aylis said:

Why?

Edit: Disregard, it was just a cloud flare error for where I am at :V Site works normally now.

Edited by Alabaster_Stone
Snape killed dumbledore
Posted (edited)
19 hours ago, Masterkai315 said:

is there an AE version of wet function?? I really want this mod

Quote

Wet Function Redux                                                                            Testing atm

__________________________________________________

 

Mods in test phase

 

Mods that will be added

Spoiler

PC Head Tracking and Voice Type

PC Head Tracking Voice Type and Dragon Shouts - Lucina

?Don't forget to activate it in the MCM (see mod page)

PC Head Tracking Voice Type and Dragon Shouts - Lucina (Serana Awareness)

?Activate this patch ONLY when Serana is around.

Wet Function Redux                                                                   Looking good so far (and better than RASS). Changes to the settings of RASS?

Animation Queue Fix                                                                  Seems to work. Saw no shortterm T-posing anymore.

Songs to Explore to - An Exploration Music Mod                      I like it.

Peltapalooza - Parallax Occlusion

Volcanic Tundra - Heat Wave Effects

Immersive Display Overhaul

No more Falmer Ears                                                                  Wish we had something like this for the giants too...

DynDOLOD TexGen Fixes                                                           Fixes some errors with DynDOLOD

 

Notes

Wet Function Redux            : Works with HPH / No issues with head, hands and feet.

Weapon Speed Mult Fix   : Doesn't seem to work LO?

Drunk animations (DAR)  : Got a bug that hasn't been fixed for several months now (OA is aware of it)

Edited by Aylis
Posted (edited)

@Aylis

Billy Group Animations OStim Port has been hidden

Not sure which file is Ancient Dwemer Metal - SMIM Patch

 

a few patches loot recommends;

Deadly Spell Impacts Transparency Fix for ENB
Eli's Breezehome Optimization Packages and Patches
Weapons Armor Clothing and Clutter Fixes - CBBE Patch
kryptopyr's Patch Hub - Ordinator / Weapons Armor Clothing and Clutter Fixes
Ordinator - Perks of Skyrim Odin - Ordinator Compatibility Patch

Edited by cloudmc
Posted (edited)
4 hours ago, Alabaster_Stone said:

Hey @Aylis is there a clear guide that explains how to make a mod out of the files that are used in the final section (Nemsis through Dyndolod) I've just uploaded the zip files but it doesn't feel like it is working right?

 

You take the output, stick in a zip file, and then add it MO2 as a mod. Dyndolod and nemesis will have esps and esms that you will need to make sure are activated.

 

If the output went to overwrite, make sure you delete the stuff after you create the zip file. Having two copies of the same thing can make the game twitchy.

Edited by asebw
Posted

@All

If you're on the fence for buying the AE update, it is now on sale (50% off) on STEAM. I doubt you can get it cheaper in the forseeable future.

___________________________________________________

 

@cloudmc

O.o

 

He reworked the page (120 patches is nuts!). I'll make an update to adress that.

Posted

Anyone know of a mod or location where I can see a list of what idle animations are installed? Dunno where it's coming from, but This one animation for female character's keeps popping up where the character puts her hand on her belly like she's pregnant or something, and it is bugging the hell out of me (and no, this is not from fertility mode).

Posted
2 hours ago, asebw said:

 

You take the output, stick in a zip file, and then add it MO2 as a mod. Dyndolod and nemesis will have esps and esms that you will need to make sure are activated.

 

If the output went to overwrite, make sure you delete the stuff after you create the zip file. Having two copies of the same thing can make the game twitchy.

 

That only really explains the Dyndolod stuff, doesn't explain shit for nemesis.

Posted (edited)
2 hours ago, Alabaster_Stone said:

That only really explains the Dyndolod stuff, doesn't explain shit for nemesis.

FNIS

Make sure 'Overwrite' is empty.

Run 'FNIS'

Rightclick on 'Overwrite' (the folder at the bottom)

Select 'Create new mod'

Type 'FNIS Output' 

Click 'OK'

Activate it and you're done...

 

Nemesis

Make sure 'Overwrite' is empty.

Update 'Nemesis' if necessary

Run 'Nemesis'

Rightclick on 'Overwrite' (the folder at the bottom)

Select 'Create new mod'

Type 'Nemesis Output' 

Click 'OK'

Activate it and you're done...

 

DynDOLOD

Quote

Basics

If you're new to DynDOLOD take a look at this tutorial video:

Spoiler

Create the files

Open the folder where the new files are

Cut all files

Go to the folder where they should end up (create them if you havn't already)

Paste the files in

Activate the mod in MO2, move the ESM (created in the last step) up, and you're done...

Edited by Aylis
Posted
9 hours ago, Alabaster_Stone said:

 

That only really explains the Dyndolod stuff, doesn't explain shit for nemesis.

 

Huh? You run nemesis as per the instructions in the final section of the list, take the output and stick it in a zip file, and then load it into MO2 as a mod. Kinda the same basic process. 

 

If you're confused about how to run nemesis, look at the post above this one by Aylis, or look at the instructions in the spoiler section under the nemesis link in the final section of the mod list.

Posted
10 hours ago, Aylis said:

FNIS

Make sure 'Overwrite' is empty.

Run 'FNIS'

Rightclick on 'Overwrite' (the folder at the bottom)

Select 'Create new mod'

Type 'FNIS Output' 

Click 'OK'

Activate it and you're done...

 

Nemesis

Make sure 'Overwrite' is empty.

Update 'Nemesis' if necessary

Run 'Nemesis'

Rightclick on 'Overwrite' (the folder at the bottom)

Select 'Create new mod'

Type 'Nemesis Output' 

Click 'OK'

Activate it and you're done...

 

DynDOLOD

Create the files

Open the folder where the new files are

Cut all files

Go to the folder where they should end up (create them if you havn't already)

Paste the files in

Activate the mod in MO2, move the ESM (created in the last step) up, and you're done...

 

And the same thing works for the DYNDOLOD terrain output? (xlod) Because right now I have it zipped up and put in but it is reading it as being done improperly?

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