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Skyrim AE for Beginners - V 3.1.0


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Posted
7 minutes ago, BlueInkAlchemist said:

Aylis, I appreciate all of your work! Glad to be getting back into modding, now that I've installed Anniversary Edition on a clean drive free of all previous mods.

Looking over the updated list, something isn't terribly clear to me. Is DynDOLOD being run more than once? I'm looking through the list for the right places to run it, Wyre Bash, xEdit, etc. My fear is that I will run something at the wrong time, or multiple times when unnecessary, and screw up the process. Am I missing something?

You run DynDOLOD at the end in the final section as pretty much the last thing you do. Everything before that is either requirements for it or warning for how to handle those mods with DynDOLOD.

Posted (edited)

Not sure if you have been made aware of it alraedy Aylis, or if anything but you might want to switch off from Wyre Bash Bashed patches and swap it with Synthesis. It's the most stable and probably the best solution to manually make a compatibility patch between mods and create a stable and (faster loading) modlist.

 

Though it has a steep learning curve, the results are incredible.

 

Also, not sure if you were aware but since you seem like me and like to manage skyrim mods outside of the base game (going with the mantra: "Keep It Clean"), you might want to change the cc stuff content and manage it through the Anniversary Edition Content Picker (there's a small manual process for it as you need to manually copy over the CC esm/esl/bsa files) and you will have a FOMOD installer you can use for much better management.

 

EDIT: (Not sure why I'm adding this,.. maybe because I started recreating my 2000+ modlist from scratch for 2023, and felt that these new tips and tricks could be helpful for others),

You can install and use SKSE64 from Mod Organizer directly. It does need a bit of manual work like above but in return, you can manage it semi-cleanly from the app (You still need the dll and the loader to be copied over). You will need to create an ini file as well but besides that it's fairly simple.

You can follow this guide on the steps:

 

Guide:


https://stepmodifications.org/wiki/SkyrimSE:SKSE64/2.2.0
 

(I promise to be silent for now :D)

Edited by Shaele
Posted
On 4/17/2023 at 5:24 AM, Aylis said:

@Bigglsby

Thanks, so i'll look into the one you suggested instead. ?

 

@alaunus01

Yes, but they also flagged it as 'optional' not as a requirement.

__________________________________________________

 

Atm i got this all in testing:

  Reveal hidden contents

Artifacts - The Breton Paladin

Complete Alchemy and Cooking Overhaul

✔️CCC - Alternative Armors - Dwarven Mail Replacer

✔️CCC - Alternative Armors - Dwarven Plate Replacer

CCC - Divine Crusader - Knight of the North Reworked

CCC - Divine Crusader - Breton Paladin replacer - Knight of the North

CCC - Redguard Elite Armaments (SPID)

CCC - Redguard Elite Armaments - Retexture

CCC - Seasonal Saturalia Merchant

CCC - Shadowfoot Sanctum - Static Objects

CCC - Staff of Sheogorath Voiced

✔️CCC - Survival Mode - Argonian Rebalance

✔️CCC - Survival Mode - Bosmer Rebalance

Detailed NPCs - Silver Hand wear CCC Silver Armor (SPID)

New Dibella Statues                                                                                Needed for SoD?

TK Dodge

TK Dodge - Script Free

Dual Wield Parrying                                                                            Total pain to configure (recommended tip doesn't work)

First Person Low Stance Animation                                                    Required mod doesn't work

Dual Wield Parrying - Random Attacks

Comprehensive Attack Speed Patch

Dirt and Blood Expanded

Cracks and Crevices

↖️Individual Cracks and Crevices

Stones of Solitude                                                                                   Retesting as it doesn't seem to work correctly anymore.

Dismemberment

Draugr Patrols and Cavalry

✔️Naked Defeat (plus its update to 4.81) 

✔️Naked Defeat - Voice

✔️Dwemer Armor

✔️Dwemer Armor - My patches and fixes

✔️Dwemer Armor - Heavy and Light Armor

✔️Dwemer Armor - 3BA Preset

✔️Dwemer Armor - Vanilla Dwarven Armor replacer

✔️Dwemer Armor - 3BA - Replacer

✔️Body Language

✔️Dwemer Glass

✔️Aetherium Shard - ENB Light

Animal Dung

✔️Hanging Dead Bantam Guars

✔️Hanging Dead Rabbits

Bone Hawk

Crows

Emperor Penguins

Felsaad Tern

✔️Hawk

Hawk and Eagle Replacer                                                             Seems to cause issues

Hummingbirds

Mammoth Expansion                                                                        I hope this works with 'One with Nature'

✔️Shellbug

✔️↖️Shellbug - Textures

✔️↖️ENB Particle Lights - Shellbug                                                    We need the version for Mihail!

Lightened Skyrim

Lawbringer                                                                                        Parts propably won't work

Ryn's Bleak Falls Tower - Bleak Falls Tower Lawbringer Module

✔️Crash Logger - PDB support                                                           Thorsten tested it and they give excellent support in the comment section.

 

 

I've been using CACO for awhile and the latest version doesn't seem to have any issues with anniversary edition. I also use a few extra mods though, so not sure how that might affect things (Skills of the wild being the big one, as it modifies what recipes you get based on your cooking xp).

 

Not sure if it'll screw with valhalla, but Dual Wield Blocking for idiots was a decent mod for blocking while dual-wielding. Haven't used it in AE though. It's dll based though, and people still seem to be getting it working based on some of the comments. 

 

 

 

Posted

Sorry if the question is redundant or stupid, but just to be sure.

 

Is OSmp necessary if I run only Sexlab mods ? It is not put as one of the optional or conditional mods so I'm wondering.

Posted

I have run into a problem in the DynDOLOD section of the guide, and I can't seem to figure out what I'm doing wrong. Any help would be appreciated, as I've clearly missed a step somewhere, but try as I might, I can't locate it.


I am trying to generate the first pass, with seasons, Terrain LOD. For whatever reason, however, the Seasons checkbox will not allow me to toggle it on. I have checked and rechecked the modlist to make sure the files were properly installed via MO2, but I simply can't get it to allow me to check the box for Seasons.

 

Second, and potentially related -- under "Select worldspace(s) to generate LOD for" I am missing some of the options that appear in Aylis' screenshots -- LabyrinthianMazeWorld "Shalidor's Maze"; ECSSShiveringIsles "Shivering Isles"; and 0WHMiniBearQuestWorld "Somewhere in the Mountains".

 

Any help would be appreciated. I'm sure I'm just being tragically stupid here, but I'm at a total loss. Thank you.

Posted

o_O there's a website called Wabbajck that installs custom mod packs for you. There are NSFW mods as well, I wish this one was there as well xD. But beggars can't be choosers. This has a nice selection of mods, can't wait to finish testing it out even if it takes me a couple of weeks to install everything from this list. It feels overwhelming just to follow it, so I can't even imagine how long it took for you to create this. Great work 

Posted
4 hours ago, nuclearsilo said:

o_O there's a website called Wabbajck that installs custom mod packs for you. There are NSFW mods as well, I wish this one was there as well xD. But beggars can't be choosers. This has a nice selection of mods, can't wait to finish testing it out even if it takes me a couple of weeks to install everything from this list. It feels overwhelming just to follow it, so I can't even imagine how long it took for you to create this. Great work 

 

Yeah, Wabbajack was part of the reason why there was a mass-exodus of modders from Nexus Mods awhile back...

Posted

With this kind of heavy setup what is the size of your papyrus log? After a hour of play time?

 

Just so I know when I should be considered and when not. 

Posted (edited)

@Shaele

1. I never got it to work, so i don't think it is 'for Beginners'. ?

2. I'll take a look.

3. Like 2.

 

 

@asebw

1. I've just installed it and it is really good. This should have been in the guide on day one!

2. I'm testing Dual Wield Parrying - Random Attacks atm. Should be simple to use.

 

 

@Hormesis

The mod is for OBody.

 

 

@ShaeKest

The missing parts are not a good sign. The first one belongs to the base game and should always(!) be present. The second one comes from 'Saints and Seducers' or the extension for it (aka should also always be present). The last one is from a mod (don't remember which one). At least the first two have to be fixed.

 

Do you have 'Seasons' and the landscapes installed? Recheck those two.

 

 

@nuclearsilo

What @asebw said is the reason why there will never be a wabbajack version. I don't want to loose more good mods (we already lost too many) by pissing off OA.

 

 

@zato770

No idea. I can play for hours now without any issues (see next part).

__________________________________________________

 

I got it rockstable now (i'd say five hours without issues is rockstable). It was the SMP-version of 'Vanilla hair remake' that caused the random CTD i was experiencing (especially when switching regions/areas). I'll add a warning about this behavior to the guide. Done

 

We'll have to add 'Beards of Power'. The mods from 'Vahdin' were always a short-term solution and 'High Poly NPC Overhaul' is way better for the purpose of having a replacer for the NPC. I'll have to run more tests but it is looking very promising.

 

It is still surprising to me how many patches are needed for the CCC. I found even more... 

 

Edited by Aylis
Posted

Thanks for the reply, Aylis — I’ll go through it again, but I have a sneaking suspicion that if I’m missing something that fundamental, I’m going to have to start from a clean install. Again.

 

I’ll get this right eventually. Really appreciate the guide, as I’ve said, and the help.

Posted
On 4/17/2023 at 8:23 PM, psychoqwirk420 said:

I tried out the Ostim & Sexlab combo (because apparently I enjoy creating problems for myself, lol) and have an issue/question. First off, Ostim works perfectly fine. After a Sexlab scene, I can't move my character, unsheathe weapons, nothing. Controls are just gone. I didn't install the entire list (I left out the creatures and such), just the basic stuff. Tried looking online elsewhere before I asked for help here. This happen to anyone else? Any assistance would be GREATLY appreciated!

Have you tried the console command to restore control of your character? Had to use it a couple times in SE when my character would get stuck following a sexlab scene that was interrupted.
iirc - open console and use:
enableplayercontrols

Posted (edited)

@Bigglsby

Just had my 64th rerun of DynDOLOD and, of course, the sails are missing again...

 

Where exactly (aka in which file) did you change the settings? I couldn't find the entries for them.

Edited by Aylis
Posted
3 hours ago, Aylis said:

@Bigglsby

Just had my 64th rerun of DynDOLOD and, of course, the sails are missing again...

 

Where exactly (aka in which file) did you change the settings? I couldn't find the entries for them.

I feel your pain, ran it lots when fighting my LOD unload issues... at least the mills I seem to have found a workaround.  :)

 

These are the windmills I change from "replace" to "unchanged".  I also get the waterwheel and solitude rotor (dunno if it has the same issue, but I made the assumption).

 

Hope that helps.  :)

 

Screenshot 2023-04-20 113049.png

Screenshot 2023-04-20 113253.png

Posted (edited)

Following your guidance (and guide, obvs), I'm running a new game after every section, getting into the keep, and testing combat. I'm on the 'Gameplay' section, and I've noticed Valhalla Combat is causing my swings to be in slow motion, while everyone else remains at normal speed. I've looked through my currently available MCM options, unchecked the slow motion while blocking option in VC, but no change. I've also tried sheathing and re-drawing the weapon. Still in slow motion. Disabling Valhalla Combat fixes it, so I'm wondering if there's a conflict with another mod in the list.

Do I need to run Wrye Bash or xEdit at this point to clean up part of the load order? Could it be interference from one of the animation replacers?

EDIT: Looks like the conflict might be between Ordinator and Valhalla. A little searching on Nexus turned up this patch which I didn't see in the 'Patches' or 'Final' section, though I could be wrong.

Edited by BlueInkAlchemist
Posted
1 hour ago, BlueInkAlchemist said:

causing my swings to be in slow motion

 

I have noticed that any weapon that does not have a good DAR animation is having this issue.

Great swords are working properly since the last update when new animations were added. I have seen this on some other weapons but I keep forgetting what type so I have not posted on this.

Posted (edited)

@Bigglsby

Thanks again. Now they work.

Spoiler

enb2023_4_20_23_29_25.jpg.021664ffd0193d0e96c6331396a2329d.jpg

I hope to find an ini where it can get changed.

 

 

@BlueInkAlchemist @nightred

The funny thing is that creatures (like draugr) work fine. Had some fights yesterday...

Draugr and Falmer worked.

Bandits with bladed weapons or bows worked too.

Bandits with axes were slowed.

Havn't seen maces yet.

 

I've tested quite a few mods that were supposed to fix the issue. Well, none did help. So i'm going a different route now and try to find additional/different animations to fix the issue.

For now i try Diverse Random Normal Attack which should cover the 'broken' weapons.

__________________________________________________

 

Ashborn work (although those are 'creatures' again)

Forsworn work

Now lets find some bandits...

 

 

Edited by Aylis
Posted
1 hour ago, Aylis said:

[...]

I've tested quite a few mods that were supposed to fix the issue. Well, none did help.[...]

 

In my understanding it is an issue with the WeaponAttackSpeedMultiplier being applied incorrectly. Multiple mods messing with it without taking into account that 'another' mod might have already changed that value.

 

I noticed it mostly with redguards, tried a bunch of useless mods as well then found something that worked for me. Haven't noticed slowed down enemies ever since.

Bad news. Another Synthesis Patch ? SynFixWeaponAttackSpeed

Posted

Out of curiosity, has anyone tried MCO and its dodge extension with this modlist?

I like the idea of more agile enemies and from what I can gather, TK Dodge only applies to the player. Another dodge mod, TUDM, has an npc dodge option but some have noted that its a bit spammy.

Apparently, the deal with MCO is its not updated to the latest AE version and they recommend the use of a downpatcher . Seems like the MCO crew is waiting on a new, DAR-like mod that's in development before updating. However, other mod authors created patches to make MCO work with AE, though some say these are a bit buggy.

Posted (edited)
21 hours ago, Aylis said:

The funny thing is that creatures (like draugr) work fine. Had some fights yesterday...

Draugr and Falmer worked.

Bandits with bladed weapons or bows worked too.

Bandits with axes were slowed.

Havn't seen maces yet.

 

I've tested quite a few mods that were supposed to fix the issue. Well, none did help. So i'm going a different route now and try to find additional/different animations to fix the issue.

For now i try Diverse Random Normal Attack which should cover the 'broken' weapons.

__________________________________________________

 

Ashborn work (although those are 'creatures' again)

Forsworn work

Now lets find some bandits...

 

 

Good news! The Ordinator - No Timed Block patch seems to do the trick. Added it to the load order just under Ordinator in the 'Gameplay' section, no combat issues thus far. Will continue testing.

Working on the bashed patch now, are "Delinquent Masters" an issue? I know we're not doing LOOT, and I assume we're not hitting 'Sort' in MO2 either (it's probably just LOOT in a fancy costume). Do some files need to be moved around in the load order, or can the bashed patch be made without fiddling about further?
 

Two more things that came up during the Wrye Bash process:
If the vanilla hair SMP is causing CTD (as it did for me), this HPH patch can take the place of the listed patch.
If you're running LOTD, be sure to grab these patches which include JK's Blue Palace. Otherwise you'll get some Missing Masters.


 

 

Edited by BlueInkAlchemist
Posted
On 4/19/2023 at 9:55 PM, kesryth said:

Have you tried the console command to restore control of your character? Had to use it a couple times in SE when my character would get stuck following a sexlab scene that was interrupted.
iirc - open console and use:
enableplayercontrols

 

 

No, I haven't, but I'll give that a shot. Thanks!

Posted

@Aylis Forgive me if you've already counted these out; but I did do a search to briefly check at least.

 

I've been looking at Ryn's other mods, mainly the interiors they've started doing such as https://www.nexusmods.com/skyrimspecialedition/mods/89297. Other than not adding interiors we already have mods for, these seem quite safe to install (re-running lux for some), and help make more of the houses unique. I assume they're just slowly moving through every house in the game, starting in Riverwood.

 

Also, the strongholds such as https://www.nexusmods.com/skyrimspecialedition/mods/89354 seem like nice upgrades that make them a bit unique. They have lux patches. Other than having to re-run dyndolod, they seem to be fairly safe additions, but they do have soft requirements of a couple of other mods. They all seem to work in this list though.

Posted (edited)

Most likely this is not needed for the guide, but i bet my left breast that it will come handy for more than one:

 

https://www.nexusmods.com/skyrimspecialedition/mods/84232?

 

allows to pick and choose what anims you want from anything DAR related that you have installed, similar to EasyNPC (minus the crashes when you have more than 3 NPC overhauls)

 

https://www.nexusmods.com/skyrimspecialedition/mods/73930?  same as avobe (in fact its needed) but also allows to see the anims to make the process even simpler 

Edited by Jessica_Degurechaff
Posted (edited)

@BlueInkAlchemist

Thanks. I'll add it to my testing here immediately.

 

 

@lolthisis

Thanks again. ?

 

Wow, those strongholds look extremely good. This will definitely be a must have if they work out fine (downloading for tests now). I didn't know that Ryn is doing interiors as well. Another thing i have to take a closer look at.

__________________________________________________

 

Started to add my thoughts on the CCC i've fully tested so far. That section (part 6 on page #1) will be expanded later as i go through all of them.

 

Added instructions for 'Nordic Stonewalls'.

Added more entries to mods that can be flagged as ESL (we still got lots of room but i like to be prepared).

Edited by Aylis

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