Aylis Posted April 29, 2023 Author Posted April 29, 2023 1 hour ago, alaunus01 said: Anybody else encountering the occasional NPC beard spazzing out completely since the Beards of Power addition? To be precise the beard artifacting all over the screen. Make sure to get the 'Polymorph' version.
BlueInkAlchemist Posted April 29, 2023 Posted April 29, 2023 I'm certain others have run into this one: OSA/OStim animations are borked. Characters simply stand idle when the scene begins. I've checked my load order to make sure it's the same as the modlist, and the only one moved manually under plugins on the right in MO2 are the two masters (OSA.esm & SexLabAroused.esm). I've confirmed this is the case with a new game as well as my main save. Any suggestions?Â
Aylis Posted April 30, 2023 Author Posted April 30, 2023 (edited) @BlueInkAlchemist Have you run FNIS (without errors) and then Nemesis? Also check the settings in the MCM. Â And don't forget to tick the required boxes in the lists of FNIS and Nemesis Edited April 30, 2023 by Aylis
BlueInkAlchemist Posted April 30, 2023 Posted April 30, 2023 4 hours ago, Aylis said: @BlueInkAlchemist Have you run FNIS (without errors) and then Nemesis? Also check the settings in the MCM.  And don't forget to tick the required boxes in the lists of FNIS and Nemesis I've installed both FNIS and Nemesis via MO2, and both are located in my D:\MO2\SSE\mods folder. Yet instructions & tutorials seem to indicate they should be running out of the Data folder of my Skyrim SE install via Steam. Is this why I'm running into a plethora of errors and headaches as I follow the modlist steps? I managed to muddle through it before but I'm wondering if I've done something wrong in that regard.
misterpipes Posted April 30, 2023 Posted April 30, 2023 32 minutes ago, BlueInkAlchemist said: I've installed both FNIS and Nemesis via MO2, and both are located in my D:\MO2\SSE\mods folder. Yet instructions & tutorials seem to indicate they should be running out of the Data folder of my Skyrim SE install via Steam. Yes, both should be installed via MO2, and located in your MO2 mods folder. And both should be running out of the data folder of your skyrim se install. Fortunately, when you run them via MO2, it builds a virtual file system in the data folder. Huh, looking at the first page, I'm not seeing a part about setting up FNIS and Nemesis in MO2. It is early, my back is playing up and the caffiene hasn't kicked in yet, so I'm getting a debuff to my Perception of 1, and I've probably looked right at it several times and not noticed. But just in case: In MO2, click on the 2 gears icon to open the Modify Executables dialog. Click the plus symbol next to the word Executables, then "Add from file...". Browse to the exe file for FNIS (D:\MO2\SSE\mods\FNIS Behavior SE 7_6 XXL\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe). Change the Title if you want. Click apply. Click the plus symbol again, and "Add from file..." again and browse to the exe for Nemesis (D:\MO2\SSE\mods\Nemesis\Nemesis_Engine\Nemesis Unlimited Behavior Engine.exe). Change the Title if you want. Click apply, click OK. In the drop down of programs installed to MO2, to the left of the Run button, you can now pick FNIS, and click the Run button. MO2 will build a VFS of all your installed and enabled mods which will appear to FNIS to be in the Skyrim SE Data folder. You should now be at step 2 of the steps that Aylis wrote way back on page 1, in the hidden contents under Nemesis Unlimited Behavior Engine in the Final section of the modlist. Just remember to run Nemesis via MO2.
BlueInkAlchemist Posted April 30, 2023 Posted April 30, 2023 @misterpipes: This is a fantastic write-up of the process, thank you. I also checked out GamerPoets' video to make sure I had all of my bases covered. I think the issue was I had the wrong FNIS version installed. After ensuring I had only the one you mentioned in your path — XXL 7_6 — and restarting MO2... twice... did Generate FNIS for Users finally start without issues. The only consistency issue it found was the following:  Quote Duplicate AnimEvent 0SxEFF_Sx-ReflectionKissing_S1_0 for character, mods SlappaEFF and SlappaEFF Duplicate AnimEvent 0SxEFF_Sx-ReflectionKissing_S1_1 for character, mods SlappaEFF and SlappaEFF  2 possible consistence issues Is this the sort of conflict that results in the dreaded T-Pose Plague?
misterpipes Posted April 30, 2023 Posted April 30, 2023 41 minutes ago, BlueInkAlchemist said: After ensuring I had only the one you mentioned in your path — XXL 7_6 You shouldn't need the XXL version, thats just from me downloading every animation pack on LL and refusing to remove any of them. OTOH it also should hurt, since it just ups the number of animations FNIS handles.  42 minutes ago, BlueInkAlchemist said: Is this the sort of conflict that results in the dreaded T-Pose Plague? It shouldn't. The Duplicate AnimEvents are just warnings, but shouldn't result in T-Posing. The areas (I'm aware of) that can cause T-Posing are: FNIS and Nemesis (obviously, so for FNIS, make sure its only "FNIS Output" that is enabled, and Nemesis also needs to have its "Nemesis Output" enabled.) The "XP32 Maximum Skeleton Special Extended - XPMSSE" part should probably be checked. And DAR (and all the DAR mods installed after it) should be an area to look at as well. Noteably, DAR can take a minute or two to properly start up when loading, during which time T-Posing is common, as well as spontaneous t-poses when first using a animation after loading. Oh, and also check/reinstall the sexmod section as well. Â
trgdolors Posted April 30, 2023 Posted April 30, 2023 This has been said before, and it bears saying again: Â A fantastic reference for beginners (and veterans, too) is Mod Organizer 2 & Other tools by the very helpful Just Don't, now apparently at version 1.4.2. Aylis links it here at the top of page 1. The Just Don't guide is now a PDF at that link and it was very helpful to me to begin to understand this insane thing we are all spending too much time doing. It has well thought out instructions for how to install most of the major tools. It also has a much shorter mod list. Â The Just Don't guide does rely on Loot for plug-in sorting, and Aylis' guide does not (though theoretically one could use Loot if you were willing to make hundreds of rules in Loot or even work with the Loot team to improve plug-in sorting). Â The Just Don't guide is more for beginners and Aylis' Guide, despite it's "Beginners" title, is probably for beginner+ thru intermediate+ (and a great reference for all). Â Just my opinion, but if you are both here and new to Skyrim modding, start by picking one mod list to follow, but read both guides. Â Thanks to Just Don't and especially Aylis (please take care of yourself!), as they have dedicated SO MUCH unpaid time to this rapidly evolving hobby! 1
Aylis Posted April 30, 2023 Author Posted April 30, 2023 'Naked Defeat' nope, doesn't cut it and works, in my experience, only half of the time. 'Fill her up Baka' can in some cases block quests from hearthfire and the standard housing. I'll see if i have to remove it completely. 'Sofia' (plus Pantheon - Sofia - 3BA and Masters Fix). Is looking good and will be added. 'RaceMenu Vagina Texture Morph' might be easier than to completely replace textures for each char.  As the removal of 'Naked Defeat' just killed my savegame i'm testing Alternate Perspective - Start Area Overhaul. This should make a restart easier as it stores all the settings of the MCM.  Feeling a little bit better. Hopefully (depends how much sleep i get this night) i can start to slowly return to work on the guide.
trgdolors Posted April 30, 2023 Posted April 30, 2023 (edited) 1 hour ago, Aylis said: 'Sofia' (plus Pantheon - Sofia - 3BA and Masters Fix). Is looking good and will be added. I have not tried that follower for a while, but I came across Sofia Bug and Patch Hub yesterday (you probably already saw it). I was looking at that MA's Extra Encounters add-on for the Extra Encounters Reborn SE mod (the combo supposedly adds new encounters/spawn points, without affecting existing spawn points).  1 hour ago, Aylis said: i'm testing Alternate Perspective - Start Area Overhaul. This should make a restart easier as it stores all the settings of the MCM. Oh, that looks interesting! Edited April 30, 2023 by trgdolors
korveli Posted April 30, 2023 Posted April 30, 2023 I have encountered a pretty weird bug that I am having a hard time pinpointing - decapacitations are not working properly. I unlocked the perk for decapacitations with my 2H sword in Ordinator, and I can trigger them just fine. The kill cam plays out and the enemy's head are lobbed off. But once the kill cam ends, their character model sort of refreshes and a second head appears. Â Â Has anybody else ever experienced something similar? I don't really know where to start looking for what might be the cause.
Alabaster_Stone Posted May 1, 2023 Posted May 1, 2023 @Aylis Question, for installing the Skyrim 3D landscapes, is there any reason why we don't also install the ground covers that are attached to that mod also? (I assume it is because we replace the texture with something else from other mods but I wanted to ask to make 100% sure) Â (https://www.nexusmods.com/skyrimspecialedition/mods/18247?tab=files) Mod in question in-case I fucked up the name for it based on where you have it named on your guide list.
Bigglsby Posted May 1, 2023 Posted May 1, 2023 28 minutes ago, Alabaster_Stone said: @Aylis Question, for installing the Skyrim 3D landscapes, is there any reason why we don't also install the ground covers that are attached to that mod also? (I assume it is because we replace the texture with something else from other mods but I wanted to ask to make 100% sure)  (https://www.nexusmods.com/skyrimspecialedition/mods/18247?tab=files) Mod in question in-case I fucked up the name for it based on where you have it named on your guide list. Butting in here to answer...  Yes, you want to skip the ground covers as it will overwrite the Skyland AIO landscapes. I did the same thing when I set up, and although functional, just isn't as good. It's also not parallax, and the Skyland parallax adjustments installed later are designed for...Skyland. So you just want the 3D landscapes, not the ground covers. Learn from my failures. :)
kesryth Posted May 1, 2023 Posted May 1, 2023 Question, anyone try this companion? Thoughts on it? Nether's Fantabulous Frea
Alabaster_Stone Posted May 2, 2023 Posted May 2, 2023 8 hours ago, Bigglsby said: Butting in here to answer...  Yes, you want to skip the ground covers as it will overwrite the Skyland AIO landscapes. I did the same thing when I set up, and although functional, just isn't as good. It's also not parallax, and the Skyland parallax adjustments installed later are designed for...Skyland. So you just want the 3D landscapes, not the ground covers. Learn from my failures.   I figured it was some kinda error along those lines. Just might as well ask to get the explicit reason. Thanks
Aylis Posted May 2, 2023 Author Posted May 2, 2023 (edited) 6 hours ago, Alabaster_Stone said: ...the explicit reason... To prevent a mesh/texture conflict. See 'Spiky Ground' in 'Tips and Tricks'. __________________________________________________  This is looking good. Spoiler   It is somewhat funny when you see a room and your first thought is 'This was never ever done by Bethesda'. And this becomes even more obvious in FO4 (there are some rooms/houses with almost nothing in it). Edited May 2, 2023 by Aylis
lolthisis Posted May 2, 2023 Posted May 2, 2023 Has anyone had luck with the slow attack speed from some NPCs at the moment? I have the timed block and the weapon mult speed fix both in my LO at the moment, but still get NPCs coming at me in slow motion. Last time I noticed it was just an imperial swinging at me with a one-handed sword. Is re-running Nemesis going to help?
misterpipes Posted May 2, 2023 Posted May 2, 2023 A word of minor warning, regarding CACO (that I've had to drop from my install). If you have mods that add thier own custom, purchasable potions to a vendor, CACO will dynamically re-price the potion. Possibly to the point you can't afford the potion that lets you engage in the content provided by the mod (it only went up in price by 600%). So I've had to drop CACO until I can work out how to make CACO not change prices for potions provided by specific mods.
nightred Posted May 2, 2023 Posted May 2, 2023 I have found the two mods that continued to cause issues in my LOD. The first was 'Better Floors - Whiterun' I did the worn look and that caused issues. The second was the 'Animated Ivy' I got the options wrong on install, I am now using. 1.1 No (Farmhouse Ivy) 1.2 Yes (Stonewall Ivy) 2.1 Nordic Stonewalls V1 - Parallax Â
Alabaster_Stone Posted May 2, 2023 Posted May 2, 2023 @Aylis Question; With Beards of Power do we install the main file + Polymorph? Or just polymorph?
BlueInkAlchemist Posted May 2, 2023 Posted May 2, 2023 Been working quite well since double-checking the load order and running FNIS/Nemesis properly! Made myself an Inquisitor's set, but the cape refuses to equip. I've tried un-equipping the backpack, then removing everything else on my character before trying to equip the cape. I also tried turning off the bodyslide, just to see if that might make a difference. It doesn't seem to have an attachment point set; for example, I believe cloaks attach to the 'Tail' slot. Anyone else run into this?
Aylis Posted May 2, 2023 Author Posted May 2, 2023 1 hour ago, Alabaster_Stone said: @Aylis Question; With Beards of Power do we install the main file + Polymorph? Or just polymorph? Why should someone use two different versions of a mod at the same time? Only one says its for HPH... Â Â 6 minutes ago, BlueInkAlchemist said: Made myself an Inquisitor's set, but the cape refuses to equip. Sounds like a slot conflict or another mod interfering. Check the modpage if someone else ran into this problem too.
BlueInkAlchemist Posted May 3, 2023 Posted May 3, 2023 (edited) 10 hours ago, Aylis said: Sounds like a slot conflict or another mod interfering. Check the modpage if someone else ran into this problem too. No mention of it on the Nexus forum. The cape is set to equip to slot 48. That seems to be an FX slot, according to BodySlots MCM so there may be a conflict with another mod that uses that slot, even though it appears to be empty. ? My thinking is to use SSEEdit to change the slot for the cape to match those used by the cloaks in Survival (40,46 according to the Dawnstar cloak I've got). As I'm relatively new to these depths of modding, I want to make sure I'm doing this right. Do I need to create an empty mod in MO2, and then 'copy as override' the existing .esp into that mod? Edited May 3, 2023 by BlueInkAlchemist SSEEdit direction
jaeos Posted May 3, 2023 Posted May 3, 2023 16 minutes ago, BlueInkAlchemist said: No mention of it on the Nexus forum. The cape is set to equip to slot 48. That seems to be an FX slot, according to BodySlots MCM so there may be a conflict with another mod that uses that slot, even though it appears to be empty. ? My thinking is to use SSEEdit to change the slot for the cape to match those used by the cloaks in Survival (40,46 according to the Dawnstar cloak I've got). As I'm relatively new to these depths of modding, I want to make sure I'm doing this right. Do I need to create an empty mod in MO2, and then 'copy as override' the existing .esp into that mod? You edit the esp in xedit then toss the backup it creates in your overwrite folder. But if you forget and reinstall the mod, your editing is gone, i suggest making a copy of the esp and putting it somewhere else like a folder named modded esp and sub folders with the name of the mod with a copy of the esp inside. Xedit will rewrite the esp you are looking at then makes the overwrite the backup (original) I just delete them, i have the original in the mods zip file so why keep a 3rd copy. So you have to go into the mod location and copy that esp/esm
Alabaster_Stone Posted May 3, 2023 Posted May 3, 2023 Hey @Aylis, you need to update the OSA in the guide, you are still linking to version 1.2, OSA is on 1.3 https://github.com/VersuchDrei/OSA-SE/releases/tag/1.3 which you can get off the link I just posted for you guys. 1
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