Magma57 Posted May 20, 2023 Posted May 20, 2023 Newbie question here, why Lux, Lux Orbis and Via must be activated so early in the process ? I mean, lighting mods should normally be placed toward the end of the load order, so nothing will overwrite their edits. Is it a problem if I move the Lux patches esp's after all the patches for JK's and Rynn's things ? When I have to reinstall Lux/Orbis/Via the second time, should I use "merge", so the already installed plugins keep their load order, or should I move everything as if it was a clean new install ? I ask this because I'm trying to figure out where to put the LOTD patches. I suppose they should be installed after the other cell editing esp's, so near the end of the "patches" category, but then they will revert back the lighting from Lux esp's, am I right ?
Bigglsby Posted May 20, 2023 Posted May 20, 2023 By nature of how Aylis sets up the install order, the process outlined ends up with the patches towards the bottom of the load order, with the original .esp higher up. Merge or replace on reinstall won't change the original load order for the .esp as long as it was enabled in the left pane.
ShaeKest Posted May 20, 2023 Posted May 20, 2023 Is "Open Animations Romance and Erotica (former OpenSex)" the appropriate download or should I be downloading version 1.6.2 (the last one listed as simply "OpenSex") from the Older Files under the same heading? I'm sorry if this should be self-evident, but I'm having incredible difficulty getting this to work properly.
wollboi Posted May 20, 2023 Posted May 20, 2023 4 hours ago, Magma57 said: Newbie question here, why Lux, Lux Orbis and Via must be activated so early in the process ? I mean, lighting mods should normally be placed toward the end of the load order, so nothing will overwrite their edits. Is it a problem if I move the Lux patches esp's after all the patches for JK's and Rynn's things ? When I have to reinstall Lux/Orbis/Via the second time, should I use "merge", so the already installed plugins keep their load order, or should I move everything as if it was a clean new install ? I ask this because I'm trying to figure out where to put the LOTD patches. I suppose they should be installed after the other cell editing esp's, so near the end of the "patches" category, but then they will revert back the lighting from Lux esp's, am I right ? Bigglsby is correct. Also, the reason for the re-install is that the Lux FOMODs will pick up new mods that you have installed since you last installed the Lux mods the first time. Reinstalling it leaves the patches where they need to go the first time, but adds the new patches where they need to go the second time (meaning underneath the mods that you installed in between then and now). If you ever reinstall Lux after you're finished, the plugins will still be in the order that they need to. If you're like me and you disable all the mods and re-enable them after every major update to the mod list you just need to keep an eye on which plugins need to be moved around in the plugin order. Thankfully Wrye will double check you when you create the Bashed Patch and will point out if your plugins are out of order through its use of black fucking magic.
Jessica_Degurechaff Posted May 20, 2023 Posted May 20, 2023 @Aylis Jk made a small Riften Outskirt mod https://www.nexusmods.com/skyrimspecialedition/mods/90864 i cant see any reason to not use it as we barely touch the outside of riften
markvarley Posted May 20, 2023 Posted May 20, 2023 (edited) 9 minutes ago, Jessica_Degurechaff said: @Aylis Jk made a small Riften Outskirt mod https://www.nexusmods.com/skyrimspecialedition/mods/90864 i cant see any reason to not use it as we barely touch the outside of riften Do you know if it interferes with Eli's Ruska? EDIT: found the answer, yes it does but there will be a patch in the next JK Riften Outskirts Patch Collection update. I'll check this out, thanks ? Edited May 20, 2023 by markvarley
wollboi Posted May 21, 2023 Posted May 21, 2023 (edited) @Aylis This seems like it's worth a look. Makes khajiit fluffy all over instead of just the tail, and the only requirement is already part of the list (feminine textures). https://www.nexusmods.com/skyrimspecialedition/mods/91729 Also fluffy SMP tail: https://www.nexusmods.com/skyrimspecialedition/mods/91811 Edited May 21, 2023 by wollboi
Magma57 Posted May 21, 2023 Posted May 21, 2023 (edited) I tried to generate textures with xLODGEN following the exact protocol from Aylis. As it was taking long time for the first step, I decided to let it work during the night. When I woke up, my SSD was no more recognized ?. First I panicked, then I checked the connection between the disk and the motherboard, tried with/without the disk and finally managed to reconnect it. To be honest I'm not so confident to try again. Anyone had the same kind of experience ? Edited May 21, 2023 by Magma57
Boceifus Posted May 21, 2023 Posted May 21, 2023 (edited) 2 hours ago, Magma57 said: I tried to generate textures with xLODGEN following the exact protocol from Aylis. As it was taking long time for the first step, I decided to let it work during the night. When I woke up, my SSD was no more recognized ?. First I panicked, then I checked the connection between the disk and the motherboard, tried with/without the disk and finally managed to reconnect it. To be honest I'm not so confident to try again. Anyone had the same kind of experience ? I had some problems with all the dynolod stuff too, seems way to complicated IMO for something you are just really not going to be paying attention much too so I left out things on that list that required it. Problem I am having now is getting Nemesis to work, I just dont see the need for the mod when FNIS worked fine, but some mods have a requirement for it and from what i have seen Nemesis still has a few bugs to sort out and there has been no updates to it in a long time. I am also having a problem with somehow animation mods making my femal character use male animations and the male use female animations. Havent figured that out either, all in all its a good guide to get you started but the dynolod stuff is not for beginners, and I have been modding my games for years and dont really have a grasp on on the dynolod stuff. Its just too much to do and plenty of mod combos and ENB's that dont require it that can make your game beautiful. Edited May 21, 2023 by Boceifus
Boceifus Posted May 21, 2023 Posted May 21, 2023 (edited) 21 hours ago, ShaeKest said: Is "Open Animations Romance and Erotica (former OpenSex)" the appropriate download or should I be downloading version 1.6.2 (the last one listed as simply "OpenSex") from the Older Files under the same heading? I'm sorry if this should be self-evident, but I'm having incredible difficulty getting this to work properly. You need to read the guide that is on Nexues about proper installion for those, that one has a few different requirements and they have a guide posted, step by step. I think that one also has a requirement for Ovirginity Reflowered, reflowered is a re upload with bug fixes and stuff but there is a bit of a set up for Ovirginity Reflowered which involes editing the JSON config file and validating it. Edited May 21, 2023 by Boceifus
Boceifus Posted May 21, 2023 Posted May 21, 2023 I found the issue I was having with animations: https://www.nexusmods.com/skyrimspecialedition/mods/72085?tab=description PAIA was conflicting with something, not sure what though but that was the first mod I turned off and everything worked when I did.
trgdolors Posted May 21, 2023 Posted May 21, 2023 2 hours ago, Boceifus said: Problem I am having now is getting Nemesis to work, I used to have a lot of trouble getting Nemesis to work. There are old discussions in the SE thread about the issues we had. Turning off anti-virus scanner and maybe other security software seemed to help a lot. I would also sometimes reboot computer and only run necessary stuff. I would launch MO2 as administrator. I deleted the Cache folder in Nemesis (open in Explorer, find the sub-directory, if it is there). Then I could usually get it to run, sometimes by the 3rd try even. Now I don't seem to have those problems anymore. My load order has changed a lot. And I think maybe the "Update Engine" when running Nemesis has gotten better. It just works™, even with my (non-MS) security software on. If you are having issues, assuming everything is installed right, you can try these techniques.
ShaeKest Posted May 21, 2023 Posted May 21, 2023 3 hours ago, Boceifus said: You need to read the guide that is on Nexues about proper installion for those, that one has a few different requirements and they have a guide posted, step by step. I think that one also has a requirement for Ovirginity Reflowered, reflowered is a re upload with bug fixes and stuff but there is a bit of a set up for Ovirginity Reflowered which involes editing the JSON config file and validating it. Thank you. Have been trying to determine which set of instructions where to follow when, if that makes sense, and it gets... confusing, especially because I keep trying to use Aylis' guide as "true north." Will absolutely do as you recommend. Appreciate the reply.
markvarley Posted May 22, 2023 Posted May 22, 2023 (edited) @Aylis As Nemesis has come up, the guide talks about making a mod after running Nemesis, but when I run it I can't see how it creates any files to make a mod from, after I click "Launch Nemesis Behavior Engine" I just get "Behavior Generation Complete: 20 second(s) taken", and no sign of anything to make a mod out of, the nexus page guide doesn't say anything about that either, but this guide says "You have to create the files with NEMESIS and make a mod out of it." what am I missing? ? From nemesis nexus guide: 5. Select Launch Nemesis Behavior Engine 6. Close nemesis after finish patching 7. Run skyirm (I know how to make a mod out of output files, thats no problem, I just can't see what Nemesis is creating to make a mod from). Edited May 22, 2023 by markvarley added info from nemesis nexus page
Boceifus Posted May 22, 2023 Posted May 22, 2023 (edited) 17 hours ago, ShaeKest said: Thank you. Have been trying to determine which set of instructions where to follow when, if that makes sense, and it gets... confusing, especially because I keep trying to use Aylis' guide as "true north." Will absolutely do as you recommend. Appreciate the reply. This guide is awesome, even if you dont use all the mods listed here it helps noobies (and even old timers) understand load orders and such a bit better, but you dont have to put in every mod on the list, but pay attention to the categories and when to install mods that will make sense in the load order. There is still a need to follow other guides though, especially with install and load order on the sex mods. There are a bunch of those open sex mods, not just the ones listed and they have to go in a particular order for them to work well with each other. Problem I am having now is humanoids are working great, but creatures (animals and undead) are stuck, they dont fight back, or even move, kind in a half tpose state, not sure if I am missing something off this list that is causing it. I have tried running Nemesis multiple times, and switched to Finis and tried that, but nothing so far has worked. I am using a lot of the mods here so going back through the list to see if I over looked a file or missed a mod or something. It can be a tedious trouble shooting process if things dont work right. Edited May 22, 2023 by Boceifus
Boceifus Posted May 22, 2023 Posted May 22, 2023 8 minutes ago, markvarley said: @Aylis As Nemesis has come up, the guide talks about making a mod after running Nemesis, but when I run it I can't see how it creates any files to make a mod from, after I click "Launch Nemesis Behavior Engine" I just get "Behavior Generation Complete: 20 second(s) taken", and no sign of anything to make a mod out of, the nexus page guide doesn't say anything about that either, but this guide says "You have to create the files with NEMESIS and make a mod out of it." what am I missing? ? From nemesis nexus guide: 5. Select Launch Nemesis Behavior Engine 6. Close nemesis after finish patching 7. Run skyirm (I know how to make a mod out of output files, thats no problem, I just can't see what Nemesis is creating to make a mod from). After you run Nemisis look in your right window where the plugins are listed if you are using MO2, Nemesis creates a plug in you have to click on like any other plug in at the bottom. The video I watched on it said all you have to do is click in on, says nothing about making the plug in that is created into a mod.
nightred Posted May 22, 2023 Posted May 22, 2023 20 hours ago, Boceifus said: PAIA was conflicting with something When installing this mod on page 2 the bottom it has **Idle Only** and if you select anything other then None it will play the animation all the time. Install FOMOD Step 2.4 select None
wollboi Posted May 22, 2023 Posted May 22, 2023 @markvarley You should definitely be creating a mod for it. After Nemesis runs, it will dump its output into MO2's Overwrite (the very bottom of the left-hand side's list). In MO2, click on the drop-down button that features a screwdriver and a wrench making an X, and then select "Create empty mod." Name the mod "Nemesis Output" (or whatever you'd like). Right click it the new empty mod and select "Open in Explorer" and do the same for Overwrite. Drag the files from Overwrite to the empty mod folder (you can check the "Date modified" column in Explorer to verify which files were just created with Nemesis. You should have "meshes," "Nemesis_Engine", "scripts", and FNIS.esp. Last thing is to make sure your FNIS.esp is enabled in the plugin list. To make things easier, you could clear your Overwrite in MO2 but you need to make sure that nothing else there is needed, which is why I recommend just manually moving the files over instead of doing that. You do the same process for Bodyslide, FNIS, Wrye, and xLODGen. This keeps everything out of your Overwrite folder and helps troubleshoot as well as keeps your Overwrite clean. Ideally the only thing in Overwrite you'd want are files from mods that are created and modified automatically as you play the game, such as files that record your MCM settings from one playthrough to another. @Boceifus I wouldn't skip DynDOLOD. It makes your game look a lot better and the framerate run smoother. The process as laid out in the guide is pretty simple. Just take it step-by-step. Gamerpoet's video on DynDOLOD is a little old, but still helps get a feel for it. You could run it exactly as he instructs just for practice, then delete the files and do it Aylis's way. I've run DynDOLOD a million times, and while yes it's intimidating at first (like the guide says) it's really simple and worth doing. The only deviation I do from Aylis's instructions is that I create a zipped file at the end of the process (when TexGen or DynDOLOD 3.0 prompts for it) and then install the mod manually the same way you would any other non-Nexus mod.
Boceifus Posted May 22, 2023 Posted May 22, 2023 (edited) 29 minutes ago, wollboi said: @markvarley You should definitely be creating a mod for it. After Nemesis runs, it will dump its output into MO2's Overwrite (the very bottom of the left-hand side's list). In MO2, click on the drop-down button that features a screwdriver and a wrench making an X, and then select "Create empty mod." Name the mod "Nemesis Output" (or whatever you'd like). Right click it the new empty mod and select "Open in Explorer" and do the same for Overwrite. Drag the files from Overwrite to the empty mod folder (you can check the "Date modified" column in Explorer to verify which files were just created with Nemesis. You should have "meshes," "Nemesis_Engine", "scripts", and FNIS.esp. Last thing is to make sure your FNIS.esp is enabled in the plugin list. To make things easier, you could clear your Overwrite in MO2 but you need to make sure that nothing else there is needed, which is why I recommend just manually moving the files over instead of doing that. You do the same process for Bodyslide, FNIS, Wrye, and xLODGen. This keeps everything out of your Overwrite folder and helps troubleshoot as well as keeps your Overwrite clean. Ideally the only thing in Overwrite you'd want are files from mods that are created and modified automatically as you play the game, such as files that record your MCM settings from one playthrough to another. @Boceifus I wouldn't skip DynDOLOD. It makes your game look a lot better and the framerate run smoother. The process as laid out in the guide is pretty simple. Just take it step-by-step. Gamerpoet's video on DynDOLOD is a little old, but still helps get a feel for it. You could run it exactly as he instructs just for practice, then delete the files and do it Aylis's way. I've run DynDOLOD a million times, and while yes it's intimidating at first (like the guide says) it's really simple and worth doing. The only deviation I do from Aylis's instructions is that I create a zipped file at the end of the process (when TexGen or DynDOLOD 3.0 prompts for it) and then install the mod manually the same way you would any other non-Nexus mod. Yeah I am starting over, I just could not figure out why my creatures werent working maybe I got in a little hurry and missed something? I dunno, going to try the dyndolod stuff today see what happens. and try the mod thing for Nemesis, maybe thats why my creatures werent working cause I didnt install the esp as a mod. Edited May 22, 2023 by Boceifus
markvarley Posted May 22, 2023 Posted May 22, 2023 3 hours ago, Boceifus said: After you run Nemisis look in your right window where the plugins are listed if you are using MO2, Nemesis creates a plug in you have to click on like any other plug in at the bottom. The video I watched on it said all you have to do is click in on, says nothing about making the plug in that is created into a mod. Thanks @Boceifus & @wollboi, I'm using Vortex which doesn't seem to have an equivalent 'Overwrite' folder, if Dyndolod behaves similarly in MO2 then I have those drop their files into a folder that I make a mod from, I'll have to look for using Nemesis with Vortex and find where it's putting it's files for me, thanks again.
Boceifus Posted May 22, 2023 Posted May 22, 2023 (edited) 45 minutes ago, markvarley said: Thanks @Boceifus & @wollboi, I'm using Vortex which doesn't seem to have an equivalent 'Overwrite' folder, if Dyndolod behaves similarly in MO2 then I have those drop their files into a folder that I make a mod from, I'll have to look for using Nemesis with Vortex and find where it's putting it's files for me, thanks again. Defenatly make a mod of it from what I was just told, that video I watched doesn't say anything about making a mod, just click it to turn it on but that may have been what was causing my creature issues, the video it seems left out that step. Edited May 22, 2023 by Boceifus
Boceifus Posted May 22, 2023 Posted May 22, 2023 4 hours ago, nightred said: When installing this mod on page 2 the bottom it has **Idle Only** and if you select anything other then None it will play the animation all the time. Install FOMOD Step 2.4 select None Thanks!
markvarley Posted May 22, 2023 Posted May 22, 2023 4 hours ago, Boceifus said: Defenatly make a mod of it from what I was just told, that video I watched doesn't say anything about making a mod, just click it to turn it on but that may have been what was causing my creature issues, the video it seems left out that step. I have a feeling that you don't need to do that with a Vortex install, as Nemesis is already in the data folder and so are the files it creates, but I need to check that out thoroughly, so far I've only watched one nemesis video and scanned the nemesis nexus page and both imply that...
trgdolors Posted May 23, 2023 Posted May 23, 2023 Hey, has anyone tried Strange Runes by powerofthree? It has a lot of endorsements and several bug reports, but many say the bugs are largely user error. I am trying to see how stable SR is, and if people here like it. It is supposed to work well with Master Spells Runes, another mod I am testing.
Aylis Posted May 23, 2023 Author Posted May 23, 2023 Totally sick atm. Last few days were sleep for two to three hours, be awake for one, rinse and repeat... Thankfully Thorsten is around as for now i'm not able to do anything at all.
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