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Skyrim AE for Beginners - V 3.1.0


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Posted

Finally fixed my bow issue... I have -no- idea why, not only I skipped the fact I shouldn't have checked "Joy of Perspective" for XPMSSE, but this bug didn't happen until only recently. But I took this opportunity to fix everything.

Ok, back to follow the guide!

Posted (edited)

Just getting back into Skyrim. Thought I'd drop a line that MNC doesn't interfere with Wild Horses, the Unicorn, or any CC-added horse ... except no naughty bits. Animations will still play, just without genitals.

 

I'm excited to mess with OAR. Any particular configurations, or does it work well out of the box?

Edited by wollboi
Posted (edited)

@wollboi

It's one of the few cases where 'It just works' is no lie. ?

 

Notes

Spoiler

✔️

Driftwood

Mudcrabs                                                                                       Conflict with MNC/ABC? Recheck!

Snazzy Bookcases - Base Object Swapper                                     Very nice

   Snazzy Bookcases - Glass Texture

Snazzy Noble Wardrobes - Base Object Swapper

Snazzy Upper Wardrobes - Base Object Swapper

Improved Camera                                                                          Recheck patches

Inventory Interface Information Injector                                       Improving the UI

Markarth Mossy AF

   Markarth Mossy AF - Nature of the Wild Lands patch

Bosmeri Antlers

Beast Race Tail (HDT SMP)                                                             Will replace 'Fluffy Tails'

D3Dcompiler

?Has to be installed manually

Community Shaders

Cathedral - Water Overhaul and Bug Fixes
Natural Waterfalls

   Natural Waterfalls - Immersive Fallen Trees Patch

   Natural Waterfalls - Majestic Mountains Patch

   Natural Waterfalls - Markarth Mossy AF - Patched

   Natural Waterfalls Water Addon - Flow Direction Edit
Water Blending

 

      

Better Bread

Songs to Eat Venison to - A Tavern Music Mod

NPCs React To Invisibility                                                              Too goofy/borderline?

Snow Elves Throne                                                                        Seen once... Overkill?

Markarth - City of Stone

Ryn's Alvor and Sigrid's House                                                     How often do you enter this? Overkill?

Ryn's Riverwood - Faendal's House

Ryn's Riverwood - Hod and Gerdur's House

Ryn's Riverwood - Sven's and Hilde's House

Whale Bones on Coasts                                                                Landscape conflicts?

Unique Border Gates                                                                     Too many styles?

HS Resources

Severin Manor

Vlindrel Hall

Fluffy Beds and Bedrolls

Fluffy Wall Mounted Animal Trophies

Falkreath Border Rock Fix                                                             Needed?

Bards Reborn Student of Song                                                     Conflicts within the college?

Skyrim's Got Talent - Improve As a Bard

Skyrim's Got Talent - Bards Reborn Patch 

 

Edited by Aylis
Posted

By the way, I need to ask... At some times, I see "Need sorting!", what does it mean? Need to sort the plugins or you need to sort them in the lists?

Posted (edited)
14 hours ago, Aylis said:

@Khaizer

OK. Lets try to locate the issue... What happens if you remove the creature group in sex mods?

 

Should the horses still be gone try to add Realistic Horse Breeds to creatures. This way we make sure that there are meshes and textures beside the standard ones. Horses still gone?

Then, sorry, no idea and there's a bigger problem with the installation.

 

Now readd the creature group. Horses gone again? Sounds like a broken download/installation in the group. Redownload the group and reinstall them from the fresh files. 

 

I tried to remove the sexlabs mods to try and eliminate the problem and to see what mods caused the issue. My game wouldn't launch or ctd when starting a new save. It wasn't because of missing masters. Apparently my installation took so much time and I've changed/modified so much that I might have some corrupted files directly in my mods (replacing mods or deleting files by accident maybe).

I'm deleting EVERYTHING and try to start from scratch, and on an SSD I'm receiving tomorrow on top of that. I'll check once everything is done if I start having this problem again. Thank you for your help anyway, probably my last post here (I hope).

 

  

50 minutes ago, DrakEmono said:

By the way, I need to ask... At some times, I see "Need sorting!", what does it mean? Need to sort the plugins or you need to sort them in the lists?


It means you have to sort the plugin.esp on top of its patches and fixes. For example, when activating LUX, the main.esp is below everything else so you have to move it manually on top in the load order.

Edited by Khaizer
Posted (edited)

@Khaizer Oki thanks!

 

EDIT: I know I tend to ask dumb questions... But in the mod lists, when you mention "RERUN", should I just reinstall the mod and overwrite/merge the new result or rename the new installation and place it where it's marked "RERUN"? Though I understand the order for the list of mods and the load order of plugins, I'm less sure to understand the use of rerunning previous mods later.

EDIT2:

On 11/15/2022 at 2:11 PM, Aylis said:

Female Skin RBT

There is a new version of this mod (big differences for the FOMOD especially). I let you check it in case! In the mean time, I will use the previous version with a FOMOD fitting the spoiler below

 

EDIT3: Geez, so many edits... And I have a little... issue, but this time, I really have no idea how I could fix it. About 3BA - Reinstall Physics Config, in the spoiler, you say "1.1    None", so basically, I take that the very first square shouldn't be checked. However...

Spoiler

image.png.a76346c69c1c5a61b3dd8c931e857ed0.png

It's checked AND greyed out, so I can't uncheck it. Do you think it will cause problems? I will try this way for now, but... I don't feel like it's normal. :x

 

(Now that I'm thinking about it... when I will be done with the guide and I will install YIffy Age, I feel like I will have to rework on more than half of the mods related to body stuffs, especially when it comes to textures...)

Edited by DrakEmono
Posted
4 minutes ago, Aylis said:

Looks like there has been another update to the mod and they changed the FOMOD.

For the one with the checked greyed out, I also tested the previous version, and I exactly got the same thing. I can try the version prior to this one and let you know. However, little break with mods. Anyway, I'm (finally) toward the end ?

 

By the way, may I make a suggestion? Since this guide is designed to beginners, I would suggest a link to this topic as it describes how to run FNIS and Nemesis together (it's not intuitive in my opinion, I had no idea how to make an output of FNIS until I finally found this topic. When I first learned about FNIS, I just let it do by default and didn't use Nemesis)

Posted (edited)

@DrakEmono

1. Fixed with lots of 'Your Choice'

2. Replaced 'None' with 'Automatic'

3. No, as it already has been in the guide for years now.

Quote

To use FNIS (plus the creature addon) and Nemesis together you have to use the following steps.

1. Install Nemesis (but DON'T activate the mod yet!)

2. Run FNIS normally

    Don't forget to tick the boxes for 'GENDER Specific Animations' and 'SKELETON Arm Fix'.

3. Create your 'FNIS Output' from overwrite and activate it

4. Now deactivate the main mod for FNIS and activate Nemesis

5. Run the update.

6. Let Nemesis run through

7. Create your 'Nemesis Output' from overwrite, activate it and let it overwrite 'FNIS Output'

8. Flagg 'FNIS.esp' as ESL.

9. Done

 

Edited by Aylis
Posted
2 hours ago, Aylis said:

3. No, as it already has been in the guide for years now.

Ack, I'm sorry... I checked again every single spoilers, until I reached the one just below Nemesis. Didn't think about this one as I thought it was just related to Nemesis and not FNIS, so I was looking everywhere else how to make FNIS Output before checking this one ^^" Sorry!

And I see for the changes for the FOMOD :3

By the way, how about the RERUN mentions? Should I overwrite where they were or make a new copy? (Sorry if you mentioned it elsewhere, I really can't find...)

 

Also, if ever you don't wish me to let you know when I notice something like changes or make potential suggestions, let me know...

Posted

@DrakEmono

Just overwrite them. This way we get patches where they should be.

 

And this guide has changed quite a bit with suggestions, so keep them coming. Same with errors or bugs. I'm a single person here, so i might overlook something or even screw up. ?

__________________________________________________

 

Checking an alternative ENB. Rudy is less flashy and a bit darker than Pi-Cho. The big advantage are the FPS you can get with it.

Spoiler

 

Here is Rudy with NAT (what i intend to use).

Spoiler

 

Posted
1 hour ago, Aylis said:

Checking an alternative ENB. Rudy is less flashy and a bit darker than Pi-Cho. The big advantage are the FPS you can get with it.

I'm using an RTX 2080 to a 4k screen so I could use a few more FPS! (it's soo prettyyy)

Posted (edited)

@Aylis Ok ok, sorry. I just thought you were a bit cold while answering to me, but... I'm aware I happen to misread the way others talk to me sometimes ^^" (*sighs...* fuck autism...)

And seeing your graphic card made me remembering it wasn't a 3080 mine, but a 3060. But it's the same generation, I doubt it would make a huge difference... but if I see that you are dealing with a 2080 and a 4k screen while I just have a 2k screen, I think I will be all fine xD

 

Anyway. I did everything with FNIS, everything went fine (no warning etc...) but, then, I went to Nemesis, and for some reason, it doesn't stop from crashing while running it... I tried to check online, I did see some other people getting the same issue and tried potential solutions, but nothing to do. I updated Nemesis though the executable, I checked the right mods (verified them one by one to be sure), but it crashes at around 75%. I even restarted my PC as someone suggested, nothing. Oh, and of course, I disabled the main FNIS but kept the Creature one and the FNIS output.

I'm going to be crazy with this one...

 

Oh, yeah, if you allow me another suggestion about the tips to run FNIS and Nemesis together... I would suggest to make that the FNIS output goes directly to FNIS output and not to overwrite first. This would just be in case, later, you add more animations, and animations aren't the only things going into the overwrite part. ? This way, you won't have to delete overwrite, run FNIS, and remake the FNIS Output mod each time. (I'm not sure about Nemesis as I never touched it before... and it just feels buggy x.=.x Or I'm really doing sh*t somewhere)

 

EDIT (again :D): Ok, I noticed that I made a... mess with the load order. Perhaps while testing the bugs I found way later, so spent lot of time enabling and disabling mods... feels like when I checked the load order, they absolutely didn't match the mods order... I will fix that and check after.

By the way, I have a question... I have some plugins with a "missing master". Should I be worried about something or it might be something normal for a few plugins? (They still have other masters, so I'm not sure if they need ALL masters or a few can be enough)

Edited by DrakEmono
Posted

Wanted to say thank you so much for this guide.  I have been following it for a while as I was deciding to move away from Vortex.  I am currently in the process of loading the mod list.  Test run after each group has been flawless.  I had built slowly a 1200 mods in Vortex and months of effort spent trying to make it work.  Your guide is such a welcome change and an education at the same time.  I wish you a wonderful day and you have my eternal love and thanks.  

Posted (edited)
1 hour ago, DrakEmono said:

I went to Nemesis, and for some reason, it doesn't stop from crashing while running it

Nemesis likes to crash on run at times, just keep re running it and you will find that each run it makes it a few percentage further.

It is something to do with how MO2 does file overwrites and changes that causes a crash.

Just run it again and it will work after 2-5 runs.

 

1 hour ago, DrakEmono said:

I have some plugins with a "missing master"

If a master is missing then the mod will not load in game.

Check what the master is and rerun the installer for the mod as you might have picked an option/patch for a mod not in the list.

You should have no missing masters.

 

 

1 hour ago, DrakEmono said:

Ok, I noticed that I made a... mess with the load order.

The order is one of the most important parts.

The mods need to be in the exact order, and the plugins need to match the mod order. the mods in patches that say reinstall are some of the only exceptions to the plugin must match mod order. (this is related to Lux and a few others)

Also the bold plugins need to be at the top of the plugin list but in the order that the mods are installed in. IE: 'Enhanced Solitude SSE.esp' is before ' Solstheim Eastern Dwemer.esp' but both are at the top of the order as they are bold.

 

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

If a master is missing then the mod will not load in game.

Check what the master is and rerun the installer for the mod as you might have picked an option/patch for a mod not in the list.

You should have no missing masters.

Well, I'm like that. I tend to struggle to understand at the beginning without a proper guide, but the more I learn, the more the rest remains intuitive. After I messed up with the load order, I started to look closer at those missing masters. Happily, most of them, either the name is explicite, or there is a description mentioning what the plugin does, and I manage to fix my mistakes (either I took a wrong version, a patch I no longer use (I was using Live another life for quick tests, until I saw Alternate perspective, and I applied patches for Live another life, so their master went missing). I also noticed that those weird names starting with "cc" were just referring to Content creator, and I wrongly applied some patches.

Ya, just to say that I'm getting my paw on it. ^^"

 

About Nemesis, that was really random... it always crashed at 65%, then it went at 75% at some point, and back at 73%... once I'm fixed with all the plugins, I will retry it, it will maybe help avoid some CTD.

 

EDIT: Alright, I took the opportunity to redo nearly everything and fix a few FOMOD mistakes at the same time. Took a bit of time, but after that, I just needed to run Nemesis twice to make it work!

EDIT2: 

On 11/15/2022 at 2:11 PM, Aylis said:

Ignore the warning about old header (No idea why this was kept in as it is a false positive)

About the bash... I think that the warning is about the fact those mods are form 43- plugins (whatever that means). From what I understood, those are supposed to be for LE (it's MO2 itself warning for it, not only Bash). I also got curious about it, I also got this error when I chose by mistake the LE version of a mod (which caused warnings with FNIS in the end).
However, if those mods still work with AE, I do agree that it sounds weird...

(Thanks to the one who created the first edit function to forums): New problem! :D Now I'm trying to make a bashed patch, and I have a little problem... Well, 2 actually, but the second one is quite explicite (looks like there are still a bit of issues with load order...) However, I got this message, and you didn't mention it in the guide. : 

Spoiler

image.png.d995e85fe9dc62b0e7dc5c79e7050ff8.png

So... I guess I just uncheck them (I did so before the screenshot) and I click OK? Or I skip? I'm... actually not very sure what I should do here o.=.o Asking just in case of a mistake. I prefer to be sure than doing an error and having to spend more hours trying to fix it ^^"

Edited by DrakEmono
Posted

MO2 new person question related to the mod list. Hoping for some basic clarity please. 

 

"The mods need to be in the exact order, and the plugins need to match the mod order. the mods in patches that say reinstall are some of the only exceptions to the plugin must match mod order. (this is related to Lux and a few others)"

 

Left and right side need to match in terms of the overall order of the mods and plugins.  I see the comments further down in the mod list that reference the Lux issue for example.  It does not tell me where to move it to however.  If this will be self explanatory when I get there, sorry for the question.

 

"Also the bold plugins need to be at the top of the plugin list but in the order that the mods are installed in. IE: 'Enhanced Solitude SSE.esp' is before ' Solstheim Eastern Dwemer.esp' but both are at the top of the order as they are bold."

 

Just confirming that the "bold" plugins is referring to MO2 right side plugin list.  Top of load order is the confusing part.  Just a guess but an esp is the key.  Move the esp's in bold up highter in the list but don't place them above another esp in bold that was loaded earlier.  

 

About 550 mods into the loading of the list and would like to start checking on this in the plugin side as I proceed.  

 

Thanks,  T

Posted

My turn to help instead of asking for help! :D 

 

6 minutes ago, Miss Tee said:

"The mods need to be in the exact order, and the plugins need to match the mod order. the mods in patches that say reinstall are some of the only exceptions to the plugin must match mod order. (this is related to Lux and a few others)"

Basically, the game will load a plugin after the other, so for some, the right order is necessary as one plugin will need another one to be activated first. In case of Lux, and you will see when you reach this mod, it's marked in red "[Needs Sorting!]". In fact, after installing this mod, you will have several plugins coming with it. And for some reason, the main plugin (here, "Lux.esp"), was placed automatically at the bottom to me, after all the patches going for it. So you will have to manually bring the main plugin at the top of the pack coming with the mod.

A way to explain what Aylis also mentioned at the bottom of the mod list:

  

On 11/15/2022 at 2:11 PM, Aylis said:

4 - When you enable a mod and it enables multiple plugins you just need to use common sense as far as which should go first (i.e. for KS Hairdos MP the main plugin would go before the wig one, or in LUX the main plugin would go before all the patches).

Basically, to patch a plugin, the plugin needs to be loaded first ?

Posted

@Miss Tee As far as running Lux again, don't worry about the plugins. You're basically re-running so that it will catch patches for mods that you've installed in between installed Lux the first time and the second time (stuff like the patch for the expanded Saints & Seducers).

 

And you're right about the master plugins. Anything in bold, just drag to the top of the plugin order on the right in the order that you installed the mods.

 

So:

1 - bold1.esm

2 - notbold1.esp

3 - bold2.esp

4 - notbold2.esl

5 - bold3.esl

 

After you're done it would go like:

1 - bold1.esm

2 - bold2.esp

3 - bold3.esl

4 - notbold1.esp

5 - notbold2.esl

 

Don't worry about the plugin types (esm, esp, esl), just if it's bold it needs to go to the top.

Posted

Both lovely answers.  I truly appreciate the clarification.

 

Posted (edited)

@All

The order of the files should be:

Bethesda Main Files

Bethesda CC Files      (ESL)

Master Files             (Can have any extension as authors mix those up) Yep, thats the bold ones...

ESL

Fertility.esm              (Ending of a master but not flagged as one. This is an exception to the standard rules)

ESP and ESPFE          (Normal ESP and ESL-flagged ESP)

 

Creating the 'Bashed Patch' should fix this automatically. But i prefer to make this manually to prevent issues due to a wrong LO.

 

 

@DrakEmono

Never seen that error message before (and i don't have the second file here). ?

 

 

This will still take some time:

Spoiler

 

 

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

Never seen that error message before (and i don't have the second file here). ?

Well, the second one was once again a mistake of FOMOD choices from me.

However, I might give you more than a suggestion this time: for High Poly Project, point to the latest file from 2017. It looks like the current version (2021) was causing the issue, I tried with the previous version and the problem disappeared. So I wouldn't risk an unknown behavior with the latest version.

Edited by DrakEmono
Posted (edited)

For DynDOLOD I can't seem to figure out how to get to the first steps. The LOD4/8/16/32 screenshots and the LODGen options screenshots for doing the seasons thing. Part 3 I can start (billboards I think). I just can't figure out how to get to/open the first parts of the DynDOLOD guide. I tried google but all guides/videos seem to assume you know how to open options.

 

And if part 1 and 2 must happen before part 3 can I just regen the billboards later or will I need to delete something.

 

Also the video you have for basics it zips the TexGen_Output but when I ran it (through MO2) it just closed when it was done generating and gave me a textures file, but I think I need it to give me a zip file?

Edited by Verda Kote
spelling
Posted

@Verda Kote From what I see, it's your first post, so I guess you just started modding the game? If you didn't reach the "final" tab, don't pay attention to DynDOLOD. You don't need to run it each time you test, only when you're done with the guide. (and eventually after adding more mods later, but @Aylis will confirm) But if you're already there, then I'm just right behind, I'm about to finish too ^^"

 

And yeah, talking about confirming it, I also wanted to ask now, once the guide is over and the game works, in case I want to add a few mods/animations, which programs between FNIS, Nemesis, Bash and DynDOLOD should I run again? All of them until I'm done with my own mod list? (I already know which mods I will add to finish my wanted experience anyway)

And I was wondering, I noticed that Nemesis Outout contains FNIS.esp. Sounds a bit strange, but I hope it's normal?

If it's good, then... I will go to sleep anyway because I'm tired :D And tomorrow, I will finally run DynDOLOD!

 

And, really, Aylis, thanks again for that awesome guide and the efforts you're still doing to keep improving it! ❤️ 

Posted (edited)
6 hours ago, DrakEmono said:

And I was wondering, I noticed that Nemesis Outout contains FNIS.esp. Sounds a bit strange, but I hope it's normal?


Yup, you're supposed to activate the FNIS.esp from Nemesis Output and NOT re-activate the FNIS main file (Don't forget to mark it to ESL then in BryeBash). Otherwise there will be compatibility issues. THat's why you have a FNIS Output and Nemesis Output below, overwriting it, to get the patches from both mods (which you couln't have without this technique).

In any case, if you add or modify any mod in your modlist, it's always good practice to remake the FNIS and Nemesis Outputs and afterwards a Bashed Patch before testing. You have to run the whole Dyndolod process again if you add or remove terrain/objects/tree elements containing lods and/or textures. 

Edited by Khaizer

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