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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)
2 hours ago, YuFeng said:

In the World Expansion section there is Markath Fixed AF missing but it still has its FOMOD install option spoiler box for some reason.

Look again:

Quote

 

  

1 hour ago, markvarley said:

Did anything change in DynDOLOD instructions? 

I've just run through it again and the settings seemed the same ?

The LOD file for MM is gone and ERM was added.

Edited by Aylis
Posted (edited)

That's a different thing. One is "fixed" and one is mossy". The fomod instructions are for the missing fixed mod that had been there before right below "Markath - Meshes Fix".

Spoiler

Fixed AF.png

Edited by YuFeng
Posted

Finally switched to Rudy NAT. It's still dark sometimes, but holy hell when it hits right I unconsciously make my character stop moving and just sit and look at it for a minute. Walking up to Windhelm across the bridge at night. Chef's kiss.

Posted
13 hours ago, misterpipes said:

You do need the three DLCs (Heathfire, Dragonborn and Dawnguard).

You'll also need the CC content Survival Mode, Fishing, Rare Curios, and Saints and Seducers, but you should have those (they where part of the fre AE update).

 

This is because USSEP (Unofficial Skyrim SE Patch) requires you have them and there are a load of mods in this list that require USSEP.

I have these DLCs, but by DLC i meant the AE DLC with the  70 CC mods but you answered my question.

 

I was wondering if i had to downgrade back to 1.5.97X or stay in 1.6.640.0 and follow this guide.

 

All things are clear now.

 

Thank you.

Posted
2 hours ago, JyJyporridge said:

I have these DLCs, but by DLC i meant the AE DLC with the  70 CC mods but you answered my question.

 

I was wondering if i had to downgrade back to 1.5.97X or stay in 1.6.640.0 and follow this guide.

 

All things are clear now.

 

Thank you.

I was making the same decision when I came back to Skyrim, in the end I just bought the AE upgrade and everything is simpler ?

Posted (edited)

@YuFeng

Now i get it. Updated the instructions.

 

Please put bigger pics in spoilers

 

 

@wollboi

The same happened to me when i tested Rudy. When Rudy shines it really does so...

 

 

@misterpipes

Hmmm, i use that version. Did i forget to update the instructions? Will recheck them.

 

 

@JyJyporridge

In the end almost all mods either work ootb with AE or they got an update. There are only very few mods left that won't work with AE (and most of them got an alternative).

__________________________________________________

 

'JK's Riften Outskirts' (plus 'JK's Riften Outskirts Patch Collection') and 'JK's Windhelm Outskirts' (plus 'JK's Windhelm Outskirts Patch Collection') are very very nice indeed. Especially the new bridge near Windhelm is a great improvement, in comparison to the one from 'Lux Via', and all the little details JK added are just great. On top of that is the advantage of seamlessly adding them into existing builds.

 

'JK's Markarth Outskirts' (plus 'JK's Markarth Outskirts Patch Collection') could be better than what we got now, and i'll be checking on 'JK's Whiterun Outskirts' (compatible with 'Capital Whiterun Expansion') too.

Spoiler

 

Ryn got extraordinary expansions but looses imho to the ones from JK. And, something to remember, JK is sort of a standard for Skyrim modding and will have a huge support coming from other mods.  

Edited by Aylis
Posted

I am having immense issues with invisible werebears and werewolves.

 

Both appearances have been disabled in Moonlight Tales MCM, but now I'm starting to suspect that that might actually be the culprit? I am not using More Nasty Critters, assuming that is the reason why we should disable them in the first place.

Posted
1 minute ago, korveli said:

I am having immense issues with invisible werebears and werewolves.

 

Both appearances have been disabled in Moonlight Tales MCM, but now I'm starting to suspect that that might actually be the culprit? I am not using More Nasty Critters, assuming that is the reason why we should disable them in the first place.

Disabling the meshes makes no sense if you don't use MNC and ABC as well.

Posted (edited)
1 hour ago, Aylis said:

Now i get it. Updated the instructions.

 

Please put bigger pics in spoilers

 

 

After editing the post I managed to get it into a spoiler. Didn't work when creating the post originally.

 

But you are still mixing things up so I try to explain it a bit more. Both the Mossy lite and Mossy AF are about making Martath mossy and both are not fomod so there is no need for instructions. People just need to pick one or the other. The same mod author created another mod that is about fixing meshes and doesn't have anything to do with moss at all. It has "AF" in the name too and is the fomod the instructions were originally for and it has been in the guide before. You probably deleted it because they both had the "AF" in the name. 

 

As a direct comparison:

 

Markath Fixed AF - About fixing vanilla meshes and textures. FOMOD. Needs the instruction you moved to the mossy mod now.

 

Markath Mossy AF - About putting a shit ton of moss into markath. No FOMOD.

 

 

I hope now I did  explain well enough. :)

Edited by YuFeng
Posted
2 hours ago, Aylis said:

Hmmm, i use that version. Did i forget to update the instructions? Will recheck them.

While you are at that, you might want to take a quick look at V's Cut - latest update has added a FOMOD with a bunch of options

Posted

Did I mess up?  Also titled "From super confident to super silly in one day."  I am having fun learning about MO2 but Sexlab doesn't want to work.  I thought P+ but I think now its my FNIS/Nemesis thing.  I do use them successfully on my other game but this overwrite/new mod thing has me enjoying my beverage earlier than normal.  I did create output folders before running them and linked them to the respective FNIS or Nemesis.  Procedure - Nemesis things deactivated.  FNIS Behavior and Creature Activated - Fnis Output activated.  Run FNIS - Generates normally.  Disable FNIS behavior.  Leave FNIS Creature and Ouput active.   Activate Nemesis and Nemisis Output.  Run Nemesis - Generates normally.  Also after running, a FNIS plugin shows up.  All of my combat/idle/sleeping, jumping etc. animations are working.  Looking for ideas.  Scenes Start but NPC's just walk away.  Not hooking at all.  Creature or NPC same.  Maybe it is P+ or me or the Moon.  

Posted

I wish it was that.  These are new games.  Testing process for me is always a new game if any change to mods or the order.  Any change at all.  Thank you though.

Posted (edited)

What I learned after years of struggling with the FNIS / Nemesis thing is this:

 

Have both mods enabled with their own Output folders. Make sure the Nemesis folder has a higher order number (aka lower on the list) than the FNIS folder. Be absolutely certain nothing from either of these mods is in Overwrite. Also make sure both Output folders are checked.

 

Run FNIS, run Nemesis. Forget disabling, deleting, whatever. Just run each of them, check the Output folders to make sure they now have files and that Nemesis overwrites FNIS, and nothing overwrites Nemesis.

 

Boom, done. It all works.

 

Edit: Here's a lil pic of how mine looks.

 

image.png.613879cda6e9069b8bb384ec74165445.png

Edited by Ashra XIII
add pic
Posted
31 minutes ago, Miss Tee said:

I wish it was that.  These are new games.  Testing process for me is always a new game if any change to mods or the order.  Any change at all.  Thank you though.

Probably dumb question, but when you first went into the Sexlab MCM, to install it, did you check the box for "install default animations"?
If you didn't (or don't know), in the MCM is a mod called SL Animation Loader. Use that to register some animations with Sexlab and try again.

Posted
1 hour ago, misterpipes said:

Probably dumb question, but when you first went into the Sexlab MCM, to install it, did you check the box for "install default animations"?
If you didn't (or don't know), in the MCM is a mod called SL Animation Loader. Use that to register some animations with Sexlab and try again.

Not a dumb question. This is my first time with P+.  Well, technically the 2nd.  I tried one day a few months ago on Vortex mod list.  Creature anims wouldn't work so I dropped it without even researching.  My normal anims really play without issue so I didn't think P+ could make it any better.  The checkbox option was not available before with standard SL.  Before, I always loaded 2 mods that removed the default animations (human and creature).  I currently have over 1000 SLAL mods I use.  SLAL registers all the animations fine.  I think 1098 was the last run through.  FNIS runs fine and reports all anims correctly loaded with no consistency issues.  Nemesis runs fine.  And no, I didn't check the box.  Don't want those animations.  May be a conflict I suppose with those two mods I mentioned.  I did load those.  Testing continues.  I was more worried about the esp file that loaded.  It is titled FNIS.  Thought maybe I had messed up with the output.  That is after disabling FNIS Behavior before running Nemesis and after running Nemesis.  Didn't happen with Vortex so its new to me.  You are sweet to help.  I appreciate the input.  I'll test after work today.  I already updated all the mods yesterday with the new mod list.   This is such a beautiful game now.  T

Posted
1 hour ago, Ashra XIII said:

What I learned after years of struggling with the FNIS / Nemesis thing is this:

 

Have both mods enabled with their own Output folders. Make sure the Nemesis folder has a higher order number (aka lower on the list) than the FNIS folder. Be absolutely certain nothing from either of these mods is in Overwrite. Also make sure both Output folders are checked.

 

Run FNIS, run Nemesis. Forget disabling, deleting, whatever. Just run each of them, check the Output folders to make sure they now have files and that Nemesis overwrites FNIS, and nothing overwrites Nemesis.

 

Boom, done. It all works.

 

Edit: Here's a lil pic of how mine looks.

 

image.png.613879cda6e9069b8bb384ec74165445.png

You may have figured it out.  I linked the output mods to each engine.  Never thought to check the output.  First thing today after work.  If I find output there, I guess I will drop the files in the appropriate output folders.  It's just confusing.  All of my other animations seem to be working but then again, most are from DAR/OAR or replacers.  Combat mods that require Nemesis were working.  I was getting bashed to death in some of the testing.  I have hope again my friend.  Thanks.  T

Posted
15 minutes ago, Miss Tee said:

May be a conflict I suppose with those two mods I mentioned.

The Finis.esp that is left, after you have disabled Finis and run Nemesis is supposed to be there, Nemesis generates a dummy Finis.esp for mods that have a Finis.exp dependancy.

Posted
34 minutes ago, misterpipes said:

The Finis.esp that is left, after you have disabled Finis and run Nemesis is supposed to be there, Nemesis generates a dummy Finis.esp for mods that have a Finis.exp dependancy.

Thank you.  Another learning issue with MO2.  So far I love MO2.  Mods are easy to move around, conflicts are simpler to see and best of all, mods aren't added to the base game files directly.  I ruin my base game through Vortex and it gets unplayable about every 4 months.  I do have over 1200 mods and am a terrible modder in general.  Add things all the time.  Getting better though.  My current game has over 600 saves and still going but that's rare.  Normally broke by now.  Rambling on.  Sorry.  Ms. Social here.

Posted

Thanks @Aylis, I've been waiting for you to do a guide for AE for a while. I love the work you did for the SE guide; it really taught me how to use MO and modding in general.

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