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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)
4 hours ago, alaunus01 said:

We are using FNIS and Nemesis because the later only handles human animations.

Exactly.

 

I tried using OStim to escape this and only need Nemesis. Sadly they patched it so much (and push so many updates) that the stuff i wanted didn't work anymore and is a huge pain to keep it updated. Sadly the humanoid creatures (like Falmer) are still categorized as creatures and we need FNIS for them.

__________________________________________________

 

And when you think you're finally done Sheson releases a new version... Aaargh!

Edited by Aylis
Posted

Just sharing.  I  have Ostim and Sexlab in my other build.  Will get trashed once I get Aylis list working.  (loading MO2 on that computer as well) They generally work together well.  Aylis is correct about the changes.  Always some changes being made.  In 2-3 weeks, a major change is coming to  Ostim NG.  Beta now.  Removes so many requirements.  Won't require the old mods anymore.  BUT - animations have to be remade to work with it.  That is in-progress.  Not jumping that way for a bit and not loading the old versions just to use it now.  Except for Moons animations for the ladies, don't really need it.  Just an FYI...  

Posted
8 hours ago, misterpipes said:

I don't think Nemesis is involved with sexlab animations. Which is why we still need FNIS. As someone with just shy of 1000 sexlab human animations (and just over 600 creature animations) I'm going to ask: are you using FNIS or FNIS XXL? Because if you are exceeding FNIS XXL limits, I'm impressed.

 

Nemesis handles all human animations, which include Sexlab animations, but at the time I also had FNIS handling many non-Sexlab animation things... I had setup this wild, complex weave of different animations for just about everything, most of which just gets handled by OAR nowadays.

 

I think I'm probably still a bit low on SLAL animations nowadays, but I think I've become pickier about the animations actually looking good. 

Posted

Is Coin Merchant Exchange messing up for anybody else? The main mod is working fine, but whenever I go to exchange coins at merchants it gives me 1 septim regardless of how many I'm turning in. People on the forum page on Nexus are asking for an update, but I didn't see any specific issues mentioned so it may just be me.

 

I honestly feel like C.O.I.N. is a good realism enhancing mod, but it still isn't foolproof. I've recently been wondering why I'm finding neatly minted imperial coins in the eldritch hellscape of Apocrypha. Not sure what the currency in that part of Oblivion should be. Mora-bucks? Or maybe just bitcoin?

Posted
56 minutes ago, chongyuniscoo said:

can we work ostim and sexlab at the same time i read on another post by you that this guide would show how

You can.  I am able to and Aylis did have a version where she explained how to load the combination.  If you are interested in doing that without testing again and again, I do suggest waiting.  The latest Ostim NG is going to be really good BUT will need time for the mods and animations to be converted to that system.  Drei has a discord that will let you stay up to date on the progress.  Maybe a few more weeks for the new release of Ostim NG on the nexus.  Then just track that one page for compatibility.  Just a suggestion but I went down this road when I started and too many old O mods are broken or version specific.

 

Posted
24 minutes ago, Miss Tee said:

You can.  I am able to and Aylis did have a version where she explained how to load the combination.  If you are interested in doing that without testing again and again, I do suggest waiting.  The latest Ostim NG is going to be really good BUT will need time for the mods and animations to be converted to that system.  Drei has a discord that will let you stay up to date on the progress.  Maybe a few more weeks for the new release of Ostim NG on the nexus.  Then just track that one page for compatibility.  Just a suggestion but I went down this road when I started and too many old O mods are broken or version specific.

 

alright ty!

Posted

Got it with the new version of DynDOLOD.

 

Will tomorrow start a new char and run final tests.

Posted
3 hours ago, Aylis said:

I just couldn't resist...

 

Beware the devilspawn with her fiery temper.

  Reveal hidden contents

Alyana.jpg.5f3e559a7865a5555e70e92b42fdccf9.jpg

 

 

Impressive, you have done a great job!. With this guide too, of course: SKYRIM and its inhabitants look great on my computer thanks to you. :thumbsup:

Posted

Collecting links...

Spoiler

Creation Club - Tundra Homestead                                                         Causes issues with 'JK's Whiterun Outskirts'

Community Shaders                                                                                  Stopped working

Skyrim Landscape and Water Fixes

Skyrim Parallax

Vivid Landscapes - Complex Parallax Occlusion Snow

Vivid Landscapes - Complex Parallax Snow - Blended Roads Patch

Moss Rocks - Rocks Patch

Water Blending

Driftwood

Dwemer Kitchenware

Eldergleam Roots

Better Bread

Carrot Cake (Base Object Swapper)

Garlic - A Garlic Mod

Mora Tapinella

Riften Trellis and Roofs

JK's Markarth Outskirts

JK's Riften Outskirts

JK's Whiterun Outskirts

JK's Windhelm Outskirts

Markarth - Outskirts

Markarth - Trees

Quaint Raven Rock - Landscape and Water Fixes

Ryn's Hollyfrost and Hlaalu Farms

Ryn's Merryfair Farm

Ryn's Snow Shod Farm

Whiterun CIty Limits

Little Touches - A Trees Addition for Whiterun City - Inside

Whiterun's Gildergreen Tree

Whiterun's Gildergreen Tree - Parallax Patch

Tundra Homestead

Vanilla hair remake - SMP

Vanilla hair remake - SMP NPCs

SMP-NPC crash fix

Subgroup: Magic

   Arcane

   Arclight

   Bloodmoon

   Desecration

   Flames of Coldharbour

   Nature                                                                                             Moved within the group

   Vulcano

Store Entrance Doorbells

Carriage Drivers - New Clothing

Lux Via - Repaired Whiterun Bridge Add-on

Improved Puddles

Snowflakes                                                                                           New link

ISC Integration Patches - Windruler Armor

Carriages and Stables Dialogue Bundle

To Your Face

Atlantean Landscape

ERM - Enhanced Rocks and Mountains                                          Moved from 'Foundation'

ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On     Moved from 'Foundation'

YAR - Yuril's Additional Resources

CCC - Farming - Ropes

CCC - Farming - Signpost

CCC - Farming - Landscape and Water Fixes

FYX - Barrels

FYX - Candlehearth Hall Chimney

FYX - Dock Ramp

FYX - Farmhouse Walkway (SMIM - Round Posts - Parallax)

FYX - Farmhouse Walkway - Simplicity of Snow Parallax

FYX - Honeyside Deck Floor

FYX - Whiterun Tree Circle

Seasonal Landscapes - FYX - 3D Whiterun Tree Circle Patch

FYX - Windhelm Stable Roof

Lod Model Library for DynDOLOD

Ryn's Farm

Standing Stones AIO - Farms AIO PATCH

Landscape and Water Fixes - Greater Village of Karthwasten

SLaWF and Cathedral Mountain Flowers

SLaWF and Cathedral Mountain Flowers - Unique Border Gates

Whiterun City Limits - Bleakwind Basin PATCH

JK's Markarth Outskirts Patch Collection

JK's Riften Outskirts Patch Collection

Whiterun Exteriors Patch Collection

?Instructions required

JK's Windhelm Outskirts Patch Collection

FYX - Fortified Whiterun Consistency

Whiterun Outskirts Market - Main

Whiterun Outskirts Market - Outskirts Patch

Whiterun Outskirts Market - Landscape Patch

Terrain Parallax Blending Fix

Parallax Occlusion Mapping

 

Posted (edited)
51 minutes ago, alaunus01 said:

Yikes. Landscape and Water Fixes is coming back? I thought we wanted to reduce the amount of needed extra patches ?

Yes. But when one mod stops working i need a replacement.

__________________________________________________

 

Too bad that the 'Tundra Homestead' replacer broke the LOD of two trees. But once we get the missing children patch for 'Whiterun Metropolis' we would have to remove it, and the CCC, anyway... ? 

__________________________________________________

 

And the third time is the charm. Had a broken file that Steam couldn't fix (aka redownload everything again ?). Now everything looks like it should.

Spoiler

Meet Alyana.

My close-combat Warlock with a (soon to be flaming) twohander and lots of fire spells...

Alyana02.jpg.0de0445b056a580a6a7a268cbb9ede07.jpg 

 

Edited by Aylis
Posted (edited)

@Aylis I want to try and keep Tundra as I quite like it (but I also have Halla, which was working fine with previous Whiterun ext setup, that I could use instead, if it works with this new setup), I had to fix some edits around Tundra otherwise the outside crafting area was floating above the ground (that might have been something different from my mod list causing that), what problems did you see with Tundra with your new whiterun ext setup?

Edited by markvarley
Posted

@markvarley

The CCC 'Tundra Homestead' is simply crap:

1. Issues with the landscape.

2. Flickering/overlapping textures inside (and thats from a bad construction of the mod itself).

3. Illogical placement of objects.

4. Will not work with 'Whiterun Metropolis'.

 

The mod 'Tundra Homested' got other issues: 

1. Conflicts with 'Whiterun Outskirts' (LOD issues) that can't be fixed via LO.

2. Will not work with 'Whiterun Metropolis'.

 

Halla should fit, but, if i remember correctly, the mannequins were problematic.

Posted

I hate to see CC stuff get worked out of the list, but if it has to be one of them I'd rather it be Tundra Homestead. I literally never use it. It's just something pretty to look at as I ride north.

Posted
45 minutes ago, Aylis said:

@markvarley

The CCC 'Tundra Homestead' is simply crap:

1. Issues with the landscape.

2. Flickering/overlapping textures inside (and thats from a bad construction of the mod itself).

3. Illogical placement of objects.

4. Will not work with 'Whiterun Metropolis'.

 

The mod 'Tundra Homested' got other issues: 

1. Conflicts with 'Whiterun Outskirts' (LOD issues) that can't be fixed via LO.

2. Will not work with 'Whiterun Metropolis'.

 

Halla should fit, but, if i remember correctly, the mannequins were problematic.

Fair points, I noticed some weirdness with some chains when I was in Tundra recently that I've not started to look into yet:



ScreenShot246-1080.png.8bf4408b2ac5b62a8ccc5d609fbf49ab.png

though I did fix the landscape issues outside, but I'd rather have Halla, I had a look around the photos from JK's Whiterun Outskirts and that spot looked clear, if you don't use it for testing I'll report back just so you know whats what (if your changes are published before Saturday afternoon I should have time to change and test over the weekend, if not it might be next weekend). ?

 

Posted (edited)

@markvarley

As long as i don't find a problem (tomorrow should be the last testrun). I should have all the required mods for the update.

 

It simply depends on the time i have available as publishing an update takes roughly three to four hours. And this one will be bigger than usual...

 

 

@wollboi

I want to adde 'Whiterun Metropolis' later (waiting for a patch) and the 'Tundra Homestead' doesn't fit anymore (yet?).

Spoiler

 

Edited by Aylis
Posted

@Aylis If theres ever anything we could do to help with your workload I'm sure there's a few of us would be willing, but I know it's your baby and I'm sure you have your process the way you like it, but 'if', you've got some loyal fans here ? We appreciate all your work.

 

Posted
38 minutes ago, Miss Tee said:

I know it's poor timing or maybe just for future thought.  I agree about the Tundra Homestead.  Seems to conflict  with so much.  Especially BBLS.  https://www.nexusmods.com/skyrimspecialedition/mods/95197  

 

 

 

You have to pick the ONE mod that is infamous for being the most incompatible back in the oldrim days. ?

 

2 minutes ago, markvarley said:

@Aylis If theres ever anything we could do to help with your workload I'm sure there's a few of us would be willing, but I know it's your baby and I'm sure you have your process the way you like it, but 'if', you've got some loyal fans here ? We appreciate all your work.

 

 

With Landscape Fixes back in I would suggest staying on the lookout for terrain seam issues and learning how to crank out a dirty compability patch. ?

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