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Skyrim AE for Beginners - V 3.1.0


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Posted (edited)

Update 0.9.7

Last Update

 

Reworked *World Expansion'. Finding something in there was too time-consuming.

Added a less demanding alternative solution for trees.

Updated 'a few' mods/links for changes by OA.

Added a missing city expansion (totally forgot it was a mod).

Added more locations to find.

 

 

Mods to REMOVE

Spoiler

World Expansion

Falmer Cave Ceiling                                                      Redundant

Whiterun City Limits - Tundra Homestead Patch         Got removed by the OA

Whiterun Interior                                                          Got removed by the OA

 

NPC

Realistic NPC                                                                Bugs out with Nord vampires

NPC Enhancement - The Thieves Guild                       Got replaced by the OA

 

Sex Mods

Fertility mode OStim patch                                          Only for 'Open Sex'

 

Patches

Whiterun Hold NPC Overhaul - RBT Patch                   Redundant

 

Mods to ADD/MOVE

Spoiler

Foundation

Blackreach Mushrooms                                               Moved from *World Expansion'

Blackreach Mushrooms - Textures                              Moved from *World Expansion'

Blackreach Tentacle Mesh Fix

Blackreach Spores                                                       Moved from *World Expansion'

Cabbage

Underforge                                                                 Moved from *World Expansion'

Added subgroup 'Trees'

  Happy Little Trees

  Happy Little Logs

  Happy Little Logs - Pruned

  Happy Little Trees - DLC Trees (BOS)

  Happy Little Trees - Patches

  Happy Little Trees Add-On - DynDOLOD 3

 

PC

Monster Facial Animation (MFA)                                 Moved from *World Expansion'

 

World Expansion

ES Happy Little Shrubs patch

High Hrothgar

Sinderion's Field Laboratory

Sky Haven Temple

Skyshards                                                                    Moved from *Gameplay'

Skyshards - ENB Light Addon                                     Moved from *Gameplay'

The Great Cities - Ressources

The Great City of Rorikstead - Bug Fixes

The Great City Of Winterhold

NSM - SMIM Patch                                                      Moved from *Foundation'

Hidden Hideouts of Skyrim 

Hidden Hideouts of Skyrim - DLC

Points of Interest

Watchtowers Of Skyrim

 

NPC

NPC Enhancement - The Thieves Guild                       Update

 

Sex Mods

Fertility Mode Fixes and Tweaks - Settings Loader

Nibbles Animation Pack for Ostim NG                        Update

Lesbian Animation Pack for Ostim NG                        Update

Billy Lesbian 3P Animation Pack for Ostim NG            Update

Billy Threesome Animation Pack for Ostim NG           Update

OPrivacy

OPrivacy - Vayne

OVoice

 

Patches

Whiterun Exteriors Patch Collection

Texture Patch (see 'Files')

 

Final

Fores New Idles in Skyrim - FNIS

FNIS Creature Pack

 

 

Edited by Aylis
Posted (edited)

Looks like the retexture projects has been reworked so it no longer has a installer. Also stay at the system page is in twice. Once is skse and once in UI.

 

JK Whiterun interior is no longer a thing.

Edited by Mindgames265
Posted (edited)
18 hours ago, Mindgames265 said:

Looks like the retexture projects has been reworked so it no longer has a installer. Also stay at the system page is in twice. Once is skse and once in UI.

 

JK Whiterun interior is no longer a thing.

1. I'm working on a different solution.

2. Why? I just updated mine...

__________________________________________________

 

Found a very nice hair pack and a SMP addon for it (thankfully no wigs).

Spoiler

 

__________________________________________________

 

I've uploaded a texture patch for two textures that always cause problems. Just install it and that issue should never come up again. Uploaded and added to the guide and the last update.

Edited by Aylis
Posted
2 hours ago, Aylis said:

1. I'm working on a different solution.

2. Why? I just updated mine...

__________________________________________________

 

Found a very nice hair pack and a SMP addon for it (thankfully no wigs).

  Reveal hidden contents

 

__________________________________________________

 

I've uploaded a texture patch for two textures that always cause problems. Just install it and that issue should never come up again. Uploaded and added to the guide and the last update.

 

 

The reason I said it was no more, is when I clicked the link it took me to the same jk's whiterun page as the first one. Might just be on me being stupid though. also can't wait for that hair.

Posted

Hitting the 7th week mark now since I started building my mod list, It was going fine... until I decided to step out of the the guide and add all kinds of stuff... now I'm over 1100 mods in and about 740 plugins so far (181 ESPs)... I know something will go wrong once I run the game sometime next week, lol.

 

BTW, how do you guys start your playthrough? I mean, I used to enable everything and start the game... used to give me issues on occasions but nothing major, so I just wanted to know how you guys do it, do you enable certain parts, go through Alternate Start, save, exit, load the rest and start again? or do you simply enable everything all at once and go through Alternate Start? Do you setup all the MCMs before you get transferred out of your cell or do you set everything after?

 

It's never too late to learn new tips and tricks :)

Posted (edited)

@NismoMan

I got everything, except testfiles, enabled when i start a new game.

Spoiler

Untitled.jpg.6fede099f4e596e83c4339258e7eb6ed.jpg

 

At the dungeon i wait 'til everything is loaded (for me 'Odin' is the last mod). Plus i configure everything in the cell after that.

 

Once all is done i delete all autosaves and create a new hard save. This way i got the save of a configured setup before i use the statue (easier to jump all over Tamriel with ASLAL for tests).

Edited by Aylis
Posted

love your work, i had put in the time to change up to anniversary but i just realised dar doesnt work in ae edition...

 

i think i will downpatch and give up sadly since dar doesnt look like it will be updated any further

Posted (edited)

Two (JK) Whiterun (Interior) links in world expansion. One links to the main mod page, the 'interior' link to files tab. Please elaborate if copypasta error or removed nexus file.

Edited by alaunus01
typo
Posted
8 minutes ago, alaunus01 said:

Two (JK) Whiterun (Interior) links in world expansion. One links to the main mod page, the 'interior' link to files tab. Please elaborate if copypasta error or removed nexus file.

Looks like it got removed by the OA. Updated the guide and the last update overview.

Posted

@AylisJust so you know when it comes to OBody NG, the settings loader actually breaks at least the preset manager as it was built with the ostim version and not the standalone version. It took me a while to figure out why the preset list wasn't opening and I found that out. 

Posted
On 12/26/2022 at 9:44 AM, hornybastard3333 said:

love your work, i had put in the time to change up to anniversary but i just realised dar doesnt work in ae edition...

 

i think i will downpatch and give up sadly since dar doesnt look like it will be updated any further

 

Indeed a DAR update would be great because some animations still require it

 

What do you do for a work-around Aylis?

 

Posted
26 minutes ago, maltodaxtrin said:

 

Indeed a DAR update would be great because some animations still require it

 

What do you do for a work-around Aylis?

 

 

I believe Aylis is aiming for a simple, straightforward up-to-date Skyrim AE 1.6.640+ build (It's supposed to be a guide for beginners after all). But with little due diligence you can pull it off. So far there are a few routes one can take when it comes to building your modlist:

 

1- Skyrim SE (1.5.97 Steam / SKSE 2.0.20) build:

A viable build that supports DAR and many deprecated SKSE plugins/mods. However, many actively updated mods (like USSEP) and many newly released plugins won't support it, so you might want to forfeit some mods or at least their latest releases to be able to use them.

 

2- Skyrim AE (1.6.640 Steam - 1.6.659 GOG / SKSE 2.2.3) build [This Guide]:

This route is the healthiest, up-to-date option but many fan-favorite mods like DAR, Immersive First Person Perspective and more are yet to be updated to the latest AE/SKSE releases. This build is more or less future-proof since all newer AE mods are sure to work on this build.

 

3- Skyrim AE (1.6.353 Steam / SKSE 2.1.5):

This is probably the trickiest of the bunch but more or less has the most to offer (for now). You won't be officially supported by neither the latest releases or the legacy SE releases, you'll find yourself digging into archived releases to find compatible versions of mods and semi-begging for suitable builds. However, if pulled off correctly you'll a some what "Best of both worlds" build.

 

Conclusion:

While option 3 might seem to be the most appealing of the bunch, it is a much more "involved" build that you'll find yourself treading a fine-line making sure everything syncs together and version-appropriate.

 

I believe Aylis' aim is to provide a simple, comprehensive build using the "Latest/safest Build" route is sound, Aylis already has a solid "SE/1.5.97" guide, and this guide seems to be the logical progression to the theme of "Guides for beginners".

 

However, If you're feeling adventurous, I'd suggest the 3rd (1.6.353) option, it will take more time and effort to build and is more involved and error-prone but the benefits are certain (including DAR compatibility) but don't expect much support from mod authors who either migrated to the latest build or decided to revert back to the lastest SE(1.5.97). It's a bonafide No Man's Land out here, lol.

 

Regardless; If you're willing to go with the 1st or 3rd routes, you'll be needing this:

https://www.nexusmods.com/skyrimspecialedition/mods/57618

 

Good Luck!

Posted (edited)

@alaunus01

Had a crash here while i was editing page #1. Post #2 was completely empty at one point (almost gave me a heart attack ?).

Made sure the section is exactly the same as in my build here.

 

@LogTM

Thanks for that. I'll remove the mod. Done

 

@NismoMan

You nailed it. :)

 

Thats exactly why i made the guide the way it is now. Atm i'm waiting for three mods (or their requirements) to get updated:

DAR                                          (there's talk about march)

Grasscache

Immersive First Person View

Once they show up i can put the 1 in front of the version number.

_________________________________________________

 

For now i'm digging through 'a few' mods. SMIM got so many addons and fixes it is mindblowing and headacheinducing at the same time. SMP got quite a few armors (but i got to check them first).

Spoiler

 

Some japanese(?) modders are working hard on them.

Spoiler

I'll have to see which and how many of those i'll add. Some items in the list don't fit imo into the game. 

Edited by Aylis
Posted

Might I suggest moving BB's Dawnguard Revisited (or the upcoming NITHI remaster) after Cosmetic Vampire Overhaul? That way CVO only deals with vanillaskyrim encounter vampire npcs (and we avoid blackfacing all the BB edits CVO overwrites again ?)

And I have a stupid RBT question. We did only install the 'basic' framework and did not pick specific textures for the various races yet right?

Posted (edited)
1 hour ago, alaunus01 said:

And I have a stupid RBT question. We did only install the 'basic' framework and did not pick specific textures for the various races yet right?

 

Everything was covered in the guide, the RBT skins were mentioned under the "Patches" Section:

Female Skin RBT

Male Skin RBT

Other RBT patches for NPC overhauls were there as well.

Edited by NismoMan
Posted (edited)

@Aylis I have some doubts about High Poly Project. I've seen many optimization-centric modders bashing the mod for being poorly optimized with bad topology.

 

It does cover some models untouched by other mods, but I think sending it above SMIM would be a better option where we get to enjoy the properly optimized meshes by SMIM while letting HPP cover the untouched models not covered by SMIM (and other mods). Also, many of the models provided by HPP use their own textures with their own pathing (with questionable quality, tbh), meaning that retextures pertaining to those certain models aren't being covered by proper retexture mods.

 

Consider me thinking out loud here, how does everyone feel about HPP?

 

EDIT:

Was doing a recap on my modlist before I finalize everything and begin generating lods when I noticed this:

 

Origins Of Forest - 3D Forest Grass Reduced requires versions 1.2.1, 1.2.2 or 1.3. The latest version released by OoF is 1.4.8 with improvements upon the older versions including cleaning dirty edits and more (according to the log on the mod page). Details in spoiler:

Spoiler

I downloaded the oldest OoF I could find (1.2.2.1) and compared the 3 mods, the only significant change I can find is in the "FieldGrass01" record under Grass; The older OoF 1.2.2.1 had grass density of 180 which was carried over by the "3D Grass Smaller" while the newer OoF had a density of 250.

image.png.fa6a90fc851091e9ba6310d29bca5003.png

Just though I'd let you guys decide on what to do now that you know, you could either carry over the newer density of 250 change from OoF to 3D Grass Smaller or simply ignore the increase in density and settle for the older density of 180. 

 

EDIT 2:

Seasons of Skyrim - Less Snowy Shacks Requires some special treatment during install:

1- Download manually.

2- Create an Empty mod in MO2, name it "SoS - Less Snowy Shacks" or whatever.

3- Right click on mod and Open Mod in Explorer.

4- Create a new folder and name it "Seasons"

5- Extract the ini file of the downloaded mod into the "Seasons" folder we just created and you're done.

 

ProTip: If you're bothered by the fact that the mod looks greyed out (as if empty) in MO2, just open the mod in explorer and create an empty folder and call it "meshes" or "textures". Now it's a full-fledged mod acknowledged by the gods of MO2! :P 

 

EDIT 3:

@Aylis Assorted Mesh Fixes is not in the guide. It's mentioned under the Skurbro's Architecture Textures's FOMOD miniguide as a patch, but the mod itself AND the Unofficial Material Fixes patch aren't in the guide. Both were mentioned under "to be added" in your December 13th planned changes post as well.

 

Also, Skurbro updated all his retextures from Dec 16th to the 28th! (currently version 4.0)

Edited by NismoMan
Posted
16 hours ago, NismoMan said:

[...]

Seasons of Skyrim - Less Snowy Shacks Requires some special treatment during install:

1- Download manually.

2- Create an Empty mod in MO2, name it "SoS - Less Snowy Shacks" or whatever.

3- Right click on mod and Open Mod in Explorer.

4- Create a new folder and name it "Seasons"

5- Extract the ini file of the downloaded mod into the "Seasons" folder we just created and you're done.

 

ProTip: If you're bothered by the fact that the mod looks greyed out (as if empty) in MO2, just open the mod in explorer and create an empty folder and call it "meshes" or "textures". Now it's a full-fledged mod acknowledged by the gods of MO2! :P 

[...]

Assorted Mesh Fixes is not in the guide. It's mentioned under the Skurbro's Architecture Textures's FOMOD miniguide as a patch, but the mod itself AND the Unofficial Material Fixes patch aren't in the guide. Both were mentioned under "to be added" in your December 13th planned changes post as well.

 

Also, Skurbro updated all his retextures from Dec 16th to the 28th! (currently version 4.0)

 

Or you can 'Open in explorer' your already installed mod and add the directory / move the ini there. Nice catch though.

 

@wollboi alpha tested skurbro 4.0. parallax patch no longer works for it and mod author wants people to use auto parallax. which most likely will open up a whole freight container of worms thus the hesitancy to upgrade. Btw wollboi. Can you reenable Cosmetic Vampires but load it before BB's Complete Dawnguard and check if Laelette still CTDs?

--- snip ---

Speaking of alpha testing. With the removal of MLU I tossed my current 'game' and started over with Experience & Open World Loot.

Boy is that a different 'experience'. Started in Dayspring Canyon, completely failed entry checks for Riften and currently am shortly before Rorikstead - at Level THREE. (Admittedly I used the recommended leveling curve from Leveling Freedom too but even with a vanilla curve I still would be below level ten at that point.

And before I forget. @Aylis There is a SNAFU at Snowshod Farm. Far north eastern field floats around. You have to load Standing Stones before to fix that.

Posted
27 minutes ago, alaunus01 said:

 

Or you can 'Open in explorer' your already installed mod and add the directory / move the ini there. Nice catch though.

 

lol, yeah that works too, but the steps were meant as a mini guide for new users since the mod mod page itself only allows for manual download :)

 

Ryn's Farms AIO has a patch for Snow Shod Farm and Standing Stones. I believe the only farm missing for the AIO in the guide is Brandy-Mug Farm, but due to it's proximity to Windhelm, not sure if it conflicts with anything there.

Posted
1 hour ago, NismoMan said:

lol, yeah that works too, but the steps were meant as a mini guide for new users since the mod mod page itself only allows for manual download :)

 

Ryn's Farms AIO has a patch for Snow Shod Farm and Standing Stones. I believe the only farm missing for the AIO in the guide is Brandy-Mug Farm, but due to it's proximity to Windhelm, not sure if it conflicts with anything there.

 

Capital Windhelm Expansion will conflict.

 

I created a fake aio farms master to see if there is a difference to my original workaround and there is. And picked up the robbers gorge + crab shanty navmesh improvement too.

 

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