jak3676 Posted September 2, 2023 Posted September 2, 2023 (edited) Finally getting the DynDOLOD section - following the video linked. I'm getting this error - says to permanently remove SSE-Terrain-Tamriel-Extended.esm from the load order. But the explanation at the link says that this is required. ??? Spoiler Edited September 2, 2023 by jak3676
Aylis Posted September 2, 2023 Author Posted September 2, 2023 (edited) @trgdolors I'd be careful with that one. The buglist stopped me from giving it a try. Maybe later... @jak3676 Pics still belong into spoilers. The manual from Sheson is more than a bit confusing. So unless the last update completely changed everything just follow my instructions and deactivate it before the last step (and keep it for the first ones). __________________________________________________ Just watched the character creation of Starfield. A lot of the mods we use here are redundant for it. There are already so many options for the face alone that i'll need at least an hour in there tinkering with it. Edited September 2, 2023 by Aylis 1
jak3676 Posted September 2, 2023 Posted September 2, 2023 (edited) Ahhhhh, Thanks. I took "DISABLE this mod once you've run DynDOLOD" to mean that I should disable after successfully running DynDOLOD - not to disable before running. Is that the same for all 4 of these as well as the others marked the same way throughout the guide? Spoiler *edit* No, I don't think that's it. I disabled 'SSE Terrain Tamriel Extend', and now I just get an error saying 'Required resource file not found'. Spoiler Looking at the DynDOLOD support forum (DynDOLOD 3.00 (stepmodifications.org)), it seems there were some files loaded incorrectly onto Nexus the last few days. Let me redownload all the DynDOLOD stuff and try again. Edited September 2, 2023 by jak3676
trgdolors Posted September 2, 2023 Posted September 2, 2023 55 minutes ago, Aylis said: I'd be careful with that one. The buglist stopped me from giving it a try. Maybe later... Yeah, right? I saw the huge bug list and stopped. That was before I retired my old load order to finally rebuild. Then I saw this Reddit thread where people were defending it: Skyclimb is Wild
Aylis Posted September 2, 2023 Author Posted September 2, 2023 (edited) @jak3676 I took "DISABLE this mod once you've run DynDOLOD" to mean that I should disable after successfully running DynDOLOD - not to disable before running. Is that the same for all 4 of these as well as the others marked the same way throughout the guide? Quote make sure that you have the most recent version and the following mods (all are in the group 'Foundation') activated: xLODGen Resource - SSE Terrain Tamriel DynDOLOD Resources SE DynDOLOD DLL SE - Scripts DynDOLOD DLL SE Happy Little Trees Add-On - DynDOLOD ?Should you use this tree mod. R's Windmill - DynDOLOD patch ERM - Enhanced Rocks and Mountains - DynDOLOD files DEACTIVATE the 'Bashed Patch' before running DynDOLOD! No, I don't think that's it. Yes, i think it is. As in the picture the error points to 'DynDOLOD Resources SE'. NOT 'xLODGen Resource - SSE Terrain Tamriel'. that I should disable after successfully running DynDOLOD Exactly why i added the sentence. Next thing: Quote Step 4 - Creation of the LOD First of all DEACTIVE xLODGen Resource - SSE Terrain Tamriel and the Bashed Patch. Otherwise you will run into issues. If you don't follow the step by step instructions there's nothing i can do. Edited September 3, 2023 by Aylis
Jessica_Degurechaff Posted September 2, 2023 Posted September 2, 2023 Does anyone know what happened to Dirt and Blood - Dynamic Visual Effects? i have asked twice yet no one knows lol
Guest Posted September 2, 2023 Posted September 2, 2023 (edited) Looking for a kind soul to explain an MO2 thing. My creature animations are not working. They are called in game but no animations. I have looked through just about every page on this guide and came across this instruction from Aylis. 3. Create your 'FNIS Output' from overwrite and activate it May have mentioned it but I am new to MO2. Have yet to understand the overwrite folder. One modder told me just to leave it alone so I have. But after seeing Aylis's instructions, looks like I have to find something in the overwrite folder and create some output. Makes since but I don't know what to look for. Nothing says FNIS. NVMD - I had set it up to put the output in a Folder. It was activated. Just not working in game. Edited September 3, 2023 by Miss Tee
Guest Posted September 2, 2023 Posted September 2, 2023 (edited) Coming from Vortex, I am not sure how to diagnose the issue. The FNIS Output is normal. Sexlab in game is activated and creatures selected and activated. Sl responds they are activated. SL Animation Loader shows animations loaded. No errors. Edited September 2, 2023 by Miss Tee
Guest Posted September 2, 2023 Posted September 2, 2023 (edited) I thought I had fixed it but evidently not. Now for finding it in Aylis notes. Not sure why this would impact all creatures though. Edited September 2, 2023 by Miss Tee
Aylis Posted September 3, 2023 Author Posted September 3, 2023 1 hour ago, Jessica_Degurechaff said: Does anyone know what happened to Dirt and Blood - Dynamic Visual Effects? i have asked twice yet no one knows lol Quote Sometimes blood (and also dirt) textures arn't applied correctly. Cut off borders don't look good.
jak3676 Posted September 3, 2023 Posted September 3, 2023 Sorry, I'm still failing well before Step 4. The error I was getting is when trying to launch DynDOLOD. But my mistake was trying to follow the steps in the video, not the written directions below. It seems like the video is linked at the wrong part of the guide - it just addresses steps 3 & 4, but its linked before step 1. In hindsight I should have read further down to see my error - I got stuck on trying to do it all line-by-line. Now that I see I'm ahead of myself, I'm starting with SSELODGen - that seem to working as intended. FWIW, here's a video for setup of LODGEN - its a bit old, but I wasn't at all following what I needed to do within MO2, and the video shows that part well. Spoiler I do appreciate all the help - it's a lot to figure out when you've never done this before.
jak3676 Posted September 3, 2023 Posted September 3, 2023 1 hour ago, Miss Tee said: I thought I had fixed it but evidently not. Now for finding it in Aylis notes. Not sure why this would impact all creatures though. I could try to type it all out, but here's a download with instructions for how to use them both together. Use FNIS and NEMESIS Together at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com). The short version is that you need to feed the output from FNIS into Nemesis.
Guest Posted September 3, 2023 Posted September 3, 2023 Thank you. I'm trying to get used to MO2 and many things are different. I looked at it and it requires a Nemesis Patch. Vortex didn't require one and the guide didn't mention one. I guess that is why I missed it. Thank you again.
YuFeng Posted September 3, 2023 Posted September 3, 2023 What exactly is the problem with Vcut though? The neck seam? That you have to convert all the outfits to it if you want to use it?
pgrm Posted September 3, 2023 Posted September 3, 2023 (edited) Any help on why the water inside caves looks like as if it is contaminated with diesel fuel oil? Edited September 3, 2023 by pgrm
MirageTheStrange Posted September 3, 2023 Posted September 3, 2023 Does anyone have a deploy order and plugin order list that I could reference? My game keeps crashing and I'm only just starting the ui section.
Guest Posted September 3, 2023 Posted September 3, 2023 13 hours ago, jak3676 said: I could try to type it all out, but here's a download with instructions for how to use them both together. Use FNIS and NEMESIS Together at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com). The short version is that you need to feed the output from FNIS into Nemesis. I wanted to thank you again for the suggestion. I did find out that the Nemesis error was related to a creature (non-sex) group of mods -Precision Creatures for one. Mods that I had added to the mod list. Why Aylis did not suggest adding the Nemesis patches in her mod list. They were not needed. Should have known it was my error like always. Still working on the SL creature mods. At least 1 challenge is out of the way.
Guest Posted September 3, 2023 Posted September 3, 2023 6 minutes ago, MirageTheStrange said: Does anyone have a deploy order and plugin order list that I could reference? My game keeps crashing and I'm only just starting the ui section. I feel your pain if you are just getting started with the list. Some things I encountered you may consider. Game Version first, I guess. What version are you using? If 1.6.640, great. Mod list is built for the latest version of the game. Next, Did the game start with no mods loaded? If it did, next question. If not, disable everything in the left pane and try again. Next, and very important, the Required base items. Aylis lists them in the "Required Mods and Updates" section. If you are new to these and never used them before, some are computer things, some are mods that you load by hand. Tools basically. Start the game after these are added. exit once the game loads. Keep going. Bethini, CC mods and your CC selections if you don't want them all, and SKSE. Version issues can trip you up in the SKSE section. Careful to select the correct version. All loaded, start game and test. Great. Foundation next, then UI. Continue as before. Nothing so far should be skipped unless Aylis lists it as an option. If you have done all of this and the game starts fine up until the UI section, disable all the UI and add them in sections. 5 or so until it the game no longer loads. Narrow down which one is the issue. Probably a version issue. Reading mod descriptions will tell you to load them direct into MO2 or by hand. Aylis describes very clearly that after you load a mod or a group of mods, the bold typed mods need to be moved to the top part of the load order, so all bold items are grouped together. Example: Load 5 mods, activate. They now show in the plugins right pane. If one is in bold faced type, move it up right after the last Bold-Faced Typed plugin in the right pane. Make sure you have followed this. I was new to MO2 and this was an early issue for me. I'm sure this is wasted advice, but the mod list does work. After you load 5 or so mods and activate them, always check the notifications triangle top right of MO2. If you have a missing master, will have to resolve it. This was another of my issues. Not realizing MO2 was warning me. If you are crashing, missing masters is my immediate thought. Check the red triangle, it will tell you. I would be happy to share my mod lists, but I have well exceeded Aylis's list and also, I am on 1.5 instead of the latest version. Stick to the list first. All the way. Add to it after you have a stable game.
MirageTheStrange Posted September 3, 2023 Posted September 3, 2023 7 minutes ago, Miss Tee said: I feel your pain if you are just getting started with the list. Some things I encountered you may consider. Game Version first, I guess. What version are you using? If 1.6.640, great. Mod list is built for the latest version of the game. Next, Did the game start with no mods loaded? If it did, next question. If not, disable everything in the left pane and try again. Next, and very important, the Required base items. Aylis lists them in the "Required Mods and Updates" section. If you are new to these and never used them before, some are computer things, some are mods that you load by hand. Tools basically. Start the game after these are added. exit once the game loads. Keep going. Bethini, CC mods and your CC selections if you don't want them all, and SKSE. Version issues can trip you up in the SKSE section. Careful to select the correct version. All loaded, start game and test. Great. Foundation next, then UI. Continue as before. Nothing so far should be skipped unless Aylis lists it as an option. If you have done all of this and the game starts fine up until the UI section, disable all the UI and add them in sections. 5 or so until it the game no longer loads. Narrow down which one is the issue. Probably a version issue. Reading mod descriptions will tell you to load them direct into MO2 or by hand. Aylis describes very clearly that after you load a mod or a group of mods, the bold typed mods need to be moved to the top part of the load order, so all bold items are grouped together. Example: Load 5 mods, activate. They now show in the plugins right pane. If one is in bold faced type, move it up right after the last Bold-Faced Typed plugin in the right pane. Make sure you have followed this. I was new to MO2 and this was an early issue for me. I'm sure this is wasted advice, but the mod list does work. After you load 5 or so mods and activate them, always check the notifications triangle top right of MO2. If you have a missing master, will have to resolve it. This was another of my issues. Not realizing MO2 was warning me. If you are crashing, missing masters is my immediate thought. Check the red triangle, it will tell you. I would be happy to share my mod lists, but I have well exceeded Aylis's list and also, I am on 1.5 instead of the latest version. Stick to the list first. All the way. Add to it after you have a stable game. You said that in the required mods and updates section, some are tools and some you load by hand. I will revist that section first. I have also just reinstalled the game and I'm currently waiting for the additional files to download (the cc i believe?) Can you tell me other than SKSE what do I do with the other stuff?
MirageTheStrange Posted September 3, 2023 Posted September 3, 2023 I know what to do with the first few things but what do I do with DynDOLOD, ACMOS Road Generator, Wrye Bash, xEdit, and xLODGen?
DarthNyriss Posted September 3, 2023 Posted September 3, 2023 1 hour ago, Miss Tee said: I wanted to thank you again for the suggestion. I did find out that the Nemesis error was related to a creature (non-sex) group of mods -Precision Creatures for one. Mods that I had added to the mod list. Why Aylis did not suggest adding the Nemesis patches in her mod list. They were not needed. Should have known it was my error like always. Still working on the SL creature mods. At least 1 challenge is out of the way. Just read this and I was wondering if you're still trying to do creature animations with Nemesis. If you are, you can stop now. Nemesis doesn't like non-humanoids. Saying that, Nemesis and FNIS CAN co-exist. As long as you use either one, or the other, the result is the same. Your animations will work, and all is right with the world. Then again, if I'm completely misunderstanding the problem.....never mind.
Guest Posted September 3, 2023 Posted September 3, 2023 1 hour ago, MirageTheStrange said: I know what to do with the first few things but what do I do with DynDOLOD, ACMOS Road Generator, Wrye Bash, xEdit, and xLODGen? Set up your tools first. One for each that you listed. The only output folder you need create and connect to a tool is xLodgen.
Guest Posted September 3, 2023 Posted September 3, 2023 24 minutes ago, DarthNyriss said: Just read this and I was wondering if you're still trying to do creature animations with Nemesis. If you are, you can stop now. Nemesis doesn't like non-humanoids. Saying that, Nemesis and FNIS CAN co-exist. As long as you use either one, or the other, the result is the same. Your animations will work, and all is right with the world. Then again, if I'm completely misunderstanding the problem.....never mind. Embarrassing to say but I enjoy the creature sex. These do work with FNIS and Nemesis in Vortex. They work with MO2 as well just trying to learn how. Thanks for the comment.
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