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Skyrim AE for Beginners - V 3.1.0


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Posted
On 9/4/2023 at 9:01 AM, MirageTheStrange said:

Whenever you install a mod, and you activate support for a mod you do not yet have then once you reach a section where that mod will be called for it WILL crash to desktop.

At a macro level - how do people handle this?  Do you just get your mod list "complete" and then play with that for a while before trying new things again?  Is there a good way to build MO2 profiles (or something similar) and then equate a set of saves to that profile while you continue to try out other things on a different profile?

Posted

Found a curious Bug.

I noticed a strange brown coloring on my Rocks, so I made a clean install.

Tested, and booted in the game with a new char after each categorie, looked and everything worked fine.

When I arrived at the Sexmod categorie the Bug appeared again, so I deactivated one after another untill only Sexlab Framework was active, bug gone, activated 1 more mod (tryed every single one, made new char activated  Framework + framework PPLUS, then deactivated PPLUS, made new char and activated OSL aroused etc.) bug  reappeared every single time.

Deactivated everything in the categorie exept Framework, bug stayed this time. So I suppose its random when it pops up?

Deactivated everything down to the creatures categorie and the bug is gone again.

 

I am at my wit's end, anyone got any idea what could cause the bug?

Screenshots:

Spoiler

ScreenShot1.png.ea8ee478852ae4f97f560887d855b39c.pngScreenShot0.png.e2e1b75e496f164fdf8e6d0a738e1a5f.png

 

Posted

Will be of for a few days. Leg is acting up again and with the meds... Well, it could get nuts. 

Posted
On 9/7/2023 at 10:13 AM, Shihiro said:

Ok, it was, for some reason, Azurite Weathers.

I kicked it out now it works every time. Guess I will play without a weather mod.

It was working for me, and I'm sure others, when using Pi-Cho enb, I've now switched to Rudy enb and NAT, maybe give that combo a try?

Posted
On 9/6/2023 at 9:50 PM, jak3676 said:

At a macro level - how do people handle this?  Do you just get your mod list "complete" and then play with that for a while before trying new things again?  Is there a good way to build MO2 profiles (or something similar) and then equate a set of saves to that profile while you continue to try out other things on a different profile?

During initial installation I tested after a few sections and sometimes disabled things that were causing problems, but if I couldn't figure out a problem easily I just pushed through until the end of the list and tested from there, I have a profile (I use Vortex) for a pure Aylis recommended setup (minus a few things I don't use like the sex mods) so if I have problems I can switch back to that to narrow things down, my main profile for playing is based on that one with a load of my additions (mostly skimpy armour, followers, PSboss mods, and some various other bits, my play-profile has 1629 mods, 247 normal plugins and 1540 light).

Posted

I can't do much atm (incl. gaming) but a small peak for you:

Spoiler

Untitled.jpg.28f70a2bcc46e5ce3b9926feef378f9b.jpg

 

As there will be no ENB for the game we'll have to use Reshade. Rudy is very good again.

SF1-Frontier.jpg.976d8d707e96092610bf48a799671cee.jpgSF-Moon.jpg.25acc32966836d8113368d44b65baeac.jpg

 

Posted
12 hours ago, Aylis said:

I can't do much atm (incl. gaming) but a small peak for you:

  Reveal hidden contents

Untitled.jpg.28f70a2bcc46e5ce3b9926feef378f9b.jpg

 

As there will be no ENB for the game we'll have to use Reshade. Rudy is very good again.

SF1-Frontier.jpg.976d8d707e96092610bf48a799671cee.jpgSF-Moon.jpg.25acc32966836d8113368d44b65baeac.jpg

 


Putting that new gpu to good use I see. Is your cpu screaming for mercy yet? Now that the recent heatwave broke I could see how my 'unsupported' intel arc gpu is doing.

Posted
On 9/11/2023 at 1:37 PM, Aylis said:

I can't do much atm (incl. gaming) but a small peak for you:

  Hide contents

Untitled.jpg.28f70a2bcc46e5ce3b9926feef378f9b.jpg

 

As there will be no ENB for the game we'll have to use Reshade. Rudy is very good again.

SF1-Frontier.jpg.976d8d707e96092610bf48a799671cee.jpgSF-Moon.jpg.25acc32966836d8113368d44b65baeac.jpg

 

Would you turn Nexus ID on for MO left pane and repost?  And maybe your .inis. Please and Thanks.

Posted
6 hours ago, Yrral said:

Would you turn Nexus ID on for MO left pane and repost?  And maybe your .inis. Please and Thanks.

You mean like this?

Spoiler

Untitled.jpg.44bcbba2c2ec907e1353226d3e254acc.jpg

 

Posted
On 9/11/2023 at 12:37 PM, Aylis said:

I can't do much atm (incl. gaming) but a small peak for you:

  Hide contents

Untitled.jpg.28f70a2bcc46e5ce3b9926feef378f9b.jpg

 

As there will be no ENB for the game we'll have to use Reshade. Rudy is very good again.

SF1-Frontier.jpg.976d8d707e96092610bf48a799671cee.jpgSF-Moon.jpg.25acc32966836d8113368d44b65baeac.jpg

 

Ohhhhh snap!

Posted
On 9/12/2023 at 2:21 PM, Placeholder007 said:

Weather and Lighting; Supreme Ashstorms:

Mod is hidden on Nexus due to replacement (https://www.nexusmods.com/skyrimspecialedition/mods/44354)

Yeah, I just missed getting it, too. It is replaced by Supreme Weathers by the same MA, toostruus. It looks interesting, but needs a little .ini configuring and likely getting rid of at least Solstheim Earthquakes (also by toostruus), maybe more. Not sure how it will fit with Rudy HQ - More dramatic Red Mountain Plume, for example.

 

Besides earthquakes and volcano eruptions, it affects at least fog, rain, and blizzards. It is definitely worth a look, but may clash with the guide "as is".

 

Anyone have it working? Too bad Aylis is not avail...

Posted

I'm getting very noticeable gaps between neck and body, which I haven't had before using this guide. Wondering if anyone has any ideas to troubleshoot? I've reinstalled a few mods like 3BA and XP32, but they persist.

Posted
4 hours ago, lolthisis said:

I'm getting very noticeable gaps between neck and body, which I haven't had before using this guide. Wondering if anyone has any ideas to troubleshoot? I've reinstalled a few mods like 3BA and XP32, but they persist.

 

Looking at the fact that v cut clear states that armour has to be built for that specific version of 3ba, chances are this is the culprit, as he also stats to untick build morphs for the face as well. I also noticed the same thing, body no longer matches armour either as you can see that with certain armour and clothing where the body underneath is smaller than the armour or clothing is showing, I am going to disable it and try rebuilding my body slide stuff and see what happens.

Posted (edited)
4 hours ago, Tops34 said:

The gap should't show up with version 2.07. It's mentionted in the files section there.

 

I was using 2.07 gap is still there, I also tried the no gap version in the optional files section, again gap is still there. Hmm, there again the gap goes away if I use 100% body weight anything below that and it is showing, and it gets bigger the lower the body weight, there again that is not really a fix for the issue.

 

Edit to this, just went and checked through all the 3ba stuff, and found for whatever reason a load of the files had not installed at all, went through and reinstalled them from the files rather than just choosing re-install and it fixed it.

Edited by Varithina
Posted (edited)

I can't find Odin - Ordinator Compatibility Patch in the guide. It WAS in the old SE guide. Is this intentional? Or am I just not seeing it?

 

Also, when running the Bashed Patch, I am getting the message to first deactivate mods like JS Purses and Septims SE Patch.esp and TruTorch Lighting - Torch Baseform.esp. Deactivate or not? There is an option to skip...

 

Edited by trgdolors
Posted
12 hours ago, trgdolors said:

Also, when running the Bashed Patch, I am getting the message to first deactivate mods like JS Purses and Septims SE Patch.esp and TruTorch Lighting - Torch Baseform.esp. Deactivate or not? There is an option to skip...

I noticed this for the first time this time round, with, I think the High Poly Project mod. For some reason, it had a bash tag saying to deactivate, but I guessed it was a mistake. I got around the problem by just clicking on the mod and there's a little box where you can remove tags. Once you remove the "deactivate" tag, you should be able to proceed.

 

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