xxxstupidfastxxx Posted October 26, 2023 Posted October 26, 2023 1 hour ago, Varithina said: Take a look at the nvidia experience, they seem to have changed the settings to automatically optimise games rather than waiting for you to tell it to, and it seems to change the game resolutions and settings quite a bit, it wants to change my skyrim se to run at 3840x2160 when I have the game set up for 2560x1440, it change other settings for high to ultra etc etc, and this is supposed to be the optimised settings for the game. Unticked the box and even uninstalled the app and problem persisted.
Guest Posted October 27, 2023 Posted October 27, 2023 On 10/25/2023 at 11:19 AM, xxxstupidfastxxx said: Just finished installing after a week of prep and everything appears to be working fantastically! Just ran through all the major towns and some forested areas, looks great and totally stable. Going to install some presets and companion mods now and let the main adventure begin. Two issues: - Whiterun has purple "missing texture" indicators around the rocks in the terrain around Whiterun. It appears just to be Whiterun (after an hour of running around other cities and forested areas) and just in the internal cell. This only appeared after completing the bashed patch and LOD installs (previous test save doesnt have them). Unsure how the terrain LOD would be causing this missing texture but any advice anyone had on finding the missing texture/extra mesh would be great. - During storms there is insane god-rays that turn the lighting an intense white. No idea what combination of weather/lighting/enb is causing this. Questions: - Has anyone tested this out with expanded Sexlab mods? Mostly Estrus, Kynes, Milk Mod economy, quests like Deadly Pleasures, slave quests, and Bestial Essence? Want to install but after all the work getting this running and stable don't want to throw a wrench in the machine - When adding additional home/quest mods, I think just checking for patches and re-installing all LUX mods would be enough for stability purposes? That seems to be the process people are following EDIT: Follow up question, does anyone have any presets that work reasonably well other than those posted? I have been using presets on this page recently. They work with the modlist for me (BNP). https://www.nexusmods.com/skyrimspecialedition/users/33150276?tab=user+files&BH=1
RAIC Posted October 27, 2023 Posted October 27, 2023 (edited) I think I broke FNIS. On installation I ran it outside of MO2, but rectified that later. I then misinterpreted the error warning about too many animations, and eventually tried to solve it by deactivating animation pacs. When I deactivated one with creatures, FNIS wouldn't run anymore but would work again on reactivation. (I didn't quite retain the instructions on FNIS, it's a lot of information to keep in mind when setting everything up.) I then tried to remove the pacs, with the consequence that FNIS wouldn't start at all anymore even when reinstalling it. I tried to reset FNIS - no success. I tried to reinstall FNIS - no success. I reinstalled MO2 and setup everything but SKSE completely new - no success. The game is playable, with all mods I had in still working as intended without animations, as before. But now SKSE is launching the game in an other language and I have no clue as to why. I changed every setting I could find to english but to no avail. edit: This is the error message. Edited October 28, 2023 by RAIC
misterpipes Posted October 28, 2023 Posted October 28, 2023 On 10/27/2023 at 8:03 PM, RAIC said: This is the error message. This is not a FNIS error, its an MO2 plugin error. And I'm not sure this plugin is even needed (quick test with disabling the plugin in my MO2 then generating FNIS again, it seems to work fine). In MO2, go to Tools -> Settings -> Plugins, scroll down to FNIS Integration Tool, and in the right pane, untick Enabled. That error should stop, and I don't think it breaks anything doing that. Then reinstall FNIS and FNIS creatures (selecting replace when prompted) and in the FNIS Output mod, delete everything except the meta.ini file (right click in MO2, select "open in explorer"). Then (after making sure that your nemesis mods are deactivated, especially the nemesis output mod) run GenerateFNISforUsers.exe from within MO2 (see here if you don't have that set up), and move theoutput from overwrite into the FNIS output mod. Once done, turn FNIS and FNIS Creatures off, turn Nemesis Output back on, and you should be good to go.
misterpipes Posted October 28, 2023 Posted October 28, 2023 So the Fjotra Remastered NPC mod comes with a quest. Doing the quest gets her a new set of robes, for her to wear around the temple. It makes her stand out. Because she is the only one wearing a boring monks robe. So heres a patch to switch her quest robe from a monks robe to a Dibella Sisters robe from Sisterhood of Dibella mod. Load it anywhere after Sisterhood of Dibella and Fjotra Remastered. Aw Fjotra - Sisterhood of Dibella - Robe Fix.7z
RAIC Posted October 29, 2023 Posted October 29, 2023 (edited) On 10/28/2023 at 10:52 PM, misterpipes said: This is not a FNIS error, its an MO2 plugin error. And I'm not sure this plugin is even needed (quick test with disabling the plugin in my MO2 then generating FNIS again, it seems to work fine). In MO2, go to Tools -> Settings -> Plugins, scroll down to FNIS Integration Tool, and in the right pane, untick Enabled. That error should stop, and I don't think it breaks anything doing that. Then reinstall FNIS and FNIS creatures (selecting replace when prompted) and in the FNIS Output mod, delete everything except the meta.ini file (right click in MO2, select "open in explorer"). Then (after making sure that your nemesis mods are deactivated, especially the nemesis output mod) run GenerateFNISforUsers.exe from within MO2 (see here if you don't have that set up), and move theoutput from overwrite into the FNIS output mod. Once done, turn FNIS and FNIS Creatures off, turn Nemesis Output back on, and you should be good to go. Thank you, it worked. I still don't seem to have them in game though. All relevant mod settings say there are no animations. Did I miss another step? edit: Solved it. Edited October 29, 2023 by RAIC 1
wollboi Posted October 30, 2023 Posted October 30, 2023 (edited) As much as I like Saints & Seducers Extended, I'm tossing it. I've always had issues with bugs, but this last playthrough has made me just restart a character out of frustration. Problems I've noticed (no spoilers, just putting it within spoiler tags to keep from clogging up the page): Spoiler * Issues with spiky parallax textures. Makes sense, I suppose. Don't have any spiky textures anywhere else in the world. Minor issue really, but there. * During the first fight with the boss, he would get to 0 health, go prone like he is flagged as essential, then get up with all health restored. Kill him again and then he'll stand there and stare at you. Did this twice with same results. On the third try, he went down, said his lines, and the story continued as it should have. * Maybe a skill issue, but for one of the optional dungeons it is very frustrating to have a room with a half-dozen enemies with essentially fucking SVD Dragunov sniper rifles. Had to turn into a vampire lord and kill them from super far away while my poor follower tanked. Very fun in its own unintentional way, but a bad balancing issue on Legendary. * The final fight. Ahhhh, the final fight. ** Allies refuse to do anything and just stand there. Won't even fight back when being attacked. Tried three times to no avail. This may be because I did the optional objectives, but I dunno ** Terrain in the first phase is strangely problematic. May be interfering with Wade in Water, but I would sometimes not be able to use ground-based attacks as a vampire lord. ** In second phase arena, followers can't follow and I'm not able to use conjuration summons. Summons would just appear in the first arena rather than where I was trying to summon them. Not sure if this is a bug or is an intended feature of the fight. If it's the latter, it would invalidate some play styles so I'm leaning towards it being a bug (especially given the method of transition between the first and second arena). ** Final boss sometimes just stands there, not aggroing. ** There is a cutscene after defeating the final boss that I assume was supposed to entail some special assets or maybe another round, but I just teleported back to the previous room and everyone acted like he was defeated. * There is at least one item that could be acquired after defeating the boss in the vanilla CC but is now unobtainable for plot reasons. When questioned about it numerous times, the author basically responds with "no, you can't get it." Note that this item is not one of the ones for which there are optional patches in the FOMOD. Those are moved around, but still obtainable, this one now requires the console to add it. * There is a mini-quest that kicks off after defeating the boss in the vanilla CC that is triggered by reading a note. The note isn't present in the mod. If you add the note via the console it doesn't start the quest. Seeing as how it opens up shop options that aren't available otherwise, I have no idea if this just denies the player that feature. * This is just a personal gripe and isn't really a knock against the mod. I'm fairly sick of doing the Wabbajack quest. I never use the item and the quest was fun the first few times but is just the exact same so I just ignore it. The mod forces you to complete it. Like I say, just a personal gripe and completely understandable given the mod's plot reasons. I also don't like the level 20 requirement, but it's also perfectly understandable why the mod would require that. tl;dr - It's an absolutely gorgeous, beautiful world, the voice acting is surprisingly great, and I enjoy the hell out of it, but the bugs are just too much for me, particularly given possible interferences with the vanilla game. Edited October 30, 2023 by wollboi
IdosheJungo Posted October 30, 2023 Posted October 30, 2023 RSV (Racial Skin Variance) has been updated and it seems to be great now. I've swapped out RBT and the only mod that causes problems is CVO (Cosmetic Vampire Overhaul) which is a shame but the variety of bodies is incredible. There's some neck seam issues that happen with the odd custom follower but that's it's easy to exclude them and even make a patch!
xxxstupidfastxxx Posted October 30, 2023 Posted October 30, 2023 (edited) On 10/27/2023 at 9:58 AM, Miss Tee said: I have been using presets on this page recently. They work with the modlist for me (BNP). https://www.nexusmods.com/skyrimspecialedition/users/33150276?tab=user+files&BH=1 Those worked, thanks! I've seen posts about the jsw bb storage script error from Fertility+. Pops up each time and forces all of the characters to be male and Fertility to fail. I havent been able to locate where its being overridden but I'm assuming its the fixes and patch? Has anyone else fixed this? Edited October 30, 2023 by xxxstupidfastxxx
xxxstupidfastxxx Posted November 1, 2023 Posted November 1, 2023 (edited) Characters around level 18 and I've done a considerable amount of exploring so have a few things I've noticed - Defeat doesn't work for any character except my own despite being setup to work with NPCs/Followers in the config. It does function on one follower if I set it so they surrender when my character does. Even with followers set to 99% health, 100% down rate they never go down - I'm getting CTD on certain areas (owl inn added by JKs, winterhold palace in Winterhold) intermittently. Sometime they work, sometimes its CTD when entering the interior cells. Sometimes the interior cells load with no meshes for the interior structure so I fall through the non-existant walls and floors. Seems to be mod-added or modified structures. Double checked my load order but haven't been able to figure. - Getting CTD when loading the latest save (everytime). Easy to fix by just quicksaving everytime I save but unsure why this would happen. - Higher tier creatures aren't spawning. I'm level 18 and still getting level 1-6 spiders, wolves, sabre cats. Considering a mod to change monster spawns see mods below if anyone has used them before. Worried about how much they're adding though. - Followers are OP. This is kind of an add on to the above post but my followers have been leveling with me and basically shred anything they come across. I've "fixed" the issue of lower level spawns by increasing the difficulty to legendary for my character but my followers basically 1-2 shot anything regardless of difficulty. I've tried 5-6 different ones from vanilla to non but they all seem to be damn near invincible combat goddesses. Edited November 1, 2023 by xxxstupidfastxxx
hardcoremanuel Posted November 1, 2023 Posted November 1, 2023 8 minutes ago, xxxstupidfastxxx said: - Followers are OP. This is kind of an add on to the above post but my followers have been leveling with me and basically shred anything they come across. I've "fixed" the issue of lower level spawns by increasing the difficulty to legendary for my character but my followers basically 1-2 shot anything regardless of difficulty. I've tried 5-6 different ones from vanilla to non but they all seem to be damn near invincible combat goddesses. I have been using this: Dynamic Follower Weakening (SPID). It uses SPID to distribute a debuff to you followers. It's .ini file let's you select the between a 25%, 50%, or 75% debuff.
xxxstupidfastxxx Posted November 1, 2023 Posted November 1, 2023 49 minutes ago, hardcoremanuel said: I have been using this: Dynamic Follower Weakening (SPID). It uses SPID to distribute a debuff to you followers. It's .ini file let's you select the between a 25%, 50%, or 75% debuff. That is perfect, thanks
Varithina Posted November 1, 2023 Posted November 1, 2023 6 hours ago, xxxstupidfastxxx said: - Higher tier creatures aren't spawning. I'm level 18 and still getting level 1-6 spiders, wolves, sabre cats. Considering a mod to change monster spawns see mods below if anyone has used them before. Worried about how much they're adding though. Manually check your bash patch, chances are that they are being buried by other mods including vanilla level lists, load everything up in xedit, then check the level lists and see what bash has done to them.
trgdolors Posted November 2, 2023 Posted November 2, 2023 11 hours ago, xxxstupidfastxxx said: - Followers are OP. This is kind of an add on to the above post but my followers have been leveling with me and basically shred anything they come across. I've "fixed" the issue of lower level spawns by increasing the difficulty to legendary for my character but my followers basically 1-2 shot anything regardless of difficulty. I've tried 5-6 different ones from vanilla to non but they all seem to be damn near invincible combat goddesses. Another option for OP followers is a setting in a mod you should already have installed: Scrambled Bugs. Go into ScrambledBugs.json and change the two difficultyMultipliers to true. It does a similar thing as the old simple yet awesome Difficulty Balance many of us used in SE. Like many of Felisky384's popular mods, it was not updated to AE. You can go to that mod to see the explanation. The short version is that it makes the game treat the followers like you, not like the other NPCs. So increasing difficulty in game makes followers weaker, not stronger. 1
VoiceEnjoyer Posted November 2, 2023 Posted November 2, 2023 New to skyrim modding and I think the ENB would absolutely destroy my PC, are there any alternatives/stuff that isnt too heavy
KCOLL Posted November 2, 2023 Posted November 2, 2023 10 hours ago, VoiceEnjoyer said: New to skyrim modding and I think the ENB would absolutely destroy my PC, are there any alternatives/stuff that isnt too heavy I dont use this mod list as of yet so i dont know how it will effect list. the only alternate to ENB is called community shaders. i have been useing that in my game with good results
Aylis Posted November 3, 2023 Author Posted November 3, 2023 23 hours ago, VoiceEnjoyer said: New to skyrim modding and I think the ENB would absolutely destroy my PC, are there any alternatives/stuff that isnt too heavy I ran this setup with an old Radeon 570. No good FPS but it was playable. 2
durrik Posted November 5, 2023 Posted November 5, 2023 Love the guide, just coming back into Skyrim and modded skyrim. But there's one thing that I've run into, and I don't know if others will run into it. My SSD (less than a year old) is too fast to run Skyrim with Mod Organizer 2. So what happens: Running with Mod Organizer 2, with all mods disabled, and using the game directly (not SKSE) the walk animations are messed up. Basically when the character walks forward, the legs move at the right speed, but the character does not move at the speed of the legs. It looks like an old Spiderman Cartoon from the 70s. This causes events to not trigger properly, and other things not to work. I spent about 6 hours tracking it down, installing, uninstalling, deleting the directories, cleaning everything. It would always work when run from Steam directly, but fail when using MO2. I've even tried to call the SKSE launcher from outside of MO2 and it worked properly. Since MO2 uses a virtual filesystem to load in the mods, I was wondering if that would cause a problem with the SSE and MO2 VFS not able to keep up. Fortunately I have a HDD in my system for backups and I installed skyrim/MO2 there and everything works both directly from steam and from MO2. The SKSE launcher also works from MO2. Good thing Skyrim wasn't designed with SSDs in mind and I shouldn't have much problems with running it from my HDD. But one thing you might want to add with MO2 is there might be funny stuff going on if you use it from a fairly recent SSD. One other thing it seems like bethini has been replaced by bethini pie. Not that it matters much but people might get confused with the link leading to a page that says it's been replaced.
xxxstupidfastxxx Posted November 7, 2023 Posted November 7, 2023 Has anyone ran into the sometimes renders, sometimes doesn't for the world expansion mods? It seems 60% of those mods are working for me and the rest are intermittent. Heres some examples: - Interiors of some expanded buildings around Whiterun and Solitude don't render at all (no floor or walls, only npcs and items) - Exterior of Falkreath randomly renders. As in buildings are constantly appearing and disappearing (other than the doors). Those buildings also sometimes have floors, sometimes not. - Random settlement expanded buildings sometimes render, sometimes don't. Some have floors sometimes, some do not. All of these link back to mostly JKs expansions or changes - A couple of these inns (Owl inn in whiterun) and remodeled buildings (Winterhold palace) cause CTDs when loading interior maybe 25% of the time I've tried moving around the ESPs and ensuring the priority is right for patches over the world expansions in MO2 but nothing is made a dent (other than causing CTDs if I move them incorrectly). Sitting currently at the list recommended in this modlist but not sure if anyone else has run into the same issue
durrik Posted November 8, 2023 Posted November 8, 2023 Just a note, the Supreme Ashstorm Mod under weather has been marked as obsolete and hidden by the author. They suggest: Supreme Weathers for Vanilla and Obsidian Weathers Instead.
Burensc Posted November 9, 2023 Posted November 9, 2023 It says ENB required? Is that true? What happened if I don't want ENB (im trying Skyrim for the first time coming from Fo3/Fonv/fo4)
trgdolors Posted November 9, 2023 Posted November 9, 2023 6 hours ago, durrik said: Just a note, the Supreme Ashstorm Mod under weather has been marked as obsolete and hidden by the author. They suggest: Supreme Weathers for Vanilla and Obsidian Weathers Instead. Yes, that came up a while ago. I went ahead and removed Supreme Ashstorm and installed Supreme Weathers and it seems OK. I am still building my large load order and have not completely tested it, though it should be fine. 2 hours ago, Burensc said: It says ENB required? Is that true? What happened if I don't want ENB (im trying Skyrim for the first time coming from Fo3/Fonv/fo4) You might be able to use this guide with no ENB. I did it for a while with an older version of the guide when I had a slower computer. It will take some experimenting and disabling as many of the mods in the guide are ENB specific. That could be a challenge. As the community shader mods get better the "no ENB" path should become more viable. That said, ENB really adds a lot (with a performance cost).
Aylis Posted November 9, 2023 Author Posted November 9, 2023 I'll have to be absent a while longer. What was intended to be a short maintainance run for FO4 turned into a full rework. Way more than expected has changed and i have to redo huge parts of the guide. I'll be back asap. ? 3
hardcoremanuel Posted November 10, 2023 Posted November 10, 2023 I think I finally fixed the issue with Rayya and Redbag's Falkreath we encountered a while back. In my quick test, after finishing the quest to become Thane of Falkreath, Rayya spawned in the Redbag's Jarl's Longhouse and greeted the player. After leaving the initial conversation she headed off to Lakeview Manor. This patch does not touch her NPC records so any replacer should work. I'm fairly certain the patch will only work on a new game. This patch was made for version 1.0 of Redbag's Falkreath and will be unneeded if the original mod gets updated. Rayya - Redbag's Falkreath Fix.rar These are the console commands for the related quests if anyone wants to test this further: setstage favor154 15 advances the "kill the bandits" quest setstage favor258 20 advances the "help citizens" quest
markvarley Posted November 14, 2023 Posted November 14, 2023 @Aylis The Great Cities Resources (World Expansion) has now moved to: https://www.nexusmods.com/skyrimspecialedition/mods/104373
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