Mig35 Posted April 16, 2015 Author Share Posted April 16, 2015 Ah thank you both. I also recently discovered the existence of Equipping Overhaul. That mod works also with DSR meshes and immersive animations etc etc. I might want to check that one out as well. Link to comment Share on other sites More sharing options...
RevolverCC Posted April 16, 2015 Share Posted April 16, 2015 Gamerpoets has a similar load order but they run Bashed Patch prior to FNIS and DSR after FNIS. I've had alot of success with their load order based on STEP. It's in my stability guide http://www.craigandchris.com/how-to-fix-skyrim-ctds-hangs-and-memory-issues/ Make Sure Youre Happy With Your Mod Setup (This Will Need To Be Rerun Any Time You Enable And Disable Mods) Disable Any Previous Bashed Patches Disable Fores New Idles In Skyrim (FNIS) Disable Any FNIS Patches Disable Dual Sheath Redux Disable Any DSR Patches Disable Any Other SkyProc Patchers Disable Any Other Mods That Require Their Own Custom Patch Disable Any Mods Dependent On The Previously Disabled Mods Resort Mods Using LOOT If You Havent Already, Create Your Merged Patch (Using Creating A Merged Patch Using TES5Edit Section) Create Your Bashed Patch (Using The Video Above) Enable And Regenerate Patch For Fores New Idles In Skyrim (FNIS) Enable All Other Disabled Mods Above And Generate Their Respective Patches Of course there is more than one way to do this. Mod organizer, even though it has a learning curve saves hours of troubleshooting headaches. :) Link to comment Share on other sites More sharing options...
RevolverCC Posted April 16, 2015 Share Posted April 16, 2015 As a side note. Your XP32 skeleton must load after ANY mod that modifies skeleton files and as you said you run the patches after that installation. Not loading XP32 last prior to generating your patches is asking for trouble. Link to comment Share on other sites More sharing options...
Mig35 Posted April 18, 2015 Author Share Posted April 18, 2015 for some reason I could not post for a time, so this is a test Link to comment Share on other sites More sharing options...
Mig35 Posted April 18, 2015 Author Share Posted April 18, 2015 So based on both your instructions: first load mods like DSR or Equipping Overhaul and eventually Immersive animations and realistic weapon positions (discoverd that one recently) then the fnis including the update file (which you have to generate in MO) and then finally the skeleton? Link to comment Share on other sites More sharing options...
MotoSxorpio Posted April 18, 2015 Share Posted April 18, 2015 All Geared Up or Equipping overhaul. I prefer AGU. Mixing Realistic Weapon Positions in there might undo XPMS's skeleton, which should be compatible take the place of any mod that adjusts positions. All Geared Up has options to adjust positions and slots being used for geared up items. Say the axes are too close to swords on hip, MCM menu allows for moving either item x/y/z positionally. But back to the question above: yes, you have the order correct. After skeleton: run DSR jar patcher and then FNIS, and yer done. Link to comment Share on other sites More sharing options...
Mig35 Posted April 18, 2015 Author Share Posted April 18, 2015 Thought so indeed. Right now I stick to EqO with a simple (but insanely enchanted :P) greatsword, dagger, bow and quiver. Cannot get the shield on my back, although the mod promise that enequipped but favoured shield should be placed there. Might have something to do with a body slot. My character wears a cape, could be that the cape takes the corresponging bodyslot..... ? Link to comment Share on other sites More sharing options...
MotoSxorpio Posted April 19, 2015 Share Posted April 19, 2015 Could be if the cape is not part of Cloaks of Skyrim or Winter is Coming, which use slot 40 and 46 I think. Your shield needs an on back mesh, are you sure this shield has such? Link to comment Share on other sites More sharing options...
Mig35 Posted April 19, 2015 Author Share Posted April 19, 2015 Well, could be it hasn't now that you mention. It is a modded shield and therefore it might also be not fully compatible with mod like DSR. On the other hand I have copied the DSR meshes in the Skyrim data folder, and it supposed to be compatible with skyforge shields. How do I recognise a shield on back mesh? Link to comment Share on other sites More sharing options...
MotoSxorpio Posted April 19, 2015 Share Posted April 19, 2015 (edited) Then you might need a DSR compatible shield, or make on with nifskope, there's a guide for how to in the main download and misc. Edited April 19, 2015 by MotoSxorpio Link to comment Share on other sites More sharing options...
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