Jump to content

Algabar

Premium Member
  • Posts

    1494
  • Joined

  • Last visited

Everything posted by Algabar

  1. Happy little trees https://www.nexusmods.com/skyrimspecialedition/mods/50961 in combo with Aspens Ablaze https://www.nexusmods.com/skyrimspecialedition/mods/39998 For grass, I made my personal collection. Main base is Folkvangr, but I also use grasses from Tamrielic Grass, Northern Grass, Cathedral landscapes and the wonderful Cathedral 3D pine grass.
  2. Usually, you can ignore the mod list in game. I would even recommend not to use it. Use Vortex to install and manage your mods. What does Vortex say? Is XPMSSE enabled both in the "mods" tab and in the "plugins" tab (meaning green, not grey)? Are there any error messages (e.g. missing masters / prerequisites) in the "plugins" tab?
  3. Looks like an "exploded" mesh, probably in connection with missing textures. This means, the meshes of these boots are very likely damaged. This can be an error with the original mod, but also an "accident" during a conversion to SE. EDIT: This might also be a physics problem. For the troubleshooting process, this wouldn't make much of a difference though. Try to identify the mod, which adds these boots. You can open the console and click on the boots. You'll see their Ref ID. The first digits of this number are the position of the mod in your load order - but in hexadecimal numbers. Write them down and compare with your load order (e.g. in your mod manager). This way, you should be able to identify the culprit. Unfortunately, there's not much a mod user can do about it. You can try to redownload/reinstall the mod or ask on its page for help. Other than that, you can only disable/uninstall the mod...
  4. These 4 mods are masters for USSEP indeed - and it is intended. From the sticky in the posts section of USSEP: "7. Yes, you understood correctly, as of the June 2022 update, fixes for the 4 free DLCs that were downloaded with the 1.6 game update are now incorporated with the USSEP." These 4 Creation Club mods come automatically and for free with AE, so the USSEP team practically considers them to be part of the base game.
  5. As always: No one can guarantee... If you want to be on the safe side, finish your load order, test it - and don't change it during your playthrough. OFC, for most people (including me), that's just theory... Personal experience (which doesn't "prove" anything): I already added Dnydolod and its output during a playthrough, I even re-ran Dyndolod after I had added some buildings to the game. No problem at all. I'd say: Give it a try. Do some testing. If everything seems okay, play on. If anything goes wrong, revert to a previous save game.
  6. As anjethedog already said, adding mods during a playthrough is usually okay. I'm a bit more hesitant about removing mods - especially mods, that use a lot of scripts or change game mechanics (e.g. crafting, perk points, vampirism...). Removing such mods during a playthrough is something I'd definitely NOT recommend. Regarding the mods you asked about: -Glowing Ore Veins 300 SSE -Tamriel Reloaded HD SE -Leaves of Riften -Dawnbreaker Reborn are definitely fine. These are just mesh and texture replacers. Meshes and textures don't get baked into savegames. So, these are not only safe to install during a playthrough, you can even uninstall them as you like. Fishing isn't problematic per se. You just have to check, if its landscape edits (especially edits to water) conflict with your other mods. In doubt, place fishing high in your load order, so that other mods changing water and landscape can overwrite it. I'd also recommend a bashed patch from Wrye Bash. IMHO, you should always have one...
  7. When SE was new, I also used some old savegames from LE - mainly for testing purposes. Except for some rather minor issues (e.g. one of my characters had totally different eyes), everything seemed to work. The missing mods you mentioned should probably be ok. The high res packs were just texture replacers. If I remember right, they were packed in .bsa archives. The purpose of the .esp files was mainly to activate these archives with the textures. Shouldn't be a problem. Not so sure about that winterhold mod. It depends on what it does. If it only modifies buildings and such, this should also be fine. If it contains NPCs, quests or scripts, you might have issues. I'd do some testing in the winterhold area. If everything looks okay and you don't crash, it's probably fine. Take all this with a grain of salt though: Using save games from LE CAN lead to problems. So, no one can guarantee, that everything will be fine...
  8. I'm not familiar with MO 2 (Vortex user here), but from what I know about MO 2, "uninstalling" and "deactivating" a mod in your mod manager should be more or less the same: In both cases, the mod and all its parts won't get installed. Simply deactivating the plugin is a different story and not recommended. Both BHUNP and 3BA basically modify the same meshes (i.e. the female body meshes and - depending on your install - female clothes, too). You don't want leftover meshes from the other mod. So, TLDR, completely uninstall or deactivate the mod you currently don't want to use in your mod manager. Yep. IMHO, that's the main drawback of switching between different body types: Clothes/armor made for 3BA won't fit BHUNP (and vice versa). So, changing your body type would also require you to change your armors - at least the more "revealing" ones. That's where the real hazzle starts...
  9. Yeah, cyclic rules can be a bit confusing... Conflicts like these are very common, especially among texture and mesh replacers. What happens here is basically this: Several mods are trying to replace the same objects in game. Obviously, this can't work. A certain lantern or a rope can only have one form (mesh) and one color (texture) at a time. So, you have to resolve these conflicts. But how? In the end, it's all a matter of personal preference. In cases like yours, where we have to deal with several conflicting mesh and texture replacers, there's technically no "wrong" or "right". YOU have to decide, which mod you want to see in game - and which other mods might get overwritten... This means, you have to set some priorities for yourself. You case isn't that complicated though: Blended Roads shoudl have high priority - simply for the sake of consistency. You want your roads to look similar everywhere in the game. The same goes for "Fluffy Snow". You want the same kind of snow everywhere. The rest is personal preference. I'd suggest the following priorities (descending order - most important mod first): 1. Noble Skyrim 2. Enhanced texture detail 3. SMIM Indeed, SMIM can be uses as a "fallback" mod. Meanwhile, it's a bit dated. If you have something newer, you should probably use it. On the other hand, it's still good to have - because it's still way better than Vanilla... In doubt, it's the mod, that can be overwritten though. With these priorities in mind, you can start resolving the "puzzle". The basic principle is simple: The mod the arrow points to gets overwritten. So, that arrow between "Enhanced texture detail" and "Blended Roads" means: "Blended Roads gets overwritten by Enhanced texture details." (BTW, that's something you do NOT want. Definitely a rule to change...) Now, you can start with the mods you care about most. In your example, this is probably Blended Roads. Make sure, that no arrow points TOWARDS "Blended Roads". You can do that by simply clicking on the arrows and choosing "flip rule". The next one is "Fluffy Snow": Again, try to flip rules in a way, that no arrow points to it. This won't be possible though: You have to decide between "Blended Roads" and "Fluffy Snow". The conflicting files are probably some snowy road textures. This is a clear case of "choose, what you like best". I'd start with "Blended Roads" letting overwrite "Fluffy Snow". Start the game, check, how it looks. If you like it, everything's fine. Else change the rule. After you've taken care of "Blended Roads" and "Fluffy Snow", deal with the remaining cycles. TBH, it dooesn't matter much what you do here. In doubt, let SMIM be overwritten (arrows pointing TOWARDS SMIM). Basically, simply do what is necessary to make Vortex stop complaining... I hope, this explanation helps a bit. Don't worry, we're talking "only" about textures and meshes here. This is only visuals. No decision you make should in any way affect the stability of your game. This brings me to my last point: I'm pretty sure, that none of these conflicts has anything to do with your crashes. There must be something else going on. Unfortunately troubleshooting crashes is a whole new can of worms... Basically, all you can do is test: Disable mods in small groups (starting with the mods you added recently) until you find the culprit. I'd also strongly advice to try nothin really "complicated" for the beginning. Keep it simple...
  10. Which version of Skyrim did you downgrade to? That would be important to know. If it is the first "AE" build (1.6.353 - before the two recent updates), you need SKSE version 2.01.05. It is availabe from the Silverlock archives.
  11. Disclaimer first: It is generally not recommended to change your load order during a playthrough. This can cause problems, even if they might not be apparent immediately. Especially removing mods can be dangerous. Adding new mods is far less problematic. So much for the "proceed at your own risk" part... That being said, you can probably do as you described: Re-run the FOMOD after installing your new mods and choose the necessary patches. Your load order will change a bit: You have the plugins from the new mods, that weren't there before. Also, LOOT (or Vortex' sorting function, which is based on LOOT) may arrange some things a little differently. Normally, this shouldn't cause issues though. In fact, load order matters most, when there are conflicts between mods or when patches need to be loaded after their masters (which LOOT will do automatically). It doesn't really matter, if standalone armor mod A is loaded before follower B or the other way round. So, I wouldn't worry too much about your load order. I'd recommend to do some testing after installing the new mods and their patches. If everything seems okay then, you can probably continue playing with your save.
  12. WIthout further information, it's hard to give you useful advice. Crashes can be caused by almost anything: Maybe you don't have the right version of a mod (e.g. you're using a version for the current patch, although the game is downgraded). Something like that. There are also incompatibilities, that Vortex and the built in version of LOOT might not detect. It can even be a simple corrupted mesh or texture. New games are extremely sensitive: The intro is heavily scripted. There's a lot going on. Imagine dozens of mods initializing and doing start up checks at the same time. "Engine overload" during the intro is quite a common problem. At least for testing purposes, I'd recommend using "Alternate Start". This way, you can skip the intro. It woudl be interesting to know, if the game works outside the intro. If it does, it's probably "engine overload" during the intro. If you experience crashes with Alternate Start, too, then there's something wrong with your mod setup.
  13. This happened to me several times, too. It's annoying, since it can cause "micro neck gaps". Unfortunately, this issue has been around ever since Racemenu was realeased back in "Oldrim" times. I'd probably call it a bug. The only thing you can do is double and triple check your settings...
  14. This means, that these mods weren't updated to 1.6.640 yet. Unfortunately, there isn't much you can do about it: You can either wait for the updates - or use the downgrade patcher to roll back to a previous version of AE. Remember, that you also need a previous version of SKSE then. Basic rule: Don't instantly update after a new patch...
  15. Nyclix is kinda unique. I don't know anything really similar. TBH, I'm still using it sometimes together with Obsidian weathers. I got an older version of Reshade installed for it. Might be 4.9.1. - or some other "legacy" version. IMHO still looks great. Basically, there's nothing wrong with using older versions of Reshade and/or ENB... If you want something more up to date, Lumos ENB and Reshade might be for you: https://www.nexusmods.com/skyrimspecialedition/mods/59073 Although it is nowhere as vivid as Nyclix, it still has a nice fantasy vibe IMHO.
  16. Disclaimer first: TBH, I never modded head parts. I only got some (limited) experience with objects like e.g. weapons. So I migh not be aware of some head part specific problems. Nifskope can import and export meshes in OBJ format. My routine always was: 1. Export from Nifskope as OBJ. 2. Edit in a 3D modeling program (in my case Blender). 3. Export as OBJ from the 3D software. 4. Import and adjust (size, rotation, vertex coloring...) in Nifskope. AFAIK, Outfit Studio can also import and export OBJs. So, probably the easiest (though not optimal) way is to use OBJ as a "transfer format". From my experience, the nif plugin for Blender never really worked (or at least it was/is very difficult to use). AFAIK, 3DS Max has an option to export as .nif files, which works a lot better. Maybe you can try that.
  17. No idea on the "wrong animations" issue, sorry. There might be some "lag" in areas with lots of NPCs around (e.g. in towns). This also happens with physics mods. Sometimes they need some time to start working correctly. I haven't found a solution yet. Regarding animations and Vortex profiles: AFAIK, you can't "fully automate" Bodyslide and Nemesis. If you're using different Bodyslide settings and/or different animation setups with your profiles, you have to rerun both Bodyslide and Nemesis each time you change profiles. In the case of Nemesis, this will only take a minute or so. Bodyslide may need a bit more time - depending on the number of outfits you want to change. In theory, you could copy the output of both programs, zip them up and install them like normal mods. Depending on your setup, this would be quite a hassle though. So, not really a practical solution... FNIS however can be somehow "automated". Vortex offers "FNIS integration". Here's some more information: https://wiki.nexusmods.com/index.php/Tool_Setup:_FNIS So, you can basically make FNIS (re)run automatically each time you deploy mods. This might help a bit. Remember: You only need to run FNIS or Nemesis, if you change custom animations (i.e. add or remove animation mods). If you use the same set of animation mods in different profiles, there's no need to generate new FNIS or Nemesis data again.
  18. First, check the original Dyndolod output, if the plugins (Dyndolod.esm, Dyndolod.esp and - depending on your Dnydolod settings - occlusion.esp) are there. If they aren't, it's a problem with Dyndolod and you should probably run it again. If the plugin files are there, it's a problem with the archive you created and/or the way Vortex installs it. You should basically simply zip up the whole "Dyndolod output" folder and install it as a "normal" mod (no special settings like "engine injector" or something) in Vortex. This has always worked for me. Check the .zip file, if it really contains everything. If it does, it's a Vortex problem indeed. In this case, you should probably ask on the Vortex support forum here: https://forums.nexusmods.com/index.php?/forum/4306-vortex-support/
  19. Basically, you only need SKSE (not a plugin, so irrelevant for load order), CBBE, CBPC and XPMSSE skeleton. I'd put CBPC after CBBE and probably XPMSSE, too. But LOOT (or Vortex' sorting function, which is based on LOOT) should get it right automatically anyway. We're tallking about common and widely used mods here. I'm using CBBE 3BA, so not absolutely sure about "basic" CBBE. I'd try different bodies in Bodyslide. E.g., test with a "physics" or "special" body, if you haven't already. Also, make sure you have physics enabled clothes installed, if you want clothes with physics. And of course, make sure nothing overwrites CBPC.
  20. This effect is from the NAT ENB preset. ENB has an option to create dynamic snow on surfaces, when the weather is snowy. NAT ENB has this effect turned on. Unfortunately I'm no expert on ENB, so I don't really know how to turn this effect off. Maybe someone else has the details. For the mean time, all you could do is switch to a different ENB preset.
  21. Sounds pretty much like Windows over-reacting a bit... Just guessing: Is your game installed in the "Program Files (x86)" or "Program Files" folder on your system drive (the one, where Windows is installed, usually C:)? There's a long history of problems with those folders since at least Windows 7. Windows kinda likes to treat and protect them as system folders, although they aren't... If possible, you should install games (and especially Skyrim with its additions like SKSE and various .dll files) outside the folders named above.
  22. If the game says "achievements locked", they probably are. Unlocking achievements for modded games was a "bonus" feature of "SSE Fixes". A lot of people used this mod (which does NOT work in AE). Maybe you had it installed, too? That may explain your experience. There are alternatives for AE though. You can still have mods and achievements. This mod seems to work quite well: https://www.nexusmods.com/skyrimspecialedition/mods/245
  23. You can access various threads by clicking on "forums" on the mod's page. Here's what they wrote about future updates: https://www.nexusmods.com/skyrimspecialedition/mods/57339/?tab=forum&topic_id=10699058 TLDR: There's a "developer" version of Faster HDT-SMP for the current update (link in the first post of the thread above), but not an official one. Since there are problems with the lates update by Bethesda, another patch by Bethesda is expected soon. Faster HDT-SMP will then be updated to this (soon to come) new Skyrim version.
  24. You always need to select the race a preset was made for before applying the preset. The reason is that different races have different head geometries. A Breton head for example is very different from an Altmer one. There are also other things to consider: If a preset was made for High Poly Head, you also need to have High Poly Head installed. To get exactly the same look as "advertised", you might also need to download other mods. Check the "requirements" section on the preset's mod page. Usually the list is quite long... TBH, I don't know much about the body settings of Racemenu presets. I never used them much. I'd assume, that you need to have at least the correct body type (e.g. CBBE or BHUNP). I always use bodyslide for the body, since otherwise body and clothes might differ...
  25. You can use Vortex profiles for that. For example, when I build up a new load order, I create "fallback" profiles at certain points. In case something goes wrong further down the road, I can always return to these previous setups. You can use profiles for whatever you want. Changing mod setups during a playthrough is not recommended though. Basic rule: Don't change your mod setup during a playthrough. Adding mods is less problematic, but you shouldn't remove mods and play on. This is especially important with large and complex mods or with mods, that contain a lot of scripts. You can ruin your savegame, if you change too much. Vortex uses a backup folder, where copies of all of your mods are stored. Probably you didn't delete that folder, so Vortex still "knows" your mods. That's nothing to worry about though. Vortex only installs mods you "enabled" in the "mods" tab. During the "deployment" process, these mods are copied into your Skyrim SE folders. Other mods, that were uninstalled or deleted, are removed. Vortex does that reliably and safe. So, no need to uninstall or delete Vortex, if you want to start modding from scratch.
×
×
  • Create New...