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Algabar

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Everything posted by Algabar

  1. When physics aren't working, it's usually "user error". Body physics are among the more complex mods to install, because they have prerequisites. It's easy to make mistakes or overlook something. I don't use TBD, but the basic principle is always the same: You need SKSE, you need the body, you need XPP32 Maximum Skeleton, you need Bodylside and Outfit studio, a fitting skin texture and one or more physics mods. Check the "requirements" section of TBD. Read the installation instructions and follow them to the letter. Also, make sure you always got the latest version of physics mods. E.g., if you're playing "AE" (game version 1.6.353.08), you also need mods for "AE". Regarding the missing skin textures: AFAIK, TBD doesn't come with its own skin textures. Instead, CBBE textures should be compatible. So, you probably need CBBE compatible body textures.
  2. 1. You don't need to see your load order in game. For modding purposes, it's enough to see it in your mod manager (Vortex or MO2). 2. Vortex vs. MO 2: Up to you. Pick the one you feel more comfortable with. There's definitely nothing wrong with using MO 2. Some things to consider though: - When using Vortex, you don't need LOOT. Vortex already has a built in sorting algorithm, which is based on the current LOOT set of rules. This rule set ("masterlist") gets updated on a regular basis. So, Vortex sorting basically IS LOOT. One external program less for you to take care of. - Since you mentioned collections: These are a rather new feature, which is currently Vortex exclusive. Well, in fact there IS a second system called "Wabbajack", but it's not as easy to use as Vortex collections. In general, collections would be a good and somewhat safe start for a beginner. You'll get an impression of what is possible - and often also a reasonable selection of current "premium" mods. Personally, I don't use collections (I built the Skyrim I like over teh years and feel no need to fundamentally change it...). So, I don't have first hand knowledge about collections. AFAIK, it's really easy: You click on the "download" button and Vortex should do all the rest for you - including establishing a working load order. From what I've heard, there are still some bugs though - it's still a new feature... 3. Regarding "pop up windows" in Vortex: Not exactly sure, what you mean. Probably you're talking about notifications about mod conflicts (one or more mods, that want to change the same assets, e.g. snow or grass textures). AFAIK, MO 2 doesn't have these popups, but it will also indicate conflicts and let you choose how you want to handle them. 4. Wrye Bash was originally designed as a standalone mod manager. Although it works well, it never really made the breakthrough. Nowadays, most people (indlucing me) use Wrye Bash for another reason: It can automatically create a so-called "bashed patch". This is some kind of automated "conflict resolution patch": Its respects the load order (meaning mods loaded AFTER other mods will "win" over mods loaded before), but at the same time tries to preserve as much data from "overwritten" mods as possible. Bashed patches are also great to integrate items added by mods into leveled lists for loot or vendors. If you use larger load orders, creating a "bashed patch" is highly recommended. Don't worry - basically it's just pressing one button and waiting some minutes. 5. Regarding SSEEdit: I'd say that's rather advanced stuff. I'd definitely recommend getting familiar with it, but that's not something you need at the beginning. TUDM is something I don't use. TBH, it looks quite complicated. Maybe also something to wrap your head around later, if you feel like it. IMHO, Skyrim combat isn't that bad. I'd start with the Vanilla combat system, test a bit and see, what you like about it - and what not. This way, you can make more informed decisions, which combat overhauls you want or need. On a side note: You're right. The deeper you get into modding Skyrim, the more tools you want to use. I've been modding Bethesda games (not only Skyrim) for years. I don't really create mods, but I like to adapt things and make them work the way I want. So, over the years, I learned how to use SSEEdit, DYNDOLOD, the Creation Kit, Texture editing, mesh editing and a lot more. But as I said: That was a process over years. Don't worry, you don't need to learn (or even download) everything at once. I'd rather take it slow: First try the basics. Then maybe learn how to set up physics bodies. Or how to install ENB. Choose a limited subject you're interested in and learn more about it. That way modding stays fun - and not work.
  3. Hi, i'll try... Installing Vortex shouldn't be that hard. Get it from here and install. If you're unsure, click on "help and support". There's actually some good stuff there - including videos. You don't need "another quadruple of programs" to mod Skyrim. The most important program is "Skyrim Script extender" (SKSE). It is needed for some of the more complex mods to function. For a little exercise, you can try to install "SkyUI" and SKSE. This way, you'll have probably the most importan mod of them all - a useable game interface. Regarding abbreviations: Here's what I know. Some of the abbreviations you mentioned seem to be very specific. Don't worry too much about that stuff. NFSW: not safe for work (usually refers to sexual or otherwise "explicit" content) LE: Legendary Edition (the original 32bit version of Skyrim from 2011, bundled with all DLCs) SE / SSE: Special Edition (64bit version of Skyrim, up to game version 1.5.97) AE: "Anniversary Edition" (game version 1.6.353, i.e. the current version; some smaller technical changes compared to SE, also 4 free mods; sometimes "AE" also means the paid upgrade with around 70 or so mods - IMHO not necessary and not recommended for the beginning) NMM: Nexus Mod Manager. Predecessor of Vortex. Outdated now. MO2: Mod organizer 2. Another mod manager. Very powerful and still relevant, on par with Vortex. Use this or Vortex. IMHO, Vortex is a bit more "beginner friendly". SKSE: Skyrim Script Extender (see above) FOMOD: Originally "Fallout mod manager mod", nowadays it means a special way of packaging mods, so that users can make choices during installation with a mod manager. INI: "initialization"? General term for files containing settings for specific programs. Skyrim also has two .ini files. And so do some mods. For the game's ini files, I'd recommend "BethINI". SOS: Depends on the context. Usually "Sounds of Skyrim" (a sound mod) or "Shlongs of Skyrim" (a nude body mod for males). HDT: Advanced physics system, used mainly for bodies, clothes, hair. In Skyrim SE/AE, HDT-SMP (where SMP stands for "skin meshed physics) is the base for a lot of contemporary physics mods. ENB: "Enhanced natural beauty" Additional program that can enhance visuals in a lot of games, including Skyrim. Available here: http://enbdev.com/ FNIS: Fore's New Idles in Skyrim: https://www.nexusmods.com/skyrimspecialedition/mods/3038 Needed, if you want to add custom animations to your game. Still works, but development has stopped. Alternative is Nemesis. HIMBO: Male body mod (here on the Nexus) SAM: Another male body mod, not on the Nexus UNP, UUNP, BHUNP, CBBE, 3BA, SMP, 3BBB, UNPB: Different female body replacers. Only choose one. Most common are 3BA and BHUNP. Careful: Physics bodies depend on other mods. Carefully read and follow the installation instructions. XP32: XP32 Maximum Skeleton. Think of it as virtual "bones" for characters in game. Necessary for most advanced animation mods (and also physics bodies). HP, Poly: Polygons are the basic units of meshes ("forms" of things in video games). "High Poly" (HP) means lots of Polygons, i.e. higher detail, but also more demanding for the computer. SMIM: Static Mesh Improvement Mod: Improves a lot of ugly Vanilla meshes. NOSM: "No survival mode"? "Survival mode" is one of the free mods you get with AE. My recommendation: DON'T use it. BSA, , ESP, ESL, ESM: Different file formats used by Skyrim. RDO, CBPC, NAT.ENB, DAR, KS, CBP: Mods you can download here from the Nexus. Use Nexus search for details. FX: effects (nothig Skyrim specific) ELE: https://www.nexusmods.com/skyrimspecialedition/mods/1377 Lighting mod, meanwhile slightly outdated. "State of the art" are ELFX Shadows and Lux (both on the Nexus). LOD, DOLOD: Level of Detail, Distant object level of detail: Technique used in a lot of video games: Basically it's about using low detail textures and meshes for far away objects to improve performance. DYNDOLOD is a program used to improve LOD in SKyrim. Rather complex stuff - lots of "RTFM" ("Read the f....antastic manual!"), not recommended for the beginning. CTD: Crash to Desktop (not Skyrim specific)
  4. If you really mean "LE", it definitely won't work in SE or AE. If the mod is for SE (special Edition up to patch 1.5.97), chances are it needs an update. Especially .dll files are problematic, when it comes to AE. A lot of them need to be updated. Maybe that's also true for this file. Unfortunately, I don't know, which mod this .dll comes from. Here's a list of what works in AE and what doesn't. Maybe you can find the mod on it: https://modding.wiki/en/skyrim/users/skse-plugins
  5. I'd really recommend using "BethIni". It helps a lot, if you want to change .ini settings fast and reliable. In general, there is no "must have setting for heavy modding". Do some testing. Basically, "ultra" should work with your GPU. Otherwise, use "high": Less demanding, but almost as good looking as "ultra". Screen space reflections is a matter of personal taste. Disable or enable as you like. Regarding snow, most people probably DON'T use the "improved" snow shader. For dynmic snow to work properly, you must leave "projected diffuse" checked. Personally, I disable everything else. But again, test what looks best with your setup. There are a lot of variables involved: Snow textures, dynamic snow mod, ENB... Oh, and do yourself a favour: Don't add dozens or even hundreds of new mods at a time. Always only add a few mods, then test. I'd recommend focusing on what I call "milestones": First get your game world straight: Landscape textures and meshes, player homes, other mods changing the landscape, water. Then maybe proceed with character overhauls and the like. Then mods changing combat / magic. And so on. Build up your load order step by step. And do extensive testing after each step. If you install everything at once, you'll have a really hard time troubleshooting in case something goes wrong.
  6. Yes, 1.6.353.0 IS "AE". So, using mods designed for "AE" is fine. The "critical" update was from 1.5.97 ("SE") to 1.6.x ("AE"). After this update, a new version of SKSE and new versions of a lot of mods depending on SKSE were necessary. If your mods are for 1.6x, you should be good to go.
  7. First of all: Test with a new game. See, if the problem persists. If it does, it's a mod issue indeed. If it doesn't, it's probably an issue with your save game. Naked NPCs often occur, when you change armor / clothes replacers or other mods, that make changes to NPCs. So, did you uninstall / change any mods like these?
  8. You have to rename the .exe file. OR you can get "SSEEdit" here from the Nexus.
  9. Technically, you would need "male" or "unisex" clothes fit for a female body. Otherwise there might be severe clippping. I'm not aware of special mods, that do what you want. All the vanilla clothes can be used by male and female characters alike though. There are "merchant" or even "Jarl" outfits, that aren't exactly dresses or robes and IMHO don't look that bad. Also the Vanilla "Redguard" outfit is quite "unisex". Maybe these mods also offer somethig for you, which is neither "typical armor" nor a "dress": https://www.nexusmods.com/skyrimspecialedition/mods/19506 https://www.nexusmods.com/skyrimspecialedition/mods/23745
  10. The only honest answer you could get here would be "proceeed at your own risk". It is NEVER absolutely safe to remove or change mods during a playthrough, except for simple texture or mesh replacers. Anything else CAN cause issues... That being said, from my experience, music mods are rather in the "low risk" category. In fact, I already changed music mods during a playthrough and nothing bad happened. The worst thing ,that could happen, is, that you need to go back to a save game before changing your music. Is that likely to happen? Probably not. But I can't guarantee anything - nor can anyone else. Try for yourself...
  11. Letterboxes are an option in ENB. Unfortunately, there are various ways to create them. Also, effects can have different names in different versions of ENB. So I can't simply say "untick this or that". General approach: 1. When in game, open the ENB UI. Standard combination is "Shift + Enter". Most ENB presets keep this keybind. It is recommended to open the console before - this makes navigating through the ENB GUI with a mouse a bit easier. 2. In the ENB GUI, search the "shaders" window for something with "letterbox" and adjust the settings. Sometimes, people also use a special screen ratio (a setting, which might be hard to detect). If you're absolutely lost, you could also ask in the comments section of the ENB preset you're using.
  12. If all of your saves appear to be broken, it's very likely a mod problem. Mods, however "bad" they may be, can't retroactively change saves. It's very likely you still got some remains of the mods, that caused the issue, installed. I'd check that. Also, verifying your game files with Steam might be a good idea. TBH, I don't use collections. But can't you reinstall a collection? Maybe that would be helpful, too.
  13. "Lag" can have several issues: Loading times (maybe the result of lots of high res textures and high poly meshes), in game physics (like HDT-SMP), GPU "overload" (from ENB or high resolutions), general "wrong" or too demanding graphics settings, VSync issues, script lag (in fact rather rare) - to name just a few. Without further information it's impossible to tell, what is actually happening in your game. As you said yourself, a load order would be helpful. Unfortunately, there's no easy way to get it from Vortex. What you can do: Vortex always stores the current load order in .txt format in its AppData. How to access it: 1. Make sure Windows Explorer is set to show hidden files. 2. Open your system drive (usually C:) in Windows Explorer. 3. Now navigate to /users/[your user name]. 4. Open "AppData/Roaming/Vortex/Skyrimse/Profiles/[your current profile]. You should find a file named "loadorder.txt". That's what you're looking for. EDIT: In addition to a load order, further information would be helpful: ENB preset used (if any), Computer specs, current average FPS in game, maybe screen resolution.
  14. The only really safe "fix" would be to go back to a save BEFORE you added the mods, that gave you trouble. The problem is, scripts and a lot of other stuff get baked into your save games. Even if you remove mods, there will still be some remnants of them in your save, I think, that's what happened to you. OFC, there are save game cleaners like this one. Problem is, fiddling around with a save game is always risky. Save game cleaners could "repair" your save - or destroy it (which might not be apparent immediately...). So, if you care about your save game and your playthrough, go back to a save before the trouble started.
  15. Nemesis needs to be installed to the Skyrim SE/data folder. Otherwise it won't work. BTW, that's exactly what the program says with this error message. You have two options: 1. Dowload Nemesis from the Nexus and install it with a mod manager of your choice. This should solve the problem automatically. 2. Download Nemesis manually, unzip the downloaded files, copy the whole "Nemesis_Engine" folder to Skyrim SE/data.
  16. Ah, I see. So it could be I installed it properly but didn't select it from RaceMenu. I'll try that. Also, do you mind posting the link to the Head Mesh you're speaking about. Thank you! Regarding that link you're talking about: That's a bit of a misunderstanding. In fact, I was talking about Vectorplexus' High Poly Head vs. the Vanilla head mesh. I don't use anything else. From your first post I assume you already have the High Poly Head by Vectorplexus. What I meant: When you got High Poly Head by Vectorplexus (or any other mod, that adds new head meshes) installed, you should see multiple "head parts" options in Racemenu: As I said, it's a slider in the "head" tab. Some of these options are simply Vanilla heads (that's what I was talking about), others are from High Poly Head. Again, high poly head meshes aren't applied to your presets automatically. You need to actively change the head mesh to use the high poly variant. Here's a pic to illustrate what I'm talking about. BTW, this is from LE. https://imgur.com/a/wAlcBen
  17. Since this is a question about LE, you should probably better ask in the LE forums. Anyway... First of all, make sure you got the LE versions of everything you need installed. That includes High Poly Head itself. There's a LE and a SE version. Make sure you got the right one. Maybe it's really simple: High poly head isn't used "automatically" in Racemenu. If you load a character preset for Vanilla heads in Racemenu (or choose one of the Vanilla presets), you won't see a high poly head. To use it, you have to deliberately switch to the new head mesh. If I remember right, the option is somewhere in the "head" tab. There's a slider for "head parts" (or something like this). If High Poly Head is installed, you should be able to select it.
  18. 1. First of all, check what Vortex says: Are the mods installed? Did you "deploy" your mods? Are the plugins from these mods installed and enabled (shown in green in the "plugins" tab)? Any error messages from Vortex? 2. Make sure you got the current version of Racemenu. It's 0-4-19-9. 3. Did you build your body in Bodyslide with the "build morphs" checkbox ticked? Otherwise you probably won't see the CBBE-specific sliders in Racemenu. What do you mean by "you can't use character presets"? You installed some and they don't show up in Racemenu? Then maybe they're installed to the wrong folder. Correct path would be Skyrim Se/data/SKSE/plugins/chargen.
  19. Welcome to the forum! If you want help, the people here need more information: 1. What mod manager are you using? 2. Which game version are you on? 3. Which mods exactly are you trying to install? 4. What exactly means "don't work"?
  20. "Plugin" means data files (usually in .esp, .esl or .esm format). They go to the Skyrim SE/data folder. Basically, plugins tell the game to change something, add something (e.g. weapons / armor, NPCs or locations) or do something (e.g. start a quest). So, if a mod contains .esp, .esl or .esm files, you have a mod with plugins. Texture and mesh replacers do what their name suggests: They just replace texture or mesh files from the base game with something else. Basically they replace something in the Skyrim SEe/data/textures... or Skyrim SE/data/meshes... folder. The name of the file stays the same. If a mod e.g. replaces a snow texture, it would replace "snow.dds" with another file also named "snow.dds". For this kind of replacement you don't need a plugin file. Regarding NMM: That makes it a bit more difficult. NMM has only basic functionality. This means, if two or more mods replace the same texture or mesh files, the mod installed last will always "win". So, in NMM the order of installation matters. More advanced mod managers like Vortex or MO2 let you choose on a "per file" basis, i.e. you can mix and match between different texture packs. So, it's a bit a game of trial and error with NMM. RW2 probably isn't the culprit. AFAIK, it doesn't contain anything related to ice. I'd rather look at mods that change snow and ice. If you have something like that in your setup, reinstall it. This way, the mod would get installed "last" - and overwrite everything else. Apart from that, you can only test by uninstalling texture replacers one by one and trying different orders of installation...
  21. 1. Disabling the mod might not be enough. Try if uninstalling makes a difference. 2. Did you re-run FNIS generator? If you didn't, the animations from FNIS Sexy Move might still be "registered".
  22. Other suspects, that are often discussed, are Delphine (or the Blades in genera)l - or Hermaeus Mora. The "friend", who sends you the letter, must know a lot. They basically need to have their eyes and ears everywhere - otherwise they wouldn't know about someone using shouts somewhere in Skyrim... The Blades are a powerful secret organization. Do they have intel? OFC they do. And Hermaeus Mora is a supernatural creature obsessed with knowledge, usually depicted as a mass of tentacles - and eyes... Both also have a personal interest in the Dragonborn...
  23. This can have several causes: 1. Issues with your save game: First of all, I'd test your current setup with a new game. Test, if the issues persist in a new game. If they do, it's a mod problem. Otherwise it's a problem with your save game. Technically, mannequins are some sort of containers. The content of containers OFC needs to be saved - so this is data, that gets baked into your save game. If you change or uninstall mods, you'll get orphaned or mismatched data - which CAN lead to crashes. If the problem is also there with a new game, it's time to check option 2: Mod conflicts: If multiple mods use mannequins, chances are high, that they share some mannequin resources. Now if some mod attaches additional scripts to these mannequins or uses them in a different way than another mod, you can get issues. So, check for mod conflicts. The most thorough way would be to load all your mods in XEdit. Then expand one of your housing mods and look for conflicts. Conflicts will be shown in orange (if the record in question "wins") or red (if the record gets overwritten). This way, you can get an idea, where you have conflicting data. Depending on the situation, changing your load order or creating a patch would be the solution. Another important tool are advanced mod managers like MO2 or Vortex. They will show you conflicts between files added by mods and also let you choose, which mod should "win" the conflict. Have a close look at these conflicts and maybe change your overwrite rules in your mod manager. Before you examine mod conflicts, you should check with a new game though. Looking for mod conflicts is pointless, if those conmflicts aren't the real problem at all...
  24. In addition to 7531Leonidas: Changing textures and / or meshes during a playthrough is absolutely safe. In fact, you can even save your game while testing. Textures and meshes don't get stored in your save game file. So, nothing to worry about. Just for the record: Uninstalling or changing plugin files is definitely NOT recommended. Missing or altered plugins can indeed screw up your save game.
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