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Deleted3576383User

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  1. Pretty sure it is this one: https://www.nexusmods.com/skyrimspecialedition/mods/59818 You can use this with it: https://www.nexusmods.com/skyrimspecialedition/mods/89860
  2. I looked in the Creation Kit and saw what you meant so I have better understanding of the structure of the files now. I might have to do more research to fully understand how I am going to do this, if I do decide to put so much effort into it. Some followers have their own body meshes that point to custom texture folders, but that doesn't seem practical for vanilla NPCs. Bethesda has conflated two types of weight in their scaling: muscle and fat. For now, I have simply applied the chosen normals universally. Most civilians wear long sleeves and clothing. Mostly the warriors reveal more skin (studded armour, for example), so it turns out to be not so bad. I'm using this mod (nsfw preview images): https://www.nexusmods.com/skyrimspecialedition/mods/89337 I appreciate your detailed response.
  3. Advantages of each. GOG Can make a full backup of install files and mods and restore it without internet connection.No DRM layer that might change or disrupt your accessibility to the game in the future.Update can be manually applied when you are ready, so if you wanted to play immediately you always can.Don't need to use Galaxy or other software.Steam: Most updated version is pushed so you don't need to install patches manually and can always play on the supported version.Mods are better at catching up to Steam updates these days.Steam achievements and integration into profile.Probably the biggest advantage, Steam also has the Creation Kit available for download.There was a small number of once-off MO2 tweaks and shortcut arguments to do with SSEEdit and the differently named My Games folder with the GOG edition.
  4. I am wondering if it is possible to apply normals per NPC. As an example, I want to Ria from the Companions to have more muscles than a citizen like Ysolda. Similarly so for males. I have noticed that some NPC overhauls include their own body textures, and I have tried overwriting the normal provided in the mod with a different one but it had no effect. There are NPCs that do not have their own texture folders.
  5. Instead of making a .zip file, can I also simply copy the whole folder to my separate data harddrive on the computer and copy everything back once I have reinstalled WIN and skyrim? Will it work the same for the Skyrim ENb config folder and the ENB files that need to be copied in the skyrim folder in the steamapps folder? In other words, no zipping, just copy to data drive and copy back. Will it work? It will work. The reason I like zip is because it can be compressed so it takes up less space. When you reinstall, do not move the folder. Copy it so if something goes wrong you can redo. Make sure to copy the folder in My Games as well as your INIs (skyrim.ini, skyrimprefs.ini). (This is not always necessary, but it depends how you have set things.) Don't forget any mod tools/addons that are outside steamapps, the mod organiser configs (MO2 can make backups of the mod order and plugin lists). When using Steam there are some extra bits to remember. If your mods work on a version of Skyrim that you have prevented from updating, reinstalling will update the game and likely break some mods. If you copy the backup into steamapps after having reinstalled Windows, Steam will not recognise it is installed and not let you run it. When you start the Steam install, it downloads over and 'verifies out' what you copied. If you don't mind running the latest version of the game, start the download through Steam and let it finish before copying across your backup. In this case, you don't need to backup core game files, only the stuff you have added.If you want to preserve the version of Skyrim that you prevented from updating, start the download in Steam and stop it without downloading much. Exit Steam, go to the steamapps folder and set appmanifest_489830.acf to read only. Then copy your backup across.Some mods require Visual C++ Redistributable and if your game crashes after restoring your backup that might be the cause.
  6. Yes, sorry, it's a bit of an info-dump. To use the parallax textures you will need to use ENB or an alternative mod Parallax Shader Fix. The 202x textures are segmented into Architecture, Landscape, Other, and update files. If you download them all, they fit together, but you can download individual parts if you like as well. I should also warn you that they use a lot of VRAM, and if you max out your video card's memory it will stutter in-game. Consider using his downscaled versions. If you play on or around 1080 resolution, I think only the biggest objects or most detailed favourite armour and weapons should be above 2K resolution. If you choose an ENB preset it should be geared towards your own preferences. There are ENBs that make Skyrim into a bright fantasy world and those that do the opposite. There are many in between ones, and even stylised ones that mimic some movies. Some presets are also more demanding on hardware than others. If you like bright colours, PI CHO is a good one, but it is a bit of a strain on the system. The lightest performance-wise yet most modern one in features seems to be Patrician ENB. I am now using Rudy ENB with NAT 3 weathers, which is colourful but still 'grounded' enough for fairly realistic scenes at times. The animation pack you linked is very good. It is built upon MCO, so it requires MCO, and is "SCAR patched", meaning the NPCs will more intelligently use the animations in combos and at the right distances from their target. Yes, I had fun with it and hope it updates again. Worth a try. I understand. I think those spells are pretty balanced, but then I am using it with the recommended perk overhaul as well. For visuals, you can use ENB Light to make them emit light on the environment around you. Good with dragon breath. There is also Deadly Spell Impacts and a parallax version. Amy's Replacement Spell Runes are worth looking at, too. For fire, lightning, and frost visuals, I can recommend Inferno, Thunderbolt, and Arctic. Make sure you check the Requirements drop-down on the MCO/ADXP webpage: https://www.skyrim-guild.com/mods/attack It mentions DAR as a requirement, but from this point onward you can use OAR instead. OAR is like an upgraded, future-proofed DAR, so DAR itself does not need to be downloaded. ADXP and SCAR do two different tasks, they are compatible and you can download both. FNIS is no longer needed except, I hear, in some very specific circumstances with mods that you and I are likely to never encounter. That is the right link to Nemesis. You might need to do some research on how to set it up in Vortex (I don't know). If you liked Smoothcam, you might also like Improved Alternate Conversation Camera. You don't need to download all the ones I mentioned, but I find there are a lot of mods that you can install once and forget about while they prevent frustrations that might have occurred in your game. The Dual Casting fix, for example, fixes a problem where you were not doing proper damage while dual casting. May as well just download as many of these helpful fixes whenever you see them and put them in a category called something like 'engine fixes'. Patches for mods are different; they are focussed on compatibility. For example, Lux has many patches because one mod edits an interior and Lux has to then reapply its changes afterwards. (There's also Animation Queue Fix that is a good one to have.) SSEEdit is very helpful even with basic stuff. If you see a spelling mistake in the description of a spell you downloaded, or if you want to adjust the magnitude of something a bit, you can just go in and change the values as you please. Far quicker than the Creation Kit in many cases! Clothing with physics will usually have HDT or SMP in the name. There is now a mod called Faster HDT-SMP which is a big improvement over the classic mod. The current version is 1.50.9-rc1. That will be needed to enable physics on cloaks, hair, and outfits. If you install it wrongly, you will notice instantly because anything with physics will stretch into the ground.You will need to download them separately. If you run a lot of physics at once, it can slow the game. But it's a lot more optimised than years ago. Edit: I should mention that you should try not to get overwhelmed by multi-tasking improvement on every aspect of the game at once, having dozens of tabs open, and wondering why the game crashes after installing big mods ten at a time. This is why I emphasise the categorical layout, so you can improve one area of the game (city visuals/combat systems/horses/etc.), get it working well, then direct your focus onto another area.
  7. I had a really fun experience with Wyrmstooth. I haven't played Falskaar, so I cannot compare. I felt Wyrmstooth fit well within the lore and didn't push the player into starting unless they were ready. Others may have different experiences. I haven't explored the island much. I did its main quest about as exactly as the mod developers would have intended it, including following the NPCs on foot to a location. Encountered no bugs or frustrations.
  8. It's a big question. It is pretty simple to drastically improve how the game looks these days. There are a couple of all-in-one texture packs that come to mind immediately: Pfuscher's 202x and Skurkbro's Retexture Project. You could simply install one of those and be done with it. There are always adjustments you can make, but let's not get complicated. It helps to think about a way to organise what you want to add. I don't know about Vortex, but in Mod Organizer I use separators (essentially 'folders' or your own categories) to clarify the modlist into sections instead of having a gigantic list on my screen. Doing this helps if you want to be comprehensive without getting overwhelmed. In your post you mention that you want to improve the visuals, animations, and combat. Above is one category of visuals, let's call it 'textures and meshes'. If you like a bucket texture, a leek mesh, etc., these can all go into that category which MO2 (and hopefully Vortex) can minimise when you aren't thinking about improving textures/meshes for a time. I have a separator for core visual improvements which include lighting, weather, ENB addons, SMIM, and other changes that will be seen throughout the entire game. As I explain this, someone is cringing because they have a different, maybe better, system, but I think it is simple and clear enough. Even this is something rather easy: just go to an ENB preset page and follow their recommendation for lighting, weather, water and other mods to achieve the desired visual. For character visuals, grab a skin texture pack that is to your liking. There are many NPC overhauls, although if there is a jump in complexity if you want to select some from one and some from another. You may want to download XP32 skeletons and a body mod like CBBE, but that is starting to get too involved for this post. Now to combat. I advise making a separate category for combat systems (balance, new mechanics, Precision, True Directional Movement) and combat animations. It's everyone's choice, but a modern combat overhaul is called (literally) Modern Combat Overhaul aka ADXP. When an animation mod references MCO or ADXP, it means it works on top of that framework. It comes with its own animations, though, which might be enough for you. SCAR improves NPC combat behaviour. If you want to install Valhalla Combat (mentioned in video), I would regretfully advise against it in its current state (there is a bug that frequently makes enemies invulnerable for a short time). If it updates, we should look at it again. New armours, weapons. and spells can be added to their own separators/categories. There is a good series of spells that came out recently (one is called Vulcano, check out the rest by that author). An armour used in one of those videos is the Asura's Guard armour, which is high quality work. Non-combat animations usually are called 'idles', so search for idles. Note that certain animations require Dynamic Animation Replacer (install Open Animation Replacer, though--it supports all DAR mods) or Nemesis in order to work. How Nemesis works is that you set it up as a tool in your mod organiser and after installing an animation that requires it you then run the tool. There is more detail on the mod pages. Most non-combat animations do not require Nemesis, but MCO and SCAR do. FNIS is superseded by Nemesis. Modernising the interface is also easy to do. There are few packs of complete interface overhauls (examples: Dear Diary, Untarnished UI, Nordic UI) you can install. For the camera, use Smoothcam and browse for a preset you like. The above along with a section for universally useful patches like Scrambled Bugs, Engine Fixes, SSE Display Tweaks, USSEP (there is some controversy online, but I recommend using it), RaceMenu, powerofthree's Tweaks, Actor Limit Fix, Aurora Fix, Papyrus Tweaks NG, Dual Casting Fix, etc. (there are many that you can find) will produce a happy result with minimal effort. I recommend installing a couple of tools like LOOT (I think Vortex has this built-in) and SSEEdit. Use SSEEdit even if you don't plan to make any changes, just open each plugin you download with it to see what it does, what it looks like, so you start to become familiar with how the interface works and the internal structure of what you are installing. "What's that red highlight? Oh, something I installed earlier is being undone by this one I just installed." The danger with me giving this outlay is that someone will vehemently disagree with my approach, but there you go, modding is personal and I think that is a good basic structure to get the most impact quickly. Good luck!
  9. To be clear, your question is why some are not playing when you expect them to? If you have all the requirements and have run the Nemesis engine and installed its output, I would check the conditions the animations are supposed to play in. Some (or all) of those are formatted for DAR, so you should go into the files and find conditions text documents. They are fairly self-explanatory, for example, if an animation is player-only or needs a perk to start showing. See if they work under conditions you know they should after checking the conditions document. If it still doesn't work, there must be something wrong with your installation.
  10. Thank you everyone for your informative answers. I added the scripts from the SkyHUD SDK and the compilation was successful. :smile: I used find and replace to switch out the default hotkeys for the new one in the two scripts where they appeared. I also changed the MCM initialized message slightly to indicate it loaded from my modified script. New scripts are overwriting the originals (pex and psc). It still uses the numpad hotkeys as default and the initialization message is the original one. Not sure where it is really drawing those values from. Maybe from the SKSE dll. Edit: It started working 'on it's own' (aka I don't know what changed). Hotkeys saved across new games now. Glad!
  11. I am trying to modify a script found in Swift Potion NG (https://www.nexusmods.com/skyrimspecialedition/mods/78272?) to change the default hotkeys. This is because the MCM does not save hotkeys across to new games (but it saves other settings). I didn't want to bother the mod author so I am trying this workaround for personal use. I set up PCA (https://www.nexusmods.com/skyrimspecialedition/mods/23852) in MO2 and tested with some vanilla scripts which compiled successfully. I made a mod with the scripts and source scripts from the Creation Kit zip, and also dropped in SKSE source and scripts to be sure. This way I can enable/disable these scripts at the highest MO2 priority just for compilation. I then changed the scancodes for wherever the old hotkeys were listed, thinking this would change the default hotkeys (which corresponded to the scancodes I found). Unfortunately, the script fails to compile even before my adjustment. _SPN_ConfigSkyUIScript.psc C:\Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(195,15): SetInputText is not a function or does not exist C:\Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(228,15): RequestInputDialogData is not a function or does not exist I haven't been able to figure out what to do by searching or looking at guides. By the way, this is the first Papyrus involvement I have had since 2012. How can I get through this so I can compile? Any help would be much appreciated.
  12. Hi, I hope I can help. 1. Is there an effective enb manager a lot of people use, or do you just delete all of the enb-related items for the SSE folder and redownload the binaries and a new preset every time? There are a couple of ENB managers I have seen on the Nexus (use search bar 'enb manager'). I haven't used any. It is easy enough to manually move the files. Generally, you only have to change the enbseries folder, enblocal.ini and enbseries.ini, per preset, and not redownload the binaries every time. The ENB DLL is the same across all presets (some presets may be designed under earlier versions, though, and not take advantage of the newest features). 2. If I wanted to switch from Rudy's ENB to another non-Rudy, would I have to change back all of those ini settings back to what they were before or just leave them the same way? If you set custom settings, you will have to write them into the preset you are switching to. For example, if you set a custom hotkey to open the overlay in enblocal.ini, you will have to replace the enblocal.ini with the preset's then write in your own adjustments. 3. If I have Embers XD and Inferno installed, do I need to enable complex fire in my enb ini or just the particle lighting setting? I have the same. I don't think so, but I'm not sure what complex fire does. 4. When I had Rudy's for Obsidian weathers, the nights and dungeons were too bright (with Lux and Lux Via). What setting on your enb do you use to manipulate dungeon interiors and night time exteriors to make them darker? I tried the Darker Dungeons mod, but that hardly put a dent in it. Have you set the brightness in Skyrim's settings to be lower? 5. Would ELFX Shadows be a better lighting mod to see differences in darkness? Lux is pretty dark on my end. Check your brightness setting. 6. Any recommendations for enb/weather combo's? I like the idea of having really bright days (fantasy-like) and really dark nights and caves. Two I can recommend: Patrician (more stylised fantasy, somewhat bronze look generally, dark and grimy dungeons) and Rudy with NAT (recently released, the weather is wonderful, some more mist in the day but can be clear, nights are dark but still visible).
  13. I see a burst in popularity with Custom Skills Framework mods and thought I may as well throw my idea out there since I have virtually no experience in Papyrus scripting. If the player is riding a horse, it might be possible to open the custom perk tree through the standard perks button. Horsemanship perk tree Experience is gained by riding or fighting on horseback. Practice Your horse senses your growing confidence, moving 0.5% faster for every level in Horsemanship. Dressage [bard path] Rearing your horse impresses the crowd, with some donating to the show. (dancing, clapping animations, praise, gold.) Special bond [bard path] You can never be thrown from your horse. (No knockback, ragdoll, paralysis.) Noble [bard path end] Your horses are allowed inside cities. (Can call horse inside city, useful if used for storage.) Jouster [Knight path] Your melee attacks from horseback hit 20% harder. Warhorse [Knight path] Full of aggression, your horse endures 50% more damage against it. Nomad [scout path] Your ranged attacks from horseback hit 20% harder. Tumbleweed [scout path] With solid footing, your horse takes 50% less fall damage. Scout [scout path end] When wearing all light armour, your horse gallops 20% faster. (Stacks with Practice.) Knight [Knight path end] When wearing all heavy armour, galloping through enemies bowls them over. (If difficult, change to any NPC.) Field commander [any paths end] Co-ordinating nearby allies from horseback, their movement speed and damage is increased by 30%. (Useful in civil war battles or for players who bring a few followers at once.)
  14. Are you using Faster HDT-SMP? The latest version of the recommended version (1.50.9-rc1) has made a good improvement in performance.
  15. A very useful post, thank you. So the green (not the eyes, I may have been unclear) is vertex matching and red is not a match. Also useful to see the headparts section. I was converting a few plugins to ESL today, but I didn't do Eyes of Beauty since it has figures other mods depend on being the same. The preset corresponds with the form ID in the plugin. Not sure how it happened, but I feel like I have a better grasp of how to fix or prevent it now. Edit: It was the 2K AI upscale of The Eyes of Beauty that was overwriting the esp and changing the IDs.
  16. I have several presets installed I am interested in using, but all of them have the same eyes even though they are meant to be different. I import the preset then the import again through the sculpt tab. The sculpt tab shows a different name for the eyes than what it finally selects. As you can see in the screenshot, the intended eye is 176 'lake' and the final eye is 176 'hazel'. The importer seems to think both are the same (both are green). This is for other presets and from different authors, too, with different eyes that all end up being the same hazel. I have disabled all eye mods, including temporarily the eye mod that is required for the preset. Despite this, the hazel eye is what wins every time. I have tried to find it by searching in the Data tab of MO2, but nothing is there. I also disabled anything related that might pack eyes, such as the EasyNPC output. If anyone knows how to configure the RaceMenu import properly so I can avoid this problem and ones like it in the future, I would be grateful! Edit: Not sure what the cause was, but it is fixed now. Had it for the past week. Maybe it will come back.
  17. Yes, it is easy with MO2. I don't know how you set up your directories, if you use MO2 portable, if you use Steam or GOG edition of the game, or if you desire to keep a certain stasis on your updates (such as preserving 1.5.97), so I will describe how I do it on my computer and you can learn from it. 1. On C:\ there is Skyrim, where the GOG version is installed with SKSE and ENB files. Within that Skyrim folder is a folder called MO2, which has the portable MO2 install. MO2 is set to recognise mods, profiles, saves, tools (LOOT), etc., from the directories within its own folder (e.g., C:\Skyrim\MO2\mods). Within the MO2 application, file paths are relative using the % sign, not hardcoded to be on a specific drive in case I want to install elsewhere next time. I haven't seen any advice not to work in this way and I have encountered no problems using this file structure. [Edit] Best to keep the folders separate, I have discovered some tools including Root Builder need separation. To backup my complete modded game, all I have to do is to make a compressed 7zip of the single Skyrim folder and keep it on a hard disk physically separate from the PC. To this 7zip I also add an offline copy of the Visual C++ installer which is needed for some of the mods to work. To test the backup, extract the folder onto another drive if you have one (or rename the original folder temporarily) and try running SKSE through MO2. It should "just work". Depending on how you set up MO2, you may need to adapt your backup plan to include different folders (especially if saves are not saved in the profiles folder, but are in My Games instead). If you do not care for backing up the game's files, just compress the MO2 folder and include SKSE and ENB if you use them with a reminder to reinstall them in the right folder. 2. DynDOLOD, if you use it, should not be in the tools directory in the game/mo2 folder, but it is a good idea to install it later for the most up to date version instead of backing it up. 3. Custom rules for LOOT can be backed up from AppData\Local\LOOT. 4. Before closing MO2, hit the backup buttons on the plugins and mods lists. In case they get scrambled (never happened to me, but just in case) you can recover their orders and enabled/disabled status with the restore buttons.
  18. Try turning EnableTerrainParallax off in the enbseries ini.
  19. [Fixed] Hello, A few hours ago I had a sudden power outage just as I shouted at the Western Watchtower (probably unrelated). Now when I start the game the main menu has 0.7 frames per second as reported by the ENB GUI. Between my playing then and starting the game I had installed only an armour mod, follower, and update to Better Courier. I reverted those changes through MO2 disabling and use of its backup feature. Other games run well, including unmodded Skyrim SE on another drive (for Creation Kit). I tried sfc /scannow which reported no errors. I reinstalled VC++ redist and updated the graphics driver. I double checked I had no frame limiting setting in SSE Display Tweaks, the ENB, or on the default INIs. I backup everything almost nightly, so I brought across yesterday's vanilla game files thinking something might have corrupted from the program not closing properly. It lags in fullscreen and borderless mode. It is easy to alt+tab in and out of the window, nothing else on the computer lags. It doesn't use a lot of system resources. Slowly opening the game world through the Continue button shows the lag persists. I don't think it is a mod since it was running at a steady 61fps just before, but if it is where do you think I should start disabling? Are there any suggestions from the esteemed Nexus users? :smile: Edit: I traced it down to NVIDIA Reflex Support. Its config ini had become garbled, presumably the result of the crash. I reinstalled the mod and the game runs well now. I wonder if anything else got scrambled... (I think I'll restore the backup in full and redo the little modding I did today.)
  20. I recommend reserving your virtual memory for the player avatar and large objects like mountains and dragon skeletons and setting everything else to 2K or under. You can see the difference between 2K and 4K pebbles and such when you are testing the texture mods, but consider that it is a diminishing returns and how much better it looks from vanilla. Stability and a steady frame-rate contribute to the enjoyability of the game. Don't want to avoid Falkreath because of frame drops. That said, you have a powerful GPU and textures will probably not be a problem. If you are playing on a very high resolution like 4K or on an ultrawide monitor, only then might 2K and under textures start to become evident in regular play. But in that case, you're probably stressing the GPU already and don't want to add more load. If that happens, consider changing some INI settings using the STEP website as an aid. I unlocked a lot of potential recently by discovering the game was rendering highly detailed shadows way out in the distance where it was literally invisible.
  21. Nice screenshots! You might be interested in Medieval Overhaul 1.8 (there is a link somewhere on the net) and the Mordhau packs from Team TAL.
  22. Thank you for the information. There is no SliderGroups folder in the mod install. For mods missing SliderGroups I have been creating custom groups in the Group Manager or typing the name in the search box as I did above. File names in ShapeData and SliderSets indicate the outfit is 3BA compatible. I'm not sure what I did differently, but I ran Bodyslide again with the preset manually saved and applied to the new armour and the proportions have fallen back into line with what should be expected. As I didn't log every click, unfortunately there isn't more for me to say to anyone reading this thread with the same problem.
  23. If you want to make them craftable, it is fairly simple to do so using SSEEdit even for a modding newbie. You can open the plugin and add a Constructible Object category. In each new Constructible Object you make you can define what ingredients, what crafting station, what perk or other condition is needed of the player in order to create it, etc. You should be able to figure it out just by reading the fields it shows you. If you have questions about making crafting recipes like this, you can message me.
  24. Hello, I have downloaded some armours that state they are compatible with 3BA (which I use). I have a 3BA custom preset seen selected in the first screenshot. I have built successfully other outfits that show differences in the armour as sliders are changed in the CBBE tab of Racemenu. The first screenshot shows an example of a successful build. The second screenshot shows my problem with some new armours. The preset drop-down blanks out and after building there are no differences in-game from the CBBE sliders. I'd like to apply the same body preset to the new ones as I have to the previous ones I have built. I have tried the Save As button with the preset selected and applied it under a different name to the new armours, but this produced very inaccurate proportions that also couldn't be changed in-game. I'm not sure how to get this right.
  25. Apologies if I misread, but do you have NGIO installed? I think a necessary step is setting the Dyndolod setting in the NGIO ini to 1 or 2 (corresponding with how you plan your LOD). It will read from the cache. I don't think it is enough to have just the cache and Texgen billboards for everything to appear after running Dyndolod. I'm on 1.5.97 so I haven't looked into what options the recent versions have.
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