The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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A place to discuss Modded Skyrim SE guide
I am making a guide for SE and need a place for discussion. The guide is currently beta and only visible to friends.

READY FOR TESTING --- TESTERS NEEDED

Changelog in post 1 of this thread.

https://steamcommunity.com/sharedfiles/filedetails/?id=929828423



Section Progress Report

Posted guide sections may or may not be updated to match the guide's current state. If you wish to install and test the guide as I build it and are not on my friends list, send me an invite and I will add you.

1. Getting Skyrim SE and Your System Ready --- Completed

2. Install Mod Organizer 2 --- Complete

3. Installing xEdit and Cleaning the Master Files --- Complete

4. Install the Tools --- Complete

5a. UI / Initial Fixes --- Complete -- Testing

5b. UI / Initial Fixes --- Complete -- Testing

6a. Bug Fixes / Tweaks --- Complete -- Testing

6b. Bug Fixes / Tweaks --- Complete -- Testing

7a. World Space / Immersion --- Complete -- Testing

7b. World Space / Immersion --- Complete -- Testing

7c. Worldspace / Immersion Complete -- Testing

8a. Textures / Effects --- Complete -- Testing

8b. Textures / Effects --- Complete -- Testing

8c. Textures / Effects --- Complete -- Testing

9. Lighting / Weather --- Complete -- Testing

10a. Character Creation --- Complete -- Testing

10b. Character Creation --- Complete -- Testing

11a. Animations / Magic --- Complete --Testing

11b. Animations / Magic --- Complete -- Testing

12a. NPCs / Followers --- Complete -- Testing

12b. NPCs / Followers -- Complete -- Testing

12c. NPCs / Followers -- Complete -- Testing

13a. Clothing / Armor / Weapons --- Complete -- Testing

13b. Clothing / Armor / Weapons --- Complete -- Testing

13c. Clothing / Armor / Weapons --- Complete -- Testing

14a. Final Patches --- Complete -- Testing

14b Final Patches --- Complete -- Testing

15. Setting Up MCM --- Complete

16. Updates / Updating --- Not started

Appendix A. Converting a Mod to Form Version 44 --- Complete

Appendix B. Converting a Mod to ESL flagged ESP or .esl --- Complete

Appendix C. Sorting Master Files within a Plugin --- Complete

Appendix D. Creating a FNIS Patch --- Complete

Appendix E. Creating a Bashed Patch --- Complete

Appendix F. Setting Metadata for a Plugin in LOOT --- Complete

Appendix G. Bodyslide --- WIP
Τελευταία επεξεργασία από cfs111; 14 Δεκ 2018, 8:07
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That is a good idea. Last check for updates should be right before the manual patch is made. Once that starts best not to update until ready for a new mod list. But, in all honesty most mods are just fine to update on an existing, "Best practice" though is if works leavr it alone, aka if it ain't broke don't fix it. :steamhappy:
Here is section 3 would like a review and input, please.

Now to install all the other tools needed to successfully mod Skyrim.

1. Download and install Mod Organizer 2 https://www.nexusmods.com/skyrimspecialedition/mods/6194
  • When you choose a directory to put MO in, do not put it in the game folders, mine is in C:\Modding Multigames\MO.
  • A note on instance and portable installs, I use instances with 1 installation of MO2 handling all my games, since I am on a laptop with one hdd I even allow MO to put it's folders into appdata and have had no issues. If you need or wish to store your mods and stuff elsewhere the video covers this.
https://www.youtube.com/watch?v=DG3eqyNOByw

2. Obtain the latest skse64 version from silverlock.org:
http://skse.silverlock.org/
Select the "Current SE build" 7Zip archive.

Right click on the archive file you downloaded. Go to "Properties". In the lower right corner you may see a checkbox labeled "Unblock". Click on "Apply" and then "OK". Extract your archive. (thanks to Chef for this)

Open the skse64 7Zip archive and extract these three files to your Skyrim installation folder (the same place where SkyrimSE.exe resides) (note: X's are version numbers and they may differ because of updates. The link at silverlock.org will have the latest version).

skse64_1_X_XX.dll
skse64_loader.exe
skse64_steam_loader.dll

From the 7Zip archive, drag and drop the Data folder to the same folder where SkyrimSE.exe resides. There will already be a Data folder there, just confirm that you want to overwrite existing files with those from the archive.

Thanks to Mephitic for these install instructions.

3. Download and install LOOT https://www.nexusmods.com/skyrimspecialedition/mods/1918

4. Download and install Wrye Bash v. 307.beta3 from https://www.nexusmods.com/skyrimspecialedition/mods/6837

5. Download Fores New Idles in Skyrim SE. Download the Main File, the Creatures Pack and the Spells
https://www.nexusmods.com/skyrimspecialedition/mods/3038
  • We will not be adding FNIS to the game yet, we only want the generatefnisforusers tool. For those not familiar with MO2, when you install a mod with MO2 you are only installing that mod into MO2. The mod gets installed into the game when checked in the left pane and the game is started through MO2.
  • Click the "Download with NMM" button, if the download does not start in MO2 then, in File Explorer navigate to your MO2 folder and run the nxmhandler.exe file.
  • Click the "Downloads" tab in MO2's right pane, when FNIS finishes downloading double click to install, in the window that comes up there will be the message "no game data on top". To fix this right click on the folder just below data and choose "set data directory" do this until you see "all is good" in green.
  • Now do the same for the other two mods, except when asked choose Merge.

6. Download and install the Bethesda Launcher then download and install the Creation Kit.
https://bethesda.net/en/dashboard
https://www.youtube.com/watch?v=IYDC80tZJGA

7. Now to set up the tools in MO.

SKSE64 (if it is not automatically set)
  • In the upper left the button with 2 gears that says "Configure the Executables..." when hovered over.
  • In the "Modify Executables" window click in beside "Title" and type in SKSE64.
  • To the right of binary click the button with three dots that says "Browse File System" when hovered over. Go to where SKSE64 is located \Steam\Steamapps\Common\Skyrim Special Edition and select skse64_loader.exe.
  • Now click "Add", no need to close this yet as we have other tools to add.

LOOT (same as above, it may be automatically added)
  • Click in the upper portion of the window where all your tools are listed and it will clear the tool's info.
  • Title = LOOT, etc. etc. just follow the steps for setting up SKSE64

TES5Edit
  • Nothing new, just follow the steps for SKSE64 again substituting SSEEdit

Wrye Bash
  • Ditto

FNIS
  • Same for setting it up. It's location is \Mod Organizer\mods\Fores New Idles in Skyrim - FNIS\tools\GenerateFNIS_for_Users the file is GenerateFNISforUsers.exe.

Creation Kit
  • If MO2 does not set it up automatically then it is the same as the others.
Same with section 2, a bit shorter at least.

For an excellent explaination of why cleaning the master files is necessary check out post # 2 "Cleaning Files with Tes5Edit" section at http://steamcommunity.com/app/72850/discussions/0/619573787397876592/ .

1. Download and install SSEEdit. https://www.nexusmods.com/skyrimspecialedition/mods/164/ Here is a video. https://www.youtube.com/watch?v=9ly7lRUqR4c

2. Follow this guide for cleaning. https://www.darkcreations.org/forums/topic/9324-guide-manual-cleaning-skyrim-and-skyrim-se-master-files/

3. Now navigate to Steam\Steamapps\Common folder and copy and paste the Skyrim folder to your "Skyrim Backups" folder. You now have a cleaned vanilla Skyrim backed up. If you want, you can add the Skyrim folder to an archive with 7z ( https://www.7-zip.org/download.html ) to save some space.
That all looks good. The only thing to note is that the guide for cleaning will probably have to be edited a little bit after they release the new version of xEdit. It will detect a ton of new ITM's. Other than that, it looks good.
Then Arthmoor will find a couple more manual edits that will be needed.
I feel a bit awkward seeing the Thanks to Mephitic line in the skse section. I do appreciate the shout-out but most of us here, if not all, have contributed to this effort.
Τελευταία επεξεργασία από Mephitic; 12 Οκτ 2018, 19:31
Nah, anyone who writes a big chunk of the guide should get a mention only fair I think.
https://www.reddit.com/r/skyrimmods/
https://www.reddit.com/r/SkyrimSEMods/
https://www.reddit.com/r/skyrim/

Reddit would make it easer to format and discuss the guide. It also makes it way easier to moderate or rely on the existing admin teams on the existing subreddits.
You would also reach a larger and more knowledgable audience.
Section 4 for review

Time to begin installing mods!!

1. Download and install the following mods. Just double click the mod in the "Downloads" tab right pane of MO. Choose the "Manual" button. If in the lower left of the window that comes up the writing is in red, then right click on the first folder after <data> and choose "Set Data Directory". Once the writing is a green "Looks Good" click "OK" to install the mod.





2. Enable all the mods we just installed in the left pane (not any of the FNIS mods). Run LOOT to sort your load order.

3. Now to sort the left pane to match the right pane. But first an explanation is in order. When you run the game through MO2 MO2 first installs the mods to the virtual Data folder in the order listed in the left pane, overwriting loose files as needed. Once that is done the game now loads the files, bsa first according to right pane order then loose files as ordered by left pane overwriting as needed. Therefore for bsa only mods thier left pane order does not matter. But for loose files left pane does matter as that determines which one wins any conflicts. In my opinion workflow goes better if left pane is manually ordered to match LOOTed right pane. So, order your left pane to be...

3. MoreHUD Inventory Edition
4. Unofficial Skyrim Special Edition Patch
5. SkyUI
6. Static Mesh Improvement Mod
7. Immersive HUD - iHUD Special Edition
8. moreHUD SE
9. A Quality World Map
10. Alternate Start - Live Another Life
11. Alternate Start - LAL Extension - New Beginnings SSE
12. Achievements Mods Enabler
13. SkyUI SE - Flashing SavegamesFix
14. Stay at the System Page - Updated

4. Make the following changes to skyrim.ini to allow followers to sandbox over multiple floors. This is from the Multiple Floors Sandboxing mod description page, so thanks to Dovahklon CollinMacleod and Dukaath for the tweak.

[General]
sLanguage=ENGLISH
[...]
fSandboxCylinderTop=576
fSandboxCylinderBottom=-576

5. Test the game. Just run around do a few quests, as well Nazeen gave excellent instructions for stress testing..
Stress testing:
There's a lot of ways you can do this, and it all depends on what sort of data you are trying to gather or what you are trying to actually check. Some basic ones you can do that cover a wide range of things:

General memory and processing test. Console commands needed:
- Player.setav speedmult 500
- TGM
Run around the map following the main roads and go to every province without stop. Ideally follow the main roads and visit each capital city in a cycle. You should run around for at least five minutes. If you crash thats fine, but if you start crashing in specific areas, this is a good indicator of where you may end up with issues in your game due to the area being more intensive then most.
I do not recommend TCL for this, despite some people saying it works, is because you end up missing spawn points for data and running into other issues such as skipping cell bounaries etc. Running along the roads is much more reliable. Also you should leave combat AI on for this test to ensure enemies are processing properly, and enemy ai breaks if you fly.

Processing check. Console commands needed:
- TGM
- Help Mage
Go to a town or internal city, and spawn 25 fire and 25 ice mages. The intense NPC demands of this test, along with processing the masses of particle effects, along with faction demands and combat functions is a good test for your papyrus stability as an example of how well papyrus may run for you at EXTREME ends of battles, if you check your latency along with your games ability to keep up on the demands of calculating physics etc as well.
You can run this sort of test with other types of enemies as well, such as dragons and sabre cats versus guards, but thats more specific if you are having issues with navmeshing in an area that will generally expose it etc.

A smaller memory check is to just turn off all the ai (tai, and tcai in the console), and run down from Helgen cave to Riverwood. This may seem like a simple run of the mill thing, but that road is exactly on the border between two cell boundaries which means you load approximately 50% more at any one time on that road then you do any other road in skyrim.

Just to clarify, as with all stress testing there's importaint things to note:
- The best results are repeatable results. If you're crashing every 5 minutes, or every time you go to Dawnstar, or every time a certain bar on the Performance Tester peaks you may have an issue. But if you crash first at 10 minutes and then 20 and then 5, it may just be your game or your engine
- Stress tests are by nature more then the game will usually ever have thrown at it at any one time. You should expect worse stuttering and lag, and occasionally crashes. The goal is to see how well your game copes with being under such intense situations when it comes to being able to play catchup, not haveing 60fps during these tests.

Also importaint to note, you may have bugs in your game that are litterally impossible to test for or discover outside of normal gameplay, either because they are reliant on quests happening, or its just how your saves deteriorate over time. It sucks, it really does, but its a thing. Along with this, save bloat isn't about how large your saves are, its about how quickly they grow. There is an upper limit on saves where its like 'okay this is in the save bloat range' but thats when its like 50mb on a heavily modded game. My saves start off at 20mb and thats fine, but they still grow as slowly as a vanilla game even though they start out larger.
Section 5a for review and comments...
1. Install the following mods;

Section 5b up to be picked apart...
2. Sort left pane to be (Italisized mods are new to this section)

3. moreHUD Inventory Edition
4. Walkfaster
5. Unofficial Skyrim Special Edition Patch
6. Campfire - Complete Camping System
7. SkyUI
8. Reverb and Ambiance Overhaul
9. Static Mesh Improvement Mod
10. Immersive HUD - iHUD Special Edition
11. moreHUD SE
12. A Quality World Map
13. Acquisitive Soul Gems Multithreaded
14. All Thieves Guild Jobs Concurrently
15. Castle Volkihar Rebuilt
16. Flora Respawn Fix
17. Ars Metallica - Smithing Enhancement
18. Ask Innkeepers To Show Room SE
19. Ask The Way
20. Better Standing Stone Descriptions
21. Weapons Armor Clothing and Clutter Fixes
22. Cutting Room Floor
23. Coins of Tamriel SSE
24. Point The Way
25. Run For Your Lives
26. Tentapalooza for Campfire
27. Hunterborn
28. Bring Out Your Dead
29. Frostfall - Hypothermia Camping Survival
30. Dragon Wall Wisdom - Readable Dragon Walls
31. Craftable Torches
32. Craftable Ultimate Potions
33. Crimson Nirnroot Quest Markers
34. Destructible Display Cases
35. Fast Travel Speed Fix
36. Footprints
37. Harvest Overhaul Redone
38. Invisibility Glitch - Eyes Fix SE
39. Lock Overhaul
40. Lore-Based Loading Screens
41. Proper Aiming
42. Realistic Ragdolls and Force
43. Shadowmarks
44. Stones of Barenziah Quest Markers
45. Wet and Cold
46. Follower Trap Safety
47. Improved Traps
48. Potema Spawn Crash Fix
49. Cutting Room Floor - Alteration Armor Shield Spell Fix

50. Alternate Start - Live Another Life
51. Alternate Start - LAL Extension - New Beginnings SSE
52. Achievements Mods Enabler
53. Better Dialogue Controls
54. Better MessageBox Controls
55. Main Menu Spinning Skyrim Emblem

56. SkyUI SE - Flashing SavegamesFix
57. Stay at the System Page - Updated
58. Serana's Hood Fix

3. Activate all mods in the left pane. Make sure all plugins are active in the right pane except
  • RSChildren - CRF Patch.esp
  • Invisibility Eyes Fix Apocalypse.esp
  • InvisibilityGlitchEyesFixEFFPatch.esp
  • RAO - ELFX Patch.esp
Run LOOT to sort your right pane.

4. Make the following changes to your skyrim.ini file.

[Combat]
f1PArrowTiltUpAngle=0.7
f3PArrowTiltUpAngle=0.7
f1PBoltTiltUpAngle=0.7
f3PBoltTiltUpAngle=0.7

5. Now we need to check for mods with form version 43 or less. Skyrim Special Edition is form version 44. Having mods with the wrong form version can lead to instability and crashing.


SAVE FOR WHEN NEEDED
1. Open SSEEdit and load in the whole load order.
2. Once it finishes right click on skyrim.esm in the left pane and choose "Apply Script...".
3. In the popup click the drop down and find the script "Skyrim - list old version plugins". Then click ok.
4. In the right pane make sure the "messages" tab is selected. Then check at the bottom for mods that may be listed. In our case <<<<bad mod>>>> will be listed.
5. Now we need to use the CK to convert the form version to 44. Open the CK and choose File>Open. In the pop up double click skyrim.esm, update.esm and <<<<bad esp>>>> to select them then make sure <<<<bad esp>>>> is highlighted then click Set as Active File button, finally click ok.
6. Wait for it to load.Clicking yes to all for all of the inevitable error messages.
7. Wait for it....
8. Wait for it....
9. Once it finally loads choose File > Save. Exit the CK...Done! If you run the SSEEdit version checker script again it will not find any version 43 or less mods.

6. Test the game.
Very good so far - nice base set-up
Looking to be one comprehensive guide.
Section 6a for review.

1. Install the following mods

  • Blowing in the Wind by sialivi
    https://www.nexusmods.com/skyrimspecialedition/mods/5124
      In the installer choose Skyrim Special Edition, SMIM Signs, Sign Weight (I use medium), Mixed Lanterns and a Lantern Wieght then Next. Next window will automatically choose patches for the mods you have installed so just choose install.
If you wish you can download all the patches and merge them together then hide the unused esp's until you use the mod it was made for. To hide an esp in MO left pane right click the mod and choose Information > Optional esp tab. Select the esp you wish to hide in the lower window then click the up arrow, the esp will be moved to the optional window and not show in the right pane. We leave some patches unselected in right pane as we will be adding the mods they are for soon enough.
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