The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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cfs111 9. okt. 2018 kl. 17:20
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
Sidst redigeret af cfs111; 14. dec. 2018 kl. 8:07
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cfs111 18. dec. 2018 kl. 18:05 
It does look great, but a 5 fps loss while standing still is a bit much. This little old potatoe says nooooo.

https://www.youtube.com/watch?v=ZeSXvATLmSU
smr1957 18. dec. 2018 kl. 18:26 
Well, as I'm installing Lightweight, it wanted to overwrite so many other mods I had that I decided against it. I'll deal with the lack of blending - if that had been all that they did, it would have been great - but for my mod load, it just doesn't fit.
GreenPea 18. dec. 2018 kl. 19:53 
I actually prefer the colors without the mod. I guess that's the beauty of modding, you can turn it off/on or configure things how you like it.
Avrie 19. dec. 2018 kl. 6:31 
Oprindeligt skrevet af smr1957:
Well, as I'm installing Lightweight, it wanted to overwrite so many other mods I had that I decided against it. I'll deal with the lack of blending - if that had been all that they did, it would have been great - but for my mod load, it just doesn't fit.

And that pretty much spells out the only trouble with uber merges. I'm guessing all the mods it over writes are spread out over a bunch of different merges or you just would have fixed the one.

I had a great night getting utterly lost in the hills above Falkreath near the ancestor glade. didn't even realize 6 hours had past until I looked up ans saw it was after midnight ... didn't get up at 3 this morning LOL. The play was very smooth, I almost got killed a few times by critters and bandits ... I had to remind myself that I'm only level 8 and carrying vanilla weapons.


I'm not sure about the CC rocks after seeing them in game. In the mine at least the walls were splotchy, and the pattern became fairly obvious after a very short while. There are also some hard edges that didn't blend well. I might keep looking. LH should be up in a few days. but I might give majestic mountains a go. I've heard good things.

https://steamcommunity.com/sharedfiles/filedetails/?id=1594928800
https://steamcommunity.com/sharedfiles/filedetails/?id=1594929067
https://steamcommunity.com/sharedfiles/filedetails/?id=1594929272

Caves looked pretty good though. I need to see a couple more.
https://steamcommunity.com/sharedfiles/filedetails/?id=1594929607
Sidst redigeret af Avrie; 19. dec. 2018 kl. 6:35
GreenPea 19. dec. 2018 kl. 6:53 
Has anyone else seen this error box in loot?

It's happened roughly the past three times I've run Loot. I add mods in a section and then do App. A, B, C. I'd say it started around 11c.

Cannot read property 'getElementsByClassName' of null

The error message appears immediately after running loot in MO2. I then exit Loot and re-enter it but the error is not produced. It's basically what others have reported (comes and goes) and seems to be related to running Loot inside MO2.

I don't think anyone has been able to track down a cause/fix other than one person saying running Loot inside MO2 is not supported. It was reported again on 12/2/2018 but has been around for years apparently.

https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&page=26&tab=comments#comment-174530

Chef 19. dec. 2018 kl. 6:58 
Yes. I have talked with the LOOT devs about it and they cannot track it down. Actually untill I asked about it awhile back they didn't know it was an error that regular people are seeing and thought it was some kind of error on their own machines.
smr1957 19. dec. 2018 kl. 9:42 
Actually, Lightweight Grass was overwriting non-merged mods and pure texture mods - it wanted to change the overall look of my game, not just the grass. Sorry, you make a grass mod - stick to the grass, don't go changing the rocks, the snow, the bare ground and you name it. Though, maybe the first hint should have ben that the file was named ------ Main File.

EDIT - to clarify, this is just not a mod for me. Personally, I think it to be excellent work, especially for someone looking to enhance their game without requiring many mods to do so.
Sidst redigeret af smr1957; 19. dec. 2018 kl. 12:59
cfs111 19. dec. 2018 kl. 16:13 
4.3b beta 12/19/18 Redid install instructions for Realistic Water Two to match update section 7.

I think we will skip adding lightweight grasses for the moment based on the limited testing I did, but Jack is setting up a good landscape mod list to add in to our guide, so ultimately his decision at this point. I am going to keep going with playtesting for now. I did not really care for CC mines and things, noticed some mismatched things as well so I pulled it. Did not have any replacements already downloaded so I did not go searching, figured I would find something when I do my first big texture search after release.

Glad to know Greenpea's LOOT issue is a known unknown problem that can be ignored with a simple restart of LOOT.

Pretty sure I covered all the points brought up in the preceding posts.
Fighting-Priest 19. dec. 2018 kl. 16:46 
Question about 2 mods that I want to use: Better Loot from the ingame mod selection and Morrowloot from https://www.nexusmods.com/skyrimspecialedition/mods/3058. Are these two mods compatible?
Chef 19. dec. 2018 kl. 17:42 
Do you mean Better Creature Loot?
https://www.nexusmods.com/skyrimspecialedition/mods/10523

Without looking at it, I would think that it may conflict with MLU. The only way to know for sure would be to load them up in xEdit and see. That being said, I would imagine you could make a patch to fix any issues. Also, after reading that mod page, I would NOT uninstall it during a playthrough regardless of the mod authors advice.
cfs111 19. dec. 2018 kl. 17:42 
Nope.
cfs111 19. dec. 2018 kl. 17:46 
There is a mod Better Loot, if you search "Better Loot" it about 20 mods deep. From reading the description looks like it changes the items containers have, throughout the game, so thousands of edits.
GreenPea 19. dec. 2018 kl. 20:28 
Is this mod for SE? It throws up a bunch of CRC errors as detailed below.

QUASIPC - Qwinn's Unified Automated Self Installing Patch Compendium by Qwinn

I load xedit and this message box appears with the title
Which ModGroups do you want to activate?

It originally only had CuttingRoomFloor but now it has 5 other groups listed with the prefix "qw" but not checked. If I expand Qw_ACE_CloaksofSkyrim Patch I can see Qw_CloaksofSkyrim_USSEP Patch with a line through it.

I've tried leaving the ModGroup boxes checked and also unchecked, these errors appeared at the end of the message log:


[00:15] ModGroup "Qw_ACE_SkyrimImmersiveCreatures Patch" is invalid:
[00:15] - Error: Required module "Skyrim Immersive Creatures Special Edition.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] ModGroup "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch" is invalid:
[00:15] - Error: Required module "Dragonborn.esm" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Error: Required module "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Hint: "Unofficial Skyrim Special Edition Patch.esp" is ignored as a source as it has no valid targets above it
[00:25] Background Loader: finished

I tried sorting the masters (bad idea) and reinstalling, now this appears:

[00:15] ModGroup "Qw_ACE_CloaksOfSkyrim Patch" is invalid:
[00:15] - Error: "Qw_ACE_CloaksOfSkyrim Patch.esp" has a lower load order than "Qw_CloaksOfSkyrim_CRF Patch.esp"
[00:15] ModGroup "Qw_ACE_SkyrimImmersiveCreatures Patch" is invalid:
[00:15] - Error: Required module "Skyrim Immersive Creatures Special Edition.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] ModGroup "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch" is invalid:
[00:15] - Error: Required module "Dragonborn.esm" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Error: Required module "Qw_BeyondSkyrimBruma_USSEP Hotfix Patch.esp" is present, but will be ignored as it doesn't match any of the specified CRC32s
[00:15] - Hint: "Unofficial Skyrim Special Edition Patch.esp" is ignored as a source as it has no valid targets above it
[00:15] ModGroup "Qw_SofiaFollower_RDO Patch" is invalid:
[00:15] - Error: "Qw_SofiaFollower_RDO Patch.esp" has a lower load order than "Qw_SofiaFollower_USSEP Patch.esp"
[00:22] Background Loader: finished

GreenPea 19. dec. 2018 kl. 20:43 
I suppose the QW is for SE but those errors tell me something is not quite right.
GreenPea 19. dec. 2018 kl. 23:01 
Frostfall created a couple files in the overwrite directory after asking to start the quest in Skyrim.

\SKSE\Plugins\FrostfallData\
armor_default_values.json
armore_profile1.json

I don't know if you want to add anything to the guide. I created another mod in MO2 with the two files inside. I imagine as other mods kick off and files are created this is the normal thing to do. Am I right?
Sidst redigeret af GreenPea; 19. dec. 2018 kl. 23:02
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