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Dread's Skyrim Build (a STEP build)


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Also,

 

I am getting crashes every once and a while when walking around outdoors though. The game freezes while the audio continues, and needs to be force closed. After this happens I have some files in overwrite. (SKSE/Plugins/CampfireData/... common.json and profile1.json)

The files in the overwrite are generated by Campfire and is normal behavior. You can move them to a new empty mod and Campfire will continue to write to these files there. It has nothing to do with the crash.

 

I have had a similar crash or freeze. It could be from heavy script load. I updated the guide today and made some changes.

Check the commit history for a changelog:

https://github.com/dreadflopp/dreads_modlist_patches/commits/master

 

Wet and Cold has been removed, since it is generally considered to be script heavy. SSE engine fixes has been updated. CC Survival mode has been replaced. Another update that I am testing tomorrow is replacing Campfire with Campfire lite:

https://www.nexusmods.com/skyrimspecialedition/mods/2370

 

It requires no patches. To use it, remove Campfire, elsopas Campfire textures, Campfire SSE update and Embers HDs Campfire patch.

 

These changes should lighten the script load on the game considerably. If this doesn't prevent the crashes I'll have to investigate if a mod/mod combo is causing this.

Edited by dreadflopp
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The files in the overwrite are generated by Campfire and is normal behavior. You can move them to a new empty mod and Campfire will continue to write to these files there. It has nothing to do with the crash.

 

I have had a similar crash or freeze. It could be from heavy script load. I updated the guide today and made some changes.

Check the commit history for a changelog:

https://github.com/dreadflopp/dreads_modlist_patches/commits/master

 

Wet and Cold has been removed, since it is generally considered to be script heavy. SSE engine fixes has been updated. CC Survival mode has been replaced. Another update that I am testing tomorrow is replacing Campfire with Campfire lite:

https://www.nexusmods.com/skyrimspecialedition/mods/2370

 

It requires no patches. To use it, remove Campfire, elsopas Campfire textures, Campfire SSE update and Embers HDs Campfire patch.

 

These changes should lighten the script load on the game considerably. If this doesn't prevent the crashes I'll have to investigate if a mod/mod combo is causing this.

This makes sense. I went ahead and updated my modlist to reflect the changes and everything seems to be working perfectly.

 

Thanks!

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  • 2 weeks later...

Hey dread thanks for the great build. I think this could be an excellent simple starting point to build on. I built it out yesterday (less some of the larger new lands/quest mods that are not my cup of tea) and everything is working great.

 

One question: as I move forward, I'm hoping to add on some more mods. Despite the fact that your patches are ESL flagged, they still take up slots for some tools like zEdit patchers. Would it be safe for me to either:

(a) disable your patches when running zEdit patchers to get below the 255 limit; or

(b) merge your patches down with zMerge and drop them at the bottom?

 

Do you have any other merge suggestions? I know it is a goal of the guide not to require merges, but for advanced users building off of it as a base, some guidance would be helpful to keep below the 255 limit, at least for using tools like zEdit if not for gameplay. For example, could Arthmoor + JKs + patches be merged down with zMerge safely? That would save 20ish slots alone.

 

Thanks for your help!

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Hey dread thanks for the great build. I think this could be an excellent simple starting point to build on. I built it out yesterday (less some of the larger new lands/quest mods that are not my cup of tea) and everything is working great.

 

One question: as I move forward, I'm hoping to add on some more mods. Despite the fact that your patches are ESL flagged, they still take up slots for some tools like zEdit patchers. Would it be safe for me to either:

(a) disable your patches when running zEdit patchers to get below the 255 limit; or

(b) merge your patches down with zMerge and drop them at the bottom?

 

Do you have any other merge suggestions? I know it is a goal of the guide not to require merges, but for advanced users building off of it as a base, some guidance would be helpful to keep below the 255 limit, at least for using tools like zEdit if not for gameplay. For example, could Arthmoor + JKs + patches be merged down with zMerge safely? That would save 20ish slots alone.

 

Thanks for your help!

Unfortunately zEdit doesn't support esl files, as you pointed out. Merging is one way to go and that would probably work. You could merge all my patches that are adjacent to each other in the load order. Merging everything and placing at the bottom may or may not work. The preferred way, imo, would be:

 

1) Disable all of my patches

2) Build the zEdit patch.

3) Place the Zedit patch last in the load order

4) Enable my patches and place after th zEdit patch.

5) Open xEdit and check if any of my patches overwrites anything in the zEdit patch. If it doesn't, sort with loot and you're good to go.

6) Disable all of my patches except those that overwrites something in the zEdit patch (should be very few, if any).

7) Delete the zEdit patch, sort with LOOT, rebuild the zEdit patch.

 

If you want to use Mator Smash, use this method: https://www.nexusmods.com/skyrimspecialedition/mods/24321

Edited by dreadflopp
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I have looked over the list of mods that you have included in this guide and it looks pretty solid. I like that you have "trimmed a lot of fat" that you typically see in extensive mod lists, eliminating a lot of script heavy mods. Over the last couple of years, it seems that I have spent more time playing Mod Organizer than Skyrim. There are some "must haves" for me that aren't included in your list that affect leveled lists and gameplay and wanted to run them by you. 

 

Immersive Armors : https://www.nexusmods.com/skyrimspecialedition/mods/3479 and bodyslide : https://www.nexusmods.com/skyrimspecialedition/mods/22382

aMidianBorn Content AddOn from Skyrim LE - I have personally converted it and used AddItem Menu and everything looks OK in the starting cell of LAL.

Common Clothes and Armors : https://www.nexusmods.com/skyrimspecialedition/mods/21305 and bodyslide : https://www.nexusmods.com/skyrimspecialedition/mods/28541

JaySuS Swords : https://www.nexusmods.com/skyrimspecialedition/mods/29415

Dawnguard Arsenal (has an ARS Metallica patch available in the downloads) : https://www.nexusmods.com/skyrimspecialedition/mods/25094?tab=files

Silver Arrows (ARS Metallica version available in downloads) : https://www.nexusmods.com/skyrimspecialedition/mods/24287?tab=files

Honed Metal (Adamant Patch available in downloads) : https://www.nexusmods.com/skyrimspecialedition/mods/12885

Dawnguard Hoods (Dawnguard Light Helmet - need I say more ?) : https://www.nexusmods.com/skyrimspecialedition/mods/35209

 

What would be the chance that you could consider placing these in your Guide ? If not, would making a Bash/Smash patch be advisable to incorporate them into the guide without having to manually patch everything individually ?

 

Concerning a religion mod, would Trua https://www.nexusmods.com/skyrimspecialedition/mods/32549 be the easiest to incorporate into the guide ?

 

For NPC appearance mods, there is so much patching involved, they can really be a headache. I was thinking of Total Character Makeover as a base : https://www.nexusmods.com/skyrimspecialedition/mods/1037 with Ethereal Elven Overhaul on top of it, keeping it fairly simple. Anymore than that and it can turn into a part time job just trying to keep up with all the patching needed. I see in the old patches section of your download that you had EEO in a guide at some point.

 

All of your modlist patches installed at the end of the guide are esl flagged esp files. Would it impact the game if all of them were merged using zMerge into a "Master Conflict Resolution" patch ? I know they don't count toward the limit, but it sure helps keep the LO tidy.

 

Going to be digging around in xEdit today looking at what needs patching that I can comfortably do myself. Thanks for your time and the guide.

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Thanks for the walkthrough dread. Good tips. I'm just getting more comfortable with building my own compatibility patches and merge patches. I'll probably spend a couple of days testing out the base build before adding more on.

 

Bader_375: Check the post right above yours for some guidance on how you might merge the df patches. I will be trying something similar once I'm confident that in the base build.

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I have used IA in most of my previous mod packs/builds/guides. I can include it in the guide, patching is pretty easy. It actuall has a feature creep, a hidden "feature" where it makes all vanilla daedric armors about 10 times as common in the leveled lists. It can easily be reverted with a patch. I didn't include it the guide because of the different texture qualities of the armors.

 

aMidianBorn Content AddOn from Skyrim LE - I have personally converted it and used AddItem Menu and everything looks OK in the starting cell of LAL.

Probably not. I want to switch to using Cathedral Armors instead of aMidianborn, once some of the issues with it has been fixed.

 

 

Will take a look at it.

 

I have used it before and like the swords. Will have to check that they aren't overpowered. If not, I will add them.

 

 

 

 

Dawnguard Arsenal (has an ARS Metallica patch available in the downloads) : https://www.nexusmods.com/skyrimspecialedition/mods/25094?tab=files

Silver Arrows (ARS Metallica version available in downloads) : https://www.nexusmods.com/skyrimspecialedition/mods/24287?tab=files

Honed Metal (Adamant Patch available in downloads) : https://www.nexusmods.com/skyrimspecialedition/mods/12885

 Dawnguard Hoods (Dawnguard Light Helmet - need I say more ?) : https://www.nexusmods.com/skyrimspecialedition/mods/35209

 

They all look like possible additions.

 

Concerning a religion mod, would Trua https://www.nexusmods.com/skyrimspecialedition/mods/32549 be the easiest to incorporate into the guide ?

 

I am probably adding that or Wintersun, along with https://www.nexusmods.com/skyrimspecialedition/mods/35248

 

 

For NPC appearance mods, there is so much patching involved, they can really be a headache. I was thinking of Total Character Makeover as a base : https://www.nexusmods.com/skyrimspecialedition/mods/1037 with Ethereal Elven Overhaul on top of it, keeping it fairly simple. Anymore than that and it can turn into a part time job just trying to keep up with all the patching needed. I see in the old patches section of your download that you had EEO in a guide at some point.

I am not very fond of character overhauls, they tend to make characters look like models with KS haricuts. That said, Total Character Makeover looks good, but there is to much patching involved. I may add it later, no promises. Etheral Elven Overhaul is great but I removed it from the guide because of possible inconsistencies with mod added NPC's.

 

 

 

All of your modlist patches installed at the end of the guide are esl flagged esp files. Would it impact the game if all of them were merged using zMerge into a "Master Conflict Resolution" patch ? I know they don't count toward the limit, but it sure helps keep the LO tidy.

I know it doesn't look tidy, but it is better to load a patch as high up in the load order as possible if other plugins edits the same records. It may not matter with my patches (unsure) but it is a better general practice.

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Dread, I forgot to mention a couple of texture replacers for Immersive Armors. I install this : https://www.nexusmods.com/skyrim/mods/29167 and then this : https://www.nexusmods.com/skyrim/mods/61920 on top of it. When I install Immersive Armors, I unpack the BSA files, then delete Hothtrooper44_Armor_Ecksstra.esp,  as that esp is only used to load the associated BSA files. I then install the 2 previous files into IA folder in the order I listed them, then pack all of it back into a single BSA. The Warchief and Vanguard armors are the only 2 that aren't covered and I usually use the MCM from the mod to make them craft only, so if I still want to use them, they are available through crafting. They can be disabled completely, as I disable a few others myself from appearing in the world.

 

I was not aware of the increase in Daedric Armor to the leveled lists. Removing that change to where they are super rare, like only 1 or 2 sets in the entire game a'la Morrowloot, or to loot them off the Daedric NPCs that spawn for certain quests. Daedric and Dragon items and weapons need to be gated behind end game content.

 

I took a look at Cathedral Armors, and from what I can tell it is a compilation of a lot of other older mods incorporated into it (correct me if I'm wrong). Looking at the mods it's pulling assets from, I have used most of those in past playthroughs on LE, and IMHO the retextures being used are already covered by aMidianBorn, Rustic Clothing and Rustic Armors and Weapons. For consistency in the guide, using Frankly HD mods, the Rustic mods and aMidianBorn may be the best option. But opinions matter and it is YOUR guide. The things from Cathedral Armors that do look appealing are the thinner bow meshes, CC's Guard Shields, and the bow textures from Clipsy's Iron things. 

 

Speaking of bows, I forgot to mention Real Bows Standalone : https://www.nexusmods.com/skyrimspecialedition/mods/3221. Adds the new bows to Leveled lists without touching Vanilla bows.

 

Like you I used JaySuS swords on LE. I can't remember how the stats of the items stacked up against vanilla weapons. I do remember some of them seemed OP compared to vanilla weapons, but I'm getting old. Could be as simple as editing their base damage in xEdit to be similar to vanilla weapons based on the mats/perks needed to craft them.

 

Wintersun has compatibility issues with Simply Knock and The Choice is Yours according to Enai : https://www.nexusmods.com/skyrimspecialedition/articles/962 . I think Trua along with the Pray with Amulets would be simple enough paired together.

 

Total Character Makeover is just meshes and textures, there is no esp/esm. I thought you only needed patches if it was an plugin. Touching on character overhauls a bit further, I found that Diversity :https://www.nexusmods.com/skyrimspecialedition/mods/5291 has a vanilla hair version. The screenshots of NPCs from the mod author look good. Would involve making patches for everything though.

 

In regards to merging files to reduce plugin count, I reviewed the way Lexy does hers in the LoTD guide. That may be an option for users to reduce plugin count, if desired.

 

Thanks again for your time and feedback. I'm going back into xEdit for a while today. If I come up with anything that may be useful to the guide, I will let you know.

 

Edit: No clue how part of my comment shows up "shaded". 

Edited by Badger_375
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Hey Dread... just wondering;  I've had 'Go On Ahead' in my LO for years now, remember actually using the feature in-game back in the day and it working?  

 

Just recently told a follower to wait for me somewhere, and he completely bugged out... started running away, as if to go to the destination, but would teleport back in front of me after a period and begin to run away again.

 

That was with... Among-The-Hist from 3DNPC, and I was in a cave at the time.  Tried with a vanilla follower in the Skyrim worldspace and got the same results. 

 

Have you used that feature recently?  I'm wondering if there's an issue with NFF?  

 

***I'm seeing a post on the Go On Ahead Nexus page where a user is saying they had to turn of 'catch up teleport' in NFF or they would get the behaviour I'm describing.  I swear I don't have it on in my game...***

Edited by baronaatista
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Dread, I forgot to mention a couple of texture replacers for Immersive Armors. I install this : https://www.nexusmods.com/skyrim/mods/29167 and then this : https://www.nexusmods.com/skyrim/mods/61920 on top of it. When I install Immersive Armors, I unpack the BSA files, then delete Hothtrooper44_Armor_Ecksstra.esp,  as that esp is only used to load the associated BSA files. I then install the 2 previous files into IA folder in the order I listed them, then pack all of it back into a single BSA. The Warchief and Vanguard armors are the only 2 that aren't covered and I usually use the MCM from the mod to make them craft only, so if I still want to use them, they are available through crafting. They can be disabled completely, as I disable a few others myself from appearing in the world.

 

I have used both the texture replacer and the fix before, but thanks. I don't want to add bsa-repacking to the guide since that makes it a bit more complicated. I'll add IA to the guide this week.

 

I was not aware of the increase in Daedric Armor to the leveled lists. Removing that change to where they are super rare, like only 1 or 2 sets in the entire game a'la Morrowloot, or to loot them off the Daedric NPCs that spawn for certain quests. Daedric and Dragon items and weapons need to be gated behind end game content.

 

Making high level loot more rare is on my to do list. I will use my own mod for that, I need to patch it for Animated Armoury first. https://www.nexusmods.com/skyrimspecialedition/mods/10821/

 

 

 

I took a look at Cathedral Armors, and from what I can tell it is a compilation of a lot of other older mods incorporated into it (correct me if I'm wrong). Looking at the mods it's pulling assets from, I have used most of those in past playthroughs on LE, and IMHO the retextures being used are already covered by aMidianBorn, Rustic Clothing and Rustic Armors and Weapons. For consistency in the guide, using Frankly HD mods, the Rustic mods and aMidianBorn may be the best option. But opinions matter and it is YOUR guide. The things from Cathedral Armors that do look appealing are the thinner bow meshes, CC's Guard Shields, and the bow textures from Clipsy's Iron things.

 

Most people at the Cathedral discord that use or work with Cathedral Armory suggest usingRustic Clothing and  Frankly HD's mods to overwrite it. I enjoy many of the textures. I think work has been done to improve the textures that are based on older ones. To be fair, aMidianborns textures aren't exactly new. But Cathedral Armory has issues and I won't add it until more work has been done to it. I don't think anyone is actively working on it atm.

 

 

 

Speaking of bows, I forgot to mention Real Bows Standalone : https://www.nexusmods.com/skyrimspecialedition/mods/3221. Adds the new bows to Leveled lists without touching Vanilla bows.

 

I don't know about this one, they look really big. Do you think they look good in game?

 

Wintersun has compatibility issues with Simply Knock and The Choice is Yours according to Enai : https://www.nexusmods.com/skyrimspecialedition/articles/962 . I think Trua along with the Pray with Amulets would be simple enough paired together.

Noted :)

 

Total Character Makeover is just meshes and textures, there is no esp/esm. I thought you only needed patches if it was an plugin. Touching on character overhauls a bit further, I found that Diversity :https://www.nexusmods.com/skyrimspecialedition/mods/5291 has a vanilla hair version. The screenshots of NPCs from the mod author look good. Would involve making patches for everything though.

 

Took a closer look at the files included in Total Character Overhaul, it seems that all aspects of it is already covered by the mods in the guide, like body + face textyres, eyes, wapaint etc. I may look at mods like Diversity at a later time.

 

In regards to merging files to reduce plugin count, I reviewed the way Lexy does hers in the LoTD guide. That may be an option for users to reduce plugin count, if desired.

I have used and been a little involved with Lexy's guide. I wanted to take a different route with this guide; no merging, no basked/smashed patches, no LOOT rules. Keeping it as simple as possible.

Hey Dread... just wondering;  I've had 'Go On Ahead' in my LO for years now, remember actually using the feature in-game back in the day and it working?  

 

Just recently told a follower to wait for me somewhere, and he completely bugged out... started running away, as if to go to the destination, but would teleport back in front of me after a period and begin to run away again.

 

That was with... Among-The-Hist from 3DNPC, and I was in a cave at the time.  Tried with a vanilla follower in the Skyrim worldspace and got the same results. 

 

Have you used that feature recently?  I'm wondering if there's an issue with NFF?  

 

***I'm seeing a post on the Go On Ahead Nexus page where a user is saying they had to turn of 'catch up teleport' in NFF or they would get the behaviour I'm describing.  I swear I don't have it on in my game...***

I never use it actually, it is in my list because it is in STEP Core and/or beta. Might as well remove it to avoid issues.

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I am slowly working through the suggestions. Here is what I've done/checked:

 

Immersive Armors - The mod is abandoned with problems still being reported. It is not properly converted to work with Skyrim Special Edition. I am not sure how many or how serious the issues are. Rejected because of potential issues. If someone still wants to use it there are patches for it in the guides patches if you do a manual install (the Old patches folder).

Jaysus Swords - Many weapons are overpowered compared to vanilla. With Jaysus installed, you can choose between crafting a vanilla steel dagger or a Jaysus steel dagger with the same ingredients but with much higher damage. Rejected because it is unbalanced. If you still want to use it, I made a patch for it which is in the Old patches folder.

 

Dawnguard Arsenal - Added.

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SkyUI - Survival Mode Integration

I use it for "Survival Mode", also works for "The Frozen North", not needed but still nice to have.

 

And while im at it, what is recommended for Survival? "The Frozen North" or "Survival Mode"? For me they sound pretty similar, are there any advantages on "The Frozen North" other then its free?

Does it work for you? I tried it briefly and found that it would suddenly stop showing warmth values until I reopened the inventory. I can give it another go.

 

Frozen North is more lightweight than Survival Mode. In Frozen North, cold drains stamina and health when you're out of stamina. Eating and sleeping gives you buffs but no debuffs if you ignore them. In survival mode, the impact from cold will be more severe with more debuffs to weapon speed and moving speed. It will also nag about eating and sleeping and features dangerous diseases. Both are good, Frozen North is more lightweight and less micromanaging.

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Does it work for you? I tried it briefly and found that it would suddenly stop showing warmth values until I reopened the inventory. I can give it another go.

It's working, had no problems on my last playthrough - but u only see the warmth-value of items if the survival mode is enabled.

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It's working, had no problems on my last playthrough - but u only see the warmth-value of items if the survival mode is enabled.

I'lll test it again.

 

Honed Metal - Not added to the guide but I have added it to my game to make sure it is stable. Some crashes are reported in the mods forum section. If it is stable, I'll add it to the guide.

 

Common Clothes And Armors - Added

 

Silver Arrows - Added

 

Dawnguard Hoods - Added

 

Edited by dreadflopp
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