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= <span style="color:#78c888">HOW TO</span> =
= {{Fc|#78c888|CLEAN MOD}} =
 
The latest verion of SSEEdit is now able to clean mods in a single step using the QuickAutoClean executable.
How do you know a mod needs to be clean? LOOT will generally identify the mod has having ITMs or UDRs which can be fixed with this method.<br />
 
To Clean a Mod:
  - Open MO2.
  - Select {{Fc|White|SSEEdit QuickAutoClean}} in the executables drop-down box and click {{ui|Run}}.
  - In the mod list that opens, check the mod that you want to clean and click {{ui|OK}}.
  - SSEEdit will run for a few moments. Once you see the the completed message, {{Fc|White|Close}} SSEEdit.
  - In the final pop-up, make sure the mod you cleaned is selected so it will save.
 
If you need to clean multiple plugins, you will need to do so one at a time. Simply repeat this process with each mod.
 
----<br />
 
= {{Fc|#78c888|EXTRACT BSA}} =
 
BSAs (Bethesda Archive files) contain .......
There are several options to extract a BSA file.<br />
 
Allow MO2 to extract BSAs during install:
  - Open the {{Fc|White|Configure settings and workarounds}} (wrench and driver icon) and go to the {{ui|Plugins}} tab.
  - In the upper-left window, click {{ui|BSA Extractor}}.
  - In the window directly to the right, update {{ui|enabled}} to {{ui|true}}.
With this set to true, any mod you install that contains a BSA will prompt you whether to extract it or not. If a mod is tagged {{User:DrPharmDawg/Tag|Bsa}}, select {{ui|Yes}}. If not, select {{ui|No}}. The downside to this method is you have to remember to turn this on and off, or you have to answer the prompt every time a mod is installed containing a BSA, the majority of which you do not need to extract. I prefer to keep it enabled and sacrifice the time of one additional click.
 
Extract BSA within MO2:
  - Click the {{ui|Archives}} tab in the right pane.
  - Locate the BSA you want to extract. Right-click it and select {{ui|Extract}}.
  - Navigate to the location you want to extract the BSA (extract to the mods folder).
  - Delete the BSA.
This option is good as you do not have to remember to turn a setting on/off or constantly be asked, but the navigating to the mods folder can be even slower, and you must delete/hide the BSA afterwards.
 
Utilize external BSA extractor. I will not be covering these, but there are a couple out there. Their respective pages provide all the information you need to install and utilize the tool.
 
----<br />
 
= {{Fc|#78c888|OPTIMIZE NIF}} =
 
One of the most common causes of CTDs - Meshes. This step needs to be done with any mod flagged {{User:DrPharmDawg/Tag|Nif}} or {{User:DrPharmDawg/Tag|Port}}. The problem is that NIF files (mesh files) need to be optimized to be used with SSE (if you are using LE mods containing NIFs).<br />
 
Optimize NIF Files:
  - Navigate to your {{Fc|White|Tools/Asset Optimizer}} folder.
  - Run {{ui|Cathedral_Assets_Optimizer.EXE}}.
  - Click {{ui|Open Directory}}, navigate to the mods folder, and click {{ui|Select Folder}}.
  - You only need the {{ui|Textures}} and {{ui|Meshes}} options checked, with {{ui|Necessary optimization}} selected.
  - Click {{ui|Run}}.
  - When complete, simply close the window.
 
----<br />
 
= {{Fc|#78c888|PORT MOD}} =
 
Mods that are flagged {{User:DrPharmDawg/Tag|Port}} need to be completely converted to SSE. This is a two step process.<br />
 
Fix the Form Number (from 43 to 44):
  - In MO2, use the executables drop-down to run the {{ui|Creation Kit}}.
  - Once open, select {{ui|File}} and {{ui|Data}} in the tool bar.
  - In the window that comes up, double click the mod you are converting, and click {{ui|Set as Active}} and {{ui|OK}}.
  - This may take a few moments to load. Ignore any errors that show in the additional window.
  - After the mod is loaded as the active load, all you need to do is re-save the file ({{ui|File}} and {{ui|Save}}.
  - Exit CK.
 
Optimize Assets:
  - Use the procedure above for optimizing NIFs.
  - If the mod has a BSA, check the {{ui|BSA}} option with {{ui|Extract old BSA}} and {{ui|Create BSA}} checked.
  - Exit optimizer when complete.
 
 
= {{Fc|#78c888|MERGE MODS}} =
 
 
 
----<br />
 


* How To '''''Extract BSAs'''''
* How To '''''Convert Mods'''''
* How To '''''Clean Mods'''''
* How To '''''Merge Mods'''''
Run zEdit > Select zMerge > Start Session
Run zEdit > Select zMerge > Start Session
Click Create Merge > Details Tab - Name (see card) > Plugins Tab - Check mods to merge - OK. Click Build.
Click Create Merge > Details Tab - Name (see card) > Plugins Tab - Check mods to merge - OK. Click Build.

Revision as of 10:30, July 9, 2019

Skyrim Roleplay Enhancement Mod Guide for Special Edition
How To
Created and maintained by DrPharmDawg
Last Update: 0:52:28 1 June 2024 (GMT)


Template:TOC right Template:Construction

SkyRem Home: Information about the SkyRem Guide.
Preparation: Start here to ensure proper installation, settings, and Tools are setup.
How Tos: Reference guides for utilizing tools.
Core Guide: This section focuses on Stability, Performance, Mechanics, and Content mods.
Extended Guide: This section contains optional mods that build on the core of SkyRem.
Visuals Guide: This section focuses on Aesthetic mods.
Final Steps: The final steps to complete, including in-game MCM Setup prior to starting your journey.
Discord: Discord Channel for all things SkyRem (Guide and Mods).
Patreon: Support SkyRem development via Patreon.
PayPal: Support with a one-time donation via PayPal.
Trello: See guide development progress on Trello.

CLEAN MOD

The latest verion of SSEEdit is now able to clean mods in a single step using the QuickAutoClean executable. How do you know a mod needs to be clean? LOOT will generally identify the mod has having ITMs or UDRs which can be fixed with this method.

To Clean a Mod:
  - Open MO2.
  - Select SSEEdit QuickAutoClean in the executables drop-down box and click [Run].
  - In the mod list that opens, check the mod that you want to clean and click [OK].
  - SSEEdit will run for a few moments. Once you see the the completed message, Close SSEEdit.
  - In the final pop-up, make sure the mod you cleaned is selected so it will save.

If you need to clean multiple plugins, you will need to do so one at a time. Simply repeat this process with each mod.



EXTRACT BSA

BSAs (Bethesda Archive files) contain ....... There are several options to extract a BSA file.

Allow MO2 to extract BSAs during install:
  - Open the Configure settings and workarounds (wrench and driver icon) and go to the [Plugins] tab.
  - In the upper-left window, click [BSA Extractor].
  - In the window directly to the right, update [enabled] to [true].

With this set to true, any mod you install that contains a BSA will prompt you whether to extract it or not. If a mod is tagged

BSA

, select [Yes]. If not, select [No]. The downside to this method is you have to remember to turn this on and off, or you have to answer the prompt every time a mod is installed containing a BSA, the majority of which you do not need to extract. I prefer to keep it enabled and sacrifice the time of one additional click.

Extract BSA within MO2:
  - Click the [Archives] tab in the right pane.
  - Locate the BSA you want to extract. Right-click it and select [Extract].
  - Navigate to the location you want to extract the BSA (extract to the mods folder).
  - Delete the BSA.
This option is good as you do not have to remember to turn a setting on/off or constantly be asked, but the navigating to the mods folder can be even slower, and you must delete/hide the BSA afterwards.
Utilize external BSA extractor. I will not be covering these, but there are a couple out there. Their respective pages provide all the information you need to install and utilize the tool.


OPTIMIZE NIF

One of the most common causes of CTDs - Meshes. This step needs to be done with any mod flagged or

PORT

. The problem is that NIF files (mesh files) need to be optimized to be used with SSE (if you are using LE mods containing NIFs).

Optimize NIF Files:
  - Navigate to your Tools/Asset Optimizer folder.
  - Run [Cathedral_Assets_Optimizer.EXE].
  - Click [Open Directory], navigate to the mods folder, and click [Select Folder].
  - You only need the [Textures] and [Meshes] options checked, with [Necessary optimization] selected.
  - Click [Run].
  - When complete, simply close the window.


PORT MOD

Mods that are flagged

PORT

need to be completely converted to SSE. This is a two step process.

Fix the Form Number (from 43 to 44):
  - In MO2, use the executables drop-down to run the [Creation Kit].
  - Once open, select [File] and [Data] in the tool bar.
  - In the window that comes up, double click the mod you are converting, and click [Set as Active] and [OK].
  - This may take a few moments to load. Ignore any errors that show in the additional window.
  - After the mod is loaded as the active load, all you need to do is re-save the file ([File] and [Save].
  - Exit CK.
Optimize Assets:
  - Use the procedure above for optimizing NIFs.
  - If the mod has a BSA, check the [BSA] option with [Extract old BSA] and [Create BSA] checked.
  - Exit optimizer when complete.


MERGE MODS




Run zEdit > Select zMerge > Start Session Click Create Merge > Details Tab - Name (see card) > Plugins Tab - Check mods to merge - OK. Click Build. Exit. Refresh MO2. Check botom. Move to bottom of Step, activate. Use MO2 to deactivate plugins in merge. Move on.

  • How To Optimize NIFs
  • How To Port

Install the mod as normal. Open the mod in CK (Open CK >> File > Data >> Check esp to port and click Set as Active File. Once open, click Save and exit. Use Asset Optimizer for meshes.