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= < | = {{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 /> | |||
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
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
, 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
. 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
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.