User:DrPharmDawg/SkyRem Guide How To: Difference between revisions
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<div style="text-align: center;"><font size="10">Skyrim Roleplay Enhancement Mod Guide for Special Edition</font></div> | <div style="text-align: center;"><font size="10">Skyrim Roleplay Enhancement Mod Guide for Special Edition</font></div> | ||
<div style="text-align: center;"><font size="6">How To</font></div> | <div style="text-align: center;"><font size="6">How To</font></div> | ||
<div style="text-align: center;"><font size="4">Current Version: 1.00</font></div> | |||
<div style="text-align: center;"><font size="4">Created and maintained by DrPharmDawg</font></div> | <div style="text-align: center;"><font size="4">Created and maintained by DrPharmDawg</font></div> | ||
<div style="text-align: center;"><big>Last Update: {{ #time: G:i:s j F Y|+1 hours| {{REVISIONTIMESTAMP}} }} (GMT)</big></div> | <div style="text-align: center;"><big>Last Update: {{ #time: G:i:s j F Y|+1 hours| {{REVISIONTIMESTAMP}} }} (GMT)</big></div> | ||
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{{TOC right|limit=3}} | {{TOC right|limit=3}} | ||
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[https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide SkyRem Home]: Information about the SkyRem Guide. | [https://wiki.step-project.com/User:DrPharmDawg/SkyRem_Guide SkyRem Home]: Information about the SkyRem Guide. |
Revision as of 15:11, July 9, 2019
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
In MO2: - Run [zEdit] from the executables drop-down. - On the opening screen, select [zMerge] in the first drop-down and click [Start Session]. - Click the [Create Merge] button. - In pop-up's [Details] tab, name the merge (the filename will update automatically. Leave the Merge Method as the default. - Go to the [Plugins] tab, select all the plugins to be merged, and click [OK]. - There is no need to change anything under the [Load Order] or [Data] tabs if following the guide. - Find the box containing the merge you just created. In the upper-right area of that box, click [Build]. - When zEdit finishes running, exit. - In MO2, the new merged mod will be located at the bottom (you may have to [Refresh] your view.