User:DarkladyLexy/Lexys LOTD SE Finishing Line: Difference between revisions
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# LOD32 quality 15; Diffuse 128, Normals 128, Optimise Unseen 550 - [https://imgur.com/LXjbHTm Screenshot 4] | # LOD32 quality 15; Diffuse 128, Normals 128, Optimise Unseen 550 - [https://imgur.com/LXjbHTm Screenshot 4] | ||
# Bake normal-maps (checked) | # Bake normal-maps (checked) | ||
# Click Generate. | |||
Once xLODGEN has finished, navigate to where you created the SSELODGen_Output then install into mod Organizer 2 and activate. | Once xLODGEN has finished, navigate to where you created the SSELODGen_Output then install into mod Organizer 2 and activate. |
Revision as of 08:37, July 31, 2018
FORUMS: If you want to check Lexy's: Legacy of The Dragonborn Special Edition forums Here HISTORY: You can check on revisions of this Finishing Line Page by clicking Here MAIN GUIDE: Click here to go to the main guide -> Lexy's: LOTD SE
The Big Push Towards The End
In this section, we will be running some required tools.
LOOT
Load Order Optimisation Tool, or LOOT, is designed to help users maintain a working load order for their mods with a minimal amount of effort. Perform the following (and again every time mods change with an esp):
Idiot check makes sure the following custom Loot User Metadata Rules are done:
LOOT GROUPS
[Arthmoor's Villages Group]
Arthmoor's Villages Group | Additional Rules |
---|---|
Better Dynamic Snow.esp | Load After Prometheus_No_snow_Under_the_roof.esp |
Better Dynamic Snow - NSUTR Patch.esp | None |
Better Dynamic Ash.esp | None |
Darkwater Crossing.esp | None |
Dawnstar.esp | None |
Dawnstar_No Snow Under the Roof_Patch.esp | None |
Dragon Bridge.esp | None |
Helarchen Creek.esp | None |
Helarchen Creek - No Snow Under the Roof.esp | None |
Ivarstead.esp | None |
Karthwasten.esp | None |
Keld-Nar.esp | Load After Landscape Fixes For Grass Patches Merged.esp |
Kynesgrove.esp | None |
Rorikstead.esp | None |
Shor's Stone.esp | None |
Soljund's Sinkhole.esp | None |
Whistling Mine.esp | None |
Whistling Mine - No Snow Under the Roof.esp | None |
Farmhouse Chimneys Merged.esp | None |
Landscape Fixes For Grass Patches Merged.esp | Load After Shor's Stone.esp |
Prometheus_No_snow_Under_the_roof.esp | None |
Snazzy Overhaul Patches Merged.esp | None |
[Late Loaders Group]
Late Loaders Group | Additional Rules |
---|---|
White Forest Borealis Patches Merged.esp | None |
[Merge Patches Group]
Merge Patches Group | Additional Rules |
---|---|
KYE Patches Merged.esp | None |
Animals Merged.esp | KYE Patches Merged.esp |
MLU Patches Merged.esp | Load After LOTD Patches Merged.esp and KYE Patches Merged.esp |
LOTD Patches Merged.esp | None |
Audio Patches Merged.esp | None |
Weather Systems Merged.esp | Audio Patches Merged.esp |
IcePenguinWorldMap.esp | Weather Systems Merged.esp |
Better Skill and Quest Books Names SE.esp | LOTD Patches Merged.esp |
[NPC Retexture Group]
NPC Retextures Group | Additional Rules |
---|---|
ELE Merged.esp | Load After NPC Retexture Merge SSE.esp |
RS Children Patches Merged.esp | None |
NPC Retexture Merge SSE.esp | Load After RS Children Patches Merged.esp |
[Scarcity Group]
Scarcity Group | Additional Rules |
---|---|
Scarcity SE - Less Loot Mod.esp | None |
Scarcity SE - 4x Loot Rarity.esp | None |
Scarcity SE - 4x Merchant Rarity.esp | None |
[Conflict Resolution Group]
Conflict Resolution Group | Additional Rules |
---|---|
Conflict Resolution Merged.esp | None |
Lexy's LoTD SE - Conflict Resolution.esp | None |
Level list patch.esp | None |
[Load After LOOT Rules] (These mods stay in default group, just add Load After rule)
Individual Mods | LOOT Rules |
---|---|
CollegeOfWinterholdImmersive.esp | Load After MrissiTailOfTroubles.esp |
CLARALUX SSE.esp | Load After RelightingSkyrim-FULL.esp |
Immersive Sounds - Compendium.esp | Load After DeadlySpellImpacts.esp |
Wildcat - Combat of Skyrim.esp | Load After Vigor - Combat and Injuries (SE).esp |
Andromeda - Unique Standing Stones of Skyrim.esp | Load After Convenient Horses.esp |
Point The Way.esp | Load After UniqueBorderGates-All.esp |
MrissiTailOfTroubles.esp | Load After Hunterborn.esp |
aMidianBorn_ContentAddon.esp | Load After Lore Weapon Expansion.esp |
MLU.esp | Load After Weapon AF.esp |
Start Mod Organizer 2. Select LOOT in the executable selection box and click [Run]. Find the icon that looks like a horizontal bar graph (mouse over text should state "Sort Plugins") and click it. After some processing, the calculated load order is displayed in the right pane of LOOT. Click the [Apply] button. Click the [X] on the title bar to close LOOT.
All mods currently installed will now be ordered based upon the master list downloaded by the tool and the user metadata that was created while installing mods in this guide. However, they may not be in the order the plugins themselves are expecting. To fix this perform the following:
Open SSEEdit in Mod Organizer 2 and click [OK]. Select all ESMs/ESPs and select "Sort Masters". Click the [X] in the upper right-hand corner, uncheck "Backup plugins", and click [OK].
Running xEdit Scripts
Template:Notice Small Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running the xEdit Script
The Great Equalizer
- Start Mod Organizer 2 and check that your overwrite folder is empty.
- Load up SSEEdit from MO and load the whole load order.
- Right click anywhere in the load order --> Apply Script --> The Great Equalizer.
- in the pop box type in The Great Equalizer then click ok and let it run.
- When the Script is done Exit and save.
- The resulting esp can be found in the overwrite folder in Mod Organizer.
- Create an empty mod called The Great Equalizer Output and cut and paste The Great Equalizer.esp from the overwrite folder to the new mod.
- Activate the mod and place it under Conflict Resolution Merged.
Fores New Idles in Skyrim - FNIS
Fores New Idles in Skyrim, hereby referenced as FNIS is designed to allow new skeleton and animation designs not possible with the default Skyrim engine such as new animations, gender specific animations, poses, etc. This involves the use of an external patcher GenerateFNIS_for_Users.exe which will create specialized .hkx files to match the current skeleton and animation configuration. Perform the following (and again every time animation mods are changed):
- Start Mod Organizer 2 and check that your overwrite folder is empty.
- Select FNIS in the executable selection box and click [Run]. The FNIS main interface should appear, if it does not, review the installation section for FNIS.
- In the Available Patches at the bottom of the window, check the box adjacent to "SKELETON Arm Fix".
- Click the [Update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included.".
- Click [Exit]
- Mod Organizer 2 has automatically placed the generated files into the overwrite folder in Mod Organizer.
- Now Create a mod called FNIS Output from these files.
- Activate the mod and place it under The Great Equalizer Output.
For reference, the FNIS Output folder should contain the following:
meshes folder containing new hkx behaviour files. scripts folder containing 3 compiled scripts for version tracking. tools folder containing logs.
Wrye Bash
Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running Wrye Bash Idiot check: Make sure the following Bash Tags have been set before creating the Bash Patch
Bash tags can be set by clicking on the mod in question, then right clicking in the space on the right pane labeled bash tags.
Mod Name | Plugin | Bash Tag Update Required: |
---|---|---|
Amulets of Skyrim SSE | SL01AmuletsSkyrim.esp | DELEV |
Skyrim Alchemy and Food Overhaul | SAFO.esp | DELEV |
SRCEO - SIC Patch | SRCEO - SIC patch.esp | RELEV |
Animals Merged | Animals Merged.esp | DELEV |
MLU Patches Merged | MLU Patches Merged.esp | DELEV RELEV |
Wrye Bash is a tool that can be used to install/manage mods but more importantly it has tools to merge leveled lists and can even merge entire mods together into a "Bashed Patch". Perform the following (and again every time mods change with an esp):
Start Mod Organizer 2 and check that your overwrite folder is empty. Select Wrye Bash in the executable selection box and click [Run]. The Wrye Bash main interface should appear. Deactivate Hunterborn.esp by unticking the box in front of it. A warning will appear telling you that plugins depending on Hunterborn.esp has been deactivated. Click OK. Scroll down the mod list and right-click Bashed Patch, 0.esp and select "Rebuild Patch". A popup asking to deactivate mods prior to patching may appear. If a mod is marked "NoMerge", simply uncheck the box next to it then click [Ok]. This will deactivate the mod files not marked "NoMerge" and they will be merged into the bashed patch. Check only "Merge Patches", "Import Inventory", "Tweak Settings", and "Leveled Lists" in the left pane. Click on "Tweak Settings" in the left pane. Right-click "Arrow: Speed" and select "1.4". Right-click "Crime: Alarm Distance" and select "1200". Right-click "Timescale" and select "15". Check the box next to "Arrow: Speed", "Crime: Alarm Distance" and "Timescale" to apply them. Click [Build Patch] at the bottom of the window. A dialogue asking to activate it may appear, click [Yes]. Exit Wrye Bash by clicking the [X] in the top right corner. In Mod Organizer, make sure the plugins Hunterborn.esp, ScrimshawExpanded.esp and Keep It Clean Merged.esp are activated.
The Bashed Patch, 0.esp is automatically moved to the Mod Organizer/Overwrite directory for inclusion in the game.
Mators SMASH
Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running SMASH
- Run Smash inside Mod Organizer 2, Select 'Skyrim SE' and click ok.
- In the popup window select ok.
- Highlight everything from Update.esm down to Bashed Patch, 0.esp.
- Right click and select Add to patch.
- In the popup window call both fields Smash Patch.
- Highlight everything from Update.esm down to Bashed Patch, 0.esp.
- Right click, select Smash Settings, navigate to Smash and click Smash.all except for the following plugins:
Animals Merged.esp Conflict Resolution Merged.esp Lexy's LoTD SE - Conflict Resolution.esp MLU.esp MLU Patches Merged.esp NPC Retexture Merge SSE.esp Bashed Patch, 0.esp
Which is set to smash.ForceAll
- Click the Hammer to build the Smash Patch.
- Once built exit Smash and activate it in Mod Organizer 2.
- The file will be in your Mod Organizer 2 Overwrite folder.
- Make a mod called Smash Patch and activate it.
Manual SSEEdit Cleaning Required:
Known Bug: Problem: Updated particle fix from the Lexy's LoTD SE - Conflict Resolution are being overwritten. Solution: Delete Shader Particle Geometry from Smash Patch.esp
Manual SSEEdit Cleaning Required:
Known Game Breaking Bug: Problem: Record from Bruma npt properly forwarding. Solution: Delete Music Track from Smash Patch.esp
zEdit
Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running zEdit
- Run zEdit inside Mod Organizer 2, Select 'Skyrim SE' from the dropdown and click 'Start Session'
- Select the 'OK' button at the bottom of the load order list (You might have to mouse wheel down to see it)
- After zEdit loads the mods in the load order, right click in the left panel and select 'Manage Patchers' from the popup menu.
- zPatch.esp should be in the list, Click the 'Build' button by its name.
- Wait until zPatch.esp appears at the bottom of the Load Order, or a message that reads like "1 patch plugins built successfully" is displayed.
- Now click the X to close zEdit. It will prompt you to save or discard the file. Click 'Save'
- The file will be in your Mod Organizer 2 Overwrite folder.
- Make a mod called zEdit Ouput and activate it.
Relinker
Template:Notice Small Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running Relinker
- Close Mod Organizer and Run ReLinker
- First time you have to set Mod Organizer's root path into ReLinker
- Second you have to set Mod Organizer's mods folder path.
- Once ReLinker completes place ReLinker Output folder that appears last in MO right before DynDOLOD - TexGen Output folder then Activate it.
xLODGEN
Make sure xLODGenx64.exe has been added as an executable in Mod Organizer 2. Make sure you have added the correct Arguments. Make sure you have activated SSE-Terrain-Tamriel.esm. Run xLODGenx64.exe using Mod Organizer 2. In the popup window select the following options:
- Check everything in the Select Worldspace(s) except for zAoMVigilantWorld "Stuhn Ravine" [WRLD:5D023E7E] and BSHeartland "Tamreil" [WRLD:090A764B] to generate LOD for.
- Make sure Only Terrain LOD is Checked
- LOD4 quality 5; Diffuse 512, Normals 256, Protect Borders - Screenshot 1
- LOD8 quality 10; Diffuse 256, Normals 256, Optimize Unseen On - Screenshot 2
- LOD16 quality 10; Diffuse 256, Normals 128, Optimize Unseen On - Screenhot 3
- LOD32 quality 15; Diffuse 128, Normals 128, Optimise Unseen 550 - Screenshot 4
- Bake normal-maps (checked)
- Click Generate.
Once xLODGEN has finished, navigate to where you created the SSELODGen_Output then install into mod Organizer 2 and activate. Once xLODGGEN has run you can deactivate SSE-Terrain-Tamriel.esm it is only required for xLODGEN generation.
DynDOLOD - Dynamic Distant LOD Generation - Gamerpoets DynDoLOD Tutorial Video
Setting Up DynDOLOD for Ultra Trees
Template:Notice Small Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running TexGEN or DynDOLOD
For the purpose of this guide will be generating Ultra Trees using DynDOLOD.
- Make sure DynDOLOD Standalone is installed.
- Navigate to <DynDOLOD 2.42 Path>\Edit Scripts\DynDOLOD\cache
- Delete all files except becauseofreasons.txt.
- Navigate to <DynDOLOD 2.42 Path>\Edit Scripts\DynDOLOD\
- Open up the DynDOLOD_SSE.ini
- Change the line TreeLOD= to "0"
For the purpose of this guide, we will be reactivating DynDOLOD generation for Bruma
- Make sure DynDOLOD Standalone is installed.
- Navigate to <DynDOLOD 2.42 Path>\Edit Scripts\DynDOLOD\DynDOLOD_SSE_worldspace_ignore.txt
- Delete the line BSHeartland (Tamriel) - bsheartland.esm.
Now We can Begin the process of generating DynDOLOD.
TexGen64
Make sure TexGen64.exe has been added as an executable in Mod Organizer 2. Run TexGen64 using Mod Organizer 2. In the popup window Select where you want the TexGen Output to go (For the purpose of the guide I recommend selecting the Mod Organizer 2 Mods Folder). In the popup window change LOD Texture Size to [512]. In the popup window changeChange Diffuse Alpha to [BC3 (DXT5)]. Click Start and allow TexGen to Run. Once the execution has completed, select [Exit] to close the window. Navigate to the TexGen output directory <Mod Organizer 2 path\mods> and activate it.
DynDOLOD64
Make sure DynDOLOD64.exe has been added as an executable in Mod Organizer 2. Run DynDOLOD using Mod Organizer. In the popup window Select where you want the DynDOLOD Output to go (For the purpose of the guide I recommend selecting the Mod Organizer 2 Mods Folder). click [Advanced >>>]. In the top left selection box, check all of the boxes by right-clicking and then clicking "Select All". Below the preset buttons, check the boxes marked "Candles" and "FXGlow". In the options panel, tick the "Generate static LOD", "Generate DynDOLOD" "Windows", "High", "Fake lights in child worlds" "Create texture atlas" checkboxes. In the options panel change Max tile size to "512". Click the [Medium] preset button (The Medium preset is recommended for best ratio between performance and visuals when using this guide.) Click [OK], this will begin the LOD generation process (can take up to 30 minutes). Once the execution has completed, select [Save & Exit] to close the window then click [OK] on the following window to close the program. Navigate to the DynDOLOD output directory <Mod Organizer 2 path\mods> place it below TexGen Output in the Left Pane of Mod Organizer 2 and activate it. Manually place DynDOLOD.esm after Gray Fox Cowl.esm.
Next Page: Mod Configuration Menu Setup
Previous Page: Merge Page
Main Guide: Lexys LOTD SE