User:DarkladyLexy/Lexys LOTD SE Finishing Line
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 the section 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:
Better Skill and Quest Books Names SE.esp - Load After LOTD Patches Merged.esp Point The Way.esp - Load After UniqueBorderGates-All.esp IcePenguinWorldMap.esp - Load After Weather Systems Merged.esp CollegeOfWinterholdImmersive.esp - Load After MrissiTailOfTroubles.esp LOTD Patches Merged.esp - Load After Ars Metallica.esp LOTD Patches Merged.esp - Dr_Bandolier.esp ELE Merged.esp - Set global priority to 76 Better Dynamic Snow.esp - Load After Prometheus_No_snow_Under_the_roof.esp CLARALUX SSE.esp - Load After RelightingSkyrim-FULL.esp Set global priority for RealisticWaterTwo.esp to 74 Dawnstar.esp - Load After Immersive Citizens - AI Overhaul.esp Dragon Bridge.esp - Load After Immersive Citizens - AI Overhaul.esp Helarchen Creek.esp - Load After Immersive Citizens - AI Overhaul.esp Ivarstead.esp - Load After Immersive Citizens - AI Overhaul.esp Karthwasten.esp - Load After Immersive Citizens - AI Overhaul.esp Keld-Nar.esp - Load After Immersive Citizens - AI Overhaul.esp Kynesgrove.esp - Load After Immersive Citizens - AI Overhaul.esp Rorikstead.esp - Load After Immersive Citizens - AI Overhaul.esp Shor's Stone.esp - Load After Immersive Citizens - AI Overhaul.esp Soljund's Sinkhole.esp - Load After Immersive Citizens - AI Overhaul.esp ETaC - Riverwood.esp - Load After Immersive Citizens - AI Overhaul.esp ETaC - Riverwood.esp - Load After 3DNPCs.esp ETaC - Riverwood.esp - Load After Landscape Fixes For Grass Mods.esp Immersive Citizens - AI Overhaul.esp - Load After Alternate Start - Live Another Life.esp MrissiTailOfTroubles.esp - Load After Hunterborn.esp Immersive Sounds - Compendium.esp - Load After DeadlySpellImpacts.esp Set global priority for NPC Retexture Merge SSE.esp to 75 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 Vanilla_Encounter_Zones_Higher_Difficulty.esp Load After MLU.esp Scarcity SE - Less Loot Mod.esp Set global priority 77 Scarcity SE - 4x Loot Rarity.esp Set global priority 78 Scarcity SE - 4x Merchant Item Rarity.esp Set global priority 79 Animals Merged.esp - Load After SRCEO - Know Your Enemy Patch.esp Audio Patches Merged.esp - Load After RealisticWaterTwo.esp MLU Patches Merged.esp - Load After LOTD Patches Merged.esp Weather Systems Merged.esp - Load After Audio Patches Merged.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
The Great Equalizer
- Load up xEdit and load the whole load order.
- Right click --> 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 a mod out of this esp something like The Great Equalizer Output.
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. 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 <Mod Organizer 2 Path>/overwrite folder. It is recommended to create a mod called FNIS Output and activate. For reference, the files generated are:
meshes folder containing new hkx behavior files. scripts folder containing 3 compiled scripts for version tracking. tools folder containing logs.
Creating a Pre Smash Patch
- Start Mod Organizer 2.
- Select Wrye Bash in the executable selection box and click [Run]. The Wrye Bash main interface should appear.
- 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.
- Click Ok
- Now you can exit Wrye Bash.
- Navigate to the Skyrim SE DATA Folder and remove Bashed Patch, 0.esp.
- Click on the "Mod Index" column title at the top of of right pane in Mod Organizer, This should move all unchecked esp to the top of the Left Pane.
- Press Ctrl and select all unchecked plugins.
- Click on the "Priority" column title so the list is ordered correctly agin.
- Drag the entire highlighted block to the bottom of your list.
- Run Merge Plugins Standalone.
- Create a new profile called "Pre Smash Patch".
- Setup this new profile as per previous Merge Plugins Standalone setup.
- For this profile make sure Copy General Assets is UNCHECKED.
- Now create a new Merge Patch called "Pre Smash Patch Merged"
- Once created you can exit Merge Plugins and activate the mod in Mod Organizer 2.
Mators SMASH
Template:Notice Small 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 zPatch.esp.
- Right click and select Add to patch.
- In the popup window call both fields Smash Patch.
- Highlight everything from Update.esm down to zPatch.esp.
- Right click, select Smash Settings, navigate to Smash and click Smash.all except for the following plugins:
Lexy's LoTD SE - Conflict Resolution.esp MLU.esp MLU Patches Merged.esp RealisticWaterTwo.esp Conflict Resolution Merged.esp zPatch.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.
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.
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) to generate LOD for.
- Make sure Only Terrain LOD is Checked
- LOD4 quality 5; Diffuse 512, Normals 256, Protect Borders
- LOD8 quality 10; Diffuse 256, Normals 256, Optimize Unseen On
- LOD16 quality 10; Diffuse 256, Normals 128, Optimize Unseen On
- LOD32 quality 15; Diffuse 128, Normals 128, Optimise Unseen 550
- Bake normal-maps (checked)
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.
DynDOLOD - Dynamic Distant LOD Generation - Gamerpoets DynDoLOD Tutorial Video
Setting Up DynDOLOD for Ultra Trees
Template:Notice Small For the purpose of this guide will be generating Ultra Trees using DynDOLOD.
- Make sure DynDOLOD Standalone is installed.
- Navigate to <DynDOLOD 2.36 Beta 8 Path>\Edit Scripts\DynDOLOD\cache
- Delete all files except becauseofreasons.txt.
- Navigate to <DynDOLOD 2.36 Beta 8 Path>\Edit Scripts\DynDOLOD\
- Open up the DynDOLOD_SSE.ini
- Change the line TreeLOD= to "0"
- Change the line TreeFullFallBack= to "1"
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. Navigate to the BSHeartland folder DynDOLOD_Output\meshes\terrain\BSHeartland\ and remove the Objects folder. Manually place DynDOLOD.esm after Gray Fox Cowl.esm.
Next Page: Mod Configuration Menu Setup
Previous Page: Merge Page
Main Guide: Lexys LOTD SE