Difference between revisions of "User:Darkladylexy/Lexys LOTD SE Finishing Line"

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(Wrye Bash)
(Mators SMASH)
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  MLU.esp
 
  MLU.esp
 
  PrvtI_HeavyArmory.esp
 
  PrvtI_HeavyArmory.esp
 +
Ordinator - Perks of Skyrim.esp
  
 
# Click the Hammer to build the Smash Patch.
 
# Click the Hammer to build the Smash Patch.

Revision as of 10:26, 11 April 2019

Welcome to Lexy's: Legacy of The Dragonborn Special Edition
 
A STEP Hosted guide based of Neovalen's Skyrim Revisited: Legendary Edition
 
Created and maintained by Darth_mathias and DarkladyLexy With help from The Community
 
Last Update: 9:10:59 28 March 2024 (GMT)
 

Please consider supporting Darkladylexy: Patreon-Icon Coral.jpg Patreon Paypal-icon.png Donate via Paypal


FORUMS: If you want to check Lexy's: Legacy of The Dragonborn Special Edition forums click Here
DISCORD: You can check out our dedicated Discord channel by clicking Here
TRELLO: You can check Mods that have been suggested by user for inclusion with this guide Here
CHANGELOG: You can check on revisions of the guide by clicking Here
Prerequisites Page: This is where we install Skyrim and a few required TOOLS Here
Merge Page: This is were you will find all the Merge Goodies Here
Finishing Line: So near and yet so far this where you find info you do near the end Here
Mod Configuration Menu Setup: This is where you boot the game yay Here
Troubleshooting: This is where you boot the game yay Here
Finishing Line

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
Darkwater Crossing.esp None
Dawnstar.esp None
Dragon Bridge.esp None
FarmhouseChimneysExtrasMerged.esp None
Helarchen Creek.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
Landscape Fixes For Grass Patches Merged.esp Load After Dragon Bridge.esp and Shor's Stone.esp
NSUTR - Merged.esp None
Snazzy Overhaul Patches Merged.esp None

[Landscape Group]

Landscape Group Additional Rules
Landscape Fixes For Grass Mods.esp Load After Trees and Flora Merged.esp
Trees and Flora Merged.esp None

[Merge Patches Group]

Merge Patches Group Additional Rules
Animals Merged.esp None
Audio Patches Merged.esp None
IcePenguinWorldMap.esp Load After Weather Systems Merged.esp
LOTD Patches Merged.esp None
MLU Patches Merged.esp Load After LOTD Patches Merged.esp
nwsFollowerFramework.esp None
OMEGA CACO Patches Merged.esp None
Weapons Armours Merged.esp Load After MLU Patches Merged.esp
Weather Systems Merged.esp Load After Audio 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

[Conflict Resolution Group]

Conflict Resolution Group Additional Rules
Lexy's LOTD Consistency Patches Merged.esp None
Lexy's LoTD SE OMEGA - Conflict Resolution.esp None
OMEGA Followers and NPC - Conflict Resolution.esp None
OMEGA NPC Retexture - Conflict Resolution.esp None

[Load After LOOT Rules] (These mods stay in their current group, just add Load After rule)

Individual Mods LOOT Rules
CollegeOfWinterholdImmersive.esp Load After MrissiTailOfTroubles.esp
CLARALUX SSE.esp Load After RelightingSkyrim-FULL.esp
DiverseDragonsCollectionSE.esp Load After DeadlyDragons.esp
ogSplendorDragons.esp Load After DiverseDragonsCollectionSE.esp
Point The Way.esp Load After UniqueBorderGates-All.esp
aMidianBorn_ContentAddon.esp Load After Lore Weapon Expansion.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].

Fores New Idles in Skyrim - FNIS

Fores New Idles in Skyrim, hereafter 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):

  1. Start Mod Organizer 2 and check that your overwrite folder is empty.
  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.
  3. In the Available Patches at the bottom of the window, check the box adjacent to GENDER Specific Animations, SKELETON Arm Fix, tktk1's TK Dodge/Ultimate Combat.
  4. Click the [Update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included.".
  5. Click [Exit]
  6. Mod Organizer 2 has automatically placed the generated files into the overwrite folder in Mod Organizer.
  7. Now Create a mod called FNIS Output from these files.
  8. Activate the mod.

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.

Time for a Quick Test

Now would be a good spot to test your installation by:

  1. Starting the game.
  2. from the main menu open the console.
  3. Type coc then the appropriate command.
Azura: ShrineOfAzuraExterior01
Malacath: FallowstoneCaveEnd
Mehrunes Dagon: Mehrunes01
Dibella: MarkarthTempleofDibella
Meridia: KilkreathRuinsExterior03
Talos: MarkarthShrineofTalos
College: WinterholdCollegeExterior

If you crash you did something with Stunning Statues of Skyrim.

Wrye Bash

WARNING: DISABLE SSE-Terrain-Tamriel.esm until you see another warning telling you to re-activate it later in this page. Do not run LOOT past this point. The only exception is updating which requires disabling all mods in the Finishing Line using the Left Panel in MO2.

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 labelled bash tags.

Mod Name Plugin Bash Tag Update Required:
Amulets of Skyrim SSE SL01AmuletsSkyrim.esp DELEV
Animals Merged Animals Merged.esp DELEV
MLU Patches Merged MLU Patches Merged.esp DELEV RELEV
OMEGA CACO Patches Merged OMEGA CACO 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 levelled 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.
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 "AI: Max Actors" and select "50".
Right-click "Arrow: Speed" and select "1.4".
Right-click "Combat: Max Actors" and select "30".
Right-click "Crime: Alarm Distance" and select "1200".
Right-click "Timescale" and select "15".
Check the box next to "AI: Max Actors", "Arrow: Speed", "Combat: Max Actors", "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.

The Bashed Patch, 0.esp is automatically moved to the Mod Organizer/Overwrite directory. You can make it into it's own mod like shown for the smashed patch or you can leave it in your overwrite.

Manual SSEEdit Cleaning Required:

  • Problem: Most of of Audio Overhaul Skyrim is Being reverted to Vanilla
  • Solution: Delete Sound Descriptor from Bashed Patch, 0.esp

Mators SMASH

Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running SMASH

  1. Run Smash inside Mod Organizer 2, Select 'Skyrim SE' and click ok.
  2. In the popup window select ok.
  3. Highlight everything from Update.esm down to Bashed Patch, 0.esp.
  4. Right click and select Add to patch.
  5. In the popup window call both fields Smash Patch.
  6. Highlight everything from Update.esm down to Bashed Patch, 0.esp.
  7. Right click, select Smash Settings, navigate to Smash and click Smash.all

Then go back and set these to Smash.ForceAll following the same method:

(Located at the bottom of the list)

LOTD Patches Merged.esp
MLU Patches Merged.esp
Animals Merged.esp
OMEGA CACO Patches Merged.esp
NPC Retexture Merge SSE.esp
ELE Merged.esp
Lexy's LOTD Consistency Patches Merged.esp
Lexy's LoTD SE OMEGA - Conflict Resolution.esp
OMEGA Followers and NPC - Conflict Resolution.esp
OMEGA NPC Retexture - Conflict Resolution.esp
Bashed Patch, 0.esp

(Located about half-way to 3/4 down in the list, usually near or after each other)

MLU.esp
PrvtI_HeavyArmory.esp
Ordinator - Perks of Skyrim.esp
  1. Click the Hammer to build the Smash Patch.
  2. Once built exit Smash and activate it in Mod Organizer 2.
  3. The file will be in your Mod Organizer 2 Overwrite folder.
  4. Make a mod called Smash Patch and activate it.

[Lexy's LOTD SE OMEGA - SMASH Override]

CORE
Lexy's LOTD SE OMEGA - SMASH Override - v1.05 - by Darkladylexy

Files to download :

  • MAIN FILES - Lexy's LOTD SE OMEGA - SMASH Override

Mod Notes: The mod Fixes some issue created by SMASH.

zEdit

Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running zEdit

  1. Run zEdit inside Mod Organizer 2, Select 'Skyrim SE' from the dropdown and click 'Start Session'
  2. Select the 'OK' button at the bottom of the load order list (You might have to mouse wheel down to see it)
  3. After zEdit loads the mods in the load order, right-click in the left panel and select 'Manage Patchers' from the popup menu.
  4. On the left side of the window that opens, click on "Know Your Enemy's Armor Patcher".
  5. Make sure the "Patch armor descriptions?" box is set to false. (You will only need to change this once.)
  6. In the left panel, click on Build Patches.
  7. Uncheck everything except "Know your armor patcher"
  8. know_your_armor_patch.esp should be in the list, click the 'Build' button by it's name.
  9. Wait until know_your_armor_patch.esp appears at the bottom of the load order, or a message that reads "1 patch plugins built successfully" is displayed.
  10. Click the X.
  11. Now select 'Manage Patchers' for a second time from the popup menu.
  12. Uncheck everything except "Know Your Enemy Patcher".
  13. know_your_enemy_patch.esp should be listed, click the 'Build' button by its name.
  14. Wait until know_your_enemy_patch.esp appears at the bottom of the load order, or a message that reads "1 patch plugins built successfully" is displayed.
  15. Click the X.
  16. Now select 'Manage Patchers' for a third and final time from the popup menu.
  17. Uncheck everything except the options listed under zPatch.
  18. In the Left pane click Under the NPC Visual Transfer now you see a new box on the Right Pane add the following: NPC Retexture Merge SSE.esp RSChildren.esp and OMEGA NPC Retexture - Conflict Resolution.esp
  19. In the left pane click Build Patches.
  20. zPatch.esp should be listed, Click the 'Build' button by its name.
  21. Wait until zPatch.esp appears at the bottom of the load order, or a message that reads "1 patch plugins built successfully" is displayed.
  22. Click the X.
  23. Now click the X to close zEdit. It will prompt you to save or discard the file. Click 'Save' and make sure that "know_your_armor_patch.esp", "know_your_enemy_patch.esp", "zPatch.esp" are saved
  24. The file will be in your Mod Organizer 2 overwrite folder.
  25. Make a mod called zEdit Output and activate it.

Relinker

Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running Relinker

Idiot check make sure you setup MO2 in Portable Mode

Idiot check make sure you don't move your mods folder out of Mod Organizer 2 base folder

  1. Open zEdit and select zMerge from the drop-down menu along with the profile you wish to use.
  2. Press Start Session.
  3. Hit the Button that says Relink Scripts.
  4. Once zMerge has finished you can exit.
  5. A Mod called Relinker Output should have been automatically created. You can now activate it in Mod Organizer 2.

Please note if you get an error saying something like "[ERROR] caching script C:\zEdit_Alphav0.5.3-_Portable_x64(1)\temp\BSHeartland.bsa\scripts\cyr_qf_cyrdialoguebruma_03003a54.pex.backup.4228.pex": this can be ignored

xLODGEN

WARNING: ENABLE SSE-Terrain-Tamriel.esm for this part only.


Info.png
Notice
This may take some time to run. On my system, it takes Approx 2 hours
 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 as the warning above says to.
Run xLODGenx64.exe using Mod Organizer 2.
  1. Check everything in the Select Worldspace(s) except for zAoMVigilantWorld "Stuhn Ravine" [WRLD:5D023E7E] and BSHeartland "Tamriel" [WRLD:090A764B] to generate LOD for.
  2. Make sure Only Terrain LOD is Checked
  3. LOD4 quality 5; Build Diffuse Size 512, Build Normal Size 256, Protect Borders, Format BC7 Quick - Screenshot 1
  4. LOD8 quality 10; Build Diffuse Size 256, Build Normal Size 128, Optimize Unseen On, Format BC7 Quick - Screenshot 2
  5. LOD16 quality 10; Build Diffuse Size 256, Build Normal Size 128, Optimize Unseen On, Format BC7 Quick - Screenshot 3
  6. LOD32 quality 15; Build Diffuse Size 256, Build Normal Size 128, Optimize Unseen 550, Format BC7 Quick - Screenshot 4
  7. Default Size Diffuse 128, Normal 128
  8. Bake normal-maps (checked)
  9. 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 run you can deactivate SSE-Terrain-Tamriel.esm it is only required for xLODGEN generation.


Info.png
Notice
Once xLODGEN has been created and activated in Mod Organizer 2 move A Quality World Map and Better Falskaar and Wyrmstooth Map With Roads underneath SSELODGen_Output in the Left Pane of Mod Organizer 2

DynDOLOD - Dynamic Distant LOD Generation - Gamerpoets DynDoLOD Tutorial Video

Setting Up DynDOLOD for Ultra Trees

WARNING: DISABLE SSE-Terrain-Tamriel.esm for the last time. It is not required by the game from this point onwards, unless re-generating xLODGen


Info.png
Notice
Ultra Trees will significantly increase your VRAM usage. If you have a 4GB or less graphics card consider generating traditional LOD. To set traditional lod, first leave TreeLOD as "1" in DynDOLOD_SEE.ini. Second make sure "Generate Tree Lods" is checked within DynDOLOD.

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.

  1. Make sure DynDOLOD Standalone is installed.
  2. Navigate to <DynDOLOD 2.59 Path>\Edit Scripts\DynDOLOD\cache
  3. Delete all files except becauseofreasons.txt.
  4. Navigate to <DynDOLOD 2.59 Path>\Edit Scripts\DynDOLOD\
  5. Open up the DynDOLOD_SSE.ini
  6. Change the line TreeLOD= to "0"

For the purpose of this guide, we will be reactivating DynDOLOD generation for Bruma

  1. Make sure DynDOLOD Standalone is installed.
  2. Navigate to <DynDOLOD 2.59 Path>\Edit Scripts\DynDOLOD\DynDOLOD_SSE_worldspace_ignore.txt
  3. 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].
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\TexGen Output> 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 [High] preset button (If you have a 4GB card and are not use Ultra trees you can select the Medium preset).
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\DynDOLOD Output> 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.

[MCM Menu Setup]

Merge Plugins Standalone

==Main Guide: Lexys LOTD SE==