User:DarkladyLexy/Lexys LOTD SE Finishing Line: Difference between revisions

From Step Mods | Change The Game
(→‎Mators SMASH: (Updated Force.all Rules))
Line 254: Line 254:
# Right click, select Smash Settings, navigate to Smash and click Smash.all except for the following plugins:
# Right click, select Smash Settings, navigate to Smash and click Smash.all except for the following plugins:
  Animals Merged.esp
  Animals Merged.esp
  Conflict Resolution Merged.esp  
  Conflict Resolution Merged.esp
ELE Merged.esp
  Lexy's LoTD SE - Conflict Resolution.esp
  Lexy's LoTD SE - Conflict Resolution.esp
  MLU.esp
  MLU.esp

Revision as of 12:30, September 19, 2018

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 Nozzer66
Last Update: 5:20:32 16 April 2024 (GMT)


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Help support STEP! ALL donations are applied to operating expenses.


Template:Notice

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

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Finishing Line

The Big Push Towards The End[edit | edit source]

In this section, we will be running some required tools.

LOOT[edit | edit source]

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[edit | edit source]

[Arthmoor's Villages Group][edit | edit source]

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

[Merge Patches Group][edit | edit source]

Merge Patches Group Additional Rules
KYE Patches Merged.esp None
Animals Merged.esp Load After 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 Load After Audio Patches Merged.esp
IcePenguinWorldMap.esp Load After Weather Systems Merged.esp
Better Skill and Quest Books Names SE.esp Load After LOTD Patches Merged.esp

[NPC Retexture Group][edit | edit source]

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][edit | edit source]

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][edit | edit source]

Conflict Resolution Group Additional Rules
Conflict Resolution Merged.esp Load After Lexy's LoTD SE - Conflict Resolution.esp
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)[edit | edit source]

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
Vanilla_Encounter_Zones_Higher_Difficulty.esp Load After MLU.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[edit | edit source]

Template:Notice Small Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running the xEdit Script

The Great Equalizer[edit | edit source]

  1. Start Mod Organizer 2 and check that your overwrite folder is empty.
  2. Load up SSEEdit from MO and load the whole load order.
  3. Right click anywhere in the load order --> Apply Script --> The Great Equalizer.
  4. in the pop box type in The Great Equalizer then click ok and let it run.
  5. When the Script is done Exit and save.
  6. The resulting esp can be found in the overwrite folder in Mod Organizer.
  7. 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.
  8. Activate the mod and place it under Conflict Resolution Merged.

Fores New Idles in Skyrim - FNIS[edit | edit source]

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):

  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 "SKELETON Arm Fix".
  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 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[edit | edit source]

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[edit | edit source]

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 except for the following plugins:
Animals Merged.esp
Conflict Resolution Merged.esp
ELE 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
  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.

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 not properly forwarding.
Solution: Delete Music Track from Smash Patch.esp

zEdit[edit | edit source]

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. zPatch.esp should be in the list, Click the 'Build' button by its name.
  5. 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.
  6. Now click the X to close zEdit. It will prompt you to save or discard the file. Click 'Save'
  7. The file will be in your Mod Organizer 2 Overwrite folder.
  8. Make a mod called zEdit Ouput and activate it.

Relinker[edit | edit source]

Template:Notice Small Idiot check makes sure SSE-Terrain-Tamriel.esm is deactivated before running Relinker

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

  • 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[edit | edit source]

Template:Notice Small

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:
  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 1024, Build Normal Size 512, Protect Borders - Screenshot 1
  4. LOD8 quality 10; Build Diffuse Size 512, Build Normal Size 256, Optimize Unseen On - Screenshot 2
  5. LOD16 quality 10; Build Diffuse Size 512, Build Normal Size 256, Optimize Unseen On - Screenhot 3
  6. LOD32 quality 15; Build Diffuse Size 512, Build Normal Size 256, Optimise Unseen 550 - Screenshot 4
  7. Default Size Diffuse 512, Normal 256
  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.

Template:Notice Small

DynDOLOD - Dynamic Distant LOD Generation - Gamerpoets DynDoLOD Tutorial Video[edit | edit source]

Setting Up DynDOLOD for Ultra Trees[edit | edit source]

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.

  1. Make sure DynDOLOD Standalone is installed.
  2. Navigate to <DynDOLOD 2.42 Path>\Edit Scripts\DynDOLOD\cache
  3. Delete all files except becauseofreasons.txt.
  4. Navigate to <DynDOLOD 2.42 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 2.42 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[edit | edit source]
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[edit | edit source]
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[edit | edit source]

Previous Page: Merge Page[edit | edit source]

Main Guide: Lexys LOTD SE