Posts : 1970 Join date : 2015-08-06 Age : 38 Location : Where bad dreams begin
Subject: Tools, Patches and Tutorials explained Wed Aug 17, 2016 4:26 am
For a more elegant and complete version (with videos also) of this thread please see our Website tutorials page
•Some small tutorials you can make use of while using the pack and could help a specific problem someone might have. •There are more detailed and well done out there (YouTube) but for convenience sake i'll make some also specific for the pack. •I'll try to explain every tool used and what it does before each video with a short description. •If you are new to modding Skyrim in general please see Modding Guide •If you see a red or green text you can assume it will lead to a place with more info on that subject and it's clickable.
•ENB•
=============================== << ENB Presets [ENBmods] >> =============================== ENB is a graphic mod that enhances post processing effects to make games look better graphically. It’s really hard to describe ENB mods with words, so I will list some of the most popular ENBs here and you can judge yourself by looking at the screenshots provided on the mod’s respective pages. First you will have to get the binary files (source files) for ENB on it’s site http://www.enbdev.com/download_mod_tesskyrim.htm Note that some ENBs use different ENB versions respectively. So consult on the mod’s page to see what ENB version it is using. ENBs generally require good graphic cards (GPU) to run properly, so expect performance drops (even if you have a really good GPU, performance drops will still be there no matter what).
•All version of SPM(Skyrim Perfectly Modded) pack come with a ENB that strives to balance performance and visuals while trying to maintain a realistic look in colors and not be very bright and washed out. •Provided ENB is customized and tweaked for about a year and it's based of wolfgrimdark's excellent Hircine from The Grim and Somber ENB's •Also contains a custom antilag.dll that contains a frame limiter *For people that don't know running Skyrim above 60 FPS could lead to engine flipping out in bad ways including flickering water and more. •You can also take a look at -ENB Performance guide and presets download -AMD Performance Guide
•Installing mods with MO•
Mod Organizer by Tannin (Tannin42 on the Nexus) is an advanced mod manager for Fallout 3, Fallout New Vegas, Oblivion, and Skyrim. It is localized in English (American), Czech, Dutch, French, German, Japanese, Korean, Russian, Spanish, Turkish, and Chinese (both simplified and traditional). Its primary purpose is to provide a way to install mods in a manner that leaves the game's install folder intact and untouched, doing so via a virtual file system. By keeping every mod it installs entirely separate from one another, it makes installation and uninstallation of mods quick and easy. It automatically detects mods in conflict and provides straightforward methods for resolution via Priorities. The modder is also given the ability to have multiple profiles for quick swapping between different modded setups. Features:
Support for Fallout 3, Fallout New Vegas, Oblivion, and Skyrim.
If a mod has an installer use that to guide your installation if not always press the manual button and make sure the "data" folder is set correctly.
•Cleaning your masters•
•Cleaning your masters with TES5EDIT is a relatively simple process. *I would've included the already cleaned masters in the pack but that's a no-no (aka illegal) to do so. •Master Files (*.esm) and Plugins (*.esp) Master Files (files with .esm - ie, Skyrim.esm) and Plugin files ("TES files" or "mods" for short - files with .esp - eg, SkyrimMod.esp) are the core data files of Skyrim. A master file acts as a database of all of the data for the world, including object data, dialogue, gameplay settings, object placements, AI settings, landscape, cells, etc. The Creation Kit is the tool we use to view and edit master files and plugins. Master files and plugins are largely identical in format, but have some important distinctions in practice.
A master file is autonomous; it relies on no information other than itself. The Creation Kit will not create master files.
A plug-in (ESP) file relies on information from a Master ESM file. Plug-ins CANNOT refer to information in another plug-in. They can only refer to data from a master file (though they can refer to multiple master files).
Note that not all game data is contained in the master and plugin files. Textures, meshes, sounds, videos, etc. are all part of the full game, and are stored separately in Archives (.bsa files) or as loose files.
•Bashed Patch•
•A bashed patch is used for many things but we will be using it in this pack mainly for leveled lists which enables the spawning of multiple NPC's or creatures after you killed one in the same spot already and time passes by so you'll have a lot of diversity in your game when re-visiting an area.
Ensure all your plugins are active in Mod Organizer.
Ensure there's nothing in your overwrite folder
Launch Wrye Bash via Mod Organizer.
Right click on "bashed patch, 0.esp", and select [Rebuild Patch].
Tick the boxes next to "Leveled Lists".
Next click ]Build Patch] at the bottom of the window to construct the patch based on the current plugin list/order
Once it's done choose to activate it and close WB.
After closing Wrye Bash and returning to MO, the "bashed patch, 0.esp" will be located in the "Overwrite" folder. (If there is no patch in Overwrite, it is probably due to past use of Wrye Bash outside Mod Organizer, which would have placed the bashed patch in the real Skyrim data folder instead of in Overwrite )
Simply right click the "Overwrite" folder and select ]Create Mod], then name it. Example is "4.3 bashed patch" or "Bashed patch"
Activate in MO
•SkyProc Patches•
SkyProc is a Java library that offers easy to use Java API for importing, manipulating, and exporting mods.
The SkyProc library offers Java programmers the power to create and edit objects that represent Skyrim mods and records. It is able to import mods, or even an entire load order, and give easy access to the records inside. Programmers can then make any changes they wish, and export a working Skyrim patch that is customized to every user's load order.
Its purpose is to facilitate third party creation of smart programs that create custom patches based on any given load order. For many mods, this will help reduce, or completely eliminate conflicts.
•In our 4.3 pack we will be using ASIS and DSR(Dual Sheath Redux) *Make sure ASIS and DSR have a proper path to a x86(32 bit) version of Java *If you point it to a bad path don't worry the patcher won't start so you can't really mess this process up
◘Redoing the ASIS patch 1.Make sure there's nothing in the "overwrite" folder 2.Tick the ASIS Patcher 3.Remove "ASIS SkyProc Patch Done" if present 4.Run ASIS patcher (MO's upper bar) *It will finish in maximum 5 minutes 5.Right click the overwrite folder and click "create new mod" and name it "ASIS SkyProc Patch Done" 6.Tick it in MO
◘Redoing the DSR patch 1.Make sure there's nothing in the "overwrite" folder 2.Tick the DSR Patcher 3.Remove "DSR SkyProc Patch Done" if present 3.Run DSR patcher (MO's upper bar) *It will finish in maximum 3 minutes 4.Right click the overwrite folder and click "create new mod" and name it "DSR SkyProc Patch Done" 5.Tick it in MO
•FNIS•
Once FNIS is installed and set up to run inside Mod Organizer, the animation files need to be generated for the skeleton changes and weapon placement to show properly in game. Combined with XP32 Skeleton and Dual Sheath Redux, Fore's New Idle System allows users to place swords, daggers, and shields on the Player Character's back instead on the hip and arm.
Launch FNIS via Mod Organizer.
In the Available Patches at the bottom of the window, check the box adjacent to "GENDER Specific Animations" and "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].
After closing FNIS, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by FNIS. Right-click Overwrite and select Create Mod, name it FNIS Output and click OK. This will create a new mod listing in the left pane for the FNIS generated files. You will then need to check it to enable it. Each subsequent time you update FNIS behavior, you must open Overwrite and drag the new files back to this mod.
Below is an excellent tutorial by GamerPoets. Skip to 11:05 to see the process above in action
•Other tools used in the pack•
•All tools in the upper right side of MO server a purpose and i will try to explain them one by one •Some will only be available in future Skyrim packs. •You can click the small icons to go to each tool's page and leave an endorsement or maybe a donation to their creator, there's a very high probability that the pack would not be possible without these wonderful tools
•Mod Organizer by Tannin42 •The biggest innovation when it comes to Skyrim Modding •Best tool you will ever find to install and mod Skyrim •Skyrim Configurator by pfannkuchen_gesicht •Let's the user easily switch some graphical options from within Mod Organizer •For detailed explanations about this tool please see our Performance Guide •ENB Manager by volvaga0 •Let's the user easily save and swap ENB from withing Mod Organizer •For more info also see the Performance Guide thread. •Loot by Freso •A tool used to check for warnings,dirty mods and problems •It's also used to sort load orders but this is not needed as every mod was manually sorted in both of Mod Organizer's panes to ensure maximum compatibility and a conflict free load order. •Wrye Bash by lojack •A tool used to create a Bashed Patch •FNIS by fore •A tool used to enable many custom animations and animation fixes •TES5Edit by Sharlikran •A tool to clean your masters and so much more •Merge Plugins Standalone by matortheeternal •A wonderful tool that lets the user merge multiple mods(.esp .bsa and even .esm) into compacted versions that save load order space thus breaking the 255 .esp limit
Last edited by RottenDub on Fri Nov 11, 2016 12:00 am; edited 4 times in total
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ppsgr81 Serious poster
Posts : 51 Join date : 2016-07-24 Age : 26 Location : Great Britain Liverpool
Subject: Re: Tools, Patches and Tutorials explained Wed Aug 31, 2016 5:48 am
If i have bashed patch activated i cant save my game it allways crashes so i dont activate it
RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 38 Location : Where bad dreams begin
Subject: Re: Tools, Patches and Tutorials explained Fri Nov 11, 2016 12:07 am
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Subject: Re: Tools, Patches and Tutorials explained