Skyrim Special Edition
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  1. evenshadefalling
    evenshadefalling
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  2. evenshadefalling
    evenshadefalling
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    Spoiler:  
    Show
    Update - 23.06.2019
    Updated the guide to 2.9.
    Blog post here. Next stop: Content module!

    Update - 27.05.2019
    Updated the guide to 2.8.
    All technical issues were resolved so we're back to using the main domain - thephoenixflavour.com! New blog post up here.

    Update - 02.05.2019
    Updated the guide to 2.7.1.
    New blog post with a 'road map' for the next couple weeks is up (see here).
    IMPORTANT: There have been some problems with updating so until further notice the main website is skyrim.thephoenixflavour.com.

    Update - 20.04.2019
    I'm back! Updated the guide to 2.7, changed a bunch of stuff. Blog post here).

    Update - 23.03.2019
    Updated the guide to 2.6.
    Lots of improvements and fixes. Blog post.

    Update - 16.03.2019
    Updated the guide to 2.5.
    Gameplay section is back. The other modules were fixed and expanded. Blog post including update instructions.

    Update - 10.03.2019
    The new website is here!
    Same domain but with https protocol now - here you go. Right now only CORE + VISUALS are available with the GAMEPLAY module being added over the course of the week. For more information, please read my latest blog post. Thank you!

    Update - 26.01.2019
    Currently moving the website to a different hoster. Once that is done, I will rework it with a new theme. This means the website will not be reliably available for the next days.

    Update - 16.12.2018
    TADAAAA - the Gameplay rework is now complete! Blog post with more information coming tomorrow.
    THE CHANGE LOG

    Update - 01.11.2018
    Major changes are happening, the CORE has been reworked. Blog post.

    Update - 18.10.2018
    Finally finished 1.0 of the VISUALS section! Here's what changed.

    Update - 29.09.2018
    The Nexus page was overhauled and is now much prettier, yay! As for the website, I am currently working on a fairly large VISUALS update so stay tuned!
    1. R3nierjvr
      R3nierjvr
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      Very nice..... Thank You
    2. pyros70
      pyros70
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      Looking forward to the new site! Your first guide cleaned up some issues I had been having.
    3. deston07
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      I just wanted to say that MO2 injects its own ini files, If you're not linking BethINI to MO2's ini, it's not changing anything. My understanding is during MO2s install it pulls a copy of the SSE ini. So the order you have MO2 does get the updated ini. However, if you try to make adjustments later, it is not going to do anything.
    4. evenshadefalling
      evenshadefalling
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      Well yeah that's all true. That's why we have MO2 import the INIs previously edited with BethINI and later directly edit the profile-specific INI files.
    5. kleshas
      kleshas
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      In the section where you download the custom CreationKit ini, there's no mention of changing CK to use that custom ini. Is that deliberate?
    6. evenshadefalling
      evenshadefalling
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      Yes, you don't have to change anything in CK to use the custom INI.
    7. julius2790
      julius2790
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      Ha! Just bought a new laptop and was planning on using your guide since I've never used MO2 or SKSE. I was planning to hold out for the new update and....here we go! Looking forward to using your guide and thanks very much for making it available!
  3. udo
    udo
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    Hi, sorry for my English, I don't speak the language ...

    I have the doubt if the mod that are only skse are installed through the mod organizer, or if I have to put them directly manually to the Data folder.

    Another thing, I have doubts about installing the mod Experience Mod. Does anyone know if it can give problems with the mods of the guide?

    thanks




  4. renegadeofunk
    renegadeofunk
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    Hey, not sure if you read these comments but your website is broken right now. Gives a 404 when clicking the 'Begin with Core' button at the bottom.
  5. BARANLANKA
    BARANLANKA
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    Hey, I just completed both Core and visuals sections. I would like to try and run the game without Alternate Start, using another mod instead. But the visual patch has it as a master. How would I go around this?
  6. cinemagic
    cinemagic
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    I see author of Enchantment fix suggests loading its plugin before Vokrii.
    1. cinemagic
      cinemagic
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      2. alchemy workbench meshes (meshes\furniture\alchemyworkbench and workbenches\alchemyworkbench01.nif) seems to be broken after optimized by CAO. losing activation marker and cannot by activated in game.
    2. BellTower
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      Well crap. I've spent hours trying to figure this one out. I didn't realize meshes could cause the activation marker to disappear. Is the fix to remove the meshes then?
  7. Argaele
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    Hey, following the guide and certain vampires in castle volkihar have blue eye glow or there eyes are missing i'm not sure. Anyone had similear problem?
    Thanks in advance

    Great guide :)
  8. LordVader88
    LordVader88
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    Hi I'm on step 11.1 and it says to
    Download the VISUALS – Conflict Resolution Patch from the guide’s mod page.
    Place it below the CONFLICT RESOLUTION separator in Mod Organizer 2.

    However when I installed it with MO2, chose manual, set data dir, then clicked replace, it never creates a new mod in the list, so I don't even know what previous mod it's adding this to ? And so there's nothing to move under the conf. res. seperator
  9. renegadeofunk
    renegadeofunk
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    Great guide! One question I have is for '5.6 Separators' -- the listing there is different from what I got from the "CORE – MO2 Separators" file. I'm assuming it's just outdated but I wanted to be sure.
  10. Vanusk
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    Is there any way to Generate a new Conflict Resolution Patch for using "Skyrim Unbound" instead of "Alternate Start - Live Another Life"?
  11. Subearine
    Subearine
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    Followed the guide and everything went smooth with no hiccups. Compared to previous guides I've followed in the past there was always something that went terribly wrong or I got the order wrong or just random CTDs which I eventually narrowed down. With this guide I've had absolutely no trouble in terms of everything just working as it should.

    A few mods were missing from nexus but I noticed those that were missing were replaced by updates to the main mod. For example the grass fixes are not needed now since the latest main grass overhaul fixes most of those issues.

    One of the only ones I couldn't get working though was Know Your Enemy. When adding the KYE patcher to zEDIT the puzzle icon doesn't show up for some reason. It shows the module installed in the zEDIT menu.
  12. ItsOnlyTyrus
    ItsOnlyTyrus
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    I'm going through the guide now and am stuck at the "Finalisation" step 11.1.2 of the VISUALS section. It says that after importing the loadorder.txt the two conflict resolution patches should be at the very bottom but I end up with Vanilla NPCs SSE Ruhmastered.esp and the dummy esp from merging the fixes in step 13.1 of the CORE section underneath the two patches.. I added the esl flag to the merge file in xEdit but its dummy esp still shows up at the bottom for some reason. I also packed the loose files from Vanilla NPCs Ruhmastered in a BSA with CAO yet it also shows up under the two conflict resolution patches. If you can think of what steps I might be overlooking or where I may have made a mistake I'd appreciate the help, thanks.
    1. Lucsario
      Lucsario
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      go to filetree and rename the Vanilla NPCs SSE Ruhmastered.esp to Vanilla NPCs Ruhmastered.esp.
      It´s probably a typo.
    2. Borneheld
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      Either what bongas said or you can rename the ESP names in the loadorder.txt file, which would be a better solution in the long run if you have to reinstall the mods.
    3. BellTower
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      I have the same issue as WalkOnMars02. None of the dummy ESPs are listed in the universal loadorder.txt that I downloaded. I'm unsure where they belong so I'll have to guess until someone offers some advice...

      EDIT: Just noticed CBBE.esp isn't in the universal loadorder.txt either for some reason.

      EDIT2: I'm still not sure why CBBE.esp isn't mentioned but I may have figure out my issue with the dummy ESPs. The latest version of CAO checks the "Create BSA" option by default. The screenshots and instructions from the guide don't say anything about creating a BSA. I think the intent is only to optimize the meshes and textures and to leave them loose.

      EDIT3: Found new version of CAO (5.0.8) and installed..."Create BSA" was not checked...so, apparently I goofed up.

      EDIT4: And I have now realized that I should have just not said anything...because I was downloading the wrong damn loadorder.txt. I think I'm good now. Hopefully this will make someone laugh instead of asking how dumb I can be...because the answer is, pretty darn dumb.