Skyrim Special Edition
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Zora

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48 comments

  1. Zora
    Zora
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    Sticky
    New file uploaded (1.4) that merges the LOD Fix for other worldspaces with the main file. No other changes.
    Added experimental Form 44 Enderal: Forgotten Stories ESMs to miscellaneous files, give them a try if you like.

    I would very much like some feedback if it works for you or not, so that I can improve the mod.
    Thank you!
  2. FatalityGrogen
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    After i ported everything this was the only thing that stood in my way, thank you! One problem with SE Enderal still persists though. Distance sliders do absolutely nothing so i am currently stuck with maximum lods.
  3. Eddoursul
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    I think, fully-fledged Enderal SE is happening soon. I found working solutions for crashing meshes, black faces, SKSE and so on (proper, without disabling NPCs). Only need some time for playtesting.
    Here is an SKSE update, mandatory for werewolves and phasmalists, and large references.

    I'm not sure, if large references are needed in runtime, but they are required for proper LOD generation, so you can play with it already and even update this mod. To see them in xEdit, uncheck "Hide never shown" in options.
    I also included fs.dll, compiled by Kepler_MLG on Reddit.

    Most remaining issues now concern packages, a few meshes losing textures, and some game logic, working differently on this engine, as SE is much stricter. For instance, Daddy does not start eating the deer in the prologue, because this action is tied to beginning of the walking package. In SE, this does not work, because this means two actions happening simultaneously. Moving eating to the end of the package fixes this. And such things we'll have to sort out with time.

    I'll include your map fix as well, if it's ok with you.
    1. Zora
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      This is quite nice! I was just in the process of compiling a new guide for SSE actually, but I guess I won't now haha! Check the permissions tab under the description for this mod, go ahead and include the map fix so long as you credit me. Nice work!
    2. Zora
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      I managed to convert the Enderal ESMs to form 44, and have been testing it out for a little bit, it seems to work correctly but more testing is needed. Is this something you'd like to try out?
      Also I tried the SKSE update you linked, and phasmalists seem to work. Also I generated new LOD with the large references, and the ESM is not needed during gameplay. Will upload the LOD soon.
    3. Eddoursul
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      Could you share how did you do it? I copied Skyrim.esm with a new name, and one time Creation Kit crashed, another time - the game, so I left it as is. Resaving in CK also adds/modifies some data, we need to make sure nothing breaks.

      I'm following the strategy of minimal intrusion. ESMs, scripts, textures, sounds were left as is. There are also many misleading leftovers, and a LOT of stuff in there is actually unfinished and/or unused. InsertAttackData.dll and tkplugin.dll seems unused, AHZmoreHUDPlugin.dll is definitely unused, a few unused scripts from EFF - Extensible Follower Framework. Without Ultimate Combat and TK Dodge, running FNIS becomes optional.

      Scripts are mostly fine. They work as is, but I did try to recompile them to test their validity. There was a missing function PrintDebugMessage/PDB, which prevents many of them from compiling. I added a dummy, and now only ~50 from ~5200 fail, and almost all of them are unfinished or test stuff. Believe it or not, there is even unfinished controlled myrad flight. Anyway, scripts go as is. I consider including UI Extensions in full, as they are added only partially, this makes adding dependent mods difficult. Built-in SkyUI is deactivated in favor of the standalone version.

      90% of issues came from meshes. My best results so far:

      - Convert all meshes with CAO Full optimization. Tried SSE NIF Optimizer, breaks more world models than CAO. In fact, I haven't found a single world model, broken with CAO. Yet, it breaks some beards and brows, causing CTD. So headparts need to converted another way.

      - Currently, I only have orielwindow12*.nif, which appearance is broken with and without conversion (thankfully, no CTD), while it looks ok in LE. May find a few later, there are not many of them.

      - We get all old headparts and convert them with SSE NIF Optimizer with enabled "Head Parts Only" and override CAO with them. I wrote a script to get all headpart models. CAO and SSE NIF Optimizer yield different results, my guess, that SSE NIF Optimizer patched some stuff and this was never reflected in CAO.

      - Remove all facegendata and regenerate everything anew with all converted stuff. Three dwarven beard models are missing, two or three faces used them, including Kurmai (yes, his model has a beard, actually). Kurmai gets black face because of that, so I gave him a normal human beard instead. Jespar has a custom face, generated via RaceMenu (there are even multiple revisions of him), it gets converted in CAO, overrides generated data. 68 NPCs have unused "Is CharGen Face Preset" flag, preventing them from regenerating, wrote a script to patch this.

      Playing through the main quest, making micro-patches on the way, looks good so far.
    4. Zora
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      These are some very interesting finds! After I added the fs.dll you linked above, Steam actually thinks I'm playing Enderal - Forgotten Stories and SSE at the same time, I haven't tried getting an achievement yet but I do get Play Time increase on Steam for Enderal.

      So to convert Enderals ESMs you need a blank Skyrim.esm. First though you want to Delocalize both Enderals Skyrim.esm and Forgotten Stories esm, then rename Enderals Skyrim.esm to anything else, in my case I used Skyrim1.esm and copied the Enderals Skyrim strings files to Skyrim1 strings so they load in CK. Next load up both dummy Skyrim.esm and Skyrim1.esm in CK and save Skyrim1.esm.
      Next comes the tedious part which could probably be made into a script, but I did it manually. Which is to re-add all Default Object Manager records from form 43 Enderals Skyrim.esm to new form 44 Skyrim1.esm, without doing this the game will CTD when an action is made by player/NPC, and you also don't get any animations (has nothing to do with animation files). Then just rename Skyrim1.esm to Skyrim.esm and you're good to go. Next load up new form 44 Skyrim.esm and save Update.esm and Forgotten Stories esm like normal.
      I don't know if anything else gets broken when you convert to form 44, but re-adding the DOBJ records fixed all action CTDs for me.
      Alternatively I uploaded the converted files so you don't have to re-add all DOBJ records.
    5. Eddoursul
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      Yes, please, upload them somewhere. We do need a reproducible way for conversion, so these steps need to be documented as well.
    6. Zora
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      They're up on this page under miscellaneous. Give them a try!
    7. Eddoursul
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      Game scripts send achievements this way:
      Game.UnlockAchievement("END_MYTHICAL_SPELL_01")
      Game.UnlockAchievement("END_AFFINITY_01")

      Source code of fs.dll has this:
      SetEnvironmentVariable("SteamAppID", "933480");
      SetEnvironmentVariable("SteamGameId", "933480");

      It matches Steam's Enderal ID:
      https://store.steampowered.com/app/933480/Enderal_Forgotten_Stories/

      So sending events to Enderal sounds right. SSE does not, though.
      Does it add play time to SSE or only shows it in status? If it's the latter, everyone can live with this, I guess.
    8. Zora
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      It adds playtime to both I think, but it did that for Skyrim LE too IIRC.
      I might be wrong though.
  4. Eddoursul
    Eddoursul
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    What is the purpose of empty Enderal Map.esp? There is no BSA it would load.
    1. Zora
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      As per the description "The ESP file is a dummy to load the .ini needed for the paper map, if you don't want the ESP file just add the section in "Enderal Map.ini" to your Skyrim.ini file."
      Hope that answers your question.
    2. Eddoursul
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      Yes, sorry for not reading the description!
    3. Zora
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      No problem! Happy to help :)
    4. Zora
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      Could you tell me if the map crashes for you? Have you tested it? I could really use some feedback. Thanks!
    5. Eddoursul
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      1.0 did crash on me in interiors, 1.1+ does not anymore.
      I'm starting a completionist playthrough with SE, with this mod included. If it goes well, I'll start collecting issues on the forums.
    6. Eddoursul
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      Weird thing. I was trying 60 FPS Interface, and started getting crashes with 1.3. I disabled it, but the crash hasn't gone away.

      .NET Script Framework yields this log:

      Possible relevant objects (5)
      {
      [0] NiNode(Name: `LandLOD`)
      [1] NiAlphaProperty(Name: null)
      [1] NiNode(Name: null)
      [2] NiNode(Name: `obj`)
      [ 64] TESWorldSpace(Name: Vyn `Vyn, Enderal`, FormId: 00001D3C, File: `Enderal - Forgotten Stories.esm <- Skyrim.esm`)
      }

      Probable callstack
      {
      [0]0x7FF6155985FC (SkyrimSE.exe+C585FC) NiNode::UpdateDownwardPass_C584C0+13C
      [1]0x7FF615596B65 (SkyrimSE.exe+C56B65) NiAVObject::UpdateObjectUpwards_C56B50+15
      [2]0x7FF614DE1973 (SkyrimSE.exe+4A1973) unk_4A18D0+A3
      [3]0x7FF614DF56AB (SkyrimSE.exe+4B56AB) unk_4B5560+14B
      [4]0x7FF614DF572E (SkyrimSE.exe+4B572E) unk_4B5560+1CE
      [5]0x7FF614DF572E (SkyrimSE.exe+4B572E) unk_4B5560+1CE
      [6]0x7FF614DF5AB7 (SkyrimSE.exe+4B5AB7) unk_4B5A30+87
      [7]0x7FF614DF572E (SkyrimSE.exe+4B572E) unk_4B5560+1CE
      [8]0x7FF614DF5B81 (SkyrimSE.exe+4B5B81) unk_4B5A30+151
      [9]0x7FF614DF572E (SkyrimSE.exe+4B572E) unk_4B5560+1CE
      [10] 0x7FF614DF5B81 (SkyrimSE.exe+4B5B81) unk_4B5A30+151
      [11] 0x7FF615228ED7 (SkyrimSE.exe+8E8ED7) unk_8E8E10+C7
      [12] 0x7FF615228C4C (SkyrimSE.exe+8E8C4C) unk_8E8B40+10C
      [13] 0x7FF6152245B7 (SkyrimSE.exe+8E45B7) MapMenu::unk_8E44A0+117
      [14] 0x7FF6151BED25 (SkyrimSE.exe+87ED25) HUDMenu::unk_87EC70+B5
      [15] 0x7FF6157FF46A (SkyrimSE.exe+EBF46A) MenuManager::unk_EBF260+20A
      [16] 0x7FF614EF3620 (SkyrimSE.exe+5B3620) Main::Update_5B2FF0+630
      [17] 0x7FF614EEF4F4 (SkyrimSE.exe+5AF4F4) MainLoop_5AF3D0+124
      [18] 0x7FF614EECC05 (SkyrimSE.exe+5ACC05) BSGeometryListCullingProcess::unk_5ACBD0+35
      [19] 0x7FF615C8B17A (SkyrimSE.exe+134B17A)unk_134B05C+11E
      [20] 0x7FF952F37BD4 (KERNEL32.DLL+17BD4)
      [21] 0x7FF9544CCE51 (ntdll.dll+6CE51)
      }

      Looks like the crash happens in LOD.
    7. Eddoursul
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      And after I moved to another cell, crashes were gone. It is hard to pin down, that's for sure.
    8. Zora
      Zora
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      That doesn't look like it came from my mod, judging from the log, but just to be sure can you try hiding or removing "data/meshes/terrain/vyn" so that only the file from my mod is in there? And then go into the same cell you got the crash in and see what happens when you open the map. Did you by chance optimize that terrain folder? Another thing you can try is to hide that folder and regenerate LOD with SSELODGen https://www.nexusmods.com/skyrimspecialedition/mods/6642 and then overwrite the output with my mod.
      Thanks for the feedback!
    9. Eddoursul
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      I don't have any generated LOD, your mod is the only one modifying terrain. I'm looking into HUD at the moment (SkyUI, swfs).

      I tried to hide the sky folder. no luck.
    10. Eddoursul
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      Alright, HUD is not at fault, LOD is. I'm in the Old Temple worldspace right now (start of the game). I've generated LOD for it in SSELODGen - and the crash is gone. The result is poor, it's like interlacing all the time, don't know, how to explain it. At least, now we know the reason.
    11. Eddoursul
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      I've tweaked some settings, fixed interlacing https://i.imgur.com/hZmts1w.png

      Don't know, how proper they are, here are generated assets http://u.pc.cd/BBA
    12. Zora
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      Hm okay thanks for testing. I actually said the wrong thing though, you should try xLODGen64 and not SSELODGen because the former does terrain lod as well as objects lod. Alternatively I can upload already generated LOD from xLODGen64 and see if it helps you or not, because I don't get crashes in Old Temple with the updated LOD from xLODGen.
    13. Eddoursul
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      I was always ok with existing LOD, so can't say what is trending right now :D
      The crash is happening, when you load savegame, already being in the world space. Once you change your cell, it may be gone. In other words, make a quicksave in the Old Temple, reload the game, try to open the map. Upload your LOD, I'll test.
    14. Eddoursul
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      Nope, the map is messed up with your LOD.
    15. Zora
      Zora
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      Yeah I see it too, the crash too in Old Temple, but what I found is that if you hide the terrain/vyn/objects, it works for some reason, but you won't get objects lod unfortunately.
    16. Zora
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      Try hiding the terrain/vyn/objects folder from your extracted Enderal files and only use the generated LOD folder, see if it works because that seems to work for me.
      I cant wrap my head around this, now I enabled the original objects LOD and the map works as it should, no CTD or weird looking map even with the generated LOD on top of the original ones in Old Temple.
    17. Eddoursul
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      And I'm getting blue background instead of map with hidden objects.
      Did you try my LOD? http://u.pc.cd/BBA
      Works best for me.
    18. Eddoursul
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      Oh crap, I just noticed, that the main file must overwrite you LOD.

      UPD: Yes, it works.
    19. Zora
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      Yeah I tried it, it seems to work nice! But I believe the problematic file is a .bto in the Vyn/Objects folder. However now I don't get the CTD no matter what I do... haha
    20. Eddoursul
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      So far, so good with your new LOD. Although, I'm not experiencing crashes in Vyn either, only had Old Temple.
    21. Zora
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      Yeah me too, only Old Temple. Anyways if it's all right with you can I upload your LOD files here? In case anyone needs them.
    22. Eddoursul
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      Sure!
    23. Zora
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      Thanks! I'll upload it soon. :) and thanks a lot for troubleshooting this, truly appreciate it.
  5. Seva2002
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    Want same cursor as yours)Which mod do you use?
    1. Zora
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      It is from Dear Diary: https://www.nexusmods.com/skyrimspecialedition/mods/23010
  6. KopyKatz
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    Unfortunately, the game crashed for me when I was about to open the map, but thanks anyway.
    1. Zora
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      I can't reproduce map crashes anymore unfortunately, I'd very much like a .Net Script Framework log so I can take a look at what might be the cause.

      Some things to try: Remove or hide the "data/terrain/vyn" folder from your Enderal install, so that only one file exists in that folder, the one from my mod.
      You can also try using BethINI to optimize your Skyrim.ini and SkyrimPrefs.ini.
      After that try opening the game and on the main menu type "cow vyn 1 1" and hit M and see if you get a crash.

      EDIT: Try the new version, hopefully that fixes your issues.
    2. Zora
      Zora
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      https://i.imgur.com/VBoenR7.png
      Here is what my MO2 looks like, "Enderal Files" are the files contained in your Enderal Install "Enderal/Data" folder, so the Strings, Video, Meshes, ESMs etc, but no BSAs.

      "Enderal Extracts" is every Enderal BSA extracted, with the Meshes and Textures folder ran through Cathedral Assets Optimizer.

      "SkyUI Enderal" is just SkyUI minus the ESP and the BSA, which has been extracted, same with UIExtensions Enderal except I kept the ESP.

      Notice also that I kept all the original SSE BSAs.
  7. MustDy
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    I do recommend you to move this mod under Enderal mod page: https://www.nexusmods.com/enderal
  8. Darnexx
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    .
  9. remorafish
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    Interesting, so if you convert Enderal the paper map doesn't work? I haven't tried converting it, I'm just curious. Does it run better on sse? Seems to play really well as-is, but I'm interested in any advantages a conversion would give.
    1. Eddoursul
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      In comparison to Oldrim, it runs so smoothly, it's not even funny.
      It's definitely worth of community's effort.
    2. remorafish
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      The Steam version runs almost perfect for me though, with the exception of an occasional CTD. I'm not knocking an SE version, I'm just pondering (to myself) if it would really be an advantage to do it. Will definitely think about it!
  10. Eddoursul
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    Coincidentally, this is what I needed right now, thanks a lot.

    (Btw, I just managed to fix SkyUI: in MO2, place it after Enderal's scripts and disable SkyUI_SE.esp. No warnings and working hero menu.)
  11. dragonrykr
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    I wasn't aware there was an SE version of Enderal :o, where to get it?
    1. Zora
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      There's no real release for SE yet, hence "unofficial", see my post here:
      https://www.reddit.com/r/enderal/comments/hqiccm/working_paper_map_for_unofficial_enderal_se/
      for info on how to get it working (with bugs).