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GiantSweetroll

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  1. Hi, Is it possible to check which mod wins the conflict for a particular file? I know you are able to see what files are conflicting between 2 mods in the "rules" section of the mod manager. However, I am in a position where I do not know which mod is conflicting for that one particular file. Is it possible to check for that one particular file in that one particular directory and find out from which mod file wins the conflict and is placed in my data folder? Here is an example of my issue: I have a file located in Textures/Actors/Character/Female/FemaleHead.dds and I want to know if this comes from Mod A or B. In my particular case, I have over 700 mods so I do not know exactly which mod it is coming from. Thanks!
  2. The Issue I am experiencing a very peculiar CTD on startup. The game launches for a few minutes and I can see the usual ENB start up message, but it soon crashes to desktop before the Bethesda logo comes in. In my experience playing modded Fallout 4 and Skyrim, this is usually caused by either: 1. Missing masters 2. Going over the plugin (esp + esm) limit of 255 (though I guess it would be 253 if you consider light plugins and saving the last mod index for dynamic objects) 3. Outdated F4SE mods Now here is the weird bit. Let's say I want to install 2 mods, Mod A and Mod B. These two mods are quest mods that comes with an esp file. Having both mods in my data folder (but disabled) and the game starts up fine. Enabling both mods and the game CTD on start up. Enable just either one of the plugins and the game launches fine. Mod Setup I have 221 plugins with 346 light plugin F4SE plugins (via Buffout 4): Load order (via Buffout 4): Load order (in vortex): I have also installed mods recommended by this article: https://www.nexusmods.com/fallout4/articles/3769 My Troubleshooting So here are the things that I've tried to debug the problem: - I have checked using both Vortex and loading my entire load order into FO4Edit to check for missing masters and both programs does not indicate any missing masters. - My normal plugin count (ESM + ESP that are not flagged as light plugin) is below 253. - I don't think my F4SE mods are outdated, as the game can still launch if only either Mod A or Mod B is enabled. - I have narrowed down the issue to be revolving around the following plugins: PPF.esm, PRP.esp, PRP-Hotfix.esp, sectorv.esp, CHAOTIC SUN.esp. There could be more but through my testing I can repeat the crash by enabling/disabling the aforementioned plugins. The table attached as a file shows my testing. Y/N on the plugins shows if the plugins were enabled. - Changing any plugin from ESP-FE to normal ESP does not result in any change. - Adding the Creation Club content Nuka Furniture (which is an ESL) causes a crash as well, removing it and the game launches fine (at the time, from the 5 plugins used for testing, only sectorv.esp was enabled) - The crash log generated by Buffout 4 is detailed below (can't seem to upload it for some reason): All the crashes have the same "EXCEPTION_ACCESS_VIOLATION" error message. - I am suspecting it has something to do with the number of records being edited or perhaps a memory issue causing the crash, but I can't seem to find any references to similar issue in Google. I can't really prove this though, it is just a hunch. Closing I will really appreciate any kind of help. Do let me know if you have some pointers for tests I can perform or if you have experienced the same problem as well. All insights are welcomed. As a last resort, I will have to start selecting some mods to use, however, I hope we can find a solution or at least find the root cause of this issue before doing that.
  3. Roses are red Horses likes hay Please let me win this Nexus giveaway!
  4. With the new ESL plugin format introduced by Bethesda in both Fallout 4 and Skyrim SE, we have been given the ability to load more mods as the ESL does not count towards the 255 esp limit. A few mods has begun to use this new format, and mod users has also started converting their mods for personal use. However, can any mod be made into an ESL? I have searched google to find what kind of mods can or should not be made into ESL, but all I got was just procedures on how to convert, and the general limitation of 2,048 forms max per ESL. These tutorials tend to say to convert "small" mods, but with no more detailed explanation on what "small" really is (other than obviously below 2,048 forms). Is it safe to convert scripted mods, armor mods, weapon mods, animation mods, etc.? I've tried converting two mods to ESL, IMP - Invisible Marker Pack and Advanced Recruitment Beacon. The former becomes buggy and the holotape became really glitchy and unusable, while the latter worked just fine as an ESL so far. They both have scripts and adds to workshop menu. The only difference I can tell (from a user perspective at least) is that the IMP is configured via holotape, while ARB uses a terminal to personalize it. Take note, I am not posting here to ask for help why IMP as an ESL is broken, rather to ask for help on what aspects of a mod make it not ESL friendly? Can anyone with some knowledge of ESL please help? Thanks :)
  5. In the dragonborn DLC, you can choose between a bunch of perks in a single black book. Is there a mod to allow you to get all perk choices from every black book? Like in one book where you can choose to either enhance your unrelenting force, fire breath or frost breath, you can get all three. Also is there a mod that allow you to stack your blessings? So when you pray to one deity it does not remove other blessings.
  6. Anyone know the ID for the visual effect you get after reading the elder scroll during the quest "Alduin's Bane" at the throat of the world? That blue-ish effect that covers the player's camera as you learn dragonrend. If you do know, can you please also specify what kind of effect it is (e.g. magic effect, visual effect, shader effect, etc.) and provide the appropriate console command to add and remove said effect to/from the player. Thanks in advance.
  7. 1. I have learned through my experience that activating mods one by one to find then conflict will give you no result if the crash occurs after a certain time period (unless starting a new game). This method works if the CTD occurs instantly after game load or in a repeatable location. The reason is because activating mods one by one is just basically uninstalling all the other mods mid-playthrough and this is very likely to make matters worse and the environment is not controlled properly. 2. I don't believe the issue here is because your computer can't handle it. I mean just look at your specs! Your PC is basically a monster. If anything the memory issue lies with Skyrim limitation itself. Chesko has a troubleshooting page with several recommended Papyrus settings for your Skyrim.ini. Just go to Frostfall and go to the troubleshooting page. I used the ini there and my Skyrim works well with 240+ mods. 3. Check your save files sizes. It may be because of save game bloat.
  8. Have you ever installed or uninstalled any mod mid-playthrough? Also I've read somewhere that Sounds of Skyrim has been known to cause CTDs. You can also try validating integrity of game cache through Steam and creating fresh INIs.
  9. PipeWeaponRechamber.esp ^from what mod is this plugin? Anyway, there's one thing you may try is like me, using FO4Edit. 1. Try loading all of your mods and go to PipeGunRedux.esp. 2. Open it and find the "Weapon" tree. 3. Right-click on the "Weapon" tree and select "copy as overwrite into" and then scrolls down through the options and select the "new plugin" option. Name this .esp whatever you want and hit ok. 4. Make sure this .esp is loading last in your load order. If you use LOOT it may change things and screw it up. I myself have this kind of plugin and LOOT places it too much high in the load order and screwed up my edits. What does this do is basically overwriting every mod that uses the same weapon type (pipe weapons) to follow edits done in PipeGunRedux.esp. It's simillar to just placing PipeGunRedux.esp at the very last. Difference? Read below: If the edit above doesn't work (make sure NPC's have time to respawn with new pipe weapons before jumping to conclusions), we may need to edit the leveled list. Most of the time mods that edits the same leveled list as other mods tend to compete with each other. What we need is a merged patch for all the conflicting mods (however here we want to focus on PipeGunRedux.esp). In previous Bethesda games we have this amazing manager that allowed us to quickly merge leveled list called Wrye Flash (Bash for Elder Scrolls series), you may know this. Fallout 4 doesn't have it yet so we have to do this manually. 1. Load up FO4Edit again as select all plugins. 2. Scroll down to PipeGunRedux.esp 3. This time, open the "Leveled Item" tree 4. Here you will see red colored tabs whenever there's a conflict. 5. If there are multiple conflicted tabs, just press ctrl and select those conflicted tabs. 6. right click and select "copy as overwrite into" and select the .esp patch you made earlier. (Doing this will put leveled list edits done by PipeGunRedux. top priority) 7. Go back to those conflicted tabs that are mostly going to turn green. 8. If there are still some red records in any of the individual tabs just press and hold their entry and drag them to XXXX.esp (your named .esp) column on the right hand side. Sometimes this occurs from other mods and doing this will require your .esp to have that mod's .esp as a master just hit ok. 9. Once you're done just save and exit. In my experience, doing the first steps seemed to have solved the problem for me, but the recent updates to Pipe Weapons Overhaul seemed to slightly destroyed my patch (unnamed and invisible pipe weapons appear again but are still rare anyway), so I also posted the steps for editing leveled list. I hope this helped even if a little, and I am happy to answer any questions or to clarify something :D
  10. Ok nvm, I think I fixed mine through FO4Edit. I believe it was a conflict or some sort with Wes Tek and the Functioning DIsplay mod (conflicting with PipeGunRedux.esp). Now raiders, diamond city guards, settlers, etc. spawn with visible and appropriately named pipe weapons. I still rarely encounter invisible pipe weapons those named only "pipe" or "pipe bolt-action" especially around my settlers but I believe that's because the leveled list is not refreshed yet. Anyway, Cheers!
  11. Odd, I am having similar issues but I only use PipeGunRedux (which is actually Pipe Weapons Overhaul mod), but when I uninstalled it my invisible pipe bolt-action still exists. I checked with console and turns out the weapon "Pipe" and the like that are invisible seems to have exist in vanilla records (the weapon id first 2 numbers were 00). I never experience this issue before the 1.5 update though....
  12. Hello Nexus Team, Is it possible to have the notification to be locally based on the game? I mean in the past when I, say, open Skyrim Nexus page and then click on the notification, it used to only display notifications on tracked Skyrim mods. However now, no matter on which Nexus site I go to the notification displays tracked mods from multiple games. I know this layout has been around quite a while, but it has only recently bothered me. I have finally found a stable mod setup for my Skyrim. For that, I do not wish to update any of my mods mid-playthrough. Trouble is, I am also playing Fallout 4, which I have no problem updating mid-playthrough (or atleast not yet). Now if I open the notification bar, the Fallout 4 and Skyrim mods are also displayed and I do not feel delighted to download the updates for Skyrim. When that happens, the mod updates for Skyrim mods also disappeared (no longer notified) which can make things very tedious for me to check for updates when using the NMM. So please, return separate game notification functionality. P.S. Some people may disagree with me, but I also prefer the old notification layout (the one that lists mod updates with no pictured of the mod itself). The only issue is that it tends to be doubled (like if a mod is updated to version 2.0 and then again to 3.0, they will have 2 notifications), so if you do consider my request previously explained, please consider this as well.
  13. My friend, i believe you are experiencing some serious script lag. This is when your system cannot handle the running game script. Having script heavy mods and large load orders would do this. However your load seemed small. Check with convinient horses. If i am not mistaken they have a script latency test.
  14. I'm not very sure, but yeah, I guess you are switching the two way too fast that the script could not keep up and finally decided to froze lol. Do you experience any script latency?
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