Jump to content

Recommended Posts

Hello first time on here. Just recently picked up xedit and got into the habit of sorting my mod list out because it is getting very large already at around 250 mods or so. I did a fresh install of everything and did the whole wyrebash-xedit-loot routine to make my game as stable as possible. I was sorting through xedit and just want to shed some light on a few errors a picked up. ANY help is appreciated to point me in the right direction.

 

[00:00] Checking for Errors in [0C] Verdant - A Skyrim Grass Plugin SSE Version.esp
[00:00] WhiterunExterior11 [CELL:000095BC] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,0)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior09 [CELL:000095DB] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-1)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior06 [CELL:000095FA] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-2)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior02 [CELL:0000961A] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-3)
[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] All Done!
[00:00] Checking for Errors in [0D] Phenderix Magic Evolved.esp
[00:00] ZZTeleportPrimeEvilEff "Teleport Prime Evil" [MGEF:0D03BE6D]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0203BE76] < Error: Could not be resolved >
[00:00] ZZTeleportManantisEff "Teleport Manantis" [MGEF:0DDACC2C]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04019663] < Error: Could not be resolved >
[00:00] ZZBelothStoreEnergyEffect "Beloth Store Energy Effect" [MGEF:0DDFE590]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0400928B] < Error: Could not be resolved >
[00:00] ZZBelothWithdrawEnergyEffect "Beloth Withdraw Energy Effect" [MGEF:0DDFE592]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0400928B] < Error: Could not be resolved >
[00:00] zzDummyIngredient_ "DummyIngredient" [iNGR:0D02018E]
[00:00] INGR \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:00] All Done!
[00:00] All Done!
[00:00] Checking for Errors in [10] Valdmire.esp
[00:00] aaaFireplaceTrophyActivator "Fireplace" [ACTI:1003DB78]
[00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050F594B] < Error: Could not be resolved >
[00:00] aaaPoleGateActivator01 "Gate" [ACTI:10047E17]
[00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05047E11] < Error: Could not be resolved >
[00:00] aaaDisableVampireStuffActivator "Disable/Enable Vampire Clutter" [ACTI:1006B783]
[00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0503DB76] < Error: Could not be resolved >
[00:00] aaaDisableVampireNPCsActivator "Disable/Enable Vampire Staff NPCs" [ACTI:1012D9DD]
[00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0512D9DE] < Error: Could not be resolved >
[00:01] All Done!
[00:00] Checking for Errors in [11] Open Cities Skyrim.esp
[00:00] [REFR:00077323] (places SHouseDoor01 "Door" [DOOR:000368CE] in GRUP Cell Persistent Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289])
[00:00] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000772CD] (in GRUP Cell Temporary Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289])">
[00:02] All Done!
[00:00] Checking for Errors in [12] Palaces Castles Enhanced.esp
[00:00] _CuNPCGuardWeak "Solitude Guard" [NPC_:121EECA5]
[00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 24 not found in NordRace "Nord" [RACE:00013746]>
[00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 31 not found in NordRace "Nord" [RACE:00013746]>
[00:02] [REFR:0007C3DF] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4]) at 42,-25)
[00:02] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000F7E94] (in GRUP Cell Temporary Children of RiftenCitySouth [CELL:00042245] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-25))">
[00:03] All Done!
Most common error I keep getting seems to be something about the temporary children of "". Also the verdant error report looks scary to me. Only conflcting mods around Whiterun I can think of would be Open Cities, Floral Overhaul, Jk's whiterun. Nothing seems out of ordinary in game tho and everything runs smoothly except when I look in the direction of Whiterun. (Open Cities + a bunch of 2k/4k textures loading in whiterun is fun :smile:)
Edited by [email protected]
Link to comment
Share on other sites

I'm not sure what you want help with, exactly. A couple of your mods are arguing about where Whiterun is. One of your mods has a door that isn't navmeshed properly. Some are looking for entries they can't find, but based on the name they might have been temporary. Etc., etc.. The way to resolve them is to tell mods where Whiterun actually is, navmesh the door properly, tell them to stop looking for the deleted entries, etc., etc..

 

If you load the mod itself and it has errors, you should probably report it to the mod author so they can fix it. If it's conflicting with another mod (and I know a ton of mods conflict with Open Cities) then you should report it to the mod author so they can decide if they want to make a patch. If it's not causing you any problems, then I wouldn't worry about it too much. Using mods in general carries an assumed risk of sacrificing stability for features, and this could just be an extension of that. If you wanted to actually resolve the errors yourself, you'd need to literally go through the list one by one and fix whatever it says is wrong.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...