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xtif

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  1. You'll need to post your mod list then, so people can try to help narrow down which mod it could be. While it could be related to a mod and not any animations in your animations folder, you could also try to pull out your animations folder, run FNIS, and then see if there are still T-Poses in game.
  2. If you have any mods that effect animations, you will need to download and run FNIS. That should fix T-Pose problems.
  3. If everything from those mods is still in your Skyrim Data folder, then you should be fine. They don't need their corresponding zip files in order to work. If you open up NMM or the Skyrim Launcher - Data, you should see your plugins and be able to enable/disable them.
  4. Try putting this in your SKSE.ini
  5. You'll need to post your mod list for people to be able to help you. The issue causing a CTD could be baked into your save by mods that use scripts. If you start a new game with no mods, do you still crash near Riverwood and/or Whiterun?
  6. I have been tinkering with textures and meshes for the last 2 days trying to figure out how to keep running ELFX exteriors, but still have lit windows on buildings. I even tried messing with stuff in CK, but I couldn't figure it out. (My CK experience is limited) I really like ELFX, a lot. And I don't really want to stop using the exteriors plugin, because I like all of the changes aside from the windows. But I am playing with the darker nights "realism" version of Pure Weather, so buildings are suuuuuper dark without any lit windows. Here are some screenshots of what I am talking about. In the screenshots where the windows are dim/unlit, I am ONLY running Pure Weather, ELFX + exteriors, and Visible Windows textures (with Visible Windows textures overwriting ELFX textures in Mod Organizer.) I have no other texture packs or plugins going at the moment. In the screenshots with lit windows, I am ONLY running Pure Weather, ELFX WITHOUT exteriors, and Visible Windows textures. I have no other texture packs or plugins going at the moment. Help is appreciated! :yes:
  7. Now I just gotta psyche myself up enough to do everything all over again :facepalm:
  8. Oooh, yeah, I definitely didn't save the ESP on its own before loading up the other 2 mods. Aside from that, I did everything else right? (Also, thanks for taking the time to read/help out :wub: )
  9. How did you go about uninstalling? Check your Data > Textures > Weapons folder, and delete any textures there. If you're also using weapons from DLC's be sure to also check Data > Textures > DLC01 > Weapons and Data > Textures > DLC02 > Weapons
  10. Yeah, the first thing I checked was my load order, and mine is lowest. If it were just not showing in game but showing in CK it would be a different story. But the fact that the data is now missing from my ESP even in CK is weird. So I guess let's pretend I am starting from scratch. I want to make a single patch ESP that modifies stuff from both ELFX and Dawn of Skyrim, to make them play a little bit nicer together. So first thing I do is ESMify the ESPs from ELFX and Dawn, right? Then I load all of those ESMified ESPs into CK, without setting any of them as active? So now, I can move/remove stuff and when I hit save it doesn't save directly to any of the ESPs I loaded, but instead prompts me to name my file and select which directory to save it to. And once I save it, it will show all the ESMified ESPs as masters. And anytime I open the newly saved ESP into CK, it will also open the corresponding master files. And when setting the load order in NMM and/or LOOT, it will require that my ESP be loaded last. Am I missing a step? Or a setting?
  11. I already used Wrye Bash to ESMify the 4 master ESPs, so that CK will recognize them as masters and apply them as such when saving my ESP. Other than ESMify, I haven't altered anything directly in Dawn of Skyrim or ELFX. My ESP lists all DLC ESMs and the 4 ESPs from Dawn and ELFX as masters when viewing it in NMM, LOOT, TES5Edit, and the CK. And when I open my ESP and set it as active in the CK, it opens all of these master files along with it. Once I finished my own ESP, I reverted the ESPs from ELFX and Dawn of Skyrim to regular ESPs before starting up the game. Like I said, the mod was actually working last night, and everything was working as intended before I went to bed. It showed my changes made both within CK and in game. It wasn't until today, when I temporarily disabled my ESP for the sake of before screen shots, then enabling it again, that it stopped showing these changes. It's just bizarre to me because it maintained the stuff I added, but anything that I moved or removed didn't stick. For example, Dawn of Skyrim adds a merchant stand in the same place that ELFX adds a light post in Solitude: screenshot In Windhelm, Dawn of Skyrim removes a torch from the vanilla game which ELFX added its own light source for, so you can see this patch of light, with no corresponding light fixture: screenshot In my ESP I removed the light post that was colliding with the merchant stand in Solitude, and removed that phantom light in Windhelm (among many other things). My changes were reflected both within CK and in game last night. After disabling my ESP and re enabling it today, not so much. Another example, in Whiterun, Dawn of Skyrim adds laundry decor in the same place that ELFX adds a light fixture: screenshot In this case, I didn't remove the light fixture, I just moved it somewhere, where it wasn't interfering with any decorations. This change was working/showing last night, but today the light fixture is back where it started. :pinch:
  12. Sorry, I originally posted this under mod troubleshooting before I realized that was the wrong place for my issue. Apologies for double posts.... Admittedly, I am a novice modder. My modding experience extends as far as cracking into an ESP in Creation Kit in order to change the appearance of a mod added NPC... which has always been successful. So, I decided to delve in a little further. I've been playing when Enhanced Lights and FX by Anamorfus for months now, and I love it. I recently decided to download Dawn of Skyrim, which I also love. BUT there are a few aesthetic compatibility issues between ELFX and Dawn of Skyrim. Such as light sources being left behind by ELFX even though the light fixture was removed by Dawn of Skyrim. Or fixtures added by ELFX are sitting in the same place as Dawn of Skyrim added decorations. I figure, no big deal. All I have to do is remove the phantom light sources and move anything that's overlapping, right? I load up EnhancedLightsandFX.esp, ELFX - Exteriors.esp, ELFXEnhancer.esp, and Blues Skyrim.esp, and then begin working on my own ESP, Dawn of ELFX.esp. It was going well. I am saving often, making backups of my ESP, and checking each city in game as I completed it in CK. I worked on it for about 3 days (while it wasn't a ton of work, CK being so fickle and temperamental made something that should've taken maybe a day, take a little bit longer). So I finished it up last night. My ESP has all DLC ESPs (as per ELFX), the 3 ELFX ESPs, and Dawn of Skyrim's ESP as master files. The load order that worked best was EnhancedLightsandFX.esp ELFX - Exteriors.esp ELFXEnhancer.esp Blues Skyrim.esp Dawn of ELFX.esp (LOOT agrees with this load order) I wake up today, ready to take before and after screen shots in game. So I disable my ESP and load up Skyrim, and finish taking "before" screenshots. Then I enable my ESP and load up Skyrim again... only to find that, while anything I added to the game was still there, anything I moved OR removed, is back where it used to be. I fiddled with my load order a little bit, because I figured that disabling it maybe made things wonky... to no avail. So I load it back up into CK and... low and behold... same problem in CK. Everything that I moved or removed is back in its old spot in CK too. So basically any deleted light source, any moved or deleted fixture, is all back to the way it was before. The only thing that isn't back to its original state is the light sources that I added. So I start swapping out some of my back up ESPs, to see if maybe something went wrong with my final ESP. Same thing with all of them. This is beyond my scope of troubleshooting, so now I am here. I accept that my work went down the drain, but what I am hoping for is for someone to help me figure out how/why this happened, or what I did wrong when creating my patch, so that I can remake it and have it actually work... and not just temporarily :geek:
  13. Sorry, I just realized I should've posted this in the Creation Kit forum :psyduck: please disregard!
  14. It was a bit time consuming but I was able to determine it was textures from Skyrim Floral Overhaul causing the issue. So I had to skip overwriting the pine tree textures from the previous tree mod. And without overwriting those meshes, the AOF LOD patch wasn't needed. It was happening to pretty much all of the pine trees all over Skyrim, from Riverwood to Whiterun, etc. so I would have noticed it if it were an issue from the beginning. But yeah, I think you're right about it not being because of Kaidan, that was likely just a coincidence. It seems like maybe the AOD LOD patch stopped doing what it was supposed to. All is well in Skyrim now! Thank you for pointing me in the right direction so I could figure it out :happy:
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