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Vashra1

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    SkyrimSE
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  1. In response to post #105414483. I'm not sure that this is compatible with openmw, but I dunno. Otherwise, make sure you installed the textures and meshes that came with the mod *AFTER* any/all other mesh/texture modifiers. Also make sure you activated the plugin. If none of that works, be see the posts below about Wrye Mash. I *think* there's something similar in MO2 for correcting the whole "can't find the masters" bit, but I don't recall if MO2 disables the plugin over it or not.
  2. Since I don't know how Skyrim (or any other game) parses the data in nif files to begin with, I can't imagine how this floating hair would show up as properly attached to the game once loaded. The fact that it apparently *does* show up properly in game is quite interesting. I still think a good answer might be to go find some other mod (look around in follower mods or something) with nifs that have face/hair data - and do a compare of values - if you can find a mod that has hair that shows as properly attached in nif scope (and that works in game) ...and compare how its data is similar or different to the data of this mod...it might grant you some insight.
  3. Is there some secret "you must be at least X level" to make random dragon attacks happen in vanilla Skyrim? I'm running around on a lvl 5 Player...and I deadheaded it to the "go get the horn" part of the quest (which is how I'm still lvl 5 -- barely fought/touched/blah anything)...and there are no dragons. Like...none. Anywhere. I'm used to the dragons "turning off" when you try to get the horn and it's not there and go and talk to Delphine etc....but before that there are usually dragons. Not many..not strong...but still...one...two...run around without fast travelling everywhere and I'm just used to seeing dragons. But this is the first time I've just *beelined* (no crafting, no nothing) through the main quest...so I was wondering if there was some sort of hidden minimum level for the random dragon attacks to start. I don't think I've ever been less than about level 10 before going to Hrothgar (that I can remember). Just curious.
  4. Reminder: verifying your files will return all four of your Skyrim esm files to their dirty state, and you'll need to clean them again.
  5. So...how are you determining that it's not running? I mean...are you typing "getskseversion" from the console and getting a response that leads you to believe it's gone? Mods requiring SKSE that suddenly decide not to work could be a problem with that mod/those mods and not with SKSE. When you press the escape key to bring up the menu where you can look at Quests and System and all that, is there no SKSE version number at the bottom left of that window? ----- The only thing I can think of is that it kinda sounds to me like something (memory manager? game optimizer? antivirus software?) is pulling down SKSE64. ...Things I would try...and if you're going to troubleshoot, I'd try ONLY one of these at a time: 1. Uninstall SKSE64 *completely* and reinstall it *manually* (bypass your mod manager, it doesn't count towards your mod list anyway) to your data folder and the main directory. I don't think you'd have any mods that would have overwritten SKSE64's script files, but I could be wrong. As you copy in the reinstalled scripts though, pay attention to *each* overwrite. If you're just overwriting SKSE's scripts, the file dates should be the same. If some mod replaced one of SKSE's scripts, the file dates will be different. See if that fixes the problem. If not... 2. Maybe look into disabling your antivirus software while playing Skryim. Some of the hook functions of SKSE might, I suppose, be considered "fishy" by AV software set on "high alert" (?) - that one's a long shot though...still might be worth trying. I'd do the clean install of SKSE first in any case. 3. Along the same lines, some memory managers or game optimizers might theoretically "kill" a process that SKSE needs, but that should only be an issue if you're actually using one, and feels like even more of a long shot than #2. Other than that, I'm pretty stumped too. If SKSE has ever decided to just stop working on me, I've not noticed it. I think that would make SkyUI cease to function immediately, and I'd definitely notice that rather major change to my interface.
  6. I don't do nifs, but perhaps if you examine Rustic Windows nifs in nif-scope - compared to a nif from a window mod that didn't work, you can see which values are different and go from there?
  7. All I can tell you is what I learned watching Dirty Weasel's tutorial on nif optimizer. He taught that when you optimize a head/face nif, you have to do that nif by itself, with no other nifs. Then you check *all four* boxes: Head Parts Only Clean Skinning Calculate Bounds Remove Parallax Supposedly this works, but I don't know.
  8. Thus far, I have been told by mod authors of various levels of notability: 1. Loose files are the Devil. Skyrim was designed to load esps and bsas and not. ever. loose. files. 1.5 #1 but make an exception for SKSE64 scripts (and maybe PapyrusUtil scripts?) 2. Meshes and textures that are *replacers* don't matter...everything else needs to be in a bsa. 2.5 Meshes and Textures in mods without scripts don't matter, whether they are replacers or new. 3. The only thing that really *needs* to be packed into a bsa are scripts - you can leave the rest hanging out there. 4. This utterly does not matter, though of course a bunch of loose files means a fairly messy data folder, which can make uninstalling any given mod a pain. 5. Loose files are *better* because you can pick this file from mod a and that file from mod b and *really* customize. ...Votes? Suggestions? Rants? The way some people have responded on Steam and Reddit and such...I kinda feel like I'm asking about folks religions.
  9. New video card is supposed to arrive today. On this old one, I'm averaging about 24 fps....in utterly unmodded "low settings" vanilla Skyrim (outdoors). I agree about preferring slightly blurry shadows. I've never seen a shadow in real life that was the sort of crisp and clean that is possible in games -- and of course that's a huge drain on performance to make them so crisp. Godrays are quite overrated in my not at all humble opinion. IF they were just pure beams of light coming down out of the sky, that'd be awesome. But they aren't. High, Medium, Low, Ultra -- they all have image space shaders that put additional coloration over...everything. That's not a *ray*, that's haze ;) The yellow tint to them has me leaving them off in Skyrim, just like Fallout4 (and Fallout3 and pretty much every game that's ever had that effect that I've ever played), but I'll give them another quick look when I get the new card. Yeah...that footstep tracing is a huge part of .. everything.
  10. I dunno what you mean by "weren't there before." I suppose it's possible that LOOT didn't catch them or that xEdit didn't catch them at some point? I know both of those apps have had updates to their functioning over time. AFAIK Skyrim has *always* had crap in Dawnguard.esm that needed to be removed that the autoclean scripts of xEdit don't pull. They were left in there by Bethesda developers who apparently needed more coffee or something. If you steam-verify your game files and get the four "original" update/dlc esm files again, you'll find all those wild edits are back. They're just a part of the crappy "I can't bloody believe you let this go to production with this much rubbish that should have been fixed" Bethesda way of doing things. Even *after* you remove all the trash there are still a few test cells and such that don't *really* need to be in the game...at all, though CK 2.0 has taken up using a couple of them for tutorials *sigh*. In fact, I keep a stash of the four properly cleaned files in an archive separate from my game files, so I can quickly plop them back into my data folder every time I do something so egregiously stupid that I have to just burn down my install and start over to make SkyrimSE work again.
  11. Ok that completely contradicts what I was told, but also makes *much* more sense than what I was told :) Thanks for the reply. Also...this means I spent *hours* trying to "find the mod that's freezing your VM because it's broken and your VM shouldn't freeze...that means your scripts can't run" ... when it wasn't necessarily broken that way at all. Gawd, lol.
  12. I recommend you find the "modding Skyrim" tutorials by Dirty Weasel over on Youtube. Some of his information is almost certainly out of date now, and there are a couple places where I'd dare to dispute his expertise with SkyrimSE (can't speak for Oldrim), but they will get you off the ground. First rule is you *cannot* just pick the mods you like, load them up willy nilly, and expect to do anything but crash to your desktop in a blaze of fascinating errors. I learned this the "fun" way :smile: I've only done SkyrimSE on pc...so some of Skyrim protocol may be different...but you're going to probably need to clean your master files (https://forums.nexusmods.com/index.php?/topic/2667094-guide-manual-cleaning-skyrim-master-files/) before you even *start* modding. And to clean your master files, you need to download the x_Editor: https://www.nexusmods.com/skyrim/mods/25859 Be bloody careful what you poke and prod with that thing. It lets you change, add to, and *erase* records in the actual game files. If you blow something up, you can just use Steam to validate your game files, but seriously, follow the tutorials on cleaning masters *carefully*. I managed to make two whole (really gimply pathetic personal-use I will never publish these) mods using that program instead of CK....which means you can also use it to tweak the wrong thing and wholly corrupt your game files :wink: Luckily its makers put up a big huge "Are YOU SURE?!?" warning when you start messing, but I've managed to have been sure...and wrong...more than once lol. To get your mods in the right order (and you need them in the right order *before* you try to go inside them and resolve conflicts), get the newest version of LOOT https://www.nexusmods.com/skyrimspecialedition/mods/1918/ (that's a SkyrimSE link, but when you install it you can set it up for old Skyrim too). Once you've read enough tutorials and tried enough things that you feel confident sometimes challenging LOOT's load order (and your experiment results in you NOT crashing,) you'll know you've "leveled up" in modding :wink: You'll probably end up needing Wrye Bash and/or to learn how to balance out mod conflicts in that Editor you used to clean your masters. Good luck and God bless :wink: I show over 200 hours "playing" SkyrimSE on Steam and I've never got past taking the stupid horn back to the monks because I've been tweaking mods since I installed it almost 2 months ago. If I've spent 10 whole hours actually *playing* the game, it was probably to make "clean saves" to mess with mods! (not that I'm obsessed or anything). Granted, I'm trying to make it work on a below specs vid card. I can't tell you what to do with Vortex...I've been deliberately avoiding the creepy "not even out of Alpha yet" mod manager. Mod Manager 2 crashed to desktop for me out of the box, and Wrye Bash as a mod manager apparently requires some kind of bloody engineering degree. So...Nexus Mod Manager FTW! - but not the version still hosted on Nexus. Go pick up 0.65.5 here https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases and grab the security update if you need it here https://www.nexusmods.com/site/mods/4/?tab=files One of the first things people told me that proved to be largely true was that Windows security/permissions make having Skyrim (or any other game you want to mod) in your Progams86 folder a pain in the rear. I had to uninstall *completely* and reinstall to "C:\Games\Steam\steamapps\common\Skyrim Special Edition\ to get the game to fully accept and implement mods. You can change your install path from the Steam interface. - I'd *seriously* consider doing that reinstall before even trying to get the bazillion mods to work. Second rule is find the Unofficial Patch (Patches?) and put that as your first mod. It fixes a LOT of broken things (yes, Skyrim is broken right out of the box for PC) and many mods *depend* on those things being fixed in order to work. I think SkyUI *requires* SKSE - so go get the latest version of that too (you'll need it for a LOT of mods: http://skse.silverlock.org/ be sure you pick the right one) Once you've got Skyrim vanilla working, and you've got SKSE working (to check, manage to get to the load screen and instead of loading up a game just pop the console command key (usually ~) and type "getskseversion" without the quotes - if it gives you a valid answer and not some version of "dude WTF command was that?" you're good), AND you've got the unofficial patch loaded in...you can *start* one. mod. at. a. time. (make a clean vanilla save or download one of the many on nexus...I'd advise being as close to start as possible without having to crawl through the whole Helgan tutorial again) to create your hopefully-stable load order. Welcome to modding for Skyrim! The only thing I've upgraded since I started trying to mod this bloody game is my whiskey budget. :wink:
  13. Maybe someone could tweak this one in CK or SSE Edit so that rather than negate fall damage, it would just lessen it? https://www.nexusmods.com/skyrimspecialedition/mods/2033/?tab=files
  14. So...should the VM be freezing on "fresh out of the box" vanilla Skyrim install? I've done *nothing* but clean the masters according to the Nexus guide....but then Windows barfed out an update.... Despite this log, I can load up a save (or start a new game) and play, but I thought a frozen VM was "all sorts of bad" because it borks script loading or some such? [06/08/2018 - 04:43:23PM] Papyrus log opened (PC)[06/08/2018 - 04:43:23PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[06/08/2018 - 04:43:23PM] Memory page: 128 (min) 512 (max) 153600 (max total)[06/08/2018 - 04:43:26PM] Cannot open store for class "DLC1testPhilVortexSCRIPT", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "dlc1testPhilVortexTrigSCRIPT", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "DLC1TestPhilAtronach", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "dlc1scwispwallscript", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?[06/08/2018 - 04:44:40PM] VM is freezing...[06/08/2018 - 04:44:40PM] VM is frozen[06/08/2018 - 04:44:40PM] Log closed I'm used to seeing everything except the last two lines.
  15. TBH, while it's an immersion-shattering pain in the backside, you could just Go do your bit with the trainer, and then if that levels you, just hit the console command input (the ~ key) and type "player.setlevel X" without the quotes..where X is whatever level you were before. Dump the 10 points you got for "leveling" into whichever pool you're most willing to alter and then, if you want to, set *that* back down too. So..if I was level 1 and trained 5 points in Alchemy, it would almost CERTAINLY get me to level 2, if not 3. I'd probably pick Stamina because I'm a carryweight hog. I'd take the levelup like normal... And then I'd type player.setlevel 1 player.setav stamina 100 (down from 110, which is what it would go up to when I leveled my player from 1 to 2) Being a dirty cheater at this point, I'd totally keep that carryweight upgrade :wink: .... Honestly though...I don't enjoy playing too unbalanced a game, myself, and having an Archery skill of 60 on a level 5 toon is game-breakingly unbalanced. If you're that intent on "seeing all the content" before outleveling it, do NOT train with the trainers. Go play the game. Find the dungeons, use your skills, and level up *while* you play :wink: If it's just "I want to get my Alchemy/Smithing/Enchanting to 100 without suddenly being a very gimped level 19" then bite the bullet and just set those skills to 100. Skip the potion exploits and the grinding. As long as you buy your *perks* in order (grab a perk providing mod like Perk book or Perk potion or whatever), just setting your skill level doesn't seem to break anything. Player.setav Alchemy (or whatever) 100 Done.
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