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About Wolfpack49
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Skyrim Special Edition
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I was bad and updated too many mods...
Wolfpack49 replied to Wolfpack49's topic in Skyrim's Skyrim SE
Okay, really weird -- I checked my EngineFixes.toml settings and somehow they got reverted to the defaults. I restored the correct settings and all is working again. It's strange, because I didn't think I touched EF, but in any case, all is fixed. -
Well, I foolishly went on a mod updating spree, and I am of course now paying the price with a CTD on loading a save,,,, (yes, I know better!) I've been going through the crash logs and a few lines that keep showing up periodically are these, and I seem to remember seeing these before one time when I was crashing. Do these give any clear pointers to mods that might be an issue -- I know for certain USSEP isn't at fault, but maybe something is trying to reference it? I removed the reference from Synthesis.esp but it still shows up as being triggered by Skyrim.esm so I don't think that Synthesis is at fault either. [RSP+818 ] 0x1C0608C2E80 (EffectSetting*) File: "Unofficial Skyrim Special Edition Patch.esp" Modified by: Skyrim.esm -> Unofficial Skyrim Special Edition Patch.esp Flags: 0x00000009 kDestructible | kInitialized Name: "Fortify Armor Rating" FormID: 0x00017120 FormType: MagicEffect (18) GetFullName: "Fortify Armor Rating" [RSP+820 ] 0x1BFC0DA6100 (BSScript::Internal::VirtualMachine*) [RSP+828 ] 0x1AC193F810 (void*) [RSP+830 ] 0x7FF648CF60EE (void* -> SkyrimSE.exe+01560EE mov ebp, eax) [RSP+838 ] 0x1C06FF0FA70 (void*) [RSP+840 ] 0x1C06054A080 (PlayerCharacter*) Flags: 0x00000408 Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Flags: 0x00000408 Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Object Reference: File: "Synthesis.esp" Modified by: Skyrim.esm -> Synthesis.esp Flags: 0x00000009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) Flags: 0x00000408 kInitialized FormID: 0x00000014 FormType: ActorCharacter (62) Attached the whole log if it helps. Thanks for any pointers..urg. Going now methodically back through my installs and reverting to see if i can find the culprit.
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Ah, wait, you have a lod issue. Are you using xlodgen? If so, adjust brightness when you run until you find the sweet spot. Landscapes that have lod terrain already included don't have this issue, but landscapes that don't include will need to be generated.
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SSE SkyUI Filter and Animation Events
Wolfpack49 posted a topic in Skyrim's Creation Kit and Modders
So I came across an odd situation where if an animation is playing in the background (such as Crafting), you enter a search in the SkyUI Crafting filter, and then close out of the menu, the animation gets stuck and doesn't return control to the player. I tried using: Debug.SendAnimationEvent(Game.GetPlayer(), "IdleForceDefaultState") Game.EnablePlayerControls() While that snaps the character out of the crafting animation, it still keeps the character frozen in place with no movement control. Has anyone come across anything similar? It's very specific to using the Filter search in SkyUI. Thanks -- any insight is appreciated! -
https://wiki.nexusmods.com/index.php/Skyui_Skse64_installation_guide
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You should check this mod and read the description carefully: https://www.nexusmods.com/skyrimspecialedition/mods/57643
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SSE GetSkillName() or Equivalent?
Wolfpack49 replied to Wolfpack49's topic in Skyrim's Creation Kit and Modders
I actually think polling the skill levels is going to end up being better in this particular case -- I need those values anyway to do some calculating, so if I go with Game.getPlayer().getActorValue(skill), I can figure out both which skill was trained as well as the value it increased by. Doing this with the OnMenuOpen/Close Events. Thanks everyone, got me pointed in the right direction. -
SSE GetSkillName() or Equivalent?
Wolfpack49 replied to Wolfpack49's topic in Skyrim's Creation Kit and Modders
Yeah its looking like checking whether a skill has incremented is the way to go. Too bad Ill need to poll all the skill values but seems like the only way. -
Is it possible to capture the type of training an instructor is doing either by string or ID? I am looking at the set of string in the ActorValueList but not seeing a way to capture the values: https://www.creationkit.com/index.php?title=Actor_Value_List Basically I want to check whether a particular type of training is being done, and then use that string or ID to do some other stuff, so basically .GetSkillName(), or .GetSkillID()....
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SkyUI not making any changes to game. No error message.
Wolfpack49 replied to lennoxlovexx's topic in Skyrim's Skyrim SE
Here you go: https://wiki.nexusmods.com/index.php/Skyui_Skse64_installation_guide- 3 replies
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- skyrim
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ENBs - choosing... suggestions, please!
Wolfpack49 replied to BlueGunk's topic in Skyrim's Skyrim SE
Silent Horizons. -
False "save corruption" during gameplay
Wolfpack49 replied to Ramagast's topic in Skyrim's Skyrim SE
SSE Engine Fixes, folks. -
Skyrim mods updated with Vortex, now errors
Wolfpack49 replied to loserspearl's topic in Vortex Support
Make sure the version of Address Library is the correct version for your game version. -
If you were using Glacies, youd need to overwrite CL completely with it, then apply the patch for Glacies
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Im guessing your snow projecteddiffuse may be causing the lod mismatch. Check the projectedDiffuse Patch Hub. Blended Roads will help with grass loss in roads but also check NoGrassias Extended or Ultimate.