Jump to content

Synthesis

Supporter
  • Posts

    58
  • Joined

  • Last visited

Nexus Mods Profile

About Synthesis

Synthesis's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. As the title suggests, this is a strange one. I'e found after using a time scale mod (in my case, Dynamic Timescale SE), eventually (probably much sooner than I realized), the cooldown for "daily" use powers--for example, Highborn for Altmer, Dragonskin for Bretons--broke due to the mod's handling of time frames. How, I don't know. What I do know is that uninstalling the mod through its own specific procedure (and then further verifying that the timescale is back down to 20 via the console) makes no difference. Giving yourself a new power, using it, and waiting 48 hours makes no difference. Using a quick-mod solution to turn these powers into "lesser powers" (i.e. recharge like any other spell) makes no difference. Based on a few hours of troubleshooting, everything seems to point to: the cooldown is now set to some impossibly high (9,999,999 or whatever seconds) or impossibly low (-1 seconds) time frame. Activating god mode just supports this: the powers are completely usable, and function, but the moment you leave god mode the game references its own (broken) timer. This persists after removing the mod, because those powers are part of the base game, and the mod didn't actually change them--it just broke the way time is calculated in regards to them. If that's the case (and I have no reason to think it isn't, but I'm open to suggestion), I wonder if it's possible to use ReSaver (or some other tool) to dive into the file and remove the cooldown element. That may not be possible, and even if it is, I have no idea where to start. Unfortunately, the mod itself is no help: Dynamic Timescale was never a hugely popular mod in LE (I didn't use it either), and the SE version was converted by good samaritan whom, by their own admission, has no idea about the technology behind it and requests that you ask the original creator, who is understandably long gone. So, am I completely out of luck? Any insight would be appreciated.
  2. Happening to me as well. Relieved it's something with F4SE. Not using Creation Club, these Fallout 4 updates really are giant pains in the ass.
  3. I'm running into this myself--I thought it was from one of my three modes that also need to be updated with F4SE (LooksMenu, Mod Config, Rename Everything), but it's a relief to hear that it's something in F4SE instead.
  4. So, obviously, Fallout 4 updated again. Or the Creation Store did, thank you Bethesda. Naturally, F4SE "broke", compatibility wise. And by extension, LooksMenu, Rename Anything, and MCM all "broke" as well. By that afternoon, thanks to the hard effort of the modders, all three are updated. So I update F4SE, and the three mods. Except now, Fallout 4 crashes to desktop on loading (once it gets past ENB). Every time. That's new. I tried loading up just by running F4se_loader.exe, rather than Mod Organize (my mod manager). The game reaches the menu, though naturally, I can't load a save with zero mods running. So....am I screwed? This'll be the second time FO4 decided "You've gotten far enough into this game, that's it"--except last time, it was just all my saves that broke. Now the game crashes on launch. I don't think I actually enjoy FO4 enough to start again. Troubleshooting wise, I've removed ENB (obvious). I've also tried disabling every single mod in the Mod Organizer so I could troubleshoot the plugins by group (less obvious). Same in either case: Fallout 4 crashes before it reaches the menu. EDIT: On a whim, I ran it with my mods, but without F4SE...and it worked. Well, that's better than nothing. I just have to figure out how I screwed up with something as simple as F4SE. EDIT EDIT: It was the Knockout Framework. If I'd been luckier in guessing it wouldn't have taken two days to realize. But at least I don't need to start over again.
  5. Indeed, I'd really love to see Immersive FP brought over--I remember when it appeared like a bolt out of the blue for the original Skyrim, an alternative to the Joy of Perspective (which, good as it was, had a lot of issues).
  6. A non-troll suggestion: if you encounter that power attacks cause CTD in other saves, you may want to look at your animation files--it's possible, however unlikely, that a bad animation is causing a crash.
  7. As the title said, in my game, despite never having met her (which seems obvious in retrospect), Vex in the Ragged Flagon causes a crash CTD. At first, I thought this was an issue with that individual cell....except removing Vex allows me to enter in the cell fine. And using the console to transport to my current cell, or spawn a new one, causes a crash. Furthermore, it doesn't seem like disabling all the mods affecting Vex makes any discernable difference (courtesy of TES5Edit)--I only had two in the first place, the Unofficial Skyrim patch, and an appearance mod. Can anyone offer a way to fix this? EDIT: Doh, it was Vex. Specifically, something altering her armor (not her appearance). Figures I post about it finally, then solve the issue ten minutes later.
  8. Like the topic title says, I've just gotten into Riften and begun the quests there--and any entrance into the Ragged Flagon (as well as COC console command) causes crashes to desktop. But weirdly, the Cisten works fine. I got there via console command--no crashes or odd behavior. Anyone know about an obvious go-to that might cause a crash only for the Ragged Flagon? It doesn't seem like something that would reset over a few days. EDIT: So, the cause is Vex...because if I move Vex to my position via the console, the game crashes as well. But I disabled the two mods I have that affect Vex and I've never met her in game and the same thing happens (the Unofficial Patch, and one that changes her appearance)...by contrast, other Ragged Flagon NPCs work fine. Anyone know what I can do to fix this? EDIT EDIT: Figures I finally post about this and then figure it out 10 minutes later--something's breaking the Guild Master armor, not Vex herself.
  9. The mod has installed using NMM without a hitch for me and others. This is probably an issue with your mod installer. If you don't want to use NMM I recommend a manual install. That's certainly a possibility--I'll need to go ahead and take a crack at that, first through a profile, than through a direct installation. Ironically, the only reason I'm using MO is because NMM after 0.56 (or thereabouts) added profiles and made them mandatory, an infinitely wise decision, and I wasn't in the mood to lose the ~230 mods I had in Skyrim in actual working order (thank god I backed everything up). Also, your new model looks great, very cute--hope you'll put in other options (bandanna, etc.) if you have the time like you did originally. Digging the tanktop/shorts look!
  10. First, BigCMan, thank you for your ongoing efforts--I'm sorry to hear that you're not continuing with your default Vault Girl (with the bob hair), as that was my preferred one, but it sounds like you have good reasons and I'm grateful for the work you've put in. Second, has anyone encountered issue where installing the mod seems to have a lot of gaps/missing things? Not just unfinished stuff, like some of the Pip-boy status screen having the modified head but the default body (quite amusing looking). No idea what could be causing this, I installed it via M.O. (I don't use NMM for FO4 due to the profile issue)--I enable the patches for DEF_UI which keeps from crashing, but a lot of the elements seem missing. By contrast, Vault Girl STATS works--granted this mod is in Alpha, but it does seem like the basic stat screen should be working (since you can chose different bodies, you can see how it's suppose to look in the image gallery, etc.). Are there specific mods that will overwrite the modifications? EDIT: To do some tests, I created a new character with no mods aside from this one--and the same issues appeared. Which is somewhat good as it suggests its not a mod conflict! On the other hand, I'm completely stumped as to what could be causing the issue. I know the animation mods are flash files, maybe I've overzealously removed something needed from that?
  11. I recently snapped up KOTOR and KOTOR II at the Steam sale, and aside from the TSL restoration mods, there's one particular mod I missed, the name being "Purple Female Twi'lek Selectable PC Head"--it used to be back on PCGameMods, and may have been made by a 'Ryan Sprinkes'. As the name implies, it's a purple selectable Twi'lek head for the PC--it's similar to Stoffe's tan Twi'lek PC head with some notable differences: obviously it's light purple (sort of lavender color), there's a (rather cool) dark side transition (involving red tattoos), and there was also a Twin suns outfit you get as "custom leathers" after leaving the initial starting area. Unfortunately, this mod became hard to get years ago back in 2007 when PCGameMods went down--it's possible it's completely vanished by now. I know it's not on Nexus, but if anyone still happens to have the mod, it'd be much appreciated.
  12. So, like the topic says. I noticed my character was crashing to desktop every time I went outdoors (or tried to use the console to go somewhere like Whiterun, "coc whiterun"). I originally thought it might be a mod--but it was ENB specifically. So I decided to reinstall ENB, even though it'd been working and I couldn't tell what changed. So, having reinstalled ENB, with and without my ENB option (Seasons of Skyrim), there is no way to get it running without CTD. 1) I've reinstalled the June 2010 DirectX runtimes multiple times 2) I've tried both 0.308 and 0.292 ENB versions. 3) I've tried copying my d3d9.dll file from my Windows/System32 directory (game loads fine, but ENB doesn't engage). Skyrim runs perfectly without ENB, but there doesn't seem to be any way to get it running with ENB to even the menu. Everything I've searched for suggests one of the three above should fix the solution, but I've had no luck. I know ENB can work with Windows 10, I just don't know what the magic trigger is.
  13. I think I'll pass, that's not the sort of mouse I'd use (and also this mouse worked fine in this game for literally years). Thanks anyway.
  14. So I'm putting this under 'Technical Support' because I'm increasingly certain this isn't mod related. I use a Logitech MX800 keyboard and mouse set--it works very well for my needs. Unfortunately in Skyrim, it's recently caused a weird issue: the 4 and 5 buttons (on the side, touched by the thumb) are extremely unresponsive. I have one bound to select, and the other bound to ready/holster weapon (you can also hit attack too). They both seem to only register 50 to 25% of the time. Other buttons appear fine. To test, I dug an old Microsoft USB IntelliMouse out of my closet and plugged it in directly. The side buttons register 100% of the time, without fail. "Sounds like a bad mouse." That's what I thought--until Logitech sent me a fresh update. Same problem. And I've tried uninstalling and reinstalling the drivers. It does only appear to happen in this game, the 4 and 5 buttons work fine in browsers, apps, etc. I'm tempted to switch over to the IntelliMouse, but aside from its super responsive side buttons, it's rather old and not smooth-working anymore. Anyone know what might be the cause of this?
×
×
  • Create New...