-
Posts
42 -
Joined
-
Last visited
Everything posted by KnightBlade2
-
Multiple stashes in game - V's apartment, motorcycles, cars, Judy's apartment, the Nomad camp.... The problem is they're all disconnected,which makes them nearly useless. A mod connecting them all or replacing them all with V's apartment stash would be a nice quality of life improvement.
-
âI recently installed Neon Flats from Creation Club. I ran the quest and obtained access. No problems in the lobby but as soon as I enter the first or second floor, I'm stuck. I can create a save within the flat but when I try to load it, I get the infinite loading screen.âIf I try to CoC in or out, using the console, I get an infinite load screen.If I try to exit to Goodneighbor, I get an infinite load screen. I use MO2 and have a lot of Mods. I've tried disabling many of them. Here's the strange thing... If I disable 10 mods, for example, then try entering Neon Flats and exiting to Goodneighbor, it works, sometimes. Try it again with the same mods disabled and I get the infinite load screen why I try to exit to Goodneighbor. Disable more mods, try it again. It works, sometimes. Again, reload with the same mods disabled and try exiting to Goodneighbor and it may work or I may get the infinite load screen again. There seems to be no consistency. Any suggestions?
-
Is there a way to block an entire category?
KnightBlade2 replied to HadToRegister's topic in Site Support
YES! I want this too. I just want to be able to turn off specific categories. -
In response to post #67091071. "if most people did not even know about this situation why even publicise it ?" I'll give you one reason why... Users like me. I just started playing Knights of the Old Republic and it's sequel. I used several mods I downloaded here that were archived from GameFront. When I came here today, they were gone. Without this explanation, I would have been left in the dark.
-
I've installed three of DeadPool2099's weapon mods: Wattz Laser Gun, 12.7mm Pistol and Bullpup Bozar. All of them appear "exploded" and nonfunctional in first person view. Wattz Laser Gun Bulpup Bozar The 12.7mm pistol was also messed up until I installed DeadPool2099's optional "No different sprint animations" esp file, then it appeared normal. To make this more confusing, the weapons all appear perfectly normal on my laptop and really messed up (as above) on my desktop. Both are using MO2 and I have tried both with NO other mods installed. Both are using the most current version of the game and I've used Steam to verify the integrity of local files. Admittedly, I have a lot of mods on my desktop computer but even launching the game directly from the Steam link, completely bypassing MO2, the weapons don't function. This is using vanilla ini files too. SOMETHING on my desktop must be conflicting with these mods but I can't seem to find it. I've even compared the two Fallout 4 and Data folders. PLEASE put your heads together and let me know what to check. Again, something has to be conflicting but I sure can't find it.
-
SSE CTD on Save After Hours of Gameplay
KnightBlade2 replied to squireoivanhoe's topic in Skyrim's Skyrim SE
Thanks for the help. Yeah, at least restringer gave us the option of reducing the string count. In this case, my only option seems to be to eliminate mods I currently run to be able to run other mods with scripts . That's not really a solution and I think I'm going to look around for another open world game. I'm at endgame, and with this issue I'm unable to install quest mods that contain any scripts and still be able to save my game . I was hoping with the release of SKSE64 that there might be a solution to this . -
SSE CTD on Save After Hours of Gameplay
KnightBlade2 replied to squireoivanhoe's topic in Skyrim's Skyrim SE
I certainly appreciate the advice and yes, I have tried your solution. I checked my save with Resaver frequently and clean anything that shows up. Lately, I seem to be having trouble identifying the mod that scripts belong to. When I select a mod in the filter it seems like it only shows me the ESP file. Perhaps I remember incorrectly, but I swear older versions would allow me to select a mod and it would show all scripts and scripts instances generated by that particular mod. -
SSE CTD on Save After Hours of Gameplay
KnightBlade2 replied to squireoivanhoe's topic in Skyrim's Skyrim SE
I think you may have misunderstood my posts. I can "fix" the game so that I can start saving again. The problem is that I have to keep removing mods from my load order that have multiple scripts in them. If I want to install a new mod that has multiple scripts in it, I have to remove other installed mods that have scripts to fix the problem. It's like there's a maximum number of scripts the game will allow you to bake into a save file. If you have too many of them, the game won't save. It's possible that it is script instances not just scripts but it's one of those two. I don't consider having to remove mods that I'm using a realistic solution to enable me to add more mods. Again, this is only affecting mods with scripts. I seem to be able to add more mods as long as they don't contain scripts. Conversely, removing mods that don't have scripts doesn't allow me to save the game. What I'm trying to find is a workaround that allows me to save the game with more scripts. Someone mentioned before that the game crashes because Papyrus is trying to save all those scripts. Perhaps there's a workaround to allow Papyrus more time to save those prior to the crash. BTW, is there a console command to show the number of actively running scripts while in game? -
SSE CTD on Save After Hours of Gameplay
KnightBlade2 replied to squireoivanhoe's topic in Skyrim's Skyrim SE
I just saw this and appreciate the information. My testing seems to confirm this (see the message above) . Is the problem with the number of scripts or the number of script instances? More importantly, is there any work around for this? Do any of the ini file entries that give Papyrus more time make a difference? I'm at end game, and have been playing a fair amount of the player made quest mods. Since those tend to have a lot of scripts, I'm at the point where I can no longer play because I can't save the game. I also don't want to remove all of the mods I have installed every time I need to make room for another script heavy mod. -
SSE CTD on Save After Hours of Gameplay
KnightBlade2 replied to squireoivanhoe's topic in Skyrim's Skyrim SE
Sorry if this has been mentioned before but I'm having the same problem and I'm concerned that it has to do with the number of scripts in the save file. The game has been Rock Solid for me, but I reach a point where I can't shave without crashing to desktop. Like you, I could play for hours, I just can't save. Testing has revealed that I can continue to save if I remove a mod that has a fair amount of scripts. Removing mods from my load order that don't have scripts makes no difference. It also doesn't seem to make a difference which mod I remove, so long as I'm removing one that has a bunch of scripts in it. I started the game today and tested to make sure I could save. I then installed the new convenient horses mod, which has a load of scripts. Again, the game started perfectly fine right up until I tried to save. Then, the usual crash to desktop. I know there used to be talked in the Legacy version of a limit to the number of strings the game would recognize based on a 16-bit number. Is there a similar problem with the number of scripts that can be saved to the save game file? From my testing, that would seem to be the case. Since removing mods that contain no scripts makes no difference and it makes no difference which script heavy mod I remove, it seems to be related to a maximum number of scripts that can be saved in the save game file. -
Skyrim SE has been very stable for me except when saving. With a lot of mods installed, it often crashes to desktop when attempting to save. In case anyone wants it, here is my Mod List. Relevant info: I use LOOT to organize my mods and ReSaver (from FO4Tools) to ensure my saves are clean. I've tried checking papyrus logs but I don't see anything obviously causing a crash. Saving in a small cell, such as an inn or coc'ing to UnOwnedCell, the save occasionally works. It rarely works in a large or exterior cell. Theory: I believe this is related to the number of scripts somehow. Disabling a mod or two doesn't stop the CTD on saving unless that mod contains scripts. Disabling any mod with scripts allows me to save, at least for a time. (BTW, I know removing mods mid play is dangerous. At this point, though, it's the only way I can continue to save my game.) Generally, this works for a few hours of game play. Then the problem starts happening again. I remove another mod with scripts (and clean the save file) and I can save again. So, is there a limit to the number of scripts that can be running at a time? What about script instances or strings? So, I'm hoping someone recognizes these symptoms and has some helpful information.
-
So this HAS been working fine for me with SSE but I'm now encountering a problem. My game freezes every time I approach the Temple of Miraak on Solstheim (Dragonborn DLC). I checked my Papyrus log and a LOT of Convenient Horses errors are showing up. https://dl.dropboxusercontent.com/u/47451115/Papyrus.0.log I'm not sure that CH is causing the problem but with so many errors, so late in the log, it's a good bet.
-
Help Converting "Japan Home Purchase"
KnightBlade2 replied to KnightBlade2's topic in Skyrim's Skyrim LE
More testing. This affects a WIDE area. The Japanese Lodge is located north of Riverwood. The game crashes if I try to travel north from Riverwood, crashing the game as I cross the bridge out of the village. I can't fast travel to Honningbrew Meadery, to the north, without a crash. What in an esp would affect such a large area? -
Help Converting "Japan Home Purchase"
KnightBlade2 replied to KnightBlade2's topic in Skyrim's Skyrim LE
BTW, my best guess is that the problem lies with the world space or the navmesh. The Creation Kit show an error in Tamriel 8,-8, saying the navmeshes need to be refinalized but I'm unable to do so. Every time I try to load the cell with the navmesh, Creation Kit crashes. Problems with the cell or navmesh also seem likely since the game crashes even if I try to approach the area on foot. If I come from Riverwood, the game crashes near the end of the bridge. -
I've successfully converted many Oldrim mods for personal use in SSE but am finally stuck. I've been trying to convert JAPAN HOME PURCHASE for use as a player home but my game crashes to desktop every time I get anywhere near it. In the past, this has often been a mesh issue that I have overcome but I'm stymied this time. I'd really appreciate some help in finding the solution. Here's what I have tried so far: Installed the original version of the mod with no .esp or mesh conversion at all.Updating all the meshes with SSE NIF OptimizerOpening and re-saving the .esp in the SSE Creation Kit.Cleaned the .esp with SSEEditPlaced the .esp last in my load orderRemoved the Real Shelter references from the .esp and RealShelter.esm as a master to eliminate the need for SKSE.None of this has stopped the crash when I enter the area around the Japanese home or if I try fast traveling to it. PLEASE give suggestions. At this point I'm disappointed, as this is the only mod I have been unable to convert. Thank you very much for any possible help
-
I'm trying to reorganize my mods but I'm getting a lot of missing items in game. For example, armor added with a mod vanishes when I change the load order of the mod. I believe moving it changes the form id's of the items. Let's say the armor has a form I'd of 84000981. The mod gets bumped down one position and now the armor has a form I'd of 85000981. Any way to avoid this while still being able to reorganize our mod orders?
-
I'm trying to reorganize my mods but I'm getting a lot of missing items in game. For example, armor added with a mod vanish when I change the load order of the mod. I believe moving it changes the form id's of the items. Any way to avoid this while still being able to reorganize our mod orders?
-
It's my understanding that the keyword limit has been raised from an 8 bit to a 16 bit system. So, now that the limit is very large, can someone explain to me why we are still missing categories? I thought the keyword limit was the problem before.
- 5 replies
-
- keyword
- settlement
-
(and 1 more)
Tagged with:
-
I just noticed today that the "defenses" category is missing from my workbench menu. I don't know when it first disappeared so I started disabling all mods I've installed recently. The category is still missing, however. Any suggestions? Has anyone seen this before?I suspect it's a mod conflict but can't seem to find the problem.
-
How Do I Hide Companion Names?
KnightBlade2 replied to KnightBlade2's topic in Fallout New Vegas's Discussion
Can they be a follower without being a teammate? -
How Do I Hide Companion Names?
KnightBlade2 replied to KnightBlade2's topic in Fallout New Vegas's Discussion
No one has responded here or on Reddit, so I'm guessing this is a complex subject. Does anyone know how companion names are actually displayed on the Pipboy map? I'm hoping there's something I can edit to hide them. I like having multiple companions but generally only quest with 1-2 at a time. The others remain in various houses I own. The biggest hassle with their names is when they appear on interior maps. It really starts to cutter them up. -
I have multiple companions parked at various locations around New Vegas. Every time I bring up the world or local map, their names overlay. This causes some clutter, especially on the local map. Is there a way or a hack to hide their names? Thanks!
-
WHY: Lots of game items are shown as not owned, even when you've defeated an enemy and taken possession of their goods. There are mods that fix some of these but not all. HOW: A new gun. I suggest something small so as to not cover much of the field of view. When aimed at an object, the object glows (some mods do this). When the trigger is pressed, the object switches ownership to the player (setownership) so that it can be looted without losing karma. Yes, I know this can be done in game with the console but it is a hassle when there are lots of items to switch. Thanks!
-
In Fallout: New Vegas, I used a mod called Ban - Dupe This. It allowed you to select an item and make copies of it. I used it a lot when I had a cool item that I was using but also wanted to display in my house. I'd make a copy of the item for display without losing the item for use. Please check out the code for Dupe This and see how easy it would be to port to Skyrim. Thanks!