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TonyOQuinn

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Everything posted by TonyOQuinn

  1. Well, I guess it wouldn't help to suggest you go back to all those nexus mod pages and read everything. If you don't who can blame you. So, I can suggest a fews big ones to start with, fixes that solved ctd's for me when I got to about 100 mods. Clean your master esm's Use this tutorial, one of the many on youtube. CTD can happen a lot if you get near a cell that was deleted in a master file if that cell is referenced in a mod. The youtube author can explain it better than I can. Reinstall XPMSE and re-run GenerateFNISforUsers, because CTD when you get near actors, like bandits, usually means your animations or skeleton files got clobbered. The XP skeleton needs to have priority under all animations and skeleton plugins. When you run FNIS, make sure you fix all warnings until you can run FNIS without a hitch, for example "skeleton arm fix" needs to be checked. I recommend Crash Fix ENBoost, you might have noticed on the main nexus page mods of the month. With 1GB GPU you need a good graphics memory manager. And if you choose one page to read all the way through, make it the STEP Troubleshooting Guide. On second thought just skim down to the section named "Exterior Crash to Desktop (CTD)."
  2. With AH Hotkeys you can set a hotkey to equip an item that matches a string rather than an specific id, so it may do what you want. Maybe it's compatible with your disarming mod. It has a lot of nice features without too much scripting overhead.
  3. Maybe not. When you removed mods did you simply uncheck the plugins on the right panel? Try unchecking folders on the left panel until Whiterun shows up again. If that doesn't work, then yeah something plum terrible has happened to your base game.
  4. OK, I'll bite, at least until an expert jumps in. I get that you prefer not to use mod tools, but let me suggest LOOT and MO might make it much easier to troubleshoot your game even if you only use them temporarily to get it stable. Nonetheless, with a small list of mods, should be pretty simple to narrow it down. When do you crash? Loading a saved game, or when you're in game? Is it random or repeatable? If ctd happens in game or even loading a game around female actors I suspect hdtHighHeel.esm. To me "HDT" implies that it requires HDT Physics even though the HDT HH page doesn't mention it. I don't know, just a hunch. Edit: Also, I think you need UHRP
  5. You have FNISspells.esp, the FNIS plugin for spell animations, but without the FINIS Behavior main plugin it might be causing ctd. I recommend you get the main FNIS Behavior. Follow fores instructions. He may jump in here as he posts in these forums quite a bit. Like beatwagon, I recommend Mod Organizer. It's is a great tool for trying different mods and then troubleshooting things later. I recommend going through the STEP guide, including the MO section to get a stable game. Your system is beefy enough to run a stable Skyrim. Only 66 mods isn't a lot. Warzones is the most taxing one I see, but shouldn't be a problem.
  6. ^ this. We need to see the script and more information about the script. Is there already a TSTThaedrScript.pex in your Skyrim\Data\Scripts? Is your new script attached to an effect, quest, or object with the same name? Are there any other scripts in your project that work fine?
  7. This thread might help. Looks like the name you gave the property defined on line 3 is conflicting with an internal or inherited property. Maybe give it a unique name?
  8. I recommend enb v0.292 and a STEP advocated preset. I tend to adhere to STEP recommendations for stability, then tweak out from there. The latest enb is v0.302, which I use with no issues, but just fyi some folks have posted issues here since about the time v0.302 was released. Whether you get v0.292 or v0.302, start with a vivid vanilla enb preset, like vivian. I recommend you use the STEP guide to configure your enblocal.ini for your system, and then don't let anything overwrite enblocal.ini. If you want to apply recommended changes to it, do it manually in notepad.
  9. No, not for me. I don't suspect a mod is the cause of this. but just fyi, to post your mod list in a forum the preferred method is to open your plugins.txt file in your current mod organizer profile, copy/paste that in post inside a spoiler block. to make a spoiler block:spoiler <-enclose in square brackets [ ]#paste goofy big list here/spoiler <-enclose in square brackets [ ]Here's my current mod list for CBBE Slim Body My entire enblocal.ini, in case it helps. This works without stuttering with ENB v302 My enbseries.ini, settings are near vanilla skyrim with a few effects disabled:
  10. No, but if it helps I make a wild guess: enblocal.ini was clobbered when you installed enb v0302? The default enblocal.ini in v0302 looks like this: [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=other_d3d9.dll [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=64 VideoMemorySizeMb=2000 EnableCompression=true AutodetectVideoMemorySize=false For stuttering, EnableCompression=false And if you don't have skse.ini configured you should have ExpandSystemMemoryX64=true (according to STEP) I've been running enb v0302 a few days with no issues, but I'm no expert so I couldn't say why I have no issues. But I'll share any settings you'd like to see. edit: formatting
  11. Respectfully, I think "not getting" is the other way around. No, I totally get that Apocoalype's patch comes after both main files. Always did. Do any of the Requiem - *.esp after this patch have spells, enchantments, magic effects, light effects, image space modifiers, etc that might conflict? We don't know, so its safer to put this patch below the others. Edit: Just want to add that if by some small chance I've explained this to your satisfaction. If you decide to adjust this patch up in your list, I'm sure you understand, we both understand you would need to place it after Requiem.esp.
  12. It's not a big deal, only organization. If my organization thinking doesn't make sense to you, you certainly shouldn't use it. To answer your question why, Requiem is a huge expansion mod, and Apocalypse is a smaller magic system expansion that I want to snap in and override. So I put overrides low in my folder list and plugin list (higher priority). That way if there are any conflcts Apocalypse wins. If on the other hand, I want Requiem to win, to have priory, then I would group all Requiem plugins lower in the list. As you say, it doesn't matter if the patches and overrides are showing up in game the way you want.
  13. No problems jump out at me, but you may want to also post your modlist.txt from your MO profile folder. I haven't used Requiem mods, but personally I would group them together, i.e. move "Apocalypse - Requiem Compatibility Patch.esp" out of the middle of requiem *.esp's. Place all Apocalypse plugins together, below everything if you want Apoc to have higher priority. Just me, I'm ocd about my mod organization, but if someone jumps in here with experience with Requiem, go with their advice.
  14. You can use the ref id to look it up in CK. In game, go to the wood deck, bring up the console and click on it. When you have the object ref id on screen, bring up ck and load skyrim.esm. Click Edit, Find Text, type in the ref id and enter. Under Objects, you should have REFR Form to xxxx form '<DerpyWoodEDID> (FormID). Do another search for the 'DerpyWoodEDID' to get the static form. Double-click the static form to see the model file path. Edit: Have you seen Noble Skyrim Mod?
  15. If you're using Mod Organizer, move XPMSE to the bottom of your folders on the left side of MO. Whether you use MO or not, reinstall XPMSE. When MO prompts, click replace. Then check if you still have "Groovtama, you failed" anywhere. Maybe this will fix your ctd, sounds like it's the skeleton causing it.
  16. My Home is Your Home will allow you to assign a follower to a house (or any area). They go where you assign them when dismissed and stay there. Follower Live Package has an interesting feature where you could assign followers squads, each squad has a squad leader. Personally I haven't used it, only use one or two followers at most. Theoretically FLP allows you to have several squads of several followers. FLP is compatible with MHIYH and Amazing Follower Tweaks, with a plugin for AFT.
  17. That'll prolly fix FNIS. If your Mod Organizer is in Programfiles(x86) you should move it too while you're there. Nope, its perfect. Narrows it down to half a battle since XPMSE is fully functional. I will defer to Katy, so we're not tag-teaming you. And she has more experience here.
  18. Have you run FNIS as administrator one time since you rebuilt the game? In game, under the Mod Configurations menu for XPMSE, are all the checklist boxes checked? What's giving the Nul message? Was it a NulPointerException from Java? I only used Dual Sheath briefly but I recall it's a java app. Maybe irrelevant but Java was updated about a week ago.
  19. In Dawnguard, they did something like this with Serana. The player has too be very delicate with her in dialogs on the topic of her condition, because if you say something offensive you loose DLC1SeranaFaction which makes her a bit chilly toward you. If your SeranaFaction stays high, it opens some options later on. Offhand I don't know if SeranaFaction is adjusted without using scripts in the dialogs, but I suggest you take a look at in Dawnguard.esm in CK or TES5EDIT for some ideas.
  20. For me, line 2 is "Skyrim: 1.9.32.0 - Y:\Apps\Steam\steamapps\common\Skyrim\ (Steam)" the path I have in the "Start In" field for the GenerateFNISforUsers in Mod Oranizer ,but yes it is also the "Installed Path" in my registry .
  21. Currently $10.00 is the difference since Skyrim Legendary Edition is on sale. Seriously, that's a great price for an epic game. Many authors like Fore refuse to support a cracked version because it's pirated. I agree on principle, programmers and authors should get payed for good work. But also because with a cracked version we have no idea what we're dealing with so there are far too many variables involved in troubleshooting.
  22. I don't see any issues with your plugin list at a glance (doesn't mean there aren't any). But keep in mind your folder list order is far more important for the FNIS process. For example, "NPC Gender Race Heights" may have a skeleton and animations in it, but FNIS won't care as long as the FNIS and XPMSE folders are under it on the left side of MO. When you generate animations, all NPC's will use the XPMSE and FNIS files unless they have their own files embedded in their mod folder, in which case they'll use their own animations designed and packaged by the author.
  23. CTD after a short time could mean your game is running out of memory. Since you're using ENB, check enblocal parameters are right for your system. Check your skse.ini is in accord with this. Is your Heartfires disabled by mistake? If so, you should enable it and install USLEEP and UHRP
  24. Well I fold, too, conceding to fore. @fore But I'm curious how you can tell. My Skyrim is Steam legit, however I moved the folder to an SSD then made a junction back to the steam folder ( MKLINK /j X:\VirtualApps\Skyrim Y:\Apps\Steam\SteamApps\common\Skyrim ) so my actual skyrim folder is X:\VirtualApps\Skyrim. So F:\Installation\Sanchit\Skyrim LE\ didn't give me pause.
  25. That's cool. What they mean is if you installed a mod that gives females a "Bullet-time Double Flying Swan Kick like Trinity in The Matrix," it might conflict with the cartoon Shrek imitation version by Fiona. In other words that's not critical unless you have a lot of different animations. To get past this problem, check that you have these mods in this order near the bottom of your folder list in MO: * Realistic Ragdolls and Force required for XPMSE * FNIS Behavior * ( any FNIS animations plugins, like Sexy Moves, CreaturePack, Spells) I recommend all those * NetImmerse Override for XPMSE * HDT Physics Extensions which XPMSE is made to support * XPMSE After you have this order, follow this guide to set FNIS to run from Mod Oganizer, so it can "see" all the parts. Make sure you have the "Skeleton Arm fix" checked, you'll need it.After you run GenerateFNISforUsers, according to the STEP guide, and have created a mod from the overwrite folder, move that folder above XPMSE. That way nothing overwrites XPMSE. EDIT: I would add one thing to the STEP guide, In Mod Organizer, the drop-down box for executables, select <Edit...>, GenerateFNISforUsers, the "Start in" field should be your Skyrim folder (X:\Apps\Steam\SteamApps\common\Skyrim) If you still have problems, post the output text from FNIS.
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