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Doomsday347

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Everything posted by Doomsday347

  1. I recreated the steps leading up to the crash. The issue seems to be resolved as the game hasn't crashed yet or expressed the occasional crashes I was encountering before. I suspect it was the Immersive Creatures mod. It looks like it added unstable spawns that cause CTDs. Thanks for your help OMB, I'll update this post if I find anything else out (or if the crashes return).
  2. Should be 8GB of ram physically on the graphics card. It's a GTX 1070. Yes, I'm on Windows 10. I tried the console commands and it crashed when I left the building. I tried disabling some of the mods and it corrupted the save such that it can't be loaded. I've got some more time this week, and I've already found a few load order inconsistencies, so I'm going to try a new game with some mods disabled that I suspect may be causing issues. I'll report back with what I find. Thank you for your help so far though, I really appreciate it.
  3. A very handy tool, thanks for the link. I recreated the crash while monitoring performance and it doesn't seem to be related to memory usage. I've got about 8 GB of VRAM and 16 GB of RAM, and while load on VRAM increased substantially when entering Solitude, (from 3gb to 6gb or so, likely due to JK's Skyrim mod), FPS remained stable and the system never maxed out. The crash seems to pretty consistently occur whenever leaving Solitude. Wouldn't it be problematic to disable mods during a play through though? I could start a new game again, but I'm worried because the issue didn't arise until several hours into the play through, that I wouldn't know if I had an issue until just as long into the new play through. It could take me dozens of hours to re enable mods in such a fashion to try and determine the source. Is there any alternate way you're aware of to test for the problematic mod(s)?
  4. Hi Team, I've been refining a load order for the past two weeks or so and I finally thought I got it stable. Today, after a few hours of play, it started crashing when loading any save and now, even if I'm able to load a save, it crashes shortly thereafter (typically after fast travel). I've been working hard to get it stable but it looks like I'm just not having any luck. Most of the list is sorted with loot excepting any special instructions I came across wherein I hand ordered them, then I ran FNIS, then I created a merged patch (removed levels lists), and then I created a bash patch with the merged patch excluded. Any help in diagnosing the problem would be greatly appreciated. Load Order Here's a Papyrus log from the last crash in case its any help. Data/SKSE/Plugins folder contents
  5. Hello, I'm looking for a way to edit a soldier from a current save files rank. I've found the console commands to edit stats and class, but none to modify rank. My goal is simply to modify some of my starting soldiers so they have a specific class/rank in order to start the game with some "veterans" from a prior playthrough. Does anyone know of any way to do this? Alternatively, is there a way to start the game with ranked up PsiOperatives? I've tried the Starting Soldier's mod, but if you start with a PsiOperative they can't rank up or gain abilities, ever, even in the PsiLab. Thanks.
  6. Are there any plans to fix the viper firing animations?
  7. Alright, back in business. I deleted the line in the my games Xcom 2 folder and that allowed me to select any armor. I did have to delete both lines, both the Steam workshop line and the my games line. Thank you for helping check though @gaultesian. However, the final thing I'm trying to do is make the viper war harness to be added to the normal armor pool. How can I add this armor to be selectable by any soldier? Then, I can make a uniform with uniform manager for that armor, equip my vipers with whatever armor is appropriate, and then fix their hilarious appearance by changing their uniform.
  8. Thank you for the fast reply. The mod is excellent, by the way. I am quite appreciative that you are helping to make it. I am using the March 19th version. The armor randomly appeared on a viper at some point, but just one of them. I'm thinking it has something to do with another mod. I adjusted the values in the files you said, so my vipers have health in line with the rest of the Xcom soldiers now. I don't have enough space to download the sdk for now. However, I deleted the ModOverride...PA_UIArmoryLoadout line and ingame all armor choices for the viper are still unselectable and it says "unavailable to viper." Are there any other lines I need to change for Vipers to be able to select any armor?
  9. Which file do we change so the viper can equip any armor? I'm using the realistic armor mod so the armor adds armor rather than health. I'm bringing the vipers health back in line with the other xcom soldiers but being able to change armor is therefore crucial. Afterwards I simply use uniform manager to maintain their appearance after I've changed the armor.
  10. I am trying to remove the npc spawns (all resistance and terminator spawns) from this mod Cybernetic Dawn Mod,I only want to be able to play as a terminator. Any help on how to do this would be greatly appreciated.
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