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metaforce

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Everything posted by metaforce

  1. Alternatively you can get Mfg Console If you click on the dragon (or actually any actor or item) it shows you on the right which mod this actor was last modified by and which it originates from.
  2. Everything is working now. Many thanks to Project579! Now I have to figure out how to prevent shader stacking...but that's a topic for another forum thread.
  3. I had to change ExpandSystemMemoryX64 to false in my enblocal.ini when I first tried to run the game since it told me it causes additional crashes if I don't.
  4. Done...done ... and done I ALWAYS start Skyrim using the SKSE loader in Mod Organizer and have never done it differently......Every now and then I load Skyrim Launcher (also in MO) if I have to but then I never start the game with the launcher..I only modify what I have to modify and then close the launcher and run SKSE in MO. However I installed Bug Fixes and Crash Fixes via MO and modified the respective line in the ini file in its Mod Organizer folder not the Skyrim data folder (shouldn't make a difference, does it?) I put the preloader in the main skyrim folder (good thing the description explains that it doesnt conflict with the d3d9.dll of my ENB)
  5. Nope I currently don't use any crash fixes.....So far I didnt have any crashes....Was just that awful long loading time during autosave events (as I now found out). Didn't consider using an Autosave manager, since all my saves are being stored locally with each profile I have in MO. Each MO profile is named after the character I play with it. This really puzzles me, since normal saves happen in a few seconds. And the only difference between normal save and autosave is that the game has to stop the Virtual Machine (VM). In a normal save the VM is already being stopped when you open the game menu....This is weird....And then it only occurs if an autosave is being overwritten....As I understand it...What the game does if the autosave function is called, is generate a new save with the ending tmp....Then it calls the OS function to delete the old autosave...Then it calls the OS function to rename the tmp autosave into a regular autosave. And during this process something is borked...... Didn't know whether an Autosave manager works well with MO saving all saves locally in the profile. But I will sure give it a try. Thanks a lot!
  6. I found the culprit! I suddenly realised that any event that causes the game to overwrite an autosave also causes these long waiting times. After deactivating all autosave functions cell change occured in just a few seconds. I immediately checked the size of my savegame files, however with just about between 11 and 12 MB I'm actually at normal levels. I tested this issue a bit and found out that it only takes that long if an old autosave is being overwritten. If I delete all autosaves and then trigger an autosave event it occures in just a few seconds. Is this a known issue? Has anyone ever encountered the same problem? Any ideas about a fix?
  7. This is (probably) caused by leftover animation files originally belonging to FNIS's Creature package (or an older version of it). NMM doesnt even give you a hint about that. FNIS neither gives you a hint about that. Consider switching to Mod Organiser....At least you would get an error message about that. Those leftover files need to be cleaned from the respective animation folders. Is the FNIS Creature package installed and activated at the moment? Which mods do you run that need it? Has the creature package ever been manually installed in the past? Go to Data---Meshes---actors---giant and please post what the contents of that folder and all subfolders is.
  8. Good I've done it all (Feel a bit like reading Tolstoi's War and Peace 2 times over lol) Metaforce's modlist I got no problem to admit that I'm not that much of a modding wizard....I still have to learn what a mergepatch actually is and what it's good for (same for bashed patch). However I trust that the people who are alot more "literate" in those things know what they are doing ;-)
  9. Ok....short update.... I watched part of the tutorial video and am currently in the process of rearranging my loadorder.....I will make a post when I'm done and uploaded it to Modwat.ch.
  10. I'm still around.....just busy with other things at the moment....I will give a holler when I watched the tutorial
  11. Well I rely on LOOT for my loadorder....nothing else than that....alright going to fix that and give a report once its done. Thank you already for the nod in that direction.
  12. Ok I give up.... Spoke too soon...after changing cell 3 times at about 8 secs it went straight up to 1 min 40 again. I uploaded my plugins to Modwat.ch. username is metaforce.
  13. HA! Narrowed it down tremendously after deactivating a few of the aforementioned scripted mods. Cell loading went down to 6 seconds (never been that fast).....Gimme some time and I will post what the results are....(Still thankful for useful hints or help though)....Now I'm hoping I can fix this on my own.... If anyone is curious PerMa was active. So it's not related to PerMa as I suspected....Apologies for framing the wrong suspect :happy: Is there any way or mod which enables me to monitor papyrus related events? So far I got no way of telling which mod makes heavy use of scripts and which doesnt.
  14. Well it was clear to me that it couldn't possibly run smoothly without cleaning the save of all unattached script instances.....Ok....getting mod watch now...
  15. Just for testing purposes I deactivated everything except the vanilla esms + my clean version of the vanilla esms (cleaned with TES5Edit) and the USLEEP esm... So my priority list in MO was: 0 Update.esm - Clean 1 Unmanaged: Dawnguard 2 Dawnguard.esm - Clean 3 Unmanaged: Hearthfire 4 Hearthfire.esm - Clean 5 Unmanaged: Dragonborn 6 Dragonborn.esm - Clean 7 Unmanaged: HighResTexturePack01 6 02 7 03 8 Unofficial Skyrim Legendary Edition Patch In the Plugins list Skyrim esm and Update esm were active also of course...also I didnt remove the d3d9.dll and enbhost.exe, so the ENB was running also. So yes just for testing purposes PerMa was deactivated. Then I cleaned the save file using PDTWrapper...it removed over 1000 unattached script instances. I loaded up the game just to test it and was able to change cell in a matter of seconds. (Loaded the save generated by PDTWrapper of course) Then I closed the game and reactivated all mods (everything including PerMa.....I used FNIS to make a new animation mod and let PerMa's SkyProc Patcher run, so I get a new Patch...did that after I deleted the old patch) After that I started the game and loaded the original last save game I made before starting to test anything (so basically the last save game with everything in place ... PerMa and all the works) I was able to change cell once (leaving my custom house) in a matter of seconds ....I turned around and walked back in and all was back up to 1 min 40 secs of loading time on entering the cell. What confuses me the most is that I am able to load an older save game ( same mods active) in just a few seconds. Only if I change cell is when the loading time goes up tremendously What I forgot to say is that I got the same issue if I use wait/sleep.....I open the wait/sleep dialogue...change the slider to 7 hours (doesnt really matter what I set it to 1 hour or 24 hours) then click ok. Then I have to wait the 1 min 40 secs just like above and then the game processes it and counts down the hours
  16. It is getting more and more puzzling... So I deactivated (almost) all mods...then cleaned the save file using PDTWrapper...after that I reactivated all mods and I was able to do one single cell change in a matter of seconds...after that any further cell changes went back up to 1 min 40 secs...
  17. Skyrim is installed on my hardrive via steam. I got an SSD but its too small for OS + all the little stuff on top of skyrim. MO is also on my hardrive including all mods and savegames. I don't use crash fixes or SKSE memory patches at the moment. And never have in the past. Taking all texture mods out and keeping only the vanilla High Res Pack only reduced loading time by about 8 seconds. Which kind of mods could be involved ... that would be of some help. Could this be script-related? Or SKSE-related? According to FNIS I got 572 animations loaded...Most of which are PCEA2 related....shouldn't be too many I guess. (PCEA2 only has 342 animations...I know there is a cap at 550-ish) Ok....found out that it is script related......had to use PDTWrapper to get rid of over 1000 unattached script instances after deactivating almost all mods. Is anyone able to tell me how I can see which script those instances were attached to in PDTWrapper? Or else....its the famous needle in the haystack.... here a list of the scripted mods Xavier Necromancer Follower (custom follower comes with an equip hood script) Relationship Dialogue Overhaul Acquisitive Soulgems Multithreaded Customizable Camera PerMa Mfg Console FNIS Base FNIS PCEA2 XP32MSE Skeleton The Animation mod I made using FNIS Soul Drain (custom spell combines health drain with Soul Trap) Bodyslide (the morph script for Racemenu) Skyradio ( a dwemer jukebox which plays custom music I convert from my MP3s to XWM) Cosmetic Auras (library of all shader effects in the vanilla game to easily put them on a ring or so) MagExtender (which is just a modders resource for magic shader effects...couldnt figure out how to prevent Shader stacking so far though, e.g. keep one specific shader effect active at all times and not being "overwritten" by the next spell I cast) Also had a custom armor mod which had scripts attached to it (apparently related to the quest to obtain it) I already planned to get rid of the scripts and add the armor by making "vanilla" recipes in CK) Thats it...didnt include all SKSE plugins though Played the character to level 34 with PerMa from the start......I'm guessing the scripts which caused the script bloat are PerMa related, but thats just a wild guess....know next to nothing about how these scripts work... Anyways back to my remaining questions: How can I figure out, to which scripts the script instances were attached to that I cleaned with PDTWrapper? is anyone able to tell me if the mods I mentioned above are specifically very script heavy?
  18. Errrmmm...Riverrun is Game of Thrones :laugh: Guess you are talking about Riverwood....Well for that I would need a list of installed mods....else its a guessing game about the needle in the haystack... Hmmm do you use LOOT? If not download it and check your load order. It also tells you if masters or mods which are required by another are missing. I'm looking into my crystal ball of prophecy here and say that its a missing texture or mesh...could also be a missing animation. Do you use FNIS? About the ENB... So you got the d3d9.dll and enbhost.exe in your main skyrim folder? Do you get a message by your ENB when you start skyrim up? Not a technical wizard but...more stable with just the plugin sounds fishy....don't see how "half an ENB" makes the game more stable...I would definitely keep both files in your main skyrim folder or take both of them out.....but maybe someone more literate with that stuff should answer that... Better try to properly install the ENB and see if that changes things or take both files out and see if that works.
  19. I was about to tell you to check your Skyrim.ini and Skyrimprefs.ini about necessary ENB settings.....Which ENB do you use.....which version....latest is 0.308 (as far as I know) Check the download site of your ENB. The author should have left some info about necessary settings in Skyrim.ini and skyrimprefs.ini....these are overwritten if you do a verify on steam. Might also be necessary to check your graphics card settings, so your ENB handles the graphics settings. If you use RealVision ENB.....Run the installer and click SET INI...after the verify.... Get the latest ENB here http://enbdev.com/mod_tesskyrim_v0308.htm
  20. Hello, I got a bit of an annoying issue. Don't get any crashes, but the loading time on cell change has gone up to over one minute (walking through a door, no matter if indoors to outdoors or vice versa, fast travel, any events that load a new cell). What puzzles me most is that I have a short loading time on loading a savegame (about 20 secs) after starting the game. I use MO and have quite a few mods installed. I removed all texture mods already for testing what the culprit may be. I also removed unattached script instances. So far no luck. So far I got no idea about how to figure out the culprit. Need more info? Any ideas?
  21. Need a little more information So you disabled the DLC on steam (which means you deinstalled them by the way). Only the Base Skyrim.esm and (probably) Update.esm are running? Any other mods no matter how small? Because so far this sounds a lot like a missing master crash. Tell us a bit more about your setup...Do you use NMM? SKSE? Which SKSE plugins were active?
  22. Darn.... Thought it might be a rip. Now I know for sure. Thankx for the link to the wig anyway.
  23. I came up with this idea while playing D&D. There is a race called changelings. They have the ability to change their appearance to any humanoid race, my own modding experience doesn't go beyond adding some tattoos from jpgs to the body texture of my character so this goes beyond my own abilities. The way I'm imagening it I would use the Aquamer race as a base to start the body mesh and texture. They should look rather pale and "unfinished" in their real look. The race would need a script spell or so which changes the body model and texture to others I touch ingame. I'm aware that changing the look of my character doesn't change the way NPCs treat my character. So changing to the look of the emperor wouldn't other NPCs treat me like him. But that would be ok. Anybody there who knows how to do this?
  24. I can help you with the glow remover mod Look see
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