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Hatchet101

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Everything posted by Hatchet101

  1. I would love to make a long story short, however, after several weeks of a new build with approximately 500+ mods installed, I seem to have a stumbling block. The basics are, I have installed; Skyrim SSE 1.5.97 SKSE 2.0.20 ENB Dev 0.475 ENB Helper SE 1.5 for SSE 1.5.97 ENB Particle Light-54930-v7 NAT 3.0 ENB w/preset DynDolod (medium) VisC Redist 15-22 JRE 8.333 (build 1.8.0_333-b02) SSE Edit 4.03 4.04 LOOT I was mid build with many changes taking place, while also looking at what console arguments were still active under SKSE from the vanilla http://skse.silverlock.org/vanilla_commands.html. I also installed a mod which was apparently a developer mod partially translated from French which seems to have made several odd changes (No longer Tamriel , but Bordeciel i.e.) however I have no clue which mod it might be as of now and highly doubt it is the real issue. I was in the console and trying different toggles as I was falling asleep and after a TSCR and back, I fell asleep and awoke 20 minutes later to a load of placeholders and wireframes, and target sprites being exhibited in-game. Obviously this was a developer tool, the 'why' is easy, but where, when, and how has stumped me. I ran across similar before when coding for a different game, but that was a specific .DLL and that was intentional. Does anyone know the Console Toggle and/or Arguments, or .ini file setting for this? https://postimg.cc/gallery/NQNgCGM p.s. Starting a new game has same result so I assume it came from a mod, or an ini setting, or a dev tool.
  2. Just an observation, and note of entire lack of confidence, the newest update of Vortex is a POS. Many of my mods were deleted from the staging folder, but showed active in Vortex. (The staging folders had no actual files, just empty folders, deleted by Vortex without notice.) I eliminated TESV AE last week as it is just too disabled, only to find that Vortex is something less. I have gone back to 1.5.97 and ignored the Vortex warning about 'compatibility' ("Are you mad?") to regain a nearly functional manager, but had to delete and re-install everything. I lost several items that I assume I will never get back, as I lacked foresight to back those up, but at least I have a reasonable library to make amends. I went back to Vortex 1.1.3.22 and Vortex is no longer getting stuck after installing a single mod, it will deploy normally, but continuously gives me a path error that is EXACTLY the same path for SKSE. I have no command line arguments in my target, execution folder, or registry, so I can only assume they are being added by the updated version, or a non functional .dll, of which I have none on my end. In any case, use the far right arrow in Vortex and select "view in file manager" to verify the integrity of your patch from the download folder, the staging folder in user/roaming apps, and your TESV folder(after deployment) to see that you have a match.
  3. Experiencing the same with unknown cause, other than it seems to be connected to the initialization of some script.. ie .. I can load from a save, save successfully immediately without doing anything, and seconds later a save attempt causes CTD. The crashes do not happen immediately on save though, and often take 15 to 25 seconds (while the game states "Saving") and then the crash. Some of the script seems to be connected to dialogs, but no clue which. Worse, my Py log gives me this; [01/26/2021 - 10:49:12AM] [CF][Framework] Added skin ["" [Armor < (00048C0E)>]] to race ["Frostbite Spider" [Race <FrostbiteSpiderRaceLarge (00053477)>]][01/26/2021 - 10:49:12AM] VM is freezing...[01/26/2021 - 10:49:12AM] VM is frozen[01/26/2021 - 10:49:13AM] Saving game...[01/26/2021 - 10:49:21AM] Error: Failed to write stack frame 0 in stack 281693 to save[01/26/2021 - 10:49:21AM] Error: Failed to write stack 281693 to save game[01/26/2021 - 10:49:21AM] Error: Unable to write stacks to save game[01/26/2021 - 10:49:21AM] Errors occurred while saving the Papyrus save game data and my save temp file ends up at 0 bytes with no skse co-save generated. Logs don't tell me squat.
  4. Received a message from Vortex that a plugin extension (theme-switcher) was taking too long to load, suggested it was likely a "bug", and allowed me to cancel or wait. I cancelled. The applet does not seem to allow a disabling of the extension. I will have to dig deeper it appears. EDIT: Followed your advice to Users\AppData\Roaming\Vortex\plugins to find plug ins for something called "Mount and Blade 2" with 3 suspect folders, and I do not own that game. Deleted all 3 folders, restarted Vortex, and it updated the extensions, but the newer extension update only added 2 folders back. "game-mount-and-blade2_0.2.5.7z.installing" folder was not added back, so apparently that was the 'BUG' that was affecting the (theme-switcher)
  5. On 12/31/2020 my Vortex began notifying me of "Extensions Updated, please restart to apply them". No matter whether I hit the 'restart now' button in Vortex, or restart manually, the notice reappears constantly. How do I fix this?
  6. I was saving the changes from Wrye in Vortex, and the Deploy appears to work at first onset, but as stated, as soon as the "snapshot" is done being saved, the plugins are disabled and all manual changes get reverted. I have set everything with Vortex now, and am in for 4 good save game files, no dirt or issues reported from re-saver, and only one CTD since scripts were loaded at onset. I will look at installing the next couple mods in esp, esl, and FeEsp and see how it goes. I have not looked at anything with Wrye since, and suppose I won't if all goes well in Vortex and xEdit.
  7. I have my entire mod list installed and managed by Vortex, with exception of ENBs and Mem manager installed to the exe root. After installing a new mod with Vortex and running a deployment, I shut down Vortex and launch Wrye. All esl flags that may have existed previously are automatically reset and only non-EFesp' show as esl. I manually go through the list of mods, checking each file for flag compatibility, and flag appropriate files to bring my esp plugs to under 250ish. Then rebuild the patch. Exit WB, start Vortex again, and wait for the prep phase to complete, then run Deployment to completion with confirmation of using newer files that have all been esl flagged. After the "Snapshot" step, Vortex reverts ALL esl to esp (even non EF) and warns that plugins exceed the max 254 with the whole mod count showing as if esp/esm were the only types. Re-deployment will then show true .esl as light plug in, but all EF are reverted back to esp and the warning continues. Closing Vortex and going back to Wrye yields the over-limit warning, and subsequent disabling of random plug-ins to get back to 254 esp/esm. In essence... start all over. I just finished with flagging all esl in Vortex, and am deploying 244 esm/esp and 135 light as I write this, with hopes of getting about 6 more esp in for Cities of the North mods or Epic cities, and maybe a follower or two, before I begin to merge where possible. Load orders already sorted, bashed patch last, etc. Fingers crossed on being stable.
  8. I have been using Wrye Bash for quite a while now, and generally build my bashed patches without issue. When I start Vortex to install or deploy, it will run a first time deployment and notify me of the changed ".ESL" flagged files and prompt for acceptance of "Externally Modified" as usual. Once deployed, Vortex then strips all the .esl flags and tells me that I have exceeded the 255 limit. I currently run around 245-248 .esp/.esm and about 125 .esl / .esl flagged. Flipping through Wrye Bash works much faster than Vortex for flagging, but with Vortex removing those flags it is extremely annoying. I foresee myself beginning to merge mods in xEdit fairly soon, so as to not have to deal with so many flags, but being stable comes first. I have also used Vortex' flagging as a test with 2 files that were previously flagged in Wrye, and Vortex still recognizes those 2 files as being "Externally Modified". I am now attempting a full .esl flagging with Vortex where applicable, and maybe will have a clearer answer in a day or two when Vortex finally finishes. Is there a patch I am missing that makes Vortex and Wrye Bash play nice with each other?
  9. Kicking is likely the most reasonable form of combat known to man, but is sadly left out of TESV in most part. I am wholly surprised that nobody has come up with a kick animation (or two, three) to function as a block, or dare I say, a function to set opponents further away like in a force shout, but with less power. I would love to see an option, or a random, where a player or NPC can give a good shove to an opposition. A viable weight based scale would probably add environment to immersion, and potentially add reason to offhanded collision models that totally disregard weight scales. It really is simple math and physics, after all. I would happily settle for an 8 directional model with the frontal half at choice, and rear at random. A leg sweep, a back shove, and/or even a whiff under the block skill tree. It shouldn't require too much scripting. Hell, we even had that with 'Battleground' under the same simple java. I am not suggesting that script should be borrowed, but it is an option for lazy people. Or at least it was when I wrote it. ;) P.S. It might keep followers from stacking up entrances for more than an A to B as well.
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