Jump to content

NewThalos

Premium Member
  • Posts

    215
  • Joined

  • Last visited

Everything posted by NewThalos

  1. You're welcome bud, glad you got some use out of it. If you're looking for an advanced version, I have a copy of it somewhere, I might consider posting it here for people who want to take things to the next level. Happy modding and cheers
  2. I actually used TES5Edit while troubleshooting the problem before coming here. It all passed fine, no errors occurred. I used LOOT and I got some warnings and only one error. But I didn't want to deal with it all because it was annoyingly complex to fix, so I disabled all my installed mods. But that didn't fix anything, I'm still having the same problems as mentioned in OP. Hi Ripull, Did you read the guide? Or just gloss over it and decided to take the lazy route and not actually going through the steps? The procedure is pretty straight forward and is guaranteed to help you figure out and isolate the problem, but better yet, its deigned to teach you how and what you're doing, so you won't need to make ambiguous forum posts like this asking for help without telling us exactly what is broken, hence, I am trying to teach you how to figure this out for yourself using the tried and true scientific method. Then once you have isolated the step that you keep goofing up, with that info, you can return here to tell us what step EXACTLY is breaking your game, then we can teach you how to correct it and move on to the next step. If you don't want to go through the fail-safe guide that I wrote for you, then nobody here can help you. We just don't have the information needed to help you solve your problem, nor to teach you what part you're not doing correctly. Follow the guide, and then let us know where you get stuck at, then we will teach you how to proceed. Cheers
  3. Make sure you have THIS file inside your SKSE folder. There is nothing to much about with when making this file. You either make it correctly, or you do not. You either create it, or you do not. Plain and simple. I've attached my personal one used for RealVision, its a larger buffer version used for high-end machines that are utilizing insane number of graphic textures, and has the following inside it: [General] ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048 [Memory] DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=384 However, larger is not always better, especially if you don't have 4+ VRAM, and so I encourage you to use the lower setting version first, and if you feel you need to up the values, then use my personal settings above: [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256
  4. The reason it's giving you those error messages because it thinks the mod isnt fully installed, and that's because it isn't Are you installing SkyUI vis a mod manager or doing it manually? SkyUI is notorious for not working if using a mod manager. It's one of those basic bare bones mods that you always install manually, directly into your data folder. Should eliminate your errors pretty much entirely. Cheers and kudo's if this solves your problem. :)
  5. Unofficial RealVision Troubleshooting Guide
  6. INTRODUCTION: DISCLAIMER: The following is a 100% fail-safe and fool-proof installation. 1) Make a fresh install of Skyrim in order to create the initial controlled variable. 2) Now copy that clean folder called "Skyrim - Copy" for backup purposes.3) Manually Install ONLY the following: (do not use a mod manager!)Copy ENB v279 binaries into your Skyrim root folder (enbhost.exe and d3d9.dll only)Manually install SkyUI (do not use MO or NMM)Manually Install SKSE (do not use MO or NMM)Make sure you have THIS file inside your SKSE folder.Manually install Stable uGridsToLoad (do not use MO or NMM) (OUTDATED! DO NOT USE!)Manually install OneTweak (do not use MO or NMM)4) Correctly install the latest version of TES5Edit v3.1. 5) Correctly install the latest version of LOOT from the Official Loot Dropbox archive. 6) Run LOOT in order to identify which plugins need to be cleaned with TES5Edit Clean Update.esm with TES5EditClean Dawnguard.esm with TES5EditClean Hearthfire.esm with TES5EditClean Dragonborn.esm with TES5EditClean anything else LOOT tells you to (however there shouldn't be yet)7) Download RealVision via your mod manager and install the option of your choice. Make sure you use the RV launcherMake sure you tell the launcher to set your ini files.Make any required ini edits as per Step 4 of the RealVision Installation guide. :cool: Run Skyrim to test if your game runs correctly. IF it fails to start, then this means you screwed up somewhere. Start back at beginning.IF it runs correctly, then this means you now have a basic bare bones built Skyrim controlled installation. You might want to make a backup copy of this folder like we did originally and call it something like "Skyrim - ENB Ready". Proceed to the next step.9) Install recommended mods from Step 2 and Step 3 of the RealVision installation guide.Double check EVERY mod for required ini tweaks.Double check EVERY mod for compatibility patches.Run LOOTDouble check EVERY mod for essential load orders that Loot missed.10) Run Skyrim.IF it runs correctly, then go on to the next step.IF it fails to start, then this means you screwed up somewhere. Start back at beginning. 11) Install other mods that you want to install.Run LOOT occasionally to check for dirty plugins that require cleaning.Take extra care to read absolutely every mod description page for important details.Double check EVERY mod for required ini tweaks.Double check EVERY mod for compatibility patches.Double check EVERY mod for essential load orders that Loot missed. 12) Run Skyrim.IF it fails to start, or crashes, then you screwed up. Start back at beginning.IF it successfully loads and plays correctly, then ENJOY!
  7. *sigh* I'm getting soooooo tired of all of these posts regarding people being unable to get RV working. Stand by and I'll post something for you. It's a fail-safe, fool-proof, and doctor certified method to getting RealVision working for you. But better yet, its a method to help you learn how to troubleshoot for yourself on just about any issue, not just RV, but all mods. Will post a link shortly for you to read.
  8. This really needs to be moved to the mod troubleshooting section of the forums.
  9. Solution for those who are googling for answers. This is caused by Perkus Maximus and is not yet fixed as of the recent PerMa v1.1 but hopefully will be fixed in future updates. xMAWARCombatLogic Quick fix - ALPHA by Gnaul http://www.nexusmods.com/skyrim/mods/60244/? You're welcome!
  10. Alright, after you clean your mods, run LOOT again, then create an updated bashed patch. Sort of needs to happen after you clean stuff.
  11. Nope, you have only one mesh folder and only one texture folder. The purpose of this is because the game will pull everything it needs from just that one folder, meaning that anything you put in there has the chance to overwite whatever some of those files are replacing. So be mindful of the order in which you overwrite, which may cause you to make mistakes and forced to delete the whole thing and reinstall skyrim. To combat this, people use mod managers like Mod Organizer which allows you to install each texture/mesh whatever pack in its separate own folder, meaning you will never again get forced to reinstall skyrim unless you physically change folders in the game folder itself. Moving forward, you'll save yourself and others around you a large number of gray hairs if you start reading some of the other questions people have posted here on this forum. I know that I've been answering the same top 10 questions everyone asks at leasta dozen times in the last 3 days or so, so reading these, and the top sticked thread will get you started towards the knowledge base you need to acquire if you want to start modding skyrim. Good luck and happy modding!
  12. GP Tutorials - TES5Edit Part 2 - Cleaning Mods NOTE: Always clean in order from top to bottom. As for making the bashed patched, here is a quick rundown that I just posted on another thread, so I'll copy/paste it here: 1) Yes and no. The only type of mod that you should not add to the bashed patch would be dynamic mods and similar patchers such as ReProccer, SUM and ASIS being the most commonly seen, because ReProccer and ASIS are something you want to add the completed bashed patch to, not the other way around. Other than that, yes, absolutely, you need that bashed patch to know everything that you have loaded, which is how bashed tags work in the first place, (in relation to other mods). 2) The only mods you will disable would be those dynamic patchers such as what I list above, everything else you want disabled. Also, remember to put those dynamics below the soon-to-be bashed patch slot. Once the bashed patch is done, it will automatically disable whatever it merged and added into the bashed patch itself for you. When the bashed patch is done, assuming you had dynamic patches next in the queue after the bashed patch, then you would at that juncture, run the .jar file of each dynamic, aka, ASIS, and ReProccer, usually in that order. 3) I make my load order look like this in my mod manager (I use Mod Organizer) -Core mods -Other Mods -bashed patch -ASIS ReProccer Make sure all of your plugins, etc, are all turned on... EXCEPT... all of the dynamics you place BELOW the bashed in your load order. And if you even have a bashed patch slot, thats because you have an existing bashed patch, and thats fine, because the new one will just overwrite the old, or if you're in MO, it will place it into your overwrite folder, and you just need to drag the new patch over the old one. Then I open up Wrye Bash... and I double check to see if my current bashed patch slot is below my mods, but above my dynamics... and then I make sure everything above the bashed is enabled, and below it is disabled.. (I'll throw up a picture later if you're still confused). And then I right click on the bashed patch slot, and click "Rebuild Patch". Doing so brings you to this menu: Please take note of everything checked (and not checked for that matter) on the left hand side of the menu, and notice how everything is checked on the right hand side too, which Wrye Bash is indicating to you that these mods should be merged into the bashed patch because a) they can, and b) they should in order to reduce plugins and increase stability. Click Rebuild Patch at the bottom when ready to proceed. It will do its thing, and show you a menu, just click okay to close that window, and from here.... you're done. Just exit Wrye Bash 4) Sometimes a game will play just fine with a few oranges, but for obvious reasons, you want to fix all of them as best you can, even if it means disabling certain mods in order to obtain a perfect load order. The bashed patch itself, will not exactly fix orange boxes, but I suppose its possible it could merge one that is in conflict with itself, thus disabling it and allowing other mods to turn green... meh, Ask gromulus, he probably is more familiar with Wrye Bash errors than I am. 5) You asked if you should continue using LOOT... Yes and no. Once your bashed patch is made, and the game is running great, and you have no problems-- you're not supposed to touch anything. You dont run LOOT, you don't make more bashed patches, you just play the game. but.. if you do add a new mod, or remove an existing mod from your load order, then you should re-run LOOT, and then re-create a new bashed patch, and if you use dynamic patchers, you should re-run those too, overwriting both the old bashed patches and the SkyReProc Patches, respectively.
  13. Yup, tons of dirty edits. I've basically copied what you wrote, then added it to my own spoiler, then highlighted everything with a WARNING attached to it. You'll notice everything highlighted in yellow, has the warning about dirty edits and deleted navmesh records. Please follow this youtube video about how to clean those highlighted mods. GP Tutorials - TES5Edit Part 2 - Cleaning Mods P.S. Always clean in order from top to bottom. So in your case, the first one highlighted being the stock vanilla Update.esm.
  14. 1) Yes and no. The only type of mod that you should not add to the bashed patch would be dynamic mods and similar patchers such as ReProccer, SUM and ASIS being the most commonly seen, because ReProccer and ASIS are something you want to add the completed bashed patch to, not the other way around. Other than that, yes, absolutely, you need that bashed patch to know everything that you have loaded, which is how bashed tags work in the first place, (in relation to other mods). 2) The only mods you will disable would be those dynamic patchers such as what I list above, everything else you want enabled. Also, remember to put those dynamics below the soon-to-be bashed patch slot. Once the bashed patch is done, it will automatically disable whatever it merged and added into the bashed patch itself for you. When the bashed patch is done, assuming you had dynamic patches next in the queue after the bashed patch, then you would at that juncture, run the .jar file of each dynamic, aka, ASIS, and ReProccer, usually in that order. 3) I make my load order look like this in my mod manager (I use Mod Organizer) -Core mods -Other Mods -bashed patch -ASIS ReProccer Make sure all of your plugins, etc, are all turned on... EXCEPT... all of the dynamics you place BELOW the bashed in your load order. And if you even have a bashed patch slot, thats because you have an existing bashed patch, and thats fine, because the new one will just overwrite the old, or if you're in MO, it will place it into your overwrite folder, and you just need to drag the new patch over the old one. Then I open up Wrye Bash... and I double check to see if my current bashed patch slot is below my mods, but above my dynamics... and then I make sure everything above the bashed is enabled, and below it is disabled.. (I'll throw up a picture later if you're still confused). And then I right click on the bashed patch slot, and click "Rebuild Patch". Doing so brings you to this menu: Please take note of everything checked (and not checked for that matter) on the left hand side of the menu, and notice how everything is checked on the right hand side too, which Wrye Bash is indicating to you that these mods should be merged into the bashed patch because a) they can, and b) they should in order to reduce plugins and increase stability. Click Rebuild Patch at the bottom when ready to proceed. It will do its thing, and show you a menu, just click okay to close that window, and from here.... you're done. Just exit Wrye Bash 4) Sometimes a game will play just fine with a few oranges, but for obvious reasons, you want to fix all of them as best you can, even if it means disabling certain mods in order to obtain a perfect load order. The bashed patch itself, will not exactly fix orange boxes, but I suppose its possible it could merge one that is in conflict with itself, thus disabling it and allowing other mods to turn green... meh, Ask gromulus, he probably is more familiar with Wrye Bash errors than I am. 5) You asked if you should continue using LOOT... Yes and no. Once your bashed patch is made, and the game is running great, and you have no problems-- you're not supposed to touch anything. You dont run LOOT, you don't make more bashed patches, you just play the game. but.. if you do add a new mod, or remove an existing mod from your load order, then you should re-run LOOT, and then re-create a new bashed patch, and if you use dynamic patchers, you should re-run those too, overwriting both the old bashed patches and the SkyReProc Patches, respectively.
  15. Not to beat a dead horse, but could you copy/paste your LOOT's report? That way we can clean anything that needs cleaning before you progress to make your bashed patch, etc.
  16. Wrong. Always, always, always, make a bashed patch. Always. And place it at the end of your load order. Think of bashed patches as a way of creating a custom compatibility patch for your entire load order that merges plugins, fixes leveled lists, and so much more. Repeat, always make a bashed patch every time you install or uninstall a mod from your load order. Addendum Ever wonder why LOOT assigns bash tags to your load order? It's so your bashed PATCH knows how to properly patch everything together. Essential.
  17. Copy/Paste the LOOT report, that way I can see your load order and your potential dirty edits that need cleaning.
  18. I don't like you anymore! No just kidding, I just neglected to read your thread. I apologize. Two people sent me PM's recently asking for me to follow back up with them, and I guess I just started playing the game again rather than trolling the forums lol. So you created the bashed patch, and placed it at the bottom of your load order, right? The very bottom? Did you try booting up the game and seeing if you notice anything different?
  19. Yeah I noticed that, and until the author fixes the link, you'll just have to use this version instead. While it is an older version of the readme, the color coding has not changed, and can give you all of the basics that you need to move forward with.
  20. if you really need to ask this question, you should read the documents on the mod pages before asking "trivial" stuff... the unoficial patches specifically say they need to be in order... as does most mods tell you the order... lol, be nice. But yes, he's right. You're asking something that I basically just got done writing the answer to in the last 20 threads closest to your thread all asking the same thing. Please review recent threads, especially the stickied threads, and see what you can find out before asking the question that has been answered no less than 100 times already in the last 5 business days :) Good luck and happy modding! P.S. The answer to your question is that you need to review the mod page for every single mod you install, use LOOT to auto sort your load order, and to never install via Steam Workshop because it sucks royally. My biggest suggestion to you us to READ the sticky thread in this forum section, and start reviewing as many Modding 101 guides as you can get your hands on. You need to start at the beginning, and it will involve lots of reading, and not so much thread creation and typing out questions. Everything is out there for you. :)
  21. Addendum, in your Mod Organizer UI, top right hand corner, you'll see a big drop-down menu where you can add programs to load Skyrim in. Including SKSE. You'll want to add LOOT, Wrye Bash, and TESVEdit to this dropdown list so you can run it on the fly, and let MO automatically tell it where to go and what to view.
  22. Alright, cool. This is all completely fixable and is super easy. The downside is you're going to have to expand your realm of knowledge-base on Skyrim modding because what once used to work just fine, has now become increasingly more complex as you continue to add more mods, especially dynamic mods/patches (ReProccer.esp), etc. Step 1: Proper Mod Management Quick disclaimer before I begin... I can't help you with NMM questions because it is in my humble biased opinion, inferior to Mod Organizer, therefore I stopped using it years ago. I also do not recommend installing everything manually, because once you take that approach, the only way to move stuff around in your install order is to complete delete all of your game folder data, bring it back to vanilla, and then start overwriting files again from scratch, and heaven forbid you make a mistake and need to start all over again... So what is the solution? Mod Organizer. What makes this mod manager stand apart is that it doesn't alter any vanilla content in your game folders, but instead, installs every mod into its individual folder within MO's "Installed Mods" folder. This means you can change the order of your installs and your plugins on a whim, without worry of having to reinstall stock vanilla Skyrim content due to overwriting and breaking. My humble opinion... download MO, use it, love it, and never look back. Step 2: Setting up SKSE. Step 3: LOOT, and your Load Order Step 4: Dirty Edits Step 5: Bashed Patches Final Step: Conclusion, and your Checklist Now for installing and making sense of all of these programs... Good luck and happy modding!
  23. Alright, this sounds like a pretty easy fix, and everyone thus far has just sort of been batting around the bush instead of diving right in. First, we need more information from you. Once you reply with answers to the following questions, we can begin solving this problem once and for all: 1) How are you installing mods? MO? NMM? Manually? 2) Are you installing SKSE manually or through the mod manager program you answered with above? 3) What do you use to sort your order with? BOSS or LOOT? 4) Have you ever checked for dirty edits and cleaned said dirty edits? (If you don't know what this means, then specify such) 5) Have you ever created a bashed patch using Wrye Bash? If not, then we need to teach you how to do this. 6) Please provide for us a copy of your load order and be sure to use the Spoiler code so you don't spam us with text. The purpose of these three questions is so that A) we know how you're installing things, because it sounds like you're installing them all wrong, and this will help us teach you the proper way, and B) it will give us an idea what order you installed them in because if SKSE isn't recognizing things, this is because you placed everything in the incorrect order. EDIT: Also, you need to be using the latest version of SKSE (v1.7.1)
  24. Do you also use the Complete Crafting Overhaul mod, which gives you the option to adjust the frequency of chopping wood and mining ore? The other mod you installed may have caused an issue and reinstalling Complete Crafting Overhaul might do the trick. Also, do you create bashed patches? If not, you need to learn how to make them with Wrye Bash. 1) Run LOOT for new load order 2) Run Wrye Bash and create a new bashed patch and place it at the bottom. Also, how did you install the unlimited chopping mod? Manually? Through NMM? MO?
×
×
  • Create New...