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Everything posted by Pestilence1X
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Ok, I have been modding for quite some time now, but one of the things I have not been able to fix is the crashing issue that has been plaguing me since I started. Here's the important specs: Gtx 980ti 6gb VRAM i5 - 4690k 16gb RAM Description of Crashes: Loading screens or a few seconds after a load. I thought at first that I was having insane script lag that would cause CTDs, but I notice that I get CTDs when scripts aren't even running, such as in loading screens (oh my god especially loading screens). I first load my game, load my save and right before the save loads, it crashes, and I mean the exact second it's supposed to load (the screen slightly freezes for a second before the completion of the load). I load the game again, load my save, but it works? Ok. Why did it crash the first time? So I play a bit. Go through a loading screen and 2 seconds after the load finishes, I crash. My game fails to load a save the first time, but succeeds the second time. SO MUCH CONFUSION! These crashes are not consistent in any way, so I have no idea how I can pinpoint which mods are the culprits. Like I said before, I don't think I'm crashing from script lag since most of these crashes are right when a loading screen is supposed to load (the EXACT second). I am not sure if this is because I am reaching Skyrim's memory limit, because of mod conflicts, or if it really is because of script lag. If it was from mod conflicts however, I would expect more consistent results, and I would expect script-related crashes to be happening during gameplay, not the very second the save or loading screen attempts to load. I do not know what else to do here at this point. I reset the Skyrim.ini to it's default values, so nothing there, even though I left the SkyrimPrefs the same (I don't think this one matters as much though). Any help would be appreciated!
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Solitude NPC dialogue bugged - Roggvir's Execution
Pestilence1X posted a topic in Skyrim's Skyrim LE
Pretty much what the title says. Any NPCs that are directly involved with Roggvir's execution in Solitude become bugged. The scene runs perfectly and nothing appears to be wrong, until I speak to one of the NPCs. They no longer have any dialogue related to the execution. Upon speaking to them, it's as if the event never happened. There are several NPCs who you should normally be able to speak to to learn a little bit more about the situation, but these lines do not appear. This isn't the only problem however. Another issue is with merchant NPCs. They do not have any dialogue lines to sell their wares. It's as if someone created random NPCs with no particular purpose other than to populate Skyrim. I can't buy weapons or armors from the blacksmith, I can't buy potions or ingredients from that strange old apothecary and I can't rent a room or buy food from the innkeeper because the "Show me what you have for sale" doesn't exist. When I walk into their stores/inn, they also do not greet me, but are completely silent. Not every NPC in Solitude is affected either, only the ones that would have lines related to the execution. The NPCs who do not normally have these lines are completely unaffected and will sell their wares like normal (if they are merchants), such as the elf in Radiant Raiment. I cannot think of any mod I have that would screw up NPCs in this way. Every other NPC in Skyrim do not have issues, but only certain ones in Solitude. The only mod I can think of that could even remotely cause issues would be Immersive Citizens, but there would be more people complaining about this if this was the case. I am not exactly sure where I would look for this in TES5Edit either, if there was a way to check for dialogue topics that are missing. I looked in the Skyrim.esm, but nothing appeared to be overwritten. If someone has a suggestion, it would be appreciated. EDIT: Nevermind about replying, even though no one would, since I have found the culprit. It seems the Unofficial Legendary Patch was causing this. -
I already know how to edit vanilla npcs using the Creation Kit with hairstyle mods, but I am wondering if it's possible to edit npcs added by a mod (such as inconsequential npcs) with a hairstyle mod (such as KS Hairdo's). I allowed multiple master files and loaded Skyrim.esm, Inconsequential NPCs.esp, and KS Hairdo's.esp. I set Inconsequential NPCs as the active file, then changed facial features and hairstyles on several npcs. They looked perfect in the CK, but ingame, their hairstyles were default. Their face data and features were changed to what I edited, but their hairstyles remained what they were originally. I'm sure this has to do with having 2 mods active trying to edit npcs, but I have no idea how to make them work together. I decided to set KS Hairdo's as the active file, but that only gave me a brown face bug after exporting, so I assume Inconsequential NPCs has to be the active file. The npcs look a lot better with what changes I made to their faces, but I still want to know how to apply the hairstyles from KS Hairdo's to them. Any help would be greatly appreciated.
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One thing I HATE about Skyrim is how many NPCs are simply unkillable, even by the Dragonborn. I don't mind if pathetic wolves can't kill them, but I should be able to kill every NPC at my discretion. I have been looking at two mods: NPCs Protected Redux, which basically just makes every unique (named) NPC Protected (can only be killed by the player), and NPC Essential to Protected (pretty obvious). Using these two mods together would make every NPC killable, but only by the Dragonborn, even of they were unessential or essential before. My question is are these two mods compatible with each other? I am a little hesitant to download them if they are going to corrupt my game, as they may leave scripts after removing. EDIT: I also found this mod called Protected NPCs - No more sad songs. It makes every unique NPC essential, but I am unclear as to whether or not essential NPCs can be killed, which is what I am after.
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I am using Realvision with CoT, so there shouldn't be an issue, but it doesn't matter as I found the solution. The problem was coming from Real Shelter. I made the mistake of using the patcher before I had installed all of my mods, so apparently some weatherlists were unaffected from Real Shelter and were causing issues. Using the patcher removed the issue. I don't know how I didn't think of this earlier, but your reply helped me realize several possible solutions such as this. Thanks for your help!
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Good god there seems to be a never-ending amount of bugs when modding. I would have posted this in the Mod Troubleshooting section, except I don't exactly know what mod is doing this, although I highly assume it's Climates of Tamriel. http://steamcommunity.com/sharedfiles/filedetails/?id=392175784 If you zoom in close in this picture, you can see that the snow is only falling on the stables, but nowhere else. I had this happen in Riften, where rain would only fall on a single stall in the market, but elsewhere was clear of rain. Like I said, I assume it is Climates of Tamriel, as it is the only mod I have that actually messes with the weather. I do have Realistic Lighting Overhaul, Real Shelter and Skyrim Audio Overhaul, but I highly doubt those would cause this, although there may be an incompatibility issue? I have heard people having issues with CoT where sometimes rain or snow would simply disappear altogether, although the audio still assumes that rain or snow is falling. I don't know how to explain this sort of issue, which is why I added a screenshot. If any of you guys have any solutions, please share them. It would be much appreciated. EDIT: Also, weather changes make no difference. Even if the weather were to be a clear, sunny day, the rain or snow would still be there.
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So far, every single bandit that I have encountered have only been using their fists without weapons in their inventory's. I have no idea what mod caused this, as I have been running with the same mods from before this happened, only that I have started new games to fix bugs or remove conflicting mods. I have Immersive Weapons and Immersive Armors with Dual Sheath Redux and XP32 v1.93e (Bain installer, not extended). Also, this is a single mod issue, but for those of you who use Deadly Combat and understand that normal attacks cause a slight stagger, it seems to no longer be working on my game. I have read other issues with the mod but have not found a solution for this yet. I am using Combat Evolved, Ace, and ASIS. This has happened before, but I do not remember what I did to fix it, if I even really did. It may just be an issue with the mod itself, but I do not know.
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I still have not found the solution, but what I'm thinking (I'm not an expert) is that the changes the Creation Kit makes are somehow not being saved. Like I said before, when I make the change, Mod Organizer creates Overwrite files, which allows the creation of a new .esp, but an error also shows up saying that the .esp is not found. What seems to happen is the normal mod with all the hairstyles has the Hairpacks.esp, but when I create the new mod from the Overwrite file, that same Hairpacks.esp transfers from the normal mod, over to the new changed mod (basically a cut and paste), resulting in Mod Organizer saying the .esp is not found, but it doesn't recognize the changes from the Creation Kit because it seems to be reusing the same .esp. The new textures and meshes are created, but conflict with the textures and meshes already in-game, resulting in the brown face bug. The only thing that seems to be changing is the textures and meshes being implemented because they are new files being added, but the hairstyles see no change because it is not a new file (or .esp). I am saving the plugin changes. I hope any of that made sense (and it might be slightly redundant), but again, I'm not an expert, so I could be completely off. EDIT: No need to reply. I have somewhat found a solution. Disabling all my plugins but the mod, worked. So one of my mods is conflicting, but makes no sense as no files are related. I will just have to check which are conflicting. Sorry for another wasteful thread that could've been avoided had I thought of this simple solution earlier.
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I know that similar issues like this have come up 1000 times, but I use Mod Organizer and the solutions are slightly different. Using the Creation Kit, I change the hairstyle of a specific npc using the SG Hair 268 Mod. It looks perfect in the Creation Kit window, but in-game, the npc has the default hairstyle as well as the npc's entire head is now brown, as if I was trying to change the skin color to the darkest it could be (not gray or literally the color black, but dark brown, as if I was trying to create an African person. I'm not racist so don't say anything about that). Apparently I'm trying to create a hybrid as the body is the vanilla color, but the head is dark brown. I load the Creation Kit, check the Skryim.esm, the Hairpacks.esm and the Hairpack.esp, and set the Hairpacks.esp as the active file (these are not the exact names). I find the npc and choose the hairstyle I want. I then export the files using ctrl + f4 and create a new mod from the overwrite files. In the box below the overwrite mod and below the Filter, it tells me an error that the "plugin SGHairPackAIO.esp is not found," but ignore it since the .esp still shows in the load order and in the newly created overwrite mod. Deleting the newly created Textures and Meshes or simply creating a new mod from just the .esp does nothing, but resorts back to the npc being default without the dark brown face bug. I have looked everywhere for a solution and nothing appears to fix the issue. Either the npc develops a dark brown face with the vanilla hair, or the npc simply does not change. I am not sure if this mod has simply stopped working for some unknown reason, or if I am missing a step, but any suggestions would be greatly appreciated.
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I'm not sure if this has been posted before, but I still can't seem to fix this little issue with custom mining settings. I set the custom settings to 5 animations cycles, 1 drop per cycle, and 100 drops per vein, but it is taking 15 animation cycles for 1 ore, not 5. I deleted the SkyRe MineOreScript file and it fixed it to where the mining now works apart from Vanilla, but only on the settings the mod author has issued, not custom. Using custom mining settings does not appear to be working and I'm not sure if there is another file that needs deleting. Any help will be appreciated. Edit: Nevermind guys. If someone has the authority to delete this thread, do so. I misread what the animation cycles meant. Apparently a single animation cycle is 3 strikes, and when set to 5, it takes a total of 15 strikes to get the ore. Unfortunately you have to try on a different vein every time the settings are changed, as it saves the previous settings on that current vein. Again, my bad guys.
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Seems like there are never-ending possibilities of bugs. Small ones I can handle, but this one is game-breaking. The problem is that my power attacks fail to do damage. The title is a bit misleading as the power attacks still cause staggers, but other than that, they aren't doing anything else. Just tested where I would kill a wolf in 2 normal strikes, which is obviously a single hit with a power attack, but when I power attacked, the wolf staggered, but it remained at full health. I heard that ASIS isn't very friendly with Deadly Combat, but Deadly Combat has an ASIS patch, and disabling it doesn't solve the issue, and Combat Evolved was basically made to enhance bigger combat overhauls such as Deadly Combat and Duel. The only combat mods or combat modifying mods I have (I'm guessing it's a combat issue, duh) are Deadly Combat, ACE, ASIS, SkyTweak, and Combat Evolved. Any suggestions would be a great help. EDIT: I seem to have fixed the problem. Apparently it has to do with SkyTweak, with stamina, where power attack damage scales with current stamina. What's strange though, is how power attacks could still deal nothing even with full stamina, but turning that feature off has fixed the problem.
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Nevermind, needed to install to v1.2.17
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I have just started using Mod Organizer, and I've got to say it is really, really nice. It took some time to learn how to use everything, and I'm still learning new things, but it is nevertheless an incredible mod manager. My current problem is being unable to load Mod Organizer from the desktop. I didn't say I couldn't run it at all, since I can run it from the Mod Organizer file inside my Skyrim folder, but it won't load from any shortcut I make to the desktop. It simply states "The application has failed to start because its side-by-side configuration is incorrect." It really isn't a major issue, as it only takes an extra 10 seconds to locate and run it, but it would be nice if it was easier to access simply as a shortcut instead of searching the files. If anyone has any possible solution, it would be much appreciated.
