Jump to content

MyGoodEye

Premium Member
  • Posts

    96
  • Joined

  • Last visited

Posts posted by MyGoodEye

  1. Your Papyrus log is "fine". Very few errors. Some, but nothing that seems to be the direct cause of your issue (while I agree that a Papyrus log is not a crash log, it can be VERY helpful if the crashes are Papyrus related).

     

    WZ is apparently acting as it should. So it is said, you have NO ERRORS from WZ at all and your game crashed nearly a minute after you entered REDORAN PLAINS indicating that WZ isn't the direct culprit.

     

    Did you add ENBOOST, SKSE MEMORY BLOCKS and maybe even CRASH FIXES to help optimize your computer? If so, are you sure they are set properly and functioning?

     

    Have you tried without the ARMOR/WEAPON mods? If they are trying to "dress" the WZ NPCS at the same time as the WZ ARMORY, you might crash.

     

    In the alternative, you can also disable the WZ ARMORY via the MCM. Do so for testing if you like.

     

    What are your WZ settings? What texture resolution did you choose?

     

    I suggest - heartily - that you use the DEFAULTS as well as the LOW RES textures when testing. Once you've gotten your system functional, then you can see about adding add'l spawns and the like.

     

    I notice you're using WZAA... have you tried disabling the EXTENDED REDORAN WARZONE in the MCM? Do so for testing.

     

    If you have further questions, please bring them over to the WARZONES Nexus page... much easier for me to see and answer.

     

    - David (MyGoodEye)

    I notice you're using WZAA... have you tried disabling the EXTENDED REDORAN WARZONE in the MCM? Do so for testing.

  2. Hold it. Before you start in on a new game, you should take a look at your papyrus log and, if necessary (I'd guess it is), clean the save properly.

     

    We have this question come up tons with our mod, so I made a page with instructions:

    Frequent Random CTDs

     

    Pretty much everything you need to know is on that page, but if you have questions, feel free to ask.

     

    It is also possible, if your "continue" is in an exterior that some mod or other changed something or other in that cell and now the game can't find it. entering the game from a slightly earlier save, finding your way to an interior and then following the steps on the page linked above may get you back on track.

     

    If you have zero errors in your Papyrus log, then I'm afraid you may be screwed, but the "improper uninstallation" of scripted mods will almost always cause you problems down the road.

     

    - David

  3. A) There is a minor possibility that the removal of the ENB also caused you to no longer be benefiting from the ENBBOOST feature, which does, in fact, help mitigate CTDs by handling memory better - but I don't think an ENB on it's own is the root cause. If you're not, I'd suggest keeping ENB installed and just turn off the FX portion.

     

    B) You have a ton Papyrus errors which could use cleaning. I made this page for users of my mod, but it seems to be handy for many users... FREQUENT RANDOM CRASHES? Cleaning Your Polluted Save

  4. A) This statement couldn't be more wrong:

    The only CRASH/ERROR logs I get are the Papyrus logs (which we all know aren't really crash/error logs).

     

    It is EXACTLY an error log and is indicative of problems within either your save, some mods or both. With very few exceptions should you "ignore" Papyrus errors as harmless. Mods that throw tons of errors are either missing, broken or misfiring and in each case there's something to be learned.

     

    Papyrus is the Aorta of the game, clog it up with many little things and it dies. All that stuttering/stammering you're seeing could be due to an abundance of small errors - especially if you've removed scripted mods without cleaning the save. And, once Papyrus gets "clogged" you will absolutely start seeing framerate drops.

     

    I made this page for users of my mod, but seems like you'd benefit from it both in terms of how to clean your save and in terms of mods you can install for better stability overall.

    FREQUENT RANDOM CRASHES? Cleaning Your Polluted Save

  5. Driving me nuts, but I could swear I read once that there's a Faction you can add to an NPC to prevent it from disappearing on the gameEngine's "deadCount" cleanup cycle. This is especially interesting to me as I use the ComplexScene Markers which remove some NPCs, literally, the minute they die for performance concerns.

     

    It's one of those things that, when I read it, I said to myself that I should write it down or keep it for another day... today is that "other day" and I can't for the life of me remember where I saw it.

     

    List of Factions are too long to read and search results for "dead NPC" and the like yield results that are, predictably, long and unhelpful.

     

    I could script it, I guess, but my mind is stuck on the notion that it already exists in game somewhere...

     

    Anyone know what I'm talking about?

  6. In the meanwhile @ Camaro : Try WZ15! The latest version comes packaged with LOWRES texture files and a default of LowSpawns. We've been really, really happy to hear that WZ has been rock-solid even on mid-range rigs... and you seem to be a fella that has a nice, optimized and clean system. Kill!

  7. Agreed with the above from Camaro_69 (nice ride!). But that Papyrus log being in the GBs does indicate that even with those fixes/adds, you've got some heavy pollution in your save.

     

    Not gonna lie... it may just be simpler to start over... but the invitation to upload your save is still open.

     

    - David

  8. Were it me, and I was diametrically opposed to doing away with my character (as opposed to just starting a new game with my chosen mods) and was having the "removing too much is bad" problem, I'd probably get myself to a quiet interior, make a NEW Save, remove a few things from the save, open/wait/NewSave, repeat - rather than removing a gazillion problems from a single save in one fell swoop.

     

    In other words, I suspect you're going to need to do this in increments and not expect instant (if ever) miracles. As you tell it, you're doing surgery now.

     

    EDIT : Y'know, may I use you as a guinea pig? Can you send me your SAVE? I can't promise anything, but I do want to try something out since you're by no means the first person I've come across since releasing WARZONES 2015 that has had this kind of problem, and I'd like to see about more definitive answers.

     

    Plop them into my OwnCloud server at this link if you please:

     

    http://mygoodeyenyc.com/clientOwnCloud/public.php?service=files&t=d7198160b9219a7610255656cc4d5615

     

    ... and let me know when you have.

  9. 46GB?!?!?!?!?!? Holy cr*p!

     

    A big "issue" like what you seem to be experiencing with Save Game tool is probably better brought to the author's attention on their comment thread, as I'm not an expert its possibly foibles. I seem to recall having something similar happen once, in which case I used the SAVE AS. Also possible that you can try using SCALPEL first (again) so it makes a backup and cleans out the "easy mess"... I'm just guessing.

     

    I'm (and I suppose many people) will be interested in how this all plays out for you, so please keep me/us posted.

     

    - David

  10. Copy/pasting this quite a bit today, but here you go:

     

    You have a reasonable amount of Papyrus errors (besides the "planned" ones) which, if left alone, can contribute to random crashes.

     

    You may be able to save the game with these tools (one or both):

    http://www.nexusmods...im/mods/53045/?

    http://www.nexusmods...im/mods/52363/?

    It is a very (VERY) common misconception that uninstalling mods is "complete" by simply removing them from your load order. However, as you now know, uninstalling does not necessarily "remove" the references/instances/threads from a Save Game.

    Sorry to point you to my mod-specific page, but it's easier for me to do so than type it all out again here (you don't have to use WZ):

    INSTALLATION : Gearing Up for Warzones 2015

    Just scroll down to : PREPARING YOUR SAVEGAME FOR WARZONES : IGNORE THIS AT YOUR OWN RISK!

    Also be sure to follow the directions from both Cleaner mods.

    It may be in your interest to revert your INIs to "vanilla" for the sake of this discussion so that you are working within a safe baseline.

    And going forward, you may want to install SAFE UGRIDS TO LOAD (http://www.nexusmods...im/mods/41592/?) which seems to perform miracles for many (me included).

    You may also want/need to look into this mod if the above fails to help:

    http://www.nexusmods...im/mods/31724/?

    Good luck!

  11. You've got a sizable amount of Papyrus errors (not considering the "intentional" ones) which are quite likely to be contributing to your problems. If you ran a SaveGame cleaner, you didn't do it thoroughly enough, I suspect.

     

    To copy/paste from an answer I posted moments ago:

     

    You may be able to save the game with these tools (one or both):

    http://www.nexusmods...im/mods/53045/?

    http://www.nexusmods...im/mods/52363/?

    It is a very (VERY) common misconception that uninstalling mods is "complete" by simply removing them from your load order. However, as you now know, uninstalling does not necessarily "remove" the references/instances/threads from a Save Game.

    Sorry to point you to my mod-specific page, but it's easier for me to do so than type it all out again here (you don't have to use WZ):

    INSTALLATION : Gearing Up for Warzones 2015

    Just scroll down to : PREPARING YOUR SAVEGAME FOR WARZONES : IGNORE THIS AT YOUR OWN RISK!

    Also be sure to follow the directions from both Cleaner mods.

    It may be in your interest to revert your INIs to "vanilla" for the sake of this discussion so that you are working within a safe baseline.

    And going forward, you may want to install SAFE UGRIDS TO LOAD (http://www.nexusmods...im/mods/41592/?) which seems to perform miracles for many (me included). NOTE : I'd put it back at 5 were I you.

    You may also want/need to look into this mod if the above fails to help:

    http://www.nexusmods...im/mods/31724/?

    Good luck!

    - David

  12. You may be able to save the game with these tools (one or both):

     

    http://www.nexusmods.com/skyrim/mods/53045/?

    http://www.nexusmods.com/skyrim/mods/52363/?

     

    It is a very (VERY) common misconception that uninstalling mods is "complete" by simply removing them from your load order. However, as you now know, uninstalling does not necessarily "remove" the references/instances/threads from a Save Game.

     

    Sorry to point you to my mod-specific page, but it's easier for me to do so than type it all out again here (you don't have to use WZ):

     

    INSTALLATION : Gearing Up for Warzones 2015

     

    Just scroll down to : PREPARING YOUR SAVEGAME FOR WARZONES : IGNORE THIS AT YOUR OWN RISK!

     

    Also be sure to follow the directions from both Cleaner mods.

     

    It may be in your interest to revert your INIs to "vanilla" for the sake of this discussion so that you are working within a safe baseline.

     

    And going forward, you may want to install SAFE UGRIDS TO LOAD (http://www.nexusmods.com/skyrim/mods/41592/?) which seems to perform miracles for many (me included).

     

    You may also want/need to look into this mod if the above fails to help:

    http://www.nexusmods.com/skyrim/mods/31724/?

     

    Good luck!

     

    - David

  13. Recently, I've gotten this message when installing some mods... both mine and others and with no pattern that I have yet to discover:

     

    "A problem occurred during install: Object reference not set to an instance of an object. The mod was not installed.

     

    Before considering this message for a Bug Report, I wanted to see if there was a solution that I was unable to locate.

     

    I've searched the Forums and see that this error message has been around awhile (as far back as FOMM in 2011 it seems), but I've not found any concrete advice to offer the users other than "try it again and it'll probably work" (which has been my experience).

     

    Some of "my users" have reported the same error - and, for the most part - the same results.

     

    Overall, it is not that big of a deal so long as the mod installs eventually, but I would like to offer proper answers rather than speculation and shrugs in any exist.

     

    To be more in keeping with a proper bug-report:

     

    - Using NMM 0.52.3

    - Installing WARZONES 2015 (my mod, but not limited to my mod)

    - The FOMOD will function as planned and NMM will appear to extract the data

    - Data extraction appears to complete when NMM throws the above error

    - In all instances, I've simply attempted to activate the mod again, the process completes and the mod installs.

     

    No change to my online status, my load-order, etc. Just "doing it again".

     

    Thanks in advance!

     

    - David

  14. To answer the question directly, as I read it:

     

    A - It's totally possible.

     

    B - Here's how, within your script, to set a randomized scale that will spawn the NPC (or whatever) somewhere between .9 of it's "normal" size and 1.1:

    event OnLoad()
    	float randomScale = Utility.RandomFloat(0.9, 1.10)
    	setScale(randomScale)
    endEvent
    

    You can alter that range as you like. Or you can easily just set it to be a specific size by swapping the "randomScale" in the parenthesis with a number.

     

    And there you have it.

     

    Need more? PM away.

     

    - David

  15. Hey SN!

     

    The way I used to set EXEs to Large Address Aware was to use this:

     

    CFF EXPLORER

     

    It allows you to jump in and change the File Header to "App Can Handle >2gb address space".

     

    1 - Install CFF

    2 - Allow it to integrate into right-mouse menu

    3 - Right click on GECK.EXE and select OPEN WITH CFF EXPLORER

    4 - Once CFF is open, in the LEFT column, select FILE HEADER

    5 - That will display a table in the RIGHT column, from which you find CHARACTERISTICS

    6 - In the CHARACTERISTCS -> MEANING, you'll see CLICK HERE

    7 - So... CLICK it!

    8 - That opens another window which reveals the APP CAN HANDLE >2GB ADDRESS SPACE. Go ahead and enable that.

    9 - Hit okay, close it out and CFF will ask if you'd like to SAVE.

    10 - Sure you do! SAVE and either overwrite or make another as you like. I usually overwrite.

     

    In theory, GECK.EXE is now Large Address Aware.

     

    The mod you're thinking of is the GECK POWERUP - A FORK. I used it all the time with no issues, but that's up to you - as there is some logic in not "changing" tools midway through a mod. I do think, to use your analogy, that you are about 1.5 feet off the ground and using the Powerup is safe.

     

    Go get 'em!

     

    - David

  16. Hey man... the "point", as I see it, is that you have a ball. If anyone likes what you make, then that's great too! Keep it up! If you need anything, let me know. Feel free to PM.

    Edit: Actually, you are welcome to PM, but maybe the discussion can help others, so you're also welcome to leave it right here or a new topic. Just alert me to it ;)

  17. Thanks for the compliments!

     

    Whether you play WARZONES or not, one thing I will absolutely recommend is that you use at least, the ENB BOOST function of ENB SERIES .249. ENBs can be found on the NEXUS. Most, if not all, "disable" in-game IMODs (ImageSpace Modifiers) which, in turn, can end up causing you to not see visual indicators like when you're poisoned or on drugs. They can be configured to allow the in-game IMODs (which I prefer so that I can use IMAGINATOR & DYNAVISION), but I honestly can't remember how to configure ENB for that (someone will know... probably an ENB designer).

     

    That said, as I understand it, you can disable the ENB "effects" and the Memory Manager will still work as planned. Your system may not care for all the add'l effects anyway (then again, it might with the increased memory)... What Boris (the ENB author) did with extending the memory the game can access is brilliant.

     

    NEW VEGAS ANTI-CRASH has been helpful for me as far as I can tell.

    Also NEW VEGAS STUTTER REMOVER and, naturally, NVSE.

     

    As to what I'm doing at the moment... well, my professional life has been quite busy!

     

    This is the usual "quiet time" and I'm kind of getting the itch to revisit some of my mods (FNV and SKYRIM) to "finish" them off, update them and/or finally add some things that have been in the back of my mind for awhile...

     

    This lurking around the forums is probably the beginnings of me convincing myself to "return" for a bit... hahah.

     

    Whether I do or not is up to debate... and I frankly stopped being charmed by many of the Skyrim mod-users. After awhile, I was left wondering why I even bothered given the ignorance and hostility that was on display at that time. All I knew was that the mods I'd made had been great fun and a great challenge to me personally... and that they worked as planned on my system. It got tiring trying to configure everyone's individual needs in conjunction with the 200000 mods they all seemed to want to shoehorn into their game... given that I had increasing professional obligations, I opted to leave the modding hobby behind for awhile.

     

    So, yeah, I still have professional obligations, but I will admit I've missed my modding-hobby.

     

    - David

  18. Hey SayinNuthin... MyGoodEye here... WarZones author... poking around the forums with some spare time...

     

    Couple of quick things for you:

     

    1 - WarZones actually is NOT in a separate gamespace. The original entrance to Barstow was through the gates at the Mojave Outpost and a bit of a walk down the Long 15. When the DLC came out and utilized that exact area/gate for the Long 15, I moved some of Barstow "up" the map and had to add a door (to my chagrin)... but didn't change the description page graphic. In essence, most of Barstow is North of the Long 15.

     

    2 - The Peaceful Coexistence mod is for use with the mod, Rust Town (http://www.nexusmods.com/newvegas/mods/39454/?). Without Rust Town, the Peaceful Coexistence mod will crash on startup. The reason for Peaceful Coexistence is because Rust Town, if I recall correctly (it's been awhile), IS placed in the area directly south of the Long 15 and in some areas that Barstow covered (or, WAS placed in the middle of Barstow and I moved it south of 15, can't exactly recall). That isn't to say you shouldn't expand South of the Long 15 as you'd like, but just some potentially helpful info.

     

    3 - The reason Barstow doesn't go South of the Long 15 is that the Pip-Boy map concludes somewhere around there. At the time, I "walked" the empty areas marking the Pip-Boy map "borders". Again, having been awhile, I don't remember exactly how far. I opted to allow all the new areas in WarZones to be accessible by walking and fast-travel on the Pip Boy - rather than new worldspaces which would have required a "door". My thinking at the time was that this allowed for a "seamless" experience as the player would walk around, hearing a battle in the deep distance and thereby drawing them towards it...

     

    4 - Lore wise, this one is easy. Each new area in WarZones has a "story" - whether I spelled it out or not, there is a "point" (and reward) to each place. Barstow is, basically, a huge bombed out, fiend infested ruin of a city in which a Vertibird - loaded with goodies - has crash landed. The NCR are there attempting to get to these "goodies" before other factions - or you - can. There are a few NPCs throughout the game that speak about this. It is not exactly another "front" in the war, as I look at it.

     

    5 - Pumping bullets, eh? Hahah... I readily admit that the goal of WarZones was to add a ton of combat with small regard for players who prefer a more "nuanced" experience.

     

    - David

×
×
  • Create New...