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capella6707

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Everything posted by capella6707

  1. Why ever not? Did you ever get round to reading up how to install FNIS? This is fun! {gets popcorn} Okay, GoddessofDiscord, your turn! (For the record, I'm with fore and OldMansBeard on this one...)
  2. Okay, despite the fact that I'm being ignored, :tongue: I've actually made a bit of progress. I ended up doing two things that actually got the game to load with the Lightweight Potions mod enabled: I set the plugin's priority in Vortex to load right before the bashed patch (Vortex automatically set Bashed Patch, 0.esp priority at 80/0, I set Lightweight Potions.esp to 80/-1) I didn't allow the mod to get merged into the bashed patchAnd viola! The game loaded and the potions are all at weight 0.1. But now, every time I rebuild the bashed patch I'm going to have to make sure to uncheck Lightweight Potions.esp beforehand. So I'd still like to know if I can allow the mod to get merged into the bashed patch and not break the game - or some alternative that would be a more permanent solution or fix to this weird situation.
  3. Bump. Please help! I can't use the Lightweight Potions mod so I'm carrying around 50 lbs of potions now! :ohmy:
  4. I started getting CTDs when the game was trying to load saves. Removing all saved games from the Saves folder allowed the game to load and start a new game. So I disabled all of my mods and then re-enabled them, testing each as I went. Yes, I had XP32 v4.31 installed previously, but the group of saves I have now are using the reverted v4.2. Anyway, as I was re-enabling each mod and testing as I went, I narrowed it down to two mods that caused CTDs before the saves are loaded: Enhanced Vanilla Trees and Lightweight Potions and Poisons. Both of those mods were working previously, but during my reload process they were causing the CTDs. But oddly enough: now, after reloading all of my mods except those two, when I enable either of them I get the infinite loading screen - not a CTD. That's with or without saves in the Save folder. So I'm wondering what I can/need to do at this point to try to get those to work again. I have tried deleting and redownloading/installing each of the problem mods to no avail. Admittedly, one thing I haven't done is to disable all mods except either of those and see if the game will load, but frankly, I'm finally back to a stable game and really don't want to go that route if I can avoid it. My tools and modding experience:I'm using Vortex and am familiar with using it to set dependencies and manual load ordering.Every time I add a mod I run Wrye Bash to rebuild the bashed patch.I know how to use SSEEdit to clean files and to sort masters (when they have an orange box in Wrye Bash).I use Fallrim Tools to clean save files.That's the extent of my knowledge, so verbose explanations would be appreciated! Also, if there are some good articles/tutorials that would help me with this particular issue (which there quite possibly are), please let me know. I'm willing to do the research to figure this out (I really want Lightweight Potions and Poisons back!), I'm just not sure where to start other than using the tools above the way I know how. Here's my current working load order (working without those two mods):
  5. Thanks for the explanation about Global and Local priorities. I'm setting my my to a higher Global than any others and it's loading last, like I needed. What, exactly, is the difference, then?
  6. So Vortex doesn't have a way to manually force a mod to the bottom - just relative to other mods?
  7. Okay, the local priorities info is probably more than I need to know - right now at least. I noticed that Vortex is setting a Global value on some mods, so I just need to make sure that the mod in question has a higher value than the max Global value set, right? Then it would seem to me that there would be a chance that Vortex assigns a new mod with a higher Global value than the one that I manually set. If that's true, then is there a way to keep the mod I need at the bottom with a higher Global value than whatever is added in the future?
  8. I'm assuming there's a way to do this, I just don't know how. I need to keep A Quality World Map (icepenguinworldmapclassic.esp) at the very end of my load order. I know how to drag a mod to create a load order dependency, but that's relative - is there a way to force an absolute position? I saw another question here that was similar. The answer was to set the Global priority to a high number. I tried that, and the highest I can set it is 127. I have 157 active/enabled esps & esms. The highest number in the load order column is 160, so I'm not sure why I can only enter 127 for the mod. I'm probably just not understanding something here. Could someone explain what I need to do to accomplish this?
  9. Well, I solved the issue - but not before I disabled every mod except KKSA and I was still getting the gray mesh/texture after doing all of that. When I was seriously considering doing a clean reinstall of the game, I recalled that I had downloaded a different version of KKSA the second time around. There is the Killer Keos Skimpy CBBE Armor Replacer SE version, ported by one modder (TotalInsanity). That is the one that I originally used. Then I found this version: Killer Keos Skimpy CBBE V2-V3 Armor Replacer SSE, which was ported by stealthywolf. Note the subtle difference in the name. It was last updated a full 7 months after the other version, so I assumed it would be more up to date. Maybe the 2nd one was ported wrong. Maybe some files were left over after I uninstalled the first version. Who knows. I also don't understand why it just affected Lydia, when I was using the same armor and I also had Uthgerd as a follower for a bit and she didn't have any issues... At any rate, switching back to the first one fixed the gray mesh/texture issue.
  10. I've been using Killer Keo's Skimpy Armor for a long time now without issue - in both Oldrim and Newrim. However, in my current redo of mods (I wiped them all and am systematically re-loading them on a new game and am adding some new mods along the way), when I got Lydia as a Housecarl, she was naked from the waist up (she had boots on) and her midsection was grey - just a grey blur/blob around her waist/butt/hips area - no weapon or shield, either. I haven't noticed any other NPCs with similar - or any other - clothing/armor issues. I'm using CBBE (KKSA requires it) and after installing KKSA, Vortex said there was a conflict with KKSA, CBBE and CBBE Normal Map Options. I set the load rule for KKSA to load after both of the CBBE mods. If I disable KKSA she has normal, un-modded armor and looks fine. If I enable KKSA she gets the gray area again. Loading KKSA before or after the CBBE mods had no effect - still the gray area on her midsection. Keep in mind, before this mod redo, I did have CBBE and KKSA installed and everything was fine - including Lydia. But for some reason, this time around I have that issue. Now, admittedly, I have added some mods this time that I did not have before when thing were working, so that may very well be the root of the cause, but that's really why I'm here: Is there a way to more quickly determine the cause of such an issue other than blindly "disable mod, test, disable mod, test, disable mod, test, etc, etc, etc"? In case something pops out for someone, here's my current load order: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Special Edition Patch.esp ClimatesOfTamriel.esm Lanterns Of Skyrim - All In One - Main.esm ApachiiHair.esm Falskaar.esm RaceCompatibility.esm Footprints.esp SkyUI_SE.esp Chesko_LoreBasedLoadingScreens.esp SimpleAutoSaveManager.esp EnhancedCharacterEdit.esp FNIS.esp Bashed Patch, 0.esp Torch Brightness Radius.esp XPMSSE.esp CharacterMakingExtender.esp Immersive Citizens - AI Overhaul.esp Verdant - A Skyrim Grass Plugin SSE Version.esp JS Armored Circlets SE.esp Relationship Dialogue Overhaul.esp Better Cities Solitude.esp Cutting Room Floor.esp Blowing in the Wind SSE.esp Blowing in the Wind - Lanterns of Skyrim Patch SSE.esp BetterCitiesWhiterun.esp Solitude Expansion.esp Alternate Start - Live Another Life.esp Settlements Expanded SE.esp Skyrim Better Roads - The Rift.esp T'Skyrim Riverwood.esp Ordinator - Perks of Skyrim.esp Skyrim Better Roads - EastMarch.esp SE - Better Cities Patch.esp MajesticMountains_Moss.esp SMIM-SE-Merged-All.esp DragonbridgeSouthSide.esp JK's Riverwood.esp Skyrim Better Roads and Bridges - All In One - Merged.esp Skyrim Better Roads - Winterhold.esp lakeviewdock1.2.esp Trees in Cities.esp Bannered_Mare_Inn_Rooms.esp Shor's Stone.esp Whistling Mine.esp Alternate Start -- New Beginnings.esp Ars Metallica.esp Customizable Camera.esp iHUD.esp icepenguinworldmapclassic.esp SRG Enhanced Trees Activator.esp SunDaytimeNorth_MM_default.esp nordicsnow.esp ClimatesOfTamriel-Interiors-Warm.esp fastermining6-3.esp Dawnguard Delayed - Level 20.esp No Vampire Attacks In Towns.esp Dragonborn Delayed - After Dragonslayer.esp AMatterOfTime.esp RealisticSpeedMovementWalkingSE.esp BetterDoomstoneDescriptions.esp Karthwasten.esp Settlements Expanded SE - Lanterns of Skyrim Patch.esp AnotherSortingMod_2017-SSE.esp FullBootForKKSA.esp BetterQuestObjectives.esp BarenziahQuestMarkers.esp The Paarthurnax Dilemma.esp CC'sEnhancedOreVeinsSSE-HearthfirePatch.esp BetterQuestObjectives-AlternateStartPatch.esp BetterQuestObjectives-CRFPatch.esp Falskaar_ASM-SSE-2017.esp ClimatesOfTamriel-Falskaar.esp Blowing in the Wind - JK's Riverwood Patch SSE.esp Map Markers Complete.esp Settlements Expanded SE - Skyrim Better Roads and Bridges Patch.esp JK's SkyHaven Forge.esp Blowing in the Wind - SMIM Merged All Patch SSE.esp Gildergreen Regrown.esp FNISspells.esp Dawnguard&VolkiharArtifactsQuests.esp My Home Is Your Home.esp EzEWorldMapSE.esp Botox.esp Serana Hood Removal.esp Bijin Warmaidens.esp Serana.esp Improved Eyes Skyrim.esp UnreadBooksGlow.esp sandboxcylinderheight.esp HearthFire Display Case Fix.esp crimsonquestmarkers.esp Realistic-Voice.esp Lightweight Potions.esp Lightweight Scrolls.esp LeftHandRings.esp AmazingFollowerTweaks.esp RDO - AFT v1.66 Patch.esp RDO - CRF + USSEP Patch.esp BetterQuestObjectives-PaarDilemmaPatch.esp MajesticMountains.esp
  11. I have a 2 Mb up/25 Mb down ADSL connection and I have a tool in my taskbar that shows real time up/download speeds. I noticed that when downloading a mod from Nexus via Vortex that my upload speed is much higher than my connection is capable of. I'm currently downloading a large mod (Legacy of the Dragonborn, 1.7Gb) and my speed monitoring tool is showing 21 - 30 Mb up speed. This only happens when downloading a mod with Vortex. When downloading a large file in any other program I might see the up speed read a few Mb momentarily, but for the most part it stays at 0. Would anyone have an explanation/idea as to why I'm showing high upload speeds when downloading files only with Vortex? Just had a thought while downloading more mods: my download location is set to a network folder, so I'm guessing there's a possibility that the upload and download speeds that my monitor is showing are that of my internal network.
  12. I'm not sure that is the case - at least in terms of the order that the plugins are put by each of the programs, based on what I am observing. What I've seen is, after installing and enabling (which also deploys) a mod that gets put after the bashed patch by Vortex, if I click the Sort now button nothing appears to change. I'm assuming that's because Vortex puts the plugin in the order based on the rules right away. However, when I open LOOT the plugins initially load in the same order as Vortex has them, but when I click sort, invariably, LOOT puts the bashed patch at the end. Opening up Vortex again reflects the change that LOOT made and clicking Sort now again in Vortex doesn't reorder the plugins. Having said all of that, based on careful testing of some of the mods that Vortex has placed after the bashed patch, I have not seen any problems with those plugins.
  13. I'm using Vortex for SSE only. Also, I'm posting this on the assumption that the bashed patch, built in WryeBash, should always be at the very bottom/end of the load order, as ordered by LOOT. I noticed that Vortex doesn't always put the bashed patch at the very end of the load order either after enabling/deploying a mod or after clicking the Sort Now button on the Plugins tab. I also noticed that Vortex will place certain mods above the bashed patch, so I'm assuming it reorders the plugins each time a mod is enabled/deployed. Am I correct in my assumption that the bashed patch should always be placed at the bottom, regardless? I ran across a post in another thread here discussing load order that Vortex is only concerned with conflicts and if there isn't a conflict in the load order, then it doesn't care where a particular mod goes. I.e. After enabling/deploying a new mod, Vortex placed it right at the bottom of the load order, below the bashed patch. Is that correct and okay to leave it like that? I know that if I were to open up LOOT and sort the mods there, it would place the bashed patch at the end of the list.
  14. I dunno. I started using Vortex today and now the blue "Deploying" message box goes away after showing momentarily. Not sure if I was doing something wrong or what, but I guess this can be disregarded - for now... ;)
  15. Thanks for chiming in, Tannin. I'll give the Files on Demand setting a shot and let you know here what I find out. And by the way, a huge "THANKS!" for all your work! :smile: I'm really excited about Vortex! [uPDATE] Sure enough: I unchecked Files on Demand in OneDrive settings and when I opened Vortex the message about not being able to backup the ini files didn't show. It required having all of my OneDrive-managed files and folders being downloaded to my drive, but I guess that's the price we pay! :wink:
  16. Bump. Has anyone else experienced this? As far as I can tell, the mods are getting deployed/undeployed, as I can verify that in-game (the Deploying message also shows when you're disabling a mod, too).
  17. I tried reverting the My Docs folder to the default location under my Windows User account - Boy, what a mess that turned out to be! Ultimately, I had to just change everything back to having My Docs in OneDrive. The mess may have been my fault, but I'm just going to leave it and put up with the message about backing up the ini files. If that's all it is, it's no big deal. I'm hoping that the Vortex devs (i.e. Tannin) can provide support for save games being in OneDrive eventually.
  18. Every time I open Vortex a red message box says "Failed to create backups of the ini files for this game". When I click the More button, this text is in the window, ----------------------- Warning: To avoid data loss, ini tweaks are not going to be applied in this session.Please fix the problem and restart Vortex.Reason: EINVAL: invalid argument, stat 'C:\Users\marky\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini.baked'----------------------- I've also seen ini.base in this error, too. I have one game, just started for the purpose of learning Vortex. I have several mods deployed and are working fine. Here is what my My Games\Skyrim Special Edition\ folder looks like: What are the .baked and .base ini files - are those generated by Vortex or is something else creating those? Is the error a known issue (assuming something is actually wrong)? Is there something I can/need to do to fix this?
  19. I'm just starting out modding a new install of SSE. I have 4 mods installed and 5 plugins (with the bashed patch). I have not started a game yet. Whenever I start WryeBash or LOOT or SSEEdit or just the game from Vortex a message box opens saying, "You should deploy mods now, otherwise the mods in game will be outdated". Clicking Skip just opens the selected program, but Deploy results in a blue message bar showing in Vortex saying Deploying Mods and there's a spinning circle of arrows. The thing is, the blue message box never goes away after that. I have to dismiss it. Plus, I don't see that it's doing anything. I understand that, in Vortex, a "deployed" mod is an enabled mod whose files have been hardlinked in the Data folder. I've verified that the mods that are installed and enabled in Vortex show up in the game's Data folder and the mods are working when I test them in-game, so they are, in fact deployed. I just keep getting that message that mods must be deployed whenever I start a third-party program from within Vortex. Is this a known bug/issue? Or maybe I'm missing something? What exactly is supposed to happen when it is "Deploying"?
  20. Thanks, Rattledagger and SkunkMonkey I set the Downloads path to a network folder and left the Base and Install paths at their defaults. As this is a completely new install of SSE and Vortex, I have yet to test, but based on SkunkMonkey's comment it should be good to go. Just want to clarify one thing: With the downloads folder set to my network drive and the Install path set to the AppData\Roaming\Vortex\skyrimse\mods folder, when I install and then deploy a mod, the mod's physical files will be put in the Install folder per the Vortex setting and just a Hardlink will be put in the Skyrim\Data folder. Is that correct?
  21. I have a question regarding this subject. I am starting fresh with a new SSE install and am not migrating, moving, etc anything from a previous install - completely new instance of the game and subsequent modding. Having said that, I understand the generally accepted advice is to place mods on the same drive as the game, however, is it possible to download the mods to a different drive and have Vx install/activate them from there? I have limited drive space on my laptop's C: drive but I have a mapped drive/folder to an always-connected NAS, so, if possible, I'd like to put my mods there and install from there. So, is this just not possible, or is it just not recommended? [Edit] Having just gone through Gopher's Vortex Beginner's Guide #1, I'm guessing the answer might be, "No", because of the Symlink/Hardlink deployment message shown in his video. I changed the base path to a folder on my mapped network drive and left the download and install paths. This resulted in the red "No deployment method available" message in the Deployment Method section on the Mods tab. To be able to use the network folder to download and store my mod files, can I manually adjust the Download and Install paths? If so, what would I change them to? FYI: SSE is installed in C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition and Vortex is installed in C:\Program Files\Vortex
  22. I'm sorry if this has been answered elsewhere. I really did look around here, the S.T.E.P. forums and general Googling, but nothing I read seemed to me to answer my questions. In NMM I have two mods (well, more than that, but this is just about these two), "Dawnguard and Clan Volkihar Epilogues - Propor Crossbow Integration and Legendary Skyrim Crossbows consistency patch" and "Serana Hood Removal". With those mods active and checked in the NMM plugins tab, in WryeBash, when I right-click the BashedPatch entry and select to Rebuild the patch, a message box pops up that says those two mods should be deactivated prior to building the patch. When hovering over the mods the message box says "it's suggested that they be deactivated and merged into the patch." First question: Does that message mean deactivated, as in double-click on them in the mods list in NMM to deactivate them, or just uncheck them? If I leave them checked, the patch is built and they both have a plus sign in their checkbox in the WryeBash list of mods. However, in NMM they are UNCHECKED in the plugins tab, though they are still active in the mods tab. (Why do they have pluses in WryeBash, but are unchecked in NMM? I have other patches that have pluses in WryeBash and are checked in NMM.) In the Update Bashed Patch, 0.esp window, in the Merge Patches list, those two are listed and checked. Then I build the patch. With everything like that, when I load a save that uses those mods I get a message that they're missing. Makes sense, as they're unchecked in the NMM plugins list. Second question: after doing the above and building the patch, letting WryeBash uncheck those, do I need to go in and check them in NMM's plugins tab again? Also, allowing WryeBash to uncheck the two mods before building the patch and then checking them before loading a game works (no message that mods are missing when loading a game), is that just the way it works or is there something I can do so I don't have to check those everytime after rebuilding the Bashed Patch?
  23. Is there a "best practices" method of what order to install types of mods? I'm in the process of re-activating about 100 mods after clearing up some crash issues. And I'd like to do whatever I can during the re-activation process to ensure a stable game. Is there a method to follow in what types of mods to install in what order? I.e. gameplay mods, weather mods, new locations mods, armors, models/textures, npcs, etc, etc. If it matters, I'm using NMM and playing SSE.
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