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Everything posted by twowolves80
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No, no, it's easy! lol Whew! Orange is easy to fix. Do them one at a time, always. Same with cleaning. Doing them together can create errors. Load them into TESVEdit, wait until it's finished loading, then right click the mod and select Sort Masters. It will look like nothing happened. It's okay. Close out. It should prompt you to save. Save. Done. Load the next one and do the same. :smile: Edit: when asked what to load when you open TESVEdit, right click, select NONE, and then ONLY that orange-boxed mod.
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I would manually move them around in WryeBash to where they are supposed to go. If that doesn't help...you may want to wait for someone who knows wrye a bit better than I. I did find this for orange boxes, and this for red boxes...maybe something in either of those threads could help? At the very least, it will give you a better understanding of WryeBash. As for deleting navmeshes, that's beyond me currently, but hopefully not for long. I haven't fully acclimated to the CK yet, as I'm still learning myself.
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Sorry it took a minute to get back. This sets the game masters to default, which is why you must clean them again with TESVEdit. The mods you just leave as is. They're still there and unchanged, it's just the masters and the INIs that get reset by verifying the cache. You replacing the inis with the ones you saved to the desktop is just to make sure that any ini changes you've done or mods have done are still there.
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Skyrim.ini and SkyrimPrefs.ini. Those are your two main ones. You should really use BethINI to help sort them into logical sense (it alphabetizes the sections and the variables, and gets rid of the unnecessary ones in SkyrimPrefs.ini put there by Bethesda). Make a back up, and any time you edit them, to make it really easy, hit return and leave a blank space after the variable you edited, then in that blank space put a comment by starting the line with ; <--- Semicolon. Then put down what you changed and by how much, and a date. Never again will you look at the INIs and feel overwhelmed. You'll be able to look at the inis and see exactly what changed, how much, and when. Will save you hours of headache. Then hit the reverify cache. You'll have to clean the masters again, and clean Dawnguard twice. After that, run LOOT, then run WryeBash and see what happens.
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Okay, well, let's figure it out. First, is it red letters or red boxes? If the text is red or orange, it means one thing, if the boxes are, it means another. A red checkbox means it's missing a master, which means you may have to reverify cache, then clean the DLCs again. Save your INI files to your desktop until after you launch the steam browser the first time (to generate the INIs), and then just drag them into the appropriate folder (should be My Documents\Games\Skyrim or something along those lines). WryeBash takes a bit of getting used to, and I am by no means an expert, i just know how to use it to do one or two things. We'll both be learning something troubleshooting this. lol
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Ahhh...good catch. Again, thank you for the solution! I wonder why that happened, though? Perhaps you should PM the author and let them know and see if they can figure out where the mod goes wrong.
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This was from Terrorfox on Reddit: AaronEh has the right of it...an orange check-box, in this case, means that .esp has masters that are "out of order". Essentially the mod author when creating the dependency list accidentally put things out of order (i.e. it might say it needs to have Dragonborn before Dawnguard, when we all know this is not the proper load order.) Really it won't harm your game or cause anything terrible to happen. If it annoys you then you can do what whatever462672 said and load the .esp into TES5edit and reorder its master list...not necessary but it will get rid of that annoying orange box. The other common cause of an orange check-box is that you have reordered something since the last bashed patch created. So say you had 4 mods called Mod A, Mod B, Mod C, and Mod D and "Mod D" relies on A, B, and C. Let's say that when you first created a bashed patch they were in this load order: Mod A Mod B Mod C Mod D Then you realized later on that Mod B needs to go after Mod C...so you create a BOSS User Rule for it and reorder in MO accordingly: Mod A Mod C Mod B Mod D As far as load order goes, everything is all good. Again, Mod D relies on A, B, and C which are still above it, just in a different order. However, now when you load up Wrye Bash to rebuild your patch it will show an orange checkbox for Mod D. This is because the last time you ran Wrye Bash, Mod B came before Mod C and now they are no longer in that order, so Wrye Bash throws up a warning on Mod D (orange check-box) to say "Hey! Something has changed here...these dependencies aren't in the same order". The solution in this case is to simply rebuild your patch at which point Wrye Bash will rerun BOSS, learn the new user rule, and your new load order, and voila! no more orange check-box! This is what I was referring to when I said a mod's masterlist isn't in the order the mod expects. Just a bit of FYI for anyone else reading this thread regarding orange boxes, and myself as well. From the above, my understanding is that orange boxes do not indicate that a mod needs to overwrite the masters, just that the masters aren't in the order they were when the mod was created. Nothing fatal, according to Terrorfox, but I figure, it's always best to eliminate variables when troubleshooting, even ones that are inconsequential. From the CK wiki page (again, not really for you, but for others reading this thread): If the master files a plug-in requires are in a different order than what its master list calls for, then problems can result. The game can often compensate and still run the mods, but not always. Some possible problems: In Wrye Bash, mods with this problem will display a orange box rather than a green one.In-game, content may be overridden that was not intended to be, and the wrong mod may win a mod conflict.For mod-builders, Wrye Bash will act in a rather erratic fashion and emit error message after error message to the point of slowing down and hindering work and even freezing up the program.In some cases, Skyrim can fail to start, just like if there was a missing master.As for the dark face bug, this is what I was referring to about regenerating facegen data. :smile:
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Cool! Thank you for at least posting the solution! I've got both Realistic Water Two and the RWT LOD Fix on my list, so I'm glad to know that the LOD fix is going to address those kinds of problems! :)
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I've...never heard of a mod that is meant to have missorted masters (masters it expects in a certain order and aren't) in WryeBash...that's new on me. For my own learning, can you suggest a mod where it says that explicitly? I'd like to learn more about that just so I don't give out potentially erroneous advice when sorting them... Okay, so the water itself is missing. Well, that tells us something, at least. So the mesh data may be missing...No mesh, no wire frame to skin the textures to. Hmm...something got overwritten and shouldn't have, I'm thinking. And then uninstalling it (whatever it is), or when that overwriting whatever itself got overwritten, it may have botched the mesh data for the water. It happens from time to time because NMM is no longer supported and sometimes downloads go sideways through NMM. Something is very clearly either preventing the water from rendering, or has removed the ability for the water to render (by deleting a mesh, perhaps?). Sorry, trying to brainstorm.
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Nah, the dark face bug is caused by one thing only: Missing facegen data. The problem is, if you use anything, anything that might affect faces (for example, the author could have made a bad or wild edit unknowingly in the CK, or the nif could have a bad reference body/head), you have to regen the facegen data using the CTRL+F4 option. Only problem is, I believe, you'd have to regen the data for the specific characters, or do them all, for each mod that alters facegen data, in the order that ehy are listed in the load order. Not entirely sure on that, but I suspect that is the order of operation. I'm still learning the CK, so take it with a grain of salt. If anyone else wants to comment, and perhaps tell me if I'm wrong or right, we could kill two birds with one stone. As for orange boxes in WryeBash, none of them should be orange. Orange boxes do not indicate a mod is in the wrong load order. Orange boxes indicate that the orange-boxed mod has masters that are in an order different than what it expects, and there's a world of difference between the two. The fix is easy: Open each orange-boxed mod one at a time in TESVEdit, and only that mod. Right click, select Sort Masters. Done. Close out, and it should prompt you to save. Save. If it doesn't prompt you to save, then it's not changing the masters order. Now, when you load it up, it will be green in WryeBash. Two separate problems, probably not related, but it never hurts to eliminate variables when trying to troubleshoot. Hope this helps! :)
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I would start looking at the INI values you've changed. Google them. See if there's any warnings that come up about changing them. Shadows on grass alone could be a VRAM-suck if it's trying to render shadows on each blade of grass. Something tells me the LOD settings may be awry, but it's a gut feeling. Perhaps change them back, and see if there's a difference? And since this is Old Rim, this solution may help you when used in conjunction with this mod. Also, shot in the dark here, but...have you run WryeBash, and if so, were any of the boxes orange?
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Help With Initial Mod Install Load Order
twowolves80 replied to twowolves80's topic in Skyrim's Skyrim SE
Psh, once we get your computer built, we'll put together a master list of mods for you, too. I just need to check to make sure the mods are in proper install order so that the FOMods (a UI that pops up when you install mods to allow you to select certain options) patch properly. lol Nothing like thinking your almost done, and then install a mod to find out the FOMod has an option that you should have patched earlier, and with NMM and the way it handles conflict priority based on install order, it could mean having to uninstall a lot of mods to install a single one in the correct order. MO (Mod Organizer) allows for that type of load order "hot-swapping" to assign priority to mod conflicts/overwrites, but NMM, you have to uninstall/reinstall--it's one of it's biggest weaknesses over MO, and the biggest source complaints which is why you'll see people bitching to Tannin about "Is the new Vortex going to have le Virtual Filing System like MO? Ermergerd! You better do that there or...I'm gonna...put yer hand in yer mouth and...yer gonna...lollygag...!" ...devolves into sputtering, incomprehensible mutters with an inexplicable southern drawl, punctuated with hat-stomping. lol Hence, this list. Once I have the order-of-operation down for the most part, it will be something I can refer back to over and over, and just go right down the list and reinstall. With NMM, I have to make sure it's in the right order, though. Keep reading, my dear. You'll see soon enough how it is and the secret agony of modders when they bork their data folder and have to reinstall fresh...lol EDIT: I moved the Bruma Patch for VIS below VIS as I think this is the correct order for that since the VIS mod has to be present for the patch to overwrite, if I'm not mistaken.- 4 replies
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Wait, are you using NMM? You can't just switch load order in NMM, I think. I think it fails to "see" conflict priority the way MO does, so you can't just install mod A, then install mod B, and try to change the load order--you have to uninstall mod A if you want it to overwrite B, otherwise, it will still be overwritten by mod B, even if you change the load order. It's the one complaint of NMM users and why people have been so feisty when it comes to the hot-swapping of load orders and NMM. Also, lighting overhauls can sometimes affect the appearance of water--but if you're making a splashing sound as you walk through where it's "dry," it means that it's there, the texture is just missing. Also, did you run WryeBash? Any orange boxes?
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Wait, you're running ELFX and RLO? Those may be conflicting...and I thought we didn't need the Brawl Bug Fix anymore? Wasn't that patched in USSEEP?
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Sounds like a wild edit or a conflict somewhere. Load up xEdit and start searching. Also, run wryebash and check for orange boxes.
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Help! I have CTD's in Skyrim Special Edition with Mods!
twowolves80 replied to badassmalekid's topic in Skyrim's Skyrim SE
That sounds like something Sheogorath would cook up... Hmm... o_O Wabbajack? -
I would love to see a screen shot of said load in SSEEdit as I will soon be reloading Realistic Water Two, too. Please post results! :)
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Okay, I need help with this one. This is pretty much my mod install order list from last time, with a few things installed in new locations where they make sense due to their FOMod's patching options. This is not reflective of LOOT order!! This is an INSTALL order only. Not asking anyone to error check things or do anything super-intensive, just a quick glance-over to see if everything is in the right order for installing. Changelog is at the bottom in the spoiler tags as I will be revising this periodically until I'm satisfied with it. I tried to group them where it made sense and where they would/should be overwritten. This is going to be my masterlist of mods, so I figure, if I can get these mods in a proper install order, I can just reinstall in the same order over and over. This isn't all that many mods, but this would give me a good base to start playing with the CK with to start learning. I'm using NMM 0.63.17, the final version of NMM ever. Any help or feedback would be very sincerely and greatly appreciated. Thank you ahead of time. Again, any help anyone can provide, even if its just to look it over and say looks good, or install this here first, then you're good, I would greatly appreciate it. Thank you again in advance. Changelog: Tools/Notes For Converting Oldrim Mods To Special Edition:
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You know what, with that much troubleshooting (just use a copy of the link to this thread), I would send off a copy to the guys at SKSE and let them take a look. They might want to look at your papyrus logs, but yeah. That's odd enough to potentially catch their attention and get an answer of at least, hey, yeah, we'll definitely take a look at this. I mean, it's very clearly something in the way that SKSE is interfacing with the game, so... :unsure: Sorry, man. I wish I could be more help, but that's beyond me.
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That is most likely what is causing it. The User Account Control permissions used by the OS can interrupt or block the loading of certain mods/scripts in-game. It's one of those variables that is best to just eliminate from the start, and that's one less thing you'll ever have to worry about taking into account when the mods start going sideways. Eliminate the variables you can, and then go from there. If making the move made no difference, and everything has been verified and is as it should be, then it has to be the SKSE itself. Either something got borked in the download, or it wasn't installed correctly. Or...it's the Skyrim install that's borked. I never notice that type of lag, but you could try checking the contents of the Skyrim data folder. If there's something in there that's making it borked, you can delete it. I had a follower esp in the data folder (something custom I was attempting to create) and when I tried loading the game with it there, it would CTD as soon as the Skyrim logo came up. Deleted it, and it loads fine. So that's three things, the last of which is easiest to check. Make sure there's nothing in the data folder (and in particular, the Scripts folder) that doesn't need to be there. Then look at the SKSE install, then the Skyrim install.
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There's the problem. The Steam Client must be in the same place as the games, together so it can "see" them. http://s2.quickmeme.com/img/72/723b10543fb1f1cac5c3fa05828289551125186fd22fefda23f1ac07ffa96de4.jpg You must have the Steam Client and the game files together. I've never heard of trying to run Skyrim while they are in separate locations (and drives). Get it out of the C:\Program Files folder--that's UAC-controlled and can play hell with SKSE hooking in and loading the mods. You have to keep them together. Put everything together on that F: drive, and it should work just fine.
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One example that comes up of a mod that no longer exists is Skyrim Unbound. All links to it on Steam show it doesn't exist (meaning, the author or Steam took it down). Another is Hall of Beginnings. There is also Character Creation Overhaul. Most likely, it was Skyrim Unbound from what I can glean from other forums and posts, and unfortunately, that mod no longer exists unless someone here has an old copy, but I think that is frowned upon by the powers-that-be. Sorry, I'm just reaching for straws at this point as Google has (predictably) failed (which begs the question for another thread, is Google even relevant anymore to modders since it returns such stupid results as "Russian Mail Order Brides" when I look for CK warnings--not sure what one has to do with the other; maybe if I screw up the CK, I get a Russian bride?). I never played Skyrim Unbound, so I can't tell you if that was it, but perhaps someone here still remembers it. I see references to it over on LL, but even their links are dead. Sorry I couldn't be more help.
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If it's not the Alternate Start mod, then I'm not sure. That's the only thing that seems to come up. Perhaps it something the mod author took down, and that's why we can't find it?
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The minorly excessive heat could indicate a bent CPU socket pin (same thing happened on my MOBO), and the RAM issue wasn't detected until after the new MOBO came in and the PC tech (a guy who was an actual industry insider, and retired to do hobby repairs) did the burn-in test. Said the memory sector doesn't not respond when called by the CPU, it just stalls out, and if it stalls out in the middle of game play, CTD. Same thing with a bent pin. It can play hell with running CPU-intensive tasks. I doubt this is the problem, though, as you would have noticed it by now, or the heat going to unacceptable levels. I get paranoid when my system approaches 70. I use a Seidon 120M closed-loop liquid cooler, so my i7-4790K stays nice and frosty, even under full load. Once the MOBO was sent back for repair (they couldn't RMA it because they had none in stock lmao) and came back, the temp never rose above 65 and only approached 70 using the FurMark test. Eh...my saves are becoming unstable, anyway, so I may go back and just reinstall a fresh start now that I have facegen data saved and I've learned quite a bit since tinkering with the CK. First, I want to figure out how to make a custom, stand-alone follower using vanilla assets/voice. For you, it sounds almost like the scripts are failing to terminate properly, like they're continuing to run despite the game telling them that the stage of the quest is complete. Wonder what would happen if you played with setstage in the console to see what happens. I would run Skyrim Performance Monitor just to get the telemetry of the CPU and VRAM and other system specs, like the I/O, just to be able to show that here is where the dialogue finished, and there is where you see the VRAM jump as it's bogging down. My vote is the SKSE or the graphics drivers/settings in the NVidia control panel. I'd check the VSYNC settings there and in the INI files. BethINI will be your friend for the INIs. Now watch, we do all this, and it turns out to be something as simple and stupid as, oh, this folder was in the wrong place. lol
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The last thread I could find for this style of Shadowmere request was from almost seven years ago, so I think it's high time to bring it up again. Shadowmere is an infernal horse, a nightmare. Nightmares' hooves, if memory serves me correctly, not only didn't physically touch the ground, they left a trail of fire and smoldering cinders wherever they ran, and they were supposed to be able to dimension door into shadows and reappear across long distances. They also had a fear effect, as I recall, and could run a lot faster than a normal horse. When I picture a nightmare, it looks something like this, minus perhaps the flaming mane and tail, or even with it: http://worth1000.s3.amazonaws.com/submissions/481500/481624_dd89_1024x2000.jpg So, couldn't the same qualities that flame atronachs use for leaving trails of fire and their sound fx be repurposed for a Shadowmere retex? Put a simple gradient on the hooves or even active flames, but use the smoke from candles to simulate the smoldering effect, then raise the horse up a tad bit somehow in the CK, add a fear effect, but somehow never hated, and bam. A proper nightmare, D&D-style. I'm not sure if it's possible to create that dimension door effect to jump between shadows, but that wouldn't be a deal-breaker to me. Archet's Dark Brotherhood - Improved Shadowmere is a damn fine start, but I'd like to see the hooves actually not touch the ground by about half a foot and smolder and flame and leave a flame trail, along with the other effects.