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CCA

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  1. Probably final update: Turns out it was a mod related issue, though not SKSE's fault. One of the .dll files it was trying to load decided to die for some reason, apparently it could be a python coding issue. Found potential fixes for this issue elsewhere. I think it is odd that it would just suddenly fail, as I hadn't touched that .dll since I started this playthrough. Anyways.
  2. Ok. This is weird. I also started having a CTD when trying to play Skyrim, as of 9/7. I was playing it that night, trying to fix a problem I was having getting from Solstheim to Skyrim (common problem apparently for modders), and I ended up using coc Whiterun. The following day I try booting up the game again, and it fails. However, my computer did a complete/proper power-down cycle the previous night, so no interrupted power supply on shutdown or anything. So far, the Fault Modules have been either steam.dll or steam2.dll, (edit, and now gameoverlayrenderer.dll) the type has been an APPCRASH, the crashee being TESV.exe. Regarding SKSE: Had been playing without issue using the last alpha release of SKSE (v1.7a iirc) up until the first crash on startup. I went to the SKSE website, to check if there was a new version anyway, which there was (v1.7.1 public), and installed that. Still the same APPCRASH. Ok. Just tried launching the game again, and now add another dll to the list: Problem Event Name: APPCRASH Application Name: TESV.exe Application Version: 1.9.32.0 Application Timestamp: 51437ce5 Fault Module Name: gameoverlayrenderer.dll Fault Module Version: 2.31.73.18 Fault Module Timestamp: 53beb29b Exception Code: c000001d Exception Offset: 00041dc0 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 On a hunch, I just tried running the game without SKSE loaded, and I managed to get to the main menu. Didn't bother loading a save, as without SKSE, they probably wouldn't load. So, it may be a SKSE issue. If I get more ideas, or run more troubleshooting, I'll let you know.
  3. I am also having this problem, and am also running SkyRe v1.0 amongst other mods. It has only started happening recently (or I've only noticed it started to happen recently). I have two slow-time powers - the vanilla shout, as well as a custom one. Both of these powers speed up time around you instead. Created quite a comic situation during the Battle for Whiterun where you had dead bodies spazming in mid air whilst floating about, as well as NPCs going berserk whilst I was stuck there in slowmo. I'm not sure how much scripting is involved with the slow-time effect in the backend, but could an overload of scripts be causing this? Or something else?
  4. Hey folks, I've run into an irritating problem. I created a shield in the CK (by duplicating then renaming a pre-existing entry from another mod, into my own mod), and gave it an enchantment. I load up a game with it, equip it, and absolutely no issue, game runs fine with it, the enchantment works, and no crashing. One problem, after going through ReProccer, it doesn't have an armour value - easy fix though, as I forgot to select what it was (light/heavy/none) in that dropdown menu, despite remembering the tags. Run it through again, ReProccer assigns an armour value. Prior to this, I also adjusted the tags - swapped ArmorMaterialElvenGilded for ArmorMaterialDragonscale, and added the unenchantable tag (as it already has one - forgot to add it the first time, oversight on my part). When I load up the game, I use player.showinventory followed by player.removeitem # to remove the previous shield, then hop over to the nearest forge to check that the crafting recipe for it was present (forgot to add that the first time it seems). This is where I now hit a problem. When I open the Dragon tab (where the recipe should be located), I get an immediate CTD. What is puzzling me is twofold: 1. Why the CTD now? 2. Why is it CTD'ing and not my other two custom items (a longbow and accompanying arrow)? If anyone has any insight, it would be most welcome. Regards, CCA *Update 1: Still crashing. However, one odd thing I noticed was that if I had the CK open, with the mod in question loaded, the game wasn't crashing. *scratches head* *Update 2: Trying to temper it caused a crash, so I removed the tempering reciping. Crafted it fine. Then a while later when I go to equip it, the game crashes. I honestly have no idea what is going on.*
  5. Copied this from my post on the X thread: Short version: Would I like to see a Nexus site for the X series? Yes. Do I feel that the current Nexus site structure is compatible? Not without tweaks. Long version: Been playing the X games since X2, and been interested in the mods since I first created an account on these forums. I haven't actually played X3 or AP for about a yeear now. Bought AP, but still not played it. Why? Two fold - I grew tired of having to manually merge, playtest and troubleshoot each and every mod I wanted to play into a single build. It is a *lot* harder than in any of the TES games (III onwards, haven't played any pre-Morrowind). Playing the game how I wanted to play it became a chore, and that was partially down to how the game is modded. The only exception to this are scripts, which are quite easy to merge/run multiple of so long as they don't want to change the same thing. Not dissimilar to EFF/UFO thing. I don't know whether there is a centralised script database for X3/AP, and if there isn't, then I think that would be a really good thing, especially if it is designed so Cycrow's manager (if it still exists? As I said, been out of the loop for a while) can read from it, download and update from it. We don't need a NMM for X. The way I see it, this community evolved around these forums here, and a couple of fan sites (X-Tended comes to mind). Repositories, databases, and download lists evolved accordingly, and like a juggernaught, would be hard to divert at the closing of this X game cycle. I would like to echo what others have said - forget about trying to integrate the X games into the Nexus, prior to Rebirth, and instead, focus on creating a site dedicated to X:Rebirth. I've also been using the Nexus since it was Morrowind Source (I remembered the name correctly, right?), and have found it thoroughly useful for TES3-5 and DA:O, and I could see how useful it might be for X:Rebirth. However, I think it might just get in the way if its focus was X3 and before. I hope this post makes sense, I probably shouldn't be typing this out at midnight x). Regards, CCA
  6. Hey all. Firstly thanks to everyone who has posted info in this thread, its helped a lot ^^. I was wondering whether anyone had come across a command that works similarly to "addspell/additem" etc, that works for enchantments (the basic ones for selection in the enchantment process)? If there is one, it would save some time having to trawl through item lists to spawn armour/weaps with the relevant enchants, spawn them, dismantle them. I have done a search through the game console using the help command, searching using "enchantment, ench, enchant, learn, add, give, teach", and I don't think I've found anything applicable. If anyone has any advice, it would be appreciated. CCA
  7. *edit* My apologies, it seems that the problem has corrected itself. I turned down Multisampling from 8x to 4x, whilst keeping Anistropic at x8, and shifting a couple of things to "ultra", and the water has come back in all its original glory, and I no longer look like a grey paper-person when in first person view. Apologies for cluttering up the board ^^. Hi all, I've just noticed this bug earlier. Previously, the water was working fine, but all of a sudden, it seems to have started disappearing when viewed from certain angles, and when it is viewed, it doesn't look like Skyrim water - more like Morrowind mirror water. I've also noticed that some NPC eyes seem to have changed, or disappeared completely. One other thing that has just started occuring is that when I change my posture to the attack-ready position, but only have spells prepared, my gloves are grey and flat, and only when I activate the spell do they regain colour and geometry. Does anyone have any idea as to what is going on? I had installed a FXAA mod (Himmelsrand custom shader suite), however, I had been playing the game for perhaps half a day (roughly speaking, and not it one sitting) before encountering any of the listed issues after having installed the FXAA mod. There are a few other tex mods installed too: a Dragon texture mod, Enhanced Night Sky (med), No more blocky faces, white werewolf, and an elven weapon recolouring suite. Again, none of these mods have caused any issue previously, and they may not be causing one now. Any help would be appreciated, CCA
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