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Mujuro

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Everything posted by Mujuro

  1. You may want to ask the author of Grey Ledge Manor; AFAIK, it does not rain in his home that has no load doors and is wholly in an exterior cell.
  2. A few comments: You also need to provide a link to your NUMBERED load order, or the logs are very difficult to decipher. For example, there are errors relating to binding a script to 950061FF. What mod is loading in position 95? The fact that you have a 63mb+ log, in and of itself, is problematic. What are you using for load order and mod management? Note that the two are DIFFERENT. You've very obviously installed/activated and subsequently deactivated and uninstalled mods, but you either failed to do so 'cleanly' and/or didn't follow the mod author's instructions on how to uninstall and/or the mods themselves are problematic when you uninstall them. Without more info on what you did and what mods you're using, I can't say which of these it is, or some combination thereof. My initial guess, based on the limited information you provided, is that Skyrim on your particular computer ran out of resources so that it could no longer keep the game running with all the errors in the background. The reason for the random freezes *could* be from the repeated errors and checks from scripts going on (yes, there are A TON of them), but they could also be from running more mods, texture packs, etc., than your rig can handle. Or, again, a combination thereof.
  3. @cptcairney Make sure if you're using SKSE, Script Dragon, etc., that those versions align with your Skyrim (re)install version, etc. @seanxx You can just go into the console and do a "save 'game name xx'" where xx is some sequential number or other unique identifier.
  4. Thanks or the tips. I figured I might need to create a custom combatstyle but I'm reluctant to do so given my limited experience. Maybe I'll check Youtube for a tutorial. The best way to learn is to experiment around a bit. :) I'd recommend starting by making your own 'copy' of what you consider to be the closest baseline style (e.g., csSpellsword) and then fiddling from there. Forr example, if you want more use of the bow, move the 'ranged' slider to the right.
  5. Congratulations and happy birthday! And many more to come! :)
  6. @cptcairney There isn't anything in your error log that I would indicate obvious issues, so you've either got a mod conflict (I can't say if it is Tyantis; I don't use that mod) *AND/OR* once you get to a certain point, the resource load on your rig just becomes too much. You do have a lot of mods going on, so depending on your texture replacers, graphics settings, ini tweaks, etc., you *could* be overtaxing your rig (unless you're running some 6-core monster with plentty of RAM, Skyrim on an SSD, high-end video card, etc.). One thing I did notice in your load order (assuming you're using BOSS) is that you've got the ASIS dependency without the actual ASIS.esp. Did you run SkyProc to build the ESP based on your current set-up? Also, remember to adjust the ASIS.ini to EXCLUDE mods you don't want processed (the majority of your mods). @seanxx You can use the 'spoiler' tag to collapse large text sections. There's nothing in your error log that indicates a specific issue, ASSUMING that the notice from Wearable Lanterns is accurate (that it is informational) AND whatever changes that Wearable Lanterns makes on mod activation differential isn't the cause. What the Wearable Lanterns message is doing is probably checking against your activated mod list (e.g., 83Willows torchbugs) to see if certain mods are also loaded and, if so, to perform certain actions. If those mods are removed, Wearable Lanterns would in turn 'undo' whatever actions it applied earlier. What DOES concern me is the 'quicksave' ... use of that frequently has been known to lead to savegame corruption. It's always better to use NEW saves and never rely on either quick or auto saves.
  7. If you're talking about the CombatStyle presets, you'll most likely need to create a custom one and, even then, it may not always work the way you intend (there's a built-in randomness factor). Also, bound bows are known to be glitchy. If you've tried fiddling with the sliders for ranged, magic, etc., already and none of that is working, you can try doing custom AI packages for 'cast spell' to force the spell.
  8. No problem, sorry I wasn't able to be more help. How is the player 'selecting' the skill at the moment?
  9. This should work, but he'd still need to script the milk add and the timer to prevent milking of the same cow within a certain time interval.
  10. @seanxx There are some vanilla quests that toss up errors like that and, in many of those instances, it's really nothing to worry about. For example, even on an unmodded test game, I've gotten log errors relating to the Companions quests when I'm walking out of the cave on the intro MQ101 quest. That said, have you tried reloading and seeing if your crash at that point is predictable and repeatable?
  11. There are probably a few ways to go about this, though I can't say I've tried 'activating' a cow. :P One way would be to stick a script against a cow that does a GetItemCount() against your object. Another way could be to bind your cows to an event node, e.g., Player Activate Actor and bind the item check condition directly in there to trigger an admin quest that results in obtaining milk (e.g., when the quest is triggered through the event node, your quest would could be as simple as setting up your Reference Aliases for the actors (e.g., player and cow), doing a Game.GetPlayer().AddItem(milk, 1) plus some sort of timer interval set against GameDaysPassed so that you can't milk the same cow again for a certain period of time. Of course, I could be completely wrong. :P
  12. Not AFAIK. Only "new" files get tossed into latest files, if you're talking about the main page. If you update, it will show up "New Recently" under the "Updated Files" section.
  13. Ok, let me make sure I understand what you're trying to do here, so please correct my assumptions, listed below, if any are inaccurate: You want the player to speak with some NPC, and the NPC has a ReferenceAlias (unique, specific or forced-filled via script) During dialogue, the player would choose some 'skill' option Later in the conversation, a confirmation dialogue choice would trigger, and you want the 'skill' previously selected by the player to show and would rather not use "brute force"/create individual, conditioned dialogue options. If this is what you're trying to do, you're going to have to use brute force one way or another. If you want a single dialogue line that contains the "skill" so that you don't have to brute force the dialogue, you'd still have to create MESSAGE records for each skill (just fill in the title, nothing in the Message Text box) and then create associated dummy ReferenceAliases (selecting each message from the Display Name dropdown). You'd then need a script to force-fill a placeholder ReferenceAlias with the appropriate "dummy" alias based on a condition (e.g., what skill did the player choose) so that you know which of the skills was selected. Your NPC dialogue line would just point the Alias= to the placeholder, which would in turn be filled by one of the "dummy" ones based on conditions set. IMHO, this may end up being more work than just brute forcing the dialogue. Of course, I could be completely wrong here, I'm just giving you a best guess, as I've done text replacements in dialogue, but with relatively simple stuff and nothing like this.
  14. @cptcairney I like larger battles as well, as Skyrim always seems "empty" to me. For some extra kick, etc., I'm using Warzones, OCS, Deadly Dragons, SkyMoMod and ASIS. You can configure ASIS in terms of spawn amounts, but I don't use ASIS to change Warzones or DD.
  15. That was a discussion I was having with jburrowes, ironically. He's also favoring post-combat, but had asked me to look into a way to see if Ceri could resurrect the PLAYER by intercepting the load call (unfortunately, it appears to be hardwired in code/functions not available in the CK). In my games, if a follower ends up dropping, the rest of us are usually in serious trouble, so having the person up and about, even if it means Ceri has to down potions to get magicka back, was a good thing. It's still something I need to playtest much more, it's not even close to being ready for prime-time yet.
  16. You can try creating a patch mod against Better Followers that removes the unwanted spells, with this mod loading after Better Followers. As you've already realized, if the NPC has the spell hard-entered via the CK, it can't be removed via console. Essentially, what you'd be doing is setting a dependency to Better Followers from your patch (e.g., use Wrye Bash ESMify), make the changes to your patch mod ESP, save, and ESPify Better Followers.
  17. @jalla74 I tried 3A and went back to 2A, I had all sorts of problems with 3A (as did many other users, which is why MGE reverted back to 2A as his main file). I really believe your issues may already be baked into your save and, if that's the case, clean save uninstalls likely will not help you at all. To see if this is the case, I'd still recommend that you just start a new test game and see if you get the same freezes + log entries. If so, you've got a mod/load order conflict most likely (assuming your rig has the juice to run all your mod set). If you don't get the same consistent freezes/errors, then your savegame is most likely bad.
  18. @jalla74 If the game works for a while and then starts freezing again after your clean + wait, my guess is that the issues you're having are already baked into your save. Here's a way to find out if that's the case ... using your current modset, start a NEW game and check (i) if the freezes still occur at the same intervals, and (ii) if you're getting the exact same lines in your logs. On a note with Claralux, which version are you using? I'm on 2A and don't get any of those errors. I'm not using Imaginator, so I can't really speak to that mod. @cptcairney Your first log shows a particular "wilderness encounter" quest is tossing up the errors and I'm assuming it's Dawnguard, not sure about the trap one from the second. That said, Warzones is known to be rather resource intensive, so if you're having problems with inventory, turning quickly, etc., it just means that you're pushing your rig pretty hard, particularly if you're running a lot of HD textures, graphic enhancements and/or are using mods that increase objects (e.g., spawns like from Warzones, OCS, ASIS, etc.).
  19. The usage should be <Alias=ReferenceAlias>. What sort of alias are you trying to do? Typically, the reasons you would get the [...] are if you either don't have the text checkboxes done or your alias isn't actually filling.
  20. FYI, I spoke with Xarrian, and added an exclude check in Ceri for his stagger. Let me know if this ends up resolving your issue.
  21. @Triaxx2 It's not that the spell I was fiddling with isn't working; I was running into some weirdness having an NPC do the spell in the middle of combat. :P I have a feeling I know what's causing it, but just haven't had a chance to fiddle yet.
  22. @jalla74 Have you tried contacting MGE? You're getting a number of errors relating to Imaginator, which I believe is one of his (along with Claralux for that matter). It would appear that you may be freezing because there are too many assets in play; what the messages and script names seem to indicate is that your game isn't 'cleaning up' properly, and leaving stuff around that shouldn't be there. Even if you have a powerhouse rig, it's still going to drop at some point if clean-up isn't handled properly. You may want to try and do a clean reinstall of the mod, just make sure you follow whatever MGE's instructions are for it.
  23. Hi everyone, now that v1.6 is released, I'm closing this poll. I'll have another dev opinion poll up after I get some sleep, got an early day at work coming up. @Triaxx2 I've been fiddling with some resurrection code but so far it's been unreliable in terms of interacting properly with the big companion framework mods, so I've got it on the backburner right now. Can't say I've even thought about horses. :P
  24. If I'm understanding your question accurately, you should be able to accomplish that by having a ReferenceAlias set up for each change. I'm assuming that you're getting the correct text replacement on your basic alias. Also, have you verified the aliases are being filled properly?
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