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Everything posted by Thallassa
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That seems unwise. What would be the point of doing that anyways? People do share names ;) You might be interested in Jaxonz Renamer http://www.nexusmods.com/skyrim/mods/61430/? which does a good job of renaming all the NPCs dynamically. It's a bit script heavy so it does lag out a bit if it's trying to rename large number of NPCs, or in combat.
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An unusual texture issue (and maybe CTDs)
Thallassa replied to DEKMStephens's topic in Skyrim's Skyrim LE
If sometimes you're loading textures and sometimes not, it's because you're using too much VRAM. Here's my copy-pasta from the last time someone had this issue: "If it is DIFFERENT things every time you see this, you are running out of VRAM and your graphics card is refusing to render random textures to compensate. The best way to test this is to find a purple texture, save, quit, and reload that save - if that texture is no longer purple, then it's a VRAM issue. If you are running out of VRAM, first make sure that ENBoost/ENB is properly configured. Second, you'll have to make some hard choices. How much VRAM do you have? What resolution textures are you running? Do you have a lot of mods that add different objects to the world, or different NPCs/armor that is causing many different textures to need to get loaded in one scene? Are you running an ENB that demands a lot of VRAM (most do)? Which of these are you willing to compromise on to bring your VRAM usage back below what you have available? You'll have to make those decisions yourself. My advice is to first remove mods that are 4k textures, and make sure you're using nothing higher than 2k textures. Here are some other things to look at: remove mods add a ton of different grass types (like verdant or tamriel reloaded, even SFO if you're still having trouble - reduce it to the "basic" version), although dense grass should be ok as it's just the same object loaded over and over and so shouldn't take more VRAM (I think). Decrease SMIM (you'll have to reinstall it) to the "low" options instead of "ultra high" ones (sorry, no high-poly chains for you). If you're still having trouble make sure you're using the "lite" version of texture packs (mix of 2k and 1k) or even full 1k textures (still better than vanilla). If you're using JK's, dump it, and take a moment to explore the other city overhauls that don't get as much press but are in many ways better (like... for performance). Turn off some ENB features like DoF or Ambient Occlusion, or switch to using ICBINE or a better performance ENB than what you're currently using."- 6 replies
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- texture glitch
- ctd
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I think the problem was an issue with the Mod Organizer installation itself - it didn't install properly or something - so reinstalling it was the only solution.
- 8 replies
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- mod organizer
- mo
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You know, I could go through all your questions with respect to NMM but... For what you're doing, Mod Organizer is much cleaner, easier to use, easier to change the installation order and see what is overwriting what in terms of replacing files, and all the mods are in a seperate folder from the Skyrim game itself so it's super easy to back up (and it never touches skyrim folder, so you always have a vanilla game to go back to!). I would strongly recommend checking it out: http://www.nexusmods.com/skyrim/mods/1334/? It's worth learning. You're at a point in your modding path where you need these more powerful tools to do what you want to do, and Mod Organizer is much more powerful. Since it sounds like you're in the process of starting over, now is as good a time as any to make the switch. If you uninstalled a file through NMM and you think it left files behind (not uncommon), you'll need to go into the skyrim folder itself, find the rogue file, and delete it manually (or if you're not confident of finding it... reinstall skyrim :-/). Once NMM uninstalls a mod it thinks everything is gone, and it has no idea that it might have accidentally left something behind, nor does it have any way of finding it.
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So you're using the ini files Skyrim created automatically, and it doesn't work? Hrm... Try reinstalling mod organizer.
- 8 replies
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- mod organizer
- mo
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So, those are neither vanilla textures nor vanilla meshes. That grass has been heavily edited by a mod. You said you uninstalled all grass-adding mods in NMM - but unfortunately, NMM sometimes "forgets" which files it needs to remove to fully uninstall a mod, and it leaves ghost files behind. You can try verifying local cache through steam to make sure all your vanilla files are in place. (This'll unclean your masters and undo any ini edits you have made, so back up those things first). However, I think you're going to have to go digging through your skyrim folder to find the offending files and delete them by hand.
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Help finding what mod is changing crafting Ui
Thallassa replied to KellMiffy's topic in Skyrim's Skyrim LE
The SkyUI team made SkyUI away so people could pick and choose. They won't be making it part of the full SkyUI, but there's always that additional mod that can fix it. I think anyone who doesn't like the new crafting UI just doesn't like change, but that's just me. *shrug* *cuddles the crafting UI* -
You don't need to use BOSS - just use LOOT. That'll save you a step :) LOOT is the new version of BOSS, BOSS is entirely out of date when it comes to Skyrim. When you ran LOOT, you hit the "sort" and then "apply" button at the top, yes? Because the picture of LOOT you are showing is BEFORE that has been done. For example, Alternate Start - Live Another Life should be right below automatic variants and bashed patch in your load order. You don't seem to be using SkyUI even though you have mods that depend on it. If you don't like SkyUI's visual interface, there is the mod SkyUIaway. Likewise, you need to be launching the game using SKSE, if you aren't already. Do you have SKSE.ini in your skyrim/data folder? SKSE.ini institutes Sheson's Memory Patch and helps prevent crashes like this. Likewise, it is required for some of the mods you use. You need the most recent version - the beta version 1.7.3. You have a bunch of errors from both Skyrim Immersive Creatures and Wet and Cold in your log file that I haven't seen before, so if you've already done everything else by the book, then those might be the two mods to uninstall first to see if that fixes it.
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So you have a fully vanilla save, you have no mods in MO, and you make it to the main menu but hit crash when you try to load the save? My first guess it's an issue with your ini files. Try backing up the ini files MO is using (they will be in whicheverdirectoryyouinstalledMO/Mod Organizer/Profiles/ProfileIAmUsing), then copying the ini files from Documents/My Games/Skyrim into that folder.
- 8 replies
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- mod organizer
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NMM instead of MO shouldn't be causing the issues, no. Unfortunately if the bashed patch doesn't fix it, I'm out of ideas. I'm not familiar with every mod on your load order; it's possible one of them is the culprit. I know of one mod that had a bug in beta that prevented you from buying from *any* merchant, so it's entirely possible that one of your mods has the same bug. Next step would be to disable mods one by one (you'll have to disable your bashed patch and patchus maximus for now, until you figure out the culprit, since they will depend on all your mods), until the game works. Then you'll have to figure out if it's a conflict between the mod that you last disabled and some other mod, or a bug in the mod itself.
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Looks better. You still need a bashed patch. https://youtu.be/jCH_tiZDTUY is the video I was talking about that includes the bashed and merged patch.
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You need to run LOOT - your mods are out of order, especially the last several. You also need to run the perma patcher to make a Patchus Maximus.esp. Honestly, I'm surprised your game even works without it. You may also be interested in this: https://sites.google.com/site/immersivecreatures/hle---sic-edition You should disable Dr_bandolier.esp. You do not need it since it is merged into CCOR. With this modlist you need a bashed patch. I know the perkus maximus description page is LONG, but you MUST read the ENTIRE description and follow the instructions carefully. There is a video on that page for how to make a bashed patch.
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MO - Load Screens - Victoria G - Not appearing
Thallassa replied to cep's topic in Skyrim's Skyrim LE
You can install this mod via the mod organizer, it does not need to be installed directly to skyrim/data. You need to launch skyrim using SKSE. If you have not already added SKSE as an executable to mod organizer, there are some videos by Gopher that will walk you through doing so. -
Are you describing the purple hair, the clipping, or something else?
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Help finding what mod is changing crafting Ui
Thallassa replied to KellMiffy's topic in Skyrim's Skyrim LE
To change it back you can either use the older version of SkyUI (not recommended, right now there's no difference between the last version of SkyUI and the latest version besides the crafting menu, but version 5.1 of SkyUI, if it comes out, will include bugfixes), or you can use SkyUI away (which allows you to pick and choose which menus SkyUI affects and which it doesn't). -
COC from the main menu forces the game to load a *whole* bunch of stuff that it wouldn't have to load right away if you are starting with the vanilla start or with ASLAL cell. Sometimes this is just too much and it breaks the game ;P For example, I added Immersive Citizens to my modlist (which states right in the description it increases load times) and wanted to check to see if Ysolda and Carlotta would still give me their quests (a common symptom of load order issues is if they refuse to tell you about their problems). Each of these was after entirely quitting out of skyrim and reloading. - COC whiterunplainsdistrict01 - 9 minute load screen (but it loaded) - COC morthalmoorsideinn (very small cell) - 4 minutes - start new game with ASLAL - less than 2 minutes. - load existing game (that had been started with all the same mods) - less than 30 seconds. Riverwood's a pretty busy cell so it'd make sense if it took more to load, especially with a lot of mods that affect it. You could see if someone got impatient they would just say the game didn't load ( :P ) or if their hardware wasn't good it would just totally fail (I have a very nice desktop that I was doing these tests on, my laptop would have totally failed to load had I tried to do this).
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Firefox error when downloading with manager
Thallassa replied to CaptainShiny's topic in Skyrim's Skyrim LE
In firefox, go to options, "applications", find where it says "nxm" and then make sure that's associated with nexus mod manager. -
SKSE doesn't categorize container contents. You need SkyUI for that.
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Do you have any other mods that edit inns (for example, ETAC or Persied's Inns and Taverns (RRR enhanced)? If so, then some of the lights ELFX placed may be moved or may not exist anymore, making the room darker than ELFX intended. One option is to load ELFX after those mods, which will preserve ELFX's light placement. However, this may leave lights in places that don't make sense with the new arrangement of the inn. (like, candles that should be placed on a table but are instead floating in midair... and blocking NPCs' paths!) Another thing is the "moonbeam" objects ELFX adds - but only when you start a new game. If you install ELFX mid-game, it's a lot darker than if you install it before starting a new game. If you're up for some editing in TES5edit... You can find the cell you're interested in (sleeping giant inn) and click on it - see what "imagespace" it's using (and look at everything else to do with lighting). Then double click to go to that imagespace in TES5edit. It may be used in multiple places - check those places before you proceed. (Editor ID for the sleepinggiantinn is 000133C6, by the way). From there I'm not totally sure what numbers do what. Sorry :-/
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Yeah, you've got the general idea. To use merriam webster's definition: Mesh: "represent (a geometric object) as a set of finite elements for computational analysis or modeling." Basically, this is the "polygons" people talk about. It determines the shape of an object (from a piece of grass to LODs to armor). These are .nif files. And a texture is "the feel, appearance, or consistency of a surface or a substance." It's what gives shadows, color, and appearance. A mesh without a texture is just a plain purple thing. A normal map is one texture file that determines the textures (cube maps are another files that give reflectivity), and a texture gives everything else. These are .dds files. A UV map is what tells the texture how to wrap around the mesh. Textures are flat, like a piece of cloth or cut paper, and they need to wrap around the mesh in a particular way or they look funny. If the shape of the armor is different, the texture will be cut in the wrong shape and the UV map won't line up. This requires more editing from your part to match the texture to the new UV map, but it can be done.
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need help with load order with PerMa and patches
Thallassa replied to CrucialTrickster's topic in Skyrim's Skyrim LE
1. Merging is not necessary. I'm guessing you've already run that load order through LOOT? It's mostly ok but there are a few things. One - you don't need Hothfollower - UFO patch if you aren't using UFO. And you *shouldn't* use UFO. You're using Amazing Follower Tweaks which does the same thing but better. I *think* Weapons and Armor Fixes needs to go lower on your load order (lower than Alternate Start - Live Another Life). Hothfollower should *definitely* go lower. I see two Wintermyst versions (one that's from PerMa and one's the stand alone). Unless they're both from PerMa (but it adds two esps for some reason) you only need one. 2. If I were you I would add PerMa's skyproc patcher as an executable. It makes it more convenient to run. You definitely need to run the patcher through MO, but you can do that by going to the "data" tab, scrolling down to skyproc patchers, and right-click "execute" from there, if you do not want to add it as an exe. You also need to add Wrye Bash so that you can make a bashed patch. 3. Those are logs from skyproc patchers. You can make a new folder for them (I have a "logs" folder just for this), or copy them into the folder for the respective mod, or just leave them in the overwrite. I'm fairly sure you do not need them for anything but they may be useful to refer back to later so I wouldn't delete them.