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Everything posted by 7531Leonidas
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Is it possible that you have installed a patch that doesn't really apply to your mod list, or some kind of bashed patch?
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- nff
- vortex deployment
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Did you load all of your mods into SSEEdit, and use the 'check for conflicts' dialog? That might be information overload, but it could give very useful information.
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Be warned, I do not use Xbox at all, so this is just a wild guess. Can you verify your game files from Xbox, like you can on Steam? If so, maybe you should try it. The mods you use on Xbox might have auto-updated, and are no longer compatible with pre-AE (v. 1.6+). If verifying works like on Steam, your game will update to v. 1.6+.
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Except for creature skeletons?
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I once had a problem with such objects being piled up high in the sky over the giant's camp nearby. I was just pointing out how to try to determine which mod(s) the objects came from. If nothing else, you can click on each element in the console, and type 'disable', and enter. It will remove the objects from view, but not fix the base problems. If the OP can determine the mod(s) causing the problem, perhaps they can seek a solution from the mod author(s).
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Random items becoming quest items?
7531Leonidas replied to ShirtlessTurtle's topic in Skyrim's Skyrim SE
The amulet - did you take it from the executed former gate guard in Solitude? That is a quest item (Return to Grace), it goes to his sister, talk to one of the kids in Solitude. Dravin's Bow - (quest Bow to the Master) comes from a battle in the Ratway Vaults, from a chest - can be taken to Dravin at his farm just west of Riften. A Giant's Toe is one of the things in 'A Night to Remember', which starts with the drinking contest with Sam Guevenne. Any other common items that are in your possession (Amulets of Talos or Giant's Toes) will stack with the quest items, and will not be removable, either. There are console commands that will allow you to drop quest items. I don't know that the commands won't break their associated quests. -
Have you walked up to the 'mountain', enabled the console, and clicked on the parts of the mountain to see what the refID is for the parts? The prefix of the ID will tell you which mod is supplying the parts (you must compare it to the LO numbering in hex values). If you run More Informative Console, it will just tell you the last mod to alter/affect that part.
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If you are running HDT-SMP, it might be something as simple as a necklace conflicting with an armor, both SMP enabled. I found that out the hard way. You could try to coc to the Vigilant HQ, or the Imperial camp to the west, and walk from there, to see where the problem first occurs. I assume that with a 'huge' mod list, you are running all of the unofficial patches, and the various 'fixes' mods?
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If you use SSEEdit, you could try to load your entire LO and use the 'check for conflicts' command. It may show you what is overwriting the male eyes, but if your conflicting/bad mod is only a texture replacer, it won't necessarily show as a conflict. Looking at your picture, it might be an NPC mod that includes a custom eye replacer for that NPC, that has been left marked as 'playable', and it tries to replace all eyes, instead of just that NPC. Might be something in Yuriana, Kinky, or your Luxury Suite, or even something carried over into your bashed patch. BTW, these are just wild guesses. Sorry that I can not be more helpful.
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Might be a result of a corrupted save, where the quest pointer is moved to the last place a (nearly) matching ID was known. Sometimes a glitch will allow the body carrying a quest item to be removed. As far as I know, this is not recoverable, and you must go back to a save before you entered that level, or even before entering the facility itself. I hope that I am wrong... You could try verifying your game files in Steam, as a Hail Mary type of approach, just in case something got messed up.
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One last thing, do you have/use SSEEdit? You could try loading checking your entire load order for conflicts. It takes a bit of experience to spot the important conflicts (because it shows EVERY overwrite, except for textures/meshes), but it can be easier than disabling individual mods, then starting over each time. Which version of Skyrim do you have? SE (v.1.5xx), base AE (v. 1.6xx), or the full/paid AE with all the extra CC stuff? You could be crashing because of a mismatch between the game version and the Unofficial patches. The Unofficial Skyrim Creation Club Content Patches ( https://www.nexusmods.com/skyrimspecialedition/mods/18975 ) might help if you have the full AE. The latest USSEP has patches included for the four CC mods in the base AE, and nothing more, so if you haven't updated it, you may need to. One more idea, you could try disabling the daedric shrines mods, and start over, could be one of them is conflicting with other stuff near Whiterun. You could check those page(s) to see if anyone has reported problems.
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SSE My render window is flickering
7531Leonidas replied to taryl80's topic in Skyrim's Creation Kit and Modders
I don't know if this might be helpful, but if you use a driver uninstaller, many have a better result disconnecting the internet connection before uninstalling/reinstalling from a d/l file, then renewing the connection. It seems that Windows is now very aggressive about auto-installing drivers from Windows Update. Also, if you have an older card, it is sometimes better to have an older driver version (I am running an RTX2080, and don't run newer games, so I kept the older driver). I often go to the site Guru3d.com for information and advice, there are a bunch of 'gearheads' there. BTW, that site is showing a brand new GeForce 516.59 driver available as of today. You should be able to d/l directly from NVIDIA, or you can get it from Guru3d (I have never had problems with a file from there). -
Are you running both LOOT and Vortex separately? If so, that is a bad idea, especially if 'Autosort Enabled' (the top left button on the 'Plugins' tab) is on in Vortex. Running a standalone LOOT install will mess with the sorting done by Vortex. I know, I used to do both at one time. If you use Vortex, rely on its built-in LOOT sorting, and make sure that the Autosort function is on. Resolve any remaining conflicts (tiny lightning bolts). Get rid of the standalone LOOT. I know that I did NOT clean the game masters in my latest install, because the cleaning caused a problem in the quest leading to the Dragonborn DLC boss battle. If you verify your files, the cleaned masters should be replaced by the 'dirty' originals. In my game, I seem to have had fewer unexplained crashes/lockups or CTD with the original, uncleaned files. Perhaps try to verify the game files again, and try a new game WITHOUT cleaning the masters. The messages on the 'Plugins' tab page will show you a lot about problems, too. You just have to know what the symbols in the 'Flags' column mean.
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Have you checked the integrity of your game files on Steam? Did you clean the game masters? (AFAIK, the current consensus is NOT to) Double-check your IcePenguin map install. That has had problems in the past, look at the mod page to see if anything has come up lately. When disabling mods, did you start a new game to check the game operation? Some information that can break the game is stored in them.
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Physics mods requires a PhD in software engineering
7531Leonidas replied to GlytchMeister's topic in Skyrim's Skyrim SE
I posted this reply to you on the FSMPV page: You need to look again at the mod requirements for CBBE 3A. There are notes to the right of the required mod listing that will tell you the conditions that each requirement mod will fill. In the case of body physics, you have a CHOICE of CPBC or SMP (FSMP), and under SMP, you can choose to combine both in a single body (SMP breasts only, SMP breasts & butt, SMP breasts, butt, belly - any parts not listed run under CPBC - this is useful if your comp is not powerful enough to run full SMP). So, maybe you should try CPBC only, then upgrade to SMP as your experience allows. Also, for the males, you might consider Tempered Skins for Males https://www.nexusmods.com/skyrimspecialedition/mods/7902 . I use it, because it seems to have fewer conflicts with other mods, especially outfits. It requires a second d/l from a different site (LL), the link is in the Installation portion of the cover page. Make sure that you read the whole page. -
FNIS no longer works for Skyrim SE ? HELP
7531Leonidas replied to carl1960's topic in Skyrim's Skyrim SE
Check this - make your own. https://stepmodifications.org/wiki/SkyrimSE:Fores_New_Idles_in_Skyrim_SE Hopefully not completely outdated. -
You can saw your own at the Riverwood mill, and at several others. I think that you just need to sell the owner/operator some firewood first. The mills nearer Darkwater Crossing, and the one north of Falkreath are two such mills. Once you have elevated your relationship with the operator, you should see a dialog choice.
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No flame wars, please! SE vs AE - Bethesda didn't do us any real favors in the way they released the Anniversary Edition, except for the newer compiler, and the 4 free CC mods, and started the confusion between the two. Building on the sentiment that you can't put the toothpaste back into the tube, or the genie back in the bottle, how about calling SE v 1.6+ "base AE", and the 1.6+ with all the paid CC content "full AE"? I know there are many who would bristle at this, but I am tired of trying to decipher which actual version a mod author could be referring to, and this seems like a simple and economical change for clarification.
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SSE Festivals, Feasts, Astrological Events, and High Holy Days
7531Leonidas replied to gaoptimize's topic in Skyrim's Mod Ideas
There is Holidays (https://www.nexusmods.com/skyrimspecialedition/mods/1533), it has mostly lore-based stuff in it, as far as I know. -
SSE Send npc to a location(Player home)
7531Leonidas replied to SoulWarrior84's topic in Skyrim's Mod Ideas
Nether's Follower Framework https://www.nexusmods.com/skyrimspecialedition/mods/55653 allows you to assign home locations and send/assign followers to various homes, and even establish a routine for those assigned to that home. They will automatically go to that home when you dismiss them from your service. -
You could see what happens if you leave Im Talking to You mod disabled until after you leave the Helgen cave exit and Alduin flies over. Save, then re-enable the mod. See if any more problems occur. If no, it might just be easier to play through than continuing trying to find the exact cause.
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Did you disable Better Third Person Selection and test? That was the 3rd person mod I was referring to. I just thought that it might trigger a problem by changing how you interact with the environment in the start. Have you used SSEEdit to load your entire LO, and check for conflicts? The results may be a bit overwhelming, but it may help.
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I used to have this problem on Skyrim LE, and had to disable several mods until after Helgen. Sadly, I do not think that I have that list any more, but I believe that one of them was a basic dead body correction/collision mod. Try disabling that third person mod, test the intro. A second choice might be the Immersive Children mod, because of the children present in the initial attack. Just letting you know, I am guessing, based on the little I remember. I have used Alternate Start-Live Another Life so long, I don't remember much about the vanilla start.
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Sorry this is so long! If you are going to use MO2, then I think that you should remove Vortex entirely, and NOT reinstall it. Only use one or the other. Once you decide which one to use, start slowly, with only one or two mods, especially the Unofficial Patches for SSE and for the Creation Club content. Make sure the game loads and is working before you install others. Things that do not make changes to the game, like simple followers, can often be installed several at a time, one after the other, then testing. Landscape, texture, and mesh mods can also, just remember that the earlier installs get overwritten by later mods if they try to change the same things. Gameplay changes, NPC makeovers and quest mods should be limited to a single installation, then testing in the game, at least until you get much more experienced. Even if you use a collection, just install the collection, then test. Your first image, that shows the basic Vortex dashboard, look to the far left. Below the Dashboard highlight, there are two sections: General, then Mods. Click on the Knowledge Base entry to access its list of help items. Scroll down below your picture field of view, you should see a section titled 'Pages in category Vortex'. There you will find the entry 'Remove Vortex' under the letter R. That will lead you through the process of getting Vortex off of your computer. Your seventh image, of the 'Mods' display, shows that you have a filter on for 'alternate', this blocks viewing all of the other mods you have on your machine. Click on 'Clear all filters', and you should see a listing of 376 mods, if I am reading the image correctly. It is a little blurred on my computer. This is the section you will need to 'remove' installed mods from Vortex. Anything listed with a green 'Enabled' button will have to be 'removed'. Do not worry about the 'Plugins' tab, it will take care of itself upon uninstalling individual mods. Your ninth image, the one for 'Plugins', suggests that you did not 'deploy', or activate, the mods you have installed. This implies that you have made changes to your installed mods, and that one or more may no longer be enabled, or have been enabled after you opened Vortex. The default setting on Vortex is to deploy a mod when it has been marked as 'Enabled' on the mod page. You can find that setting inside the 'Settings' entry right above the 'Mods' entry. Your 'Plugins' list does indeed show that you have no active plugins past the base Anniversary Edition installation.
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I think that there is a bug that if your experience total is too close to the next level, trying to train is useless. You might try a console command to add the missing XP for that skill. Check the AdvSkill and player.modav commands to see which one might work for you. Example AdvSkill <name of skill> <points to add>. Just add a few at a time until the lvl advances. If I read the comments linked below properly, you should then receive (most) of what you paid for. Check this out - https://www.afkmods.com/index.php?/topic/4413-bug-trainer-merchant-not-providing-levels/ and - https://www.reddit.com/r/skyrimrequiem/comments/71jejz/getting_an_issue_where_skills_wont_increase_when/ https://skyrimcommands.com/avs - I do not know which heavy armor entry you would need to use for advskill vs player.modav (I used this last one often when killing a dragon would not give a soul). One more link: https://helmisplanet.blogspot.com/2012/06/skyrim-adv-skill-cheats.html