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Everything posted by CrispyWalrus
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I cannot update my NexusMods Collections. Trying I get two errors: Failed load order operation Failed to upload to API TypeError: Cannot read properties of undefined (reading 'id') at C:\Users\username\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Baldur's Gate 3 v1.3.7\loadOrder.js:122:36 at Array.forEach (<anonymous>) at C:\Users\username\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Baldur's Gate 3 v1.3.7\loadOrder.js:119:23 at Generator.next (<anonymous>) at fulfilled (C:\Users\username\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Baldur's Gate 3 v1.3.7\loadOrder.js:28:58) at tryCatcher (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at _drainQueueStep (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:93:12) at _drainQueue (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9) at Async._drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5) at Async.drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14)
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Any eta on when we'll see the feature?
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I haven't been round these parts in a while. I haven't played anything modded recently and nothing ever as good and wide as Skyrim was covered. I really had only two games on my radar this year. This one and Starfield. Starfield being Bethesda I expect modding support but it's still a vague first half 2023. I am not sure about Warner Brothers Interactive Entertainment and just how interactive they let folks get. I really hope modders are interested and have access. Anyway I'm a pretty older fan. First learned of Harry Potter at 31 working a bookstore was the first time I'd heard of it even though the first book came out when I was 26. I enjoyed working a few book release night/parties over the years I worked there. We'd be open later and the kids all excited and dressed up. I read all the books and have seen all the movies. I love the idea that I'm some unaware muggle here while the wizarding world goes right on unseen by most of us yet all around us. I'm stoked for this game and only lament two things-- 1.) no MP. SP only. 2.) No quidditch play.
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LE Simple Book/Tome Dispenser for New Characters (LAL Addon?)
CrispyWalrus replied to SirSalami's topic in Skyrim's Mod Ideas
I like the idea. I use the first two mods you mention too and what I do now (at least with a mage character) is console, help "spell tome" 4, player.additem x y; to add a couple myself. I suppose it could be randomized. I'm no modder (or much of a coder) but the algorithm seems simple enough to have a list of possible spells for your shelf and random selection. Since you mention LAL it would likely only be something for some starts like the Vigilants of Stendar, College, or Necromancer starts... maybe a couple others. It wouldn't make much sense for a start with the Companions. -
I was thinking about trying this mod as leveling lockpicking when playing a non-thief seems a bit off as far as role play goes... Anyway two caveats for me keep me from jumping on it-- 1.) PerMa compatibility. The author noted earlier that he wrote this mod with SkyRe compat in mind, but as T3nd0 no longer maintains that project and has moved onto PerMa I'm sure many others have also moved on as I did. The main problem seems to be with the auto-lockpicking feature levelling the wrong skill. Beyond that it sounds like it is pretty compatible. 2.) No chance to break stuff inside containers. I really love the idea of opening locks with spell or sword for my non-thief mages and warrior characters; but I also think such shortcuts should have drawbacks, which this mod currently seems to not cover. I liked how NN2 allowed this but you chanced losing the delicate stuff inside a chest. So while metal coins, armor, and weapons usually remained you might lose potion bottles and scrolls to such methods (food or clothing too). I am no mod author but as I envision such a system-- using a cold spell might destroy potion bottles just as water freezing in a stoppered bottle shatters it. A fire spell might burn scrolls or clothes or perhaps boil away the potion... Smashing likely would only damage bottles and such but it's subjective. If a potion gets smashed and leaks on clothes or scrolls; are they ruined too? I could live with whatever a mod wizard put in place if there was such an option (toggleable in MCM I guess like the other features for those who don't need such immersion) but without such a malus to such a bonus as this mod provides I don't use it. Anyhow the original author cannot maintain it any longer and has released his source code and permission for someone to run with it: http://forums.nexusmods.com/index.php?/topic/886894-lock-overhaul/page-71&do=findComment&comment=20360824 The mod is popular and slick but needs to be reborn to accommodate newer mods and all playstyles! Incorporating a toggle option patch for No Psychic Lock Knowledge (http://www.nexusmods.com/skyrim/mods/44115/?) would also be a sweet add for immersion minded folks!
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Traceroute is useless here. You are reaching their site (at least the point of contact receiving your domain:80 http request). If you weren't you would not get a 502/504 code. 5xx codes denote server error, while if it was client connectivity likely you would be seeing 4xx. It is their site. Basically the site front end is not talking to the backend (or the middle-- we can't be entirely sure as that would require an insider's knowledge of their site and server architecture. Likely beyond the web server itself the rest are even on a private network and not publicly reachable-- i.e. only the web server can actually talk to the db server who likely then talks to file servers when sending you a download. The Nexus makes use of Ajax-- using javascript and xml to collate bits of a page that get pieced together for you. 502 Bad Gateway: The server was acting as a gateway or proxy and received an invalid response from the upstream server. 504 Gateway Timeout: The server was acting as a gateway or proxy and did not receive a timely response from the upstream server. They did have the recent downtime trying to upgrade and backed any changes out so theoretically nothing changed... Also search Nexus and 502 and you'll see this is nothing new, just more common of late. My best guess is that it is just heavy traffic lately unless something really changed. I only make this guess because the 502 is sporadic and not constant. Refresh the page and sometimes it corrects instantly and other times stalls. Without that architectural layout, knowledge of their code, server logs, and a sniffer on their backend network who can say for sure what the problem is... Welcome to the dark. :smile:
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Tes5Edit Merged Patches and the various SkyProc Patchers
CrispyWalrus replied to Afromelon's topic in Skyrim's Skyrim LE
Only an Athlon II x2 2.8GHz with 4GB RAM. I've been eyeballing a Phenom II x4 3.2 GHz (965) upgrade but I really don't have the $90 or so right now. :P My vid card is my strongest component since I just upgraded to a Radeon HD7750. Reviews have it running Skyrim much better than I can so I know I am CPU bound. I run at only 1280x720p with 2xMSAA, 8xAF, and RCRN FXAA and keep shadows at lowres though medium quality and distances. If I load my game with just HD textures and no plugin mods I can start at Helgen run to Whiterun and back without issue so it has got to be a mod (or a couple) conflicting in the mix. Frustrating as hell since played ten levels and no issue in the Reach first hehe. I wish I knew the CK to take a look but I have no clue. Just getting into TES5Edit lately. I did fire up the CK once last month to confirm a script for Kettlewitch of KWTelescope when I was having an odd issue, but that's the whole of my experience with it. -
Troubleshooting Conflict in a Large Mod List
CrispyWalrus replied to CrispyWalrus's topic in Skyrim's Skyrim LE
I have been watching Sharlikran's videos on merge patching and conflict resolution-- watched them a real real lot recently. :P So I have been trying to make my own merge patch to hopefully increase stability in modded Skyrim without needing to lose some cool mods. However, when I run TES5Edit.exe and make my merge patch my merge plugin generated is pretty small and many many things are still not present in it despite conflicting plugins. I see no errors loading all my plugins into TES5Edit.exe and also see messages that all my masters and plugins were loaded to my merge patch as masters when I created it despite only seeing twenty-five actually there as masters in its header afterwards. (See ) So, for example, two relatively small mods I use-- Dagger Sounds 4 Daggers and Unique Uniques each modify a few weapons and both happen to touch on Valdr's Lucky Dagger, for this instance: DaggerSounds4Daggers-dawnguard.esp changes TNAM - Attack Fail Sound to "WPNSwingDaggerSmallSD [sNDR:13000D62]" and Unique Uniques.esp changes MODL - Model Filename to "Insanity\Weapons\Unique\Lucky\LuckyDagger.nif" and WNAM - 1st Person Model Object to "aaISUniqueWeapLucky1stPerson [sTAT:71003317]". It seems like this is the sort of thing I should get automatically put into my merge patch but I actually have very few weapons in my merge patch. I suppose I could just start at at Skyrim.esm and work down looking at conflicts by hand and copying as override, but that is hugely daunting with over a couple hundred plugins and things seemed to work more automatically in Sharlikran's videos so I wonder what I am doing wrong...- 6 replies
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Sounds like a bad install. There is no ini or configuration to it. SKSE lives in the same directory as tesv.exe and has five files (four essential-- source is optional) and that's all there is to it really: ~Skyrim>dir /s/b skse* ~Skyrim\skse_1_9_32.dll ~Skyrim\skse_loader.exe ~Skyrim\skse_steam_loader.dll ~Skyrim\Data\Scripts\skse.pex ~Skyrim\Data\Scripts\Source\SKSE.psc ~Skyrim> Try confirming you have these files placed correctly alongside tesv.exe. I am assuming that you can run tesv.exe fine already without SKSE too?
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I had a similar issue. Are you sure it is vanilla draugrs and not some variant? My issue was that I'd loaded v6 of Immersive Creatures without catching that it was an overlay on top of v5 so while it worked none of the meshes and textures were there and I'd get invisible Immersive Creatures in my game. Vanilla creatures were never invisible of course...
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SkyREDONE and immersive weapons, only shortbows can be found
CrispyWalrus replied to savior99's topic in Skyrim's Skyrim LE
Don't guess at your load order. Get BOSS and use it. Consistent load order is imperative when you are using custom patches like merge, bashed, or skyproc. These all need to be corrected every time load order changes. qotsafan definitely adds more options as he does a lot of patches on his own. You might find Balbor and Steelsouls easier to start with if you aren't running a lot of the mods qotsafan patches for. There is a lot of sharing between them and qotsafan builds off their stats.xml though then his changes tend to migrate upstream into their version oft times. Balbor and Steelsouls started out as a patch for hothtrroper44's Immersive Armors and Weapons. The ReProccer comes with its own stats.xml too so these others are options, but they add a lot of other mods (which for some reason mod makers often don't use vanilla materials and create their own materials which must then be mapped into the stats.xml) It is really cool these guys all took that on as T3nd0 can keep on with SkyRe leaving incorporating mod compatibility to these others. They update stats.xml often where the one with the ReProccer usually only changes with a new version of that mod. -
Tes5Edit Merged Patches and the various SkyProc Patchers
CrispyWalrus replied to Afromelon's topic in Skyrim's Skyrim LE
After I made my merge patch I just right-clicked and removed Leveled Item and Leveled NPC from it. If you don't get one with merging then no worry as nothing to remove I guess. Weapons and Armor are what the ReProccer acts on, and hehe... funny thing is that I had the same question about multiple material types. I was asking qotsafan earlier today that very exact same thing. I don't really know myself. I've run SkyRe for a while and always just used a bashed patch and things worked fine. Now after updating my video card and reinstalling with new mod additions I am unstable around Riverwood. I also just started watching Gopher's FNVEdit video, which I saw recommended in the comments on Sharlikran's as a more newb-friendly one. Gopher has a real knack for tutorials imo. His voice is well-paced and articulated and I think he must really outline his plan of what he is trying to convey ahead of time so there is little rambling off on tangents. For example his video does a quick fade while FNVEdit processes all his plugins so there is no wait and losing track of the intended knowledge transfer. It was his video I used way back when I first converted my game to SkyRe. As far as your original questions my understanding is the same as well. Merge patches do not include bashed or skyproc patches. Merge patches load last after all your mods but before the bashed patch, which itself loads before the skyproc ones. I have always run BOSS, then WB deselecting my skyproc plugins and making a Bashed patch, then I retick my skyproc patches and rerun SUM. This has always worked fine until I hugely increased my mods so now I am hoping adding a merged patch in helps with that. I had started my own thread in this forum about conflicting mods and the only recommendation I've gotten is that I drop SkyTEST, which I am really loathe to do as it is a huge immersion boost. I see you run it too, but I only have the SkyTEST-RealisticAnimals&Predators.esp in my files while you have esps for Dawnguard and Dragonborn. What version are you running? I am running 1.34c. Are those later esps just from the optional files? -
Tes5Edit Merged Patches and the various SkyProc Patchers
CrispyWalrus replied to Afromelon's topic in Skyrim's Skyrim LE
You might want to rewatch Sharlikran's video on making a merged patch. As Dienes notes a merged patch contains leveled lists. Sharlikran does recommend merged along with bashed patches but makes sure to delete the NPC and Item leveled lists from his merged patch stating that he wants WB to handle leveled lists. See 20:38 in his merge vid. -
Troubleshooting Conflict in a Large Mod List
CrispyWalrus replied to CrispyWalrus's topic in Skyrim's Skyrim LE
Thanks Ripple :) I was sort of dreading hearing that. I read the same thing, but the mod is so cool-- intelligently acting animals, varied ones and offspring even, smartly placed spawns. Since the author mentioned it being script-free too, I figured perhaps it could work for me. v1.03 is the "lite" version I guess. No new spawns, variety or offspring-- just the AI routines. Hey Nacroe :) You might want to start your own thread-- get more visibility that way. Quick glance at your load order and it seems the vanilla are even out of order. It should be Skyrim.esm, then Update.esm, then Dawnguard.esm, then HearthFires.esm, then Dragonborn.esm. I'm not really sure about your rest, but you should grab BOSS and let it do its thing.- 6 replies
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Troubleshooting Conflict in a Large Mod List
CrispyWalrus replied to CrispyWalrus's topic in Skyrim's Skyrim LE
Sure can! :smile: BOSS Log: Skyrim.ini: SkyrimPrefs.ini: Thanks for looking at this!- 6 replies
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Need a Pro to help with mod install and order
CrispyWalrus replied to Lordander's topic in Skyrim's Skyrim LE
If you are using NMM, I'd really recommend you move to WB or MO-- they can show you file conflicts between mods-- i.e. the overwrites you mention. -
Mod Manager 255 plugin limit. Is there a fix?
CrispyWalrus replied to juggybrodelteen's topic in Skyrim's Skyrim LE
Bashed patches and merged SUM patches (if you have SkyProccer mods) can allow you to easily and automatically merge some mods reducing esp load count but beyond that sort of trickery the load limit is hard and fast. TES5Edit is another way (manual) but that is all I know about that... :P -
I'd been playing Skyrim on a Radeon 3000 using reduced texture and shadow mods but I got a new video card in the past month so I decided it was finally time for better visuals and to give STEP a try. STEP does not recommend NMM so it was WB or MO. Given the large size of my mod list (my favorite originals plus STEP ones) and little to no information to be found when trying to search for the best mod INSTALL order (outside of the STEP mod list itself), I liked the fact that with MO I could address that even after an install-- for any not aware, MO virtualizes the data directory on launch so all your mods install instead into their own directories allowing you to reorder your mod INSTALL order as well as load order at any time. So after reinstalling Skyrim along with MO, WB (you still use it from within MO for bashed leveled lists), BOSS, and TES5Edit, and getting all my mods bashed, ordered, and cleaned; I started a new game via Live Another Life as a Khajiit Caravan Guard so my first ten levels were spent in the Reach and things were going pretty well (typical Skyrim occasional crashes but nothing really reproducible) at least until I got to Riverwood. There I couldn't get through town without locking up. I didn't CTD per se; I just froze and Task Manager would show Skyrim as not responding. This happened enough times that I decided I should try to find the specific cause of my issue as at Level 10 it would only get worse and Riverwood was proving an unplayable area. As I said I use MO v0.12.9 for handling all my "normal" mods and outside of MO I also run HiAlgoBoost, RCRN (which also puts two ESPs and a BSA in data), and SKSE. My original mod list after STEP and my own favored adds: For my first bit of troubleshooting I'd started a brand-new game as a LAL Camper for easy access to Riverwood testing and even with a fresh character I would still crash somewhere between the turn-off for Embershard mine and getting to Riverwood proper though sometimes I could get into and clear Embershard only to crash on the other side. Also besides the freezing I noticed a very weird thing in my Papyrus logs-- my settings were somehow getting changed on me. I do use a LOT of script heavy mods so I keep my Papyrus settings at 3x vanilla levels save paging sizes: but the very start of my Papyrus logs show: which is not what my ini specifies. I am not sure how this is changed but can only guess that it must be one of my mods doing it somehow. So moving on with troubleshooting and praising MO for enabling the relative ease of this through its virtualization I "uninstalled" all my mods save those outside MO and then enabled only the Unofficial Patches and Live Another Life, and started another game. This time I ran all the way to Whiterun and back with no crash and my Papyrus logs initialized like I would expect: I wasn't sure if my textures were overrunning my 1GB VRAM (though I didn't think so since I figured that WOULD result in CTD) so I went through every mod and added an additional category for non-ESP/ESM nods so that I could re-enable all mods that didn't have any ESP/ESM, which are mostly sounds, meshes and HD textures (though I tend to use "lowres" versions 2048K or smaller if available-- still a HUGE bump up for me from the 256k reduced vanilla textures (thank you alt3rn1ty!) I'd been running on before the new vid card). Again I ran all the way to Whiterun and back to my camp without any issue and Papyrus still initializing at my set values: So now I have left to troubleshoot ALL :confused: of my remaining mods with the ESP files and scripts: I am not really sure what is the best way to proceed. Some I ran previously so I know they work well together like SkyRe, Convenient Horses, AFT, Frostfall, and RN&D. Some I added with STEP so theoretically they should all play nice together as I followed STEP's guide (though arguably my additions renders STEPs checks moot). Some are a bit of both (used before and STEP recommended) like Immersive Armors, iHUD, and SkyUI. I really don't relish the idea of checking all those left "uninstalled" one or two at a time as there are still a bunch and restarting the game and a new char gets tedious. My gut guess is perhaps Skyrim Flora Overhaul or SkyTEST given how much each touches, but that is a shot in the dark assuming my PC is stressed by them or due to size the have a better odds of conflicting. I really hope not too as these both add to immersion so so much. It could also just be some niggling small line on a small mod conflicting with another small mod I guess. I really don't know. I do know that I have seen some advanced users and modders use TES5Edit to not only clean ITMs and UDRs but get funky with troubleshooting (and resolving) mod conflicts and even making merged patches. So if anyone has any insight into known conflicts between those mods I have remaining or can point me to a *SIMPLE* TES5Edit Guide to Mod Conflict resolution (I did watch Sharlikran's February Youtube vid, but it is too rambling and I think assumes one knows more than I do about TES5Edit), I would be very grateful!
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I've checked help and all it says is: So may I? I don't see the add button when viewing a conversation. How do you add participants to a conversation? Thanks! :biggrin: