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Everything posted by RGS
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Great. Thanks for the info!
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Anyone...?
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I like the look of both these armour sets, but joining the Thieves Guild in order to access either isn't something my character would do - and hence not a route I'm going to take. I understand you can acquire the Blackguard set via the Whirlwind Sprint/platter glitch + can easily add Linwe's via console commands, but was wondering if doing either of these things might cause issues elsewhere in the game? Is one method less risky than the other, or are both perfectly safe? Thanks.
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Yes, possibly there could be something in her or my inventory that the game didn't like. However remember that following the successful save (with Lydia departed and all my items dropped), I was then able to reload the previously broken save game and continue on just fine (saves working) with no changes whatsoever (Lydia NOT dismissed and NOTHING dropped). It's all very odd really... I got another couple of hours in yesterday; just picked up where I left off. All appears to be working fine, at the moment anyway. Hopefully just a very strange glitch. I wonder if it might have something to do with saving a game, then loading from a previous save (which then creates new auto-saves) and somehow the game gets confused as which 'branch' certain saves belong.
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Hi NikiRandom, Was wondering if you managed to resolve this issue satisfactorily as I'm having what looks to be an identical problem here: CTD when saving. - Skyrim Special Edition Technical Support - The Nexus Forums (nexusmods.com). I've never installed iNeed though... Only 'needs' mod I using is the official CC Survival one. Thanks.
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Thanks for the tips guys. But I don't understand the problem with auto and quick saves - are they not entirely different file? I tend to load from manual saves, creating around 2 per session, with one prior to exiting the game (which I load when re-starting). I usually keep 10 manual saves, writing over the old ones first. Bit of an update: I loaded my previous save - CTD on sleep (auto-save). Re-loaded the game, same save as just CTD. Dismissed Lydia, dropped EVERYTHING and tried again - it worked! (I had tried dismissing Lydia previously, but not joy) I then reloaded the save the had failed (same Skyrim session - this is important, I think...), and with no change whatsoever - the sleep (auto-save) worked! I did not dismiss Lydia or drop ANYTHING - literally everything was identical to step 1, with the exception that I had managed to get past the issue and then re-load the old save without quitting the game... I played for a good 3+ hours; quick save, auto and manual, all working fine. Not a single CTD. I shall try again this eve. Anticipate the same (will CTD initially, find a way past, then all OK). Will report back later. Additionally, my issue seems almost identical to this one: Confusing CTD on save - Skyrim Special Edition Technical Support - The Nexus Forums (nexusmods.com) however I don't have iNeed or RND installed; I am using the CC Survival mode. This was originally a LE save, which I continued in SE. I have over 400 hours on it in SE alone (and yes, I've still not finished the game - first time is Solstheim this week!). From the other thread linked above: "There's a fairly definite pattern I'm noticing as well... I can play for ages and save loads and everything seems fine, but if I exit the game and reload from my desktop, then I can no longer save without a CTD. And the saves from my previous session seem to be broken too." Sounds rather familiar... Thoughts appreciated as always.
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Hi guys, Have encountered a strange and very irritating bug. Having had no trouble playing the game previously, yesterday I loaded my latest save and went to sleep in a bed - CTD. Tried it again - same result. Restarted my computer - same again. Discovered that my previous few saves (manual and auto) also displayed the same CTD issue (the crash when sleeping appears to be due to the game creating an autosave; regular and quick-saving also results in a CTD, as does entering/exiting a building for e.g.). Third hard-save back seemed to work (just prior to marrying Lydia), thus I continued playing from that, retraced my steps and caught up to where I was before the issue began. Things seemed to be OK, but then the CTD returned - just the once (auto-save), but it worried me (still just testing at this point, not playing). Out of curiosity, I loaded the original save I'd had trouble with - and this time it worked! Tried it a couple more times without issue. Started up the game today, loaded my original save and slept - still working, great! Pleased that all seemed to be OK, I quit Skyrim (was just a test). Now this eve, going to play - and it's back to CTD again. Would really appreciate any help here, particularly as I've put hundreds of hours into this character. Some more info: I've completed the Main Quest and Dawnguard; the CTD issue began when attempting to sleep in the (player) bed in The Retching Netch, Solstheim. Had married Lydia the same day. Running a fair few mods, but no new ones for some time and all seemed to be working OK - until now... This is my first playthrough (yes, really!) so no spoilers please. Thanks is advance!
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OK, so I have the crosshair hidden via the in-game options (and .ini), but sometimes, I think after shouting for e.g., it pops back up again... I seem to remember Classic Skyrim having the same issue, but in that case I was also using a number of HUD mods (iHUD etc.) which fixed the bug. Anyone else experiencing the same thing? Any thoughts on keeping it hidden permanently? Cheers, Robert
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The speed of the water flow in SSE is directly controlled by the timescale setting. As I prefer to play with a setting of 6 (as opposed to the default of 20) this makes the water appear too slow in certain places, particularly bodies around waterfalls/rapids (the actual falls/rapids themselves are unaffected). As far as I can see, no such mod is currently on the Nexus. Just posting to enquire as to whether such a mod is even possible and if so would others also like to see one? Cheers!
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Prepping modded Skyrim save (original) for SE - thoughts please?
RGS replied to RGS's topic in Skyrim's Skyrim LE
@strawbqwerty Thanks for the reply, yeah I think it's worth a shot. Hopefully we'll have SKSE by March/April and not long after mods such as SKYUI, Frostfall etc. Looking at my list, which mods do you think are most likely to cause problems, and should I remove all of them even if some have SE versions such as the monstrous unofficial patch? Also, if there are issues (you mention instability with your save) how easy is this to check for and does it become increasingly worse? Thanks a lot! -
Prepping modded Skyrim save (original) for SE - thoughts please?
RGS replied to RGS's topic in Skyrim's Skyrim LE
Thanks for the reply. Yeah, I can completely understand your line of thinking. I play at a very slow pace though, so the remainder I have to play will probably constitute many tens of hours (think I'm 3/4 of the way through main quest - just guessing, still got Dragonborn DLC, civil war and Dark Brotherhood to play). Rather than play these type of games (ES/Fallout) multiple times I tend to opt for one super in-depth/many hours single play-through. I think I should be OK, provided I uninstall when possible and perform a 'clean save' (even though not completely clean...) before moving the save over - but I expect a couple of my mods might present some subtle/hidden issues. FYI - it appears to work by simply placing the old saves in the new game's save folder, even without removing any of the mods (of course I get the error popup when loading the save for the first time, alerting me of missing content). The problem is of course that all is unlikely to be well under the bonnet (as mods not disabled/uninstalled first) and at some point errors will, I assume, start popping up. I've no idea how long this takes though and how easy it is to check for issues - some info here would be excellent. Partly why I asked this Q a good month or so before going ahead with it was to have a test run, i.e. transfer the save and then test it out thoroughly before playing properly (+ as you mention, there's still a wait for SKSE, SkyUI etc.). Reason why I'm keen to transfer is that the new version just looks a lot better to me and though I have a good ENB running, it's not 100% consistent under all weather conditions (and I've yet to find a single one that is). SE also runs smoother with more detail. Thanks again! -
Hi guys, Sometime over the next month or so I indend to transfer my save from the original game to the SE (post SKSE release). Just checking for some pointers before doing so (FYI - many hours invested, I estimate ~70% complete, but not finished the game before so not certain, also no spoilers please!). I am fully aware there are often issues with removing mods, that's exactly why I'm writing this to try and insure that, as much as possible, I'm taking the safest approach. If there is a problem I can always return to my old save and finish the game in the original version of Skyrim (as they're two completely separate installations) - what worries me is not realising that there is an issue until say another 20+ hours or so playing via SE and then having to go back... If there is a problem, how easy (and quick!) is it to detect? Here's my mod list and how I currently intend to deal with them (some much easier than others, they're listed in load order): Unofficial Patches - Do not uninstall, install SE version prior to loading save in SE. Revamped Exterior Fog - Remove via NMM, load save in Skyrim (original) and re-save. Further Dark Dungeons for ENB - Remove via NMM, load save in Skyrim (original) and re-save. Frostfall - Uninstall as per instructions and re-save in Skyrim (original). Install SE version prior to loading save in SE (will wait for SKSE). Wearable Lanterns - Uninstall as per instructions and re-save in Skyrim (original). Install SE version prior to loading save in SE (will wait for SKSE). Sky UI (v 4) - Do not uninstall, install SE version (once available) prior to loading save in SE. iHUD - Uninstall as per instructions and re-save in Skyrim (original). Less intrusive HUD - Uninstall as per instructions and re-save in Skyrim (original). Unique Bows - Do not uninstall. Recompile mod locally and add to SE prior to loading save. Realistic Needs and Diseases - Unsure... Either remove original mod as per instructions and re-save in Skyrim (original) or leave active and install SE version prior to loading save in SE (probably former option). Slower Levelling x2 - Unsure and essential for me... Possibly try old version and/or attempt recompile? Ancient Crown Fix (ancient Falmer armour set) - Remove and re-save in Skyrim (original) and (if not fixed by unofficial patch), apply similar SE-compatible mod. Hearthfire House Map Marker Alternative - Unsure and unessential. Remove and re-save in Skyrim (original) before bringing over save. No GPS - Unsure and unessential. Remove and re-save in Skyrim (original) before bringing over save. AOS - Uninstall as per instructions and re-save in Skyrim (original). Real shame this mod has not been ported to SE, oh well...Sky Falls + Sky Mills - Remove via NMM, load save in Skyrim (original) and re-save. New SE version coming apparently, in which case will not uninstall. Realsitic Water Two - Do not uninstall, install SE version prior to loading save in SE. No Sneak Sound - Mod apparently compatible with SE. Install prior to loading save in SE. Enhanced Galdur Amulet - Remove via NMM, load save in Skyrim (original) and re-save. Replace with similar SE-compatible mod. Thoughts very much appreciated - Cheers!
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Yeah, I'm quite looking forward to it :). I was hoping there would have been another way to infiltrate rather than having to kill Grelod, but hey-ho ;). NO SPOILERS PLEASE BTW - I've never done this quest (either for or against the DB). I only asked about the way in as felt like I was banging my head against a brick wall in trying to find another solution (turns out I was! :P)
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Thanks for the replies guys. It's not actually the attacks that bother me per se, it's much more wanting to find out who's responsible for sending the DB after me and their motive for doing so (stopping the attacks would be a nice bonus though :)). I suppose if the only way to get the root of the issue is via killing Grelod, I'll just have to try and find some way of legitimising my character killing her! I mean, I know she's an old hag and all, and far from being a 'nice person,' but murder seems more than a little extreme for a 'good' PC.
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Hi guys, Been playing for a very long time with the same character/save game. I must have easily dispatched 100 or more DB assassins, yet despite my best efforts have been unable to infiltrate the DB and put a stop to it. MINOR SPOILER: I'm aware that killing Grelod the Kind will initiate the Dark Brotherhood quest line, but this isn't really something my character would do. Is there any other way to get into the Brotherhood and put a stop to them/find out who wants you dead? Needless to say, I've managed to avoid spoilers myself up till this point and DON'T WANT TO BE TOLD WHO IS AFTER ME (I want to find this out in game), but on the other hand I don't want to continue spending hour after hour trying to find a way to infiltrate the Brotherhood if the only way is the one mentioned above in the SPOILER tag. If it is possible to move things ahead through another route, a gentle prod in the right direction would be very much appreciated! Thanks!
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Quick Q about console commands' persistence? (SetScale,Disable,SetPos etc)
RGS replied to RGS's topic in Skyrim's Skyrim LE
Thanks a lot for the reply Soupdragon. So I should be fine just rescaling trees and bushes when I spot oddities? I don't intend to be doing this a lot, only here and there as I spot them, particularly if located in frequently visited places. Sounds as though 'disable' rather than 'mark for delete' is the safer option for me, for e.g. say the mod author changed the tree model or scale, that way I could re-enable the offending object after installing the update, correct? How do you go about selecting a hidden object though, do you need to make a note of the ID before disabling it? Understand that the changes are linked to the save file and will not apply to earlier saves/new games - This is not a problem. Other than that though there are no issues with making these changes (regarding save bloating/stability)? Will take a look at Jaxonz Positioner when it comes to actually moving objects (again this would just be to sink floating tree meshes into the ground etc); thanks for the suggestion. Thanks again for all the info and the swift response, very much appreciated! -
Hi guys, I recently installed Skyrim Flora Overhaul (http://www.nexusmods.com/skyrim/mods/141/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D141%26preview%3D&pUp=1); generally speaking it's very well done (I consider myself very fussy) though I felt some of the trees were incorrectly scaled (too big). Having done a bit of research I discovered I could manually adjust the scale in-game by bringing down the console, selecting the object and typing 'GetScale,' then making my adjustment via 'SetScale X,' with 'X' being the new value. This seems to work very well, meaning I can modify any trees which appear unrealistically large. Typing 'Disable' seems to remove an object (useful for plants growing in the middle of the road for e.g. or clipping issues) and 'GetPos' and 'SetPos' should be able to move them, though I get the error 'cannot move' when trying this. I've not used any of these commands before and just wanted to check with those in the know that it is safe to make such adjustments before doing so and then continuing with my game (I'm always fearful of messing up my save!). Assuming making these changes is safe, is the change also persistent? i.e. provided I save my game after re-scaling or disabling objects they will then remain that way for that save from that point onwards? I also read about another command 'MarkForDelete,' but am not sure what that does differently from simply 'Disable.' EDIT: It appears as though it actually removes the item permanently, whereas 'Disable' simply hides it - Is there any advantage to using one over the other? Will making any of these adjustments (scale, move, disable, delete) bloat my save? Final question: Does changing the scale of an object affect just that individual instance, or all instances of that model? I guess this is easy enough for me to test, but can't do that right now :wink: Thanks very much in advance!
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Best time to begin Dragonborn DLC (from a story perspective)?
RGS replied to RGS's topic in Skyrim's Skyrim LE
I am doing the MQ, albeit at a very slow pace. Thanks for the tip though ;). -
Best time to begin Dragonborn DLC (from a story perspective)?
RGS replied to RGS's topic in Skyrim's Skyrim LE
OK, cool. I was just checking about the civil war in case something major happened like an entire city got destroyed (including traders, quests etc.) in which case it might be best to save it till later. Understand it's difficult to give advice without spoiling anything. Anyway, got all the info I need now - Thanks a lot for the help and swift replies! -
Best time to begin Dragonborn DLC (from a story perspective)?
RGS replied to RGS's topic in Skyrim's Skyrim LE
Thanks for the info Renn, much appreciated. Sounds like there really is no preference; I'll just continue as I have been and go for whatever feels like the most natural choice at the time. I'm Level 35 now (with half speed levelling mod) so should be fine for DB when the time comes. Am I correct in saying that there's no real 'end-game,' unlike in Fallout NV for e.g.? Finally, is there a better or worse time to take a side in the civil war (again, no spoilers please ;)), for e.g. Dawnguard was good to take early on to stop the random vampire attacks. Cheers. -
Best time to begin Dragonborn DLC (from a story perspective)?
RGS replied to RGS's topic in Skyrim's Skyrim LE
Thanks a lot for the informative replies guys. I guess I'll just see how my game plays out then (I also role-play my character, seriously and at a slow pace). There was a definite order to the Fallout NV DLCs (for them to make the most sense) - I just wanted to check whether something similar was going on with Skyrim. Would I be correct in assuming that the main quest has an overall more dramatic ending in terms of the game-world (no spoilers please). Cheers! -
Hi guys, I've been playing through Skyrim for a while now have done a fair few side quests, some of the main quest (up to Sky Haven Temple) and completed the Dawnguard DLC. What I'm wondering is when would be the best time to begin the Dragonborn DLC? I've not completed the game before, or clearly this DLC so no spoilers please. I don't know whether it'd make for a better/more satisfying conclusion to the game to finish one before the other or whether it makes little difference. My current thinking is Dragonborn first as then I'll have some new equipment to keeping playing with once returning from Solstheim, but if the story flows better to finish on this DLC I'd rather do that. Thanks in advance for the info.
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Thanks for the reply - Good to know!
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Hi guys - Just a quick one. If I change my face via the character in Riften for 1,000 gold does it have *any* consequences in the game afterwards? The sort of thing I'm taking about is people saying things like "Do I know you?" etc. Reason I ask is I'm thinking about making some very minor adjustments (it's hard to tell how things look properly at the character creation screen) but my character certainly wouldn't have his face changed roleplaying-wise though so I 'd like to know if doing so will trigger anything else (if it does I'll stick with what I've got). I know you can use a console command here, but I don't want to risk messing up any stats or anything so this seems to be the safest way (I can deal with the loss of 1,000 gold :smile:) Thanks in advance, Robert
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Hi a.ellis, Thanks for replying again. I've taken a proper look at the mod you suggested and it does seem good. I've posted my changes to the .ini below. If you wouldn't mind taking a quick look and confirming that these alterations will only slow my levelling by half and nothing else that would be great (I've only pasted the relevant lines not the entire text). Also, just to confirm: This will cause no probs with any of my existing mods or the USKP. right (list in original post)? Judging by the downloads and endorsements the mod is nice and stable - Just checking! Am I correct in saying that I can change the settings for a game in progress if I wanted also, without any undesired effects? So say I realise 0.5 was too harsh, I can up it to 0.75 in the .ini and just continue playing? Though it was my original goal to set all skills to 50%, I am considering setting armour levelling to 75% as it seems a little odd that I can only increase this by getting hit (I play as an archer) when for sneak on the other hand all I have to do is crouch! Do you have any tips for good independent rates? - I guess that's the whole point of the mod's flexibility. I take it setting them to different values isn't any less stable than having them all the same? If I decide to stick with Vanilla levelling after playing for a while am I better off setting all the values in the .ini to 1 (default) rather then removing the mod entirely or disabling it by setting bEnabled=0? I ask this as for stability reasons/data remaining in current save games, or will that just mean running scripts unnecessarily when it's perfectly safe to remove (I know most mods are not!)?EDIT: So as this is a .dll you think it's generally 'safer' than using the mod in my original post, if just wanting to half XP gained and nothing else? Also, aside from editing the .ini should I use NMM to install this (as I have all my other mods) or just place the files manually - Any advantage to either way? Once again - Thanks *very much* for the help, really appreciate it! Robert .ini changes below (my changes in red): [General] ;Duration of the Uncapper Splash Window using milliseconds. (Set to 0 to disable) ;Between 0 and 10000; ;Default Value = 1000 iSplashWindowDuration = 0 (RGS - SET FROM 1000 TO 0 - WILL TRY IT AT 1000 INITIALLY JUST TO ENSURE THE MOD IS WORKING) ;Enable(1) or Disable(0) the Uncapper Skill Level Caps; ;Default value = 0 bUseSkillCaps=0 ;Enable(1) or Disable(0) the Uncapper Skill caps inside formulas governed by skills. ;Default value = 0 bUseSkillFormulaCaps=0 ;Enable(1) or Disable(0) the ingame Enchanter Uncapper skill caps ;Default value = 0 bUseEnchanterCaps=0 (RGS - SET FROM 1 to 0) ;Enable(1) or Disable(0) the Uncapper Skill Experience Gained Multipliers; ;Default value = 0 bUseSkillExpGainMults=1 (RGS – SET FROM 0 to 1) [skillCaps] (RGS – SET ALL TO DEFAULT, 100 – JUST TO BE SAFE!) [skillFormulaCaps] (RGS – SET ALL TO DEFAULT, 100 – JUST TO BE SAFE!) [EnchanterCaps] ;Max Enchanting skill level for enchantment magnitude. iMaxEnchantingLevelForMagnitude=100 ;Max Enchanting skill level for enchantment charges ;A value higher than 199 will cause inconsistencies in vanilla Skyrim. iMaxEnchantingLevelForCharges=100 (RGS – SET ALL TO DEFAULT, 100 – JUST TO BE SAFE!) [skillExpGainMults] ; Set the Skill Experience Gained Multiplier to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=0.5 fAlteration=0.5 fArchery=0.5 fBlock=0.5 fConjuration=0.5 fDestruction=0.5 fEnchanting=0.5 fHeavyArmor=0.5 fIllusion=0.5 fLightArmor=0.5 fLockpicking=0.5 fOneHanded=0.5 fPickpocket=0.5 fRestoration=0.5 fSmithing=0.5 fSneak=0.5 fSpeech=0.5 fTwoHanded=0.5 bUsePCLevelNotBaseSkillLevel=0 (RGS – SET FROM 1.0 TO 0.5 FOR HALF SPEED LEVELLING) [skillExpGainMults\Alchemy] 1=1.0 Etc. (RGS – ALL LEFT UNCHANGED) [PCLevelSkillExpMults] (RGS – ALL LEFT UNCHANGED)