Jump to content

vlainstrike

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by vlainstrike

  1. Where is advanced search?
  2. Apocalypse has an expansion as well, called More Apocalypse that I'd like to see added to the list.
  3. Yeah, I get how that works now - I learned that lesson from you earlier in this thread when trying, unsuccessfully, to forward vanilla acoustic records from LIAT (lively inns and taverns) into the Smash patch. (I still wish Smash offered that level of precise user control btw, but that's an entirely different discussion.) This is different though - all the records listed in my error report contain custom settings from their respective mods, all of which conflict/overwrite the vanilla records contained in their masters. I should mention again - even though the error list may appear long, there are relatively few errors compared to the large number of records being correctly forwarded to the smash patch by each of these mods. I'll test your suggestion later to add XCAS & XCIM nodes to all the plugins for which I've applied smash settings. But if that can change the smash outcome, can you help me understand why that would be the case? I mean, my ELFX Enhancer, for example, has 6 masters: skyrim, update, dragonborn, dawnguard, ELFX, and College of Winterhold (the latter because I merged the College's ELFX patch with the Enhancer). In order to trigger Smash to forward a record, isn't it enough that a conflict/overwrite exists between ELFXEnhancer and any single one of those masters? How does adding nodes to non-master plugins containing vanilla XCAS/XCLL/etc. records assist the smash process? And why would that be necessary for only a handful of records when the vast majority of others are already forwarding correctly without such an adjustment?
  4. Smash Logs and Tags: http://dropcanvas.com/448ja I'm sorry to report that for some reason ALL the errors previously listed on 3 Jan reappeared when I ran Smash this last time, rather than the smaller list with only 8 records. I have no idea why the list of errors is sometimes less. complete list of CELL errors: relevant tags: xedit error examples:
  5. I'll send you a new link to my logs and tags within the next 2 days. In the meantime, here's a list of the 8 records not forwarding. As you can see it's a very small number compared to the number of records being correctly forwarded by each of those mods. As I'm sure you're aware, ELFXEnhancer, for example, edits hundreds of XCLL records, but for some reason, just 3 of those refuse to forward. All the plugins are definitely included in the smashed patch, so maybe it is related to the ITPO problem you mentioned.
  6. The issue is that out of several hundred correctly forwarded records, a handful of them (8 to be exact) are simply failing to send lighting (XCLL), acoustic (XCAS), and/or ownership (XOWN) data to the smash patch, in which case the smash esp does not appear in the right hand column of TES5edit like it would for successfully forwarded records. There honestly isn't much to see screenshot-wise, but if you really want pictures of all that I can work on putting it together within the next couple days. Assuming you no longer have the smash logs & tags I sent before, I figured you'd be more interested in those. I had provided a list of which records were not being forwarded to the smash patch on 3 Jan 2017, post 69, along with links to the corresponding Smash Logs, and Smash Tags. I updated the list of affected records on 5 Jan 2017, and those remaining 8 records are the ones still not forwarding correctly. It is the exact same type of problem I reported on 25-26 Sept 2016, posts 45 &47, only with different records. Those September records were fixed in a subsequent 'experimental' update (noted 28 Sept, in post #55), although I'm unsure if that was due to changes you made in response to logs sent by me, or Gabba, or both.
  7. I spent a significant amount of my own time organizing an error report for your benefit, and uploaded logs that would help you improve your software. Is there a reason you continue to ignore the info I have provided?
  8. I don't know how or why, but after making a few small adjustments to seemingly unrelated tags, all but 8 of the errors I recently reported have somehow fixed themselves. Let me know if you want me to make new logs for you Mator.
  9. Heya Mator! Happy New Year! I'm glad to see you're still updating Smash because I've been sitting on a few discrepancies that I was hoping you might take a look at. Most of the time MatorSmash behaves exactly the way I expect it to, but there's often a handful of records that don't forward to the patch as expected. My latest smash log and settings can be found here: http://dropcanvas.com/dtivu The list of records I'm having trouble with are listed below: Any help would be greatly appreciated!
  10. Ahhhhhhhh! Ok, this is exactly the information I needed to move forward! Now it makes sense why delgathar was saying to think of the smash tags as filters rather than inclusions. Yeah, this definitely gives me the direction I needed to really start playing around with smash patches - this is gonna be fun! :dance: Ya know, when I first realized the extent of the conflict between CACO and potion mods I was very disheartened to think I would have to forward ALL those CACO records ahead by hand, one by one. But this tool... it's like you've stolen fire from Mt. Olympus, and shared it for the benefit of all humanity! Thank you so much for your help Mator, and thank you for sharing this powerful utility with all of us plebes!
  11. I've recently started using Mator Smash, and I'm at a bit of a loss as to how to produce the results I want. I've watched your tutorial a few times, but the smash examples weren't very specific regarding how to accomplish a particular desired outcome. I feel like I'm missing something fundamental. Namely, how do you teach MatorSmash when to follow the 'rule of one' and when to break it for specific mods? For example, take the following load order with respect to ALCH - ingestibles: USLEEP Legacy of the Dragonborn CACO Radiant and Unique Potions and Poisons Pretty Animated Potions - Small Bottles Edition Potion Replacer 0.2 (animated potions mod, no DLC by Aleanne) Unique Booze Bottles Unique Booze Bottles Alternate Names Version With this load order I'm already getting the EXACT visual effects that I was aiming for on all potions and alcohol. The trick, of course, is to find a Mator Smash setting that correctly forwards all of CACO's non-visual elements, such as Value, Weight, and especially Effects, into a new patch, even though they would normally be overwritten by everything below CACO, all while preserving the visual effects provided by the potion mods found lower in the list. Now, I already have several patches made by other people that nearly accomplish this goal, but it seems that I should be able to use Mator Smash to do this even without those patches. Looking at my complete load order I anticipate similar issues occuring when I try to smash any NPC AI overhaul with a face mod, such as: Immersive College of Winterhold <==> Makeovers by Mizzog - College of Winterhold, or Enhanced Skyrim Factions - The Companions Guild <==> Bijin's Warmaidens, etc... It's basically the same issue right? How do you use Mator Smash to preserve both the AI of the NPC overhaul as well as the beautiful faces found in facial mods? I feel like once I understand how to solve even one of these conflicts I'll be able to resolve just about anything. Ideally, I'd like to see another video tutorial demonstrating how to resolve this type of conflict using specific mods with a specific outcome in mind, just like the examples I listed. I understand that's a lot to ask, so any help you could give would be greatly appreciated!
  12. In response to post #41277490. While quality assurance is an important goal, asking authors to withhold mod release until ALL bugs & issues are worked out is an impossible demand - especially for large, complicated mods.
  13. In response to post #41274875. #41275080 is also a reply to the same post. Certainly! I definitely don't want to see any current functionality lost. I just want the option to use specific start/stop dates added. It should still be entirely possible to do something like: sort by: last updated; ascending Last Updated start date: 16 July 2014 Last Updated stop date: 9 Aug 2016
  14. A useful feature to add would be more precise user defined time frame parameters when searching under either "Advanced Search" or "Top Files". Under Top Files, users are currently restricted to "all time", "the last 2 weeks", and "recently added", and under Advanced Search they are restricted to "all time", "past 24 hr", "past week", "past 2 weeks", "past month" and "past year" I'd like to see those restrictions either replaced, or at least expanded, to include specific start & stop dates as input by the user, such that the following is possible: sort by: endorsements; descending Release Date start: 1 june 2014 Release Date stop: 15 feb 2016 I'd also like the option to substitute Release Date start/stop with Last Updated start/stop like this: sort by: downloads; descending Last Updated start: 1 june 2014 Last Updated stop: 15 feb 2016 Advanced Search and Top Files are already very powerful Nexus tools, and I'm thankful for that. They're just missing that one last piece to make it perfect, in my opinion.
  15. If you're so sure it's .ini you should have already tested with vanilla .ini settings to see if the crash persists. It's not like STEP makes all that many .ini changes. If you're using MO, then troubleshooting mod conflicts is easy - you either setup a vanilla profile, and start adding mods back in a few at a time, testing with a brand new game each time as you go, or copy your current profile, and start removing chunks of mods until the problem stops, and narrow it down from there. Your load order honestly isn't that long yet, so if you've properly installed ENBoost & SKSE w/memory patch, been closely following the instructions on each mod page, using LOOT to sort your esp's and adding custom esp order rules to LOOT as recommended by each mod, while also managing your resource order in the left pane of MO, as well as updating your FNIS overwrite patch when appropriate, then you may have a corrupt file somewhere, which would mean you'd still have to follow one of the above methods to isolate it, and then re-download. Personally, I would start with making a vanilla profile, including a vanilla .ini, and even temporarily disabling skse (including the removal of files in main skyrim folder) to see if the crash persists; if it does I would verify the game cache through Steam, and if that didn't work I would reinstall the entire game, and test again. If you're running NVidia geforce experience I would disable it, at least temporarily, to make sure none of its graphical setting overrides are conflicting with skyrim. If you happen to be running Precision X, I would make sure to disable the 2 server .exe's, and disable the OSD as there are known conflicts with ENBoost. If you're still crashing even under pure vanilla settings, then it's a hardware issue. However, If vanilla runs smooth I would start re-activating mods a few at a time, following STEP to the letter. STEP works, and you have several mods active that aren't part of STEP, so I would leave those out until I knew what the problem is - especially requiem.
  16. tl;dr - Lots of things can cause CTD, it might be a hardware problem CTD's can be any number of things, so this may, or may not help you. Recently, I started getting a bunch of crashes which would occur after about an hour of playing, usually triggered by interacting with something like opening a chest, or opening an alchemy table. I initially thought it was a mod/ini problem as well, but the problem persisted even on vanilla installs. Other games didn't crash - only Skyrim. As time went by, the crashes became more and more frequent, to the point where I eventually couldn't even start the Helgen sequence on a 100% vanilla install without crashing immediately. I tested EVERYTHING - rotating both video and sound card drivers, memtests on my ram, mem tests on my vram, updating chipset drivers, virus scanners, reseating my cpu fan with new thermal paste, loaded with different hard drives on different operating systems, reinstalled my operating system, along with dozens of other troublshooting steps. As it turns out, I believe my video card is starting to go bad. I have an EVGA gtx 570 Superclocked, and I was able to eliminate my crashes by using Precision to downclock my videocard to match non-Superclocked specs. Now it works perfect - 100% crash free. There's so many possibilities that can cause CTD that this probably won't help you, but in the off chance that it does - great!
  17. Thank you for the kind words scrivener07. To be fair, all the info was out there, else I never would have made any progress; it just wasn't all in one place. I'm very grateful to the people who posted all the guides that I used. I was rather surprised at just how many little steps are involved in creating such a seemingly simple change to the game.
  18. tl;dr: There's an issue with Disparity (or at least revealed by Disparity - it may be a vanilla bug) that causes health bars not to go down until the enemies' health falls below vanilla levels, i.e. if an enemy has 35 health in vanilla, but 50 health with mods, the health bar won't go down until the enemy has less than 35 hp. Enemies are taking damage, you just can't see it right away. ------------------------------------------------------------------------------------ I know this is a fairly old topic, but I have some info that may help some people who have noticed enemies healthbars not depleting for the first couple hits. I've been doing a ton of testing with new characters as I continue adding mods to my load order. For this purpose I often use the 'escape from this cell' option with Alternate Start. Having played through that scenario at least a hundred times now I noticed that the ghostly guards there never appeared to be taking damage with my first 2-3 hits, even if one was a power attack. Initially I figured this was due to script lag or something, but as it turns out the enemies actually ARE taking damage - it just doesn't start showing up in their health bars until they've lost like 20-30% of their health. This can be easily tested by opening the console in between strikes, clicking on the enemy in question, and typing the 'getav health' command. I've been working through creating a STEP profile, but I keep getting sidetracked to install other mods, however I haven't installed any combat or perk mods yet, so my guess is that it has something to do with either an armor mod or a UI mod (I have several of both). I tested against a vanilla-ish profile that has little more than USLEEP, SkyUI, and Alternate Start, and the problem went away. During this testing, I noticed that the ghosts in my modded setup somehow had 50 health, whereas the ghosts in vanilla only had 35, so that may be a factor somehow. At this point I don't know how to fix the health bars to reflect damage more accurately. If I get really motivated I'll do a more thorough test to track down the offending mod by adding a few mods back in at a time, but until then, at least I know the enemies are in fact taking the appropriate damage. ------------------------------------------------------------------------------------ EDIT: I tracked down the mod responsible, in my case at least, to Disparity. This was also the mod affecting the ghost guard's health, boosting it to 50. Removing Disparity returned their health to 35 and damage to health bars became proportional to the damage being done. I don't see Disparity listed in the OP's load order, but perhaps this info will assist others. This problem is being discussed under the bug section of Disparity's mod page under the thread titled 'Strange Invulnerability'.
  19. It was agonizing trying to piece together these steps on my own, but I think the results are worth it. It took all 3 puzzle pieces that I posted earlier in this thread, plus a couple critical tips from Darkfox127's youtube tutorials, to finally arrive at the finished product. The first was from the first couple of vids in his Skyrim Creation Kit (The Basics) series which instructs you how to edit your ini files to allow multiple masters when running the CK for the first time. I'm sure this is old news for CK veterans, but this is a crucial step that can easily be overlooked by noobs like me. The second was from his video which instructs you to temporarily tick the Record Flags as an ESM in TES5Edit under the File Header for the mod from which you are using assets (Noldor Content Pack in this case) before venturing into the CK to create your plugin patch. This is done in order to trick the CK into thinking it is a master file for your new plugin. One final tidbit was found here, which allowed me to view the specific details changed by other mods that do the same sort of thing. Again, probably obvious to veterans, but tracking down this kind of info for the first time can often be problematic. Being able to compare my work to similar mods helped me hone in on which NPC templates actually needed to be altered. Once I started to see the patterning of the nested actor records, it became much easier to track down the 'core' guard templates that needed a new outfit, which would then be automatically distributed to its 'child' actor templates. This must be done without going too deep, else I believe it would end up altering non-guard actors. Now that my proof of concept is finished I can start altering armor and weapons for guards in the other holds not covered by Halendia's Replacer patch for Omegared99's amazing Gallery of Armor (which covers Solitude, Windhelm, Markarth, and Riften) Hopefully the consolidated info in this thread will help anyone else in the future that wants to personalize all the guard armor of each hold to their liking.
  20. Eureka! Whiterun Guards in Maty743's finest! http://i66.tinypic.com/2dk0caa.jpg http://i68.tinypic.com/hun1j8.jpg http://i67.tinypic.com/2i6lx1d.jpg
  21. I dare say I think I found the step by step answer here Also this little piece of info was what I needed to isolate & compare the changes made by the esp's of similar mods: I'm hoping this information, combined with the guide to create new outfits that I posted in the OP, will produce the desired results for each hold. Time to test!
  22. Thank you Feralkyn, I'll give those suggestions a try. That information puts my mind at ease a bit - I was concerned that if I tried to edit the outfits for any of the guards rendered as 'M' that I would end up breaking something. My other concern is that I want to avoid accidentally changing the outfits for Imperials and Stormcloaks because I already have a couple mods that take care of those groups (i.e Perfect Legionnaire for Imperials, and Skyrim Knights for Stormcloaks).
  23. EDIT: SOLVED - See pics below ------------------- I'm very new to the CK, so please bear with me. I'm trying to make a mod that will replace all the guard's armor with a different set of armor for each hold, but I'm having a surprisingly difficult time isolating which specific actors I need to edit. After a lot of searching I was excited to find this guide explaining the process to change the guard's armor: But isolating the specific actors that need editing is proving to be maddeningly elusive. I've clicked on the actor list, and put 'guard' in the filter, but not all of the actors which appear in the resulting list seem to be 'real' actors. I know at least some of them are correct because when I double click on them I can see their body and armor in the preview render window, but A LOT of the others (particularly the ones that don't have a race listed under the race column) can't be viewed even though these actors have the word 'guard' in their id - when I double click on these others, instead of a guard appearing in the preview render window I just see a big 3d "M" with a 3d arrow jutting out of it, and I have no idea what this means or why these 'actors' don't seem to have a model. I'm trying to learn by searching, reading, and watching lots of creation kit video tutorials, but nothing seems to address this specific question. I've even tried cracking open the .esp's of existing mods that do what I'm trying to do (e.g. Various guard outfits for Every cityTS Edition) in the CK, but even then I don't know how to isolate the id's of the specific actors changed by those mods. This has been incredibly frustrating, so if anyone can help I'd greatly appreciate it.
×
×
  • Create New...