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Everything posted by Jimmyjojo
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Skyrim Freezes & i Tried Everything.....
Jimmyjojo replied to bathory1's topic in Skyrim's Skyrim LE
And isn't it better to run LOOT? I read that BOSS is outdated. Here are two links that I found invaluable. The most important item on the first link is #6, patching your game. Follow this tutorial very carefully, it will really help matters. The link is here: http://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/ This link talks about why freezing and crashing occurs and is very informative. It's here: http://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/ And NiteBeast, thanks for the info and link for the Performance Monitor. Even in spite of following all the guidelines found on the links I just posted, I still get random crashing. Mostly it's when I try to loot a body, but it's so random and erratic that I haven't been able to pinpoint what the problem is. So thanks!- 7 replies
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Without know more information about your load order and everything else notmyhome mentioned, I will say that I had the same trouble every time I entered Whiterun. Turns out I was running too many high res texture mods, and I was running other resource-heavy mods like ones that add grass or changes the texture of grass. I've heard too that anything that changes water is also a potential problem since, like grass, it's everywhere in the game and it's always moving. Skyrim, from what I understand, can only utilize so much memory or whatever, no matter how powerful your computer is. My advice would be to take a look at any resource-demanding mods like those that add and/or re-texture plants and trees, and anything that re-textures water. I would also advise you to see if you have anything that alters or overhauls NPCs. In that case, every time you enter a town that's full of NPCs your computer will try to run the changes. It can slow things down to the point of freezing. Not all NPC-changing mods are potentially troublesome. For instance, I use RS Children and I have no trouble even with a pathetic weakling of a computer. But then there really aren't that many kids in Skyrim to begin with, so maybe that's why I'm not having trouble with it. Check out this thread here, it explains things much better than I can: http://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/
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Hi all. What I'm looking for is a decent tutorial that will allow me to create wall art. I can change the dds files in other people's mods just fine, but I'm not at all familiar with Nifskope, which I'm assuming is the tool I'd need. Which brings me to a couple of questions: To make a mesh what tools would I need besides Nifskope? And am I correct in assuming that I just need to clone an existing painting/wall art mesh -- one someone else has made or one from the game -- give it a new instance ID, then add my image to it? Most of the wall art modding I've done up till now has been with the Sims 3. And I've never created a new mesh before, though I do have a copy of Milkshape (just don't know how to use it). In the past, when making custom artwork for the Sims, I used TSR Workshop to clone a base game mesh, then re-colored it (i.e. added a new image) using Photoshop, then re-packaged the whole thing with TSR Workshop again. Is it the same process with Skyrim? Clone a base game mesh, give it a unique ID so the game recognizes it as being something new and standalone, attach a new image to the file, then package it all up again? Thanks in advance!
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Bah. I gave up. I ended scrapping the whole thing and just duplicating an existing cell. Tested it in-game first, to make sure I could COC to it. And it worked. I'd like to know what I did wrong the first time though. If someone reads this who knows, please enlighten me. Edit: Before, I duplicated an existing cell, but deleted everything and tried to build it from scratch. This time, I duplicated an existing cell, and deleted everything EXCEPT the walls, floor, ceiling, and the COC marker that was already there. And it worked. And I have no idea why :/
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Okay, so I tried it with the changes made that I talked about above: editing the information via the cell window, etc. I hope you know what I mean. But...nothing. Doesn't work and I can't figure out why! Is it because my mod isn't navmeshed? Is that it? Do I really need to do the navmeshing if it's just the player character entering the mod? Well, I guess my follower would, like, follow me. So maybe I do need to navmesh. Dang it! I hate how frustrating it is to learn all this technical crap!
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It's both. Unless I'm supposed to do something other than name my plugin. I'm still new to all this. Thanks for your help. Edit: Actually, I duplicated another cell, then renamed it the same name as my plugin. So I think I did that correctly.Edit Edit: I haven't tested it yet, but I realized last night that I forgot to right-click on the name of my mod in the cell view window and set up everything appropriately. That misstep might be why I can't get a COC marder to work. For those reading this that are new to Creation Kit, what I just said makes little sense, I know, but I can't really explain it better without going into a lot of detail. Just suffice it to say that when you duplicate a cell, or create a new cell, you're supposed to set up certain things. This is the video I watched to learn how to do this:
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Hmm, it's not working. I type in LMDStatics, which is what I named my mod, and absolutely nothing happens. I can't figure out why.
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I'm making a test cell and I'd like to include a COC marker, But I don't know how to make it work. Still learning here. Thanks!
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Last night I uninstalled and re-installed Creation Kit (we won't discuss the whys of that stupid decision), and now I can't drag and drop nif files into the object window. Anyone know why? I have a buttload of modder's resources I want to add, and dragging and dropping is so much easier than adding files one at a time. Thanks all! Edit: Never mind. Turns out I had CreationKit.exe set to run as administer. I changed that and now I can drag and drop. See? I told you guys, you're my lucky talisman. If I post a question here I will immediately find the answer I need entirely on my own. Happens every time.
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Yeah, I have a pretty high end computer though, I'll look in to this, thanks for the help!! I thought it was maybe the load order. It might be your load order. I always rely entirely on LOOT for that, and I'm assuming you are as well. I also run Wrye Bash too, and look for any errors it picks up. Again, you're probably already doing that. Even so, you're running some resource gobbling mods, and in my experience, that's what causes freezing problems. I had a mod that beautified Riverwood and you wouldn't believe how stuttery my game got everytime I entered that cell. Getting rid of that mod fixed it. I would take a look at the tutorial I put a link up for, and considering following #6. It too helped with stuttering and freezing. My game runs pretty smooth these days thanks to all those changes I made. I hope this helps. It's frustrating when your game is unplayable. Now, if only I could figure why my game randomly crashes when looting a body...
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Actually, I figured it out. I did basically what I did when adding non-statics as statics: Copied the file path to the nif file of the non-static, then went into the static section, right-clicked in the right hand side of the window, chose "new," gave it a unique name, then pasted the file path into it. This video is what I used to learn this technique: So, in this particular case, I did the same thing, just flipped it. Here's what I did for those who want to know: 1) I added the Lilith Curio Cabinets to the static section in the Object window. I did this with a simple drag-and-drop; the files were added automatically. 2) I double-clicked on the first Curio Cabinet file, while still in the statics section, and copied the file path to the nif file, just like the video explains. 3) I went to the containers section where the Winterhold bookshelf file is, and I made a duplicate of that file. I did this because the curio cabinets were made from the Winterhold bookshelves. 4) I slowly clicked on the duplicate file so I could rename it. Once I renamed it, CK asked if I wanted to create a new file, or something like that. I clicked yes, and a new file was created. 5) I double-clicked on the new file that was just created (the one with the name I gave it), entered in a unique ID (whatever you want it to be, just make sure it's a name that makes sense and that lets you find the file easily later on), clicked edit next to the model section -- the video demonstrates all this, when I got to the correct section (again, see the video), I pasted the file path in that I copied in step #2. And that's pretty much it. I did this with each file, of which there are ten. I also deleted the static files as I didn't need them anymore and certainly didn't want static versions of these cabinets. Now, I'm still new to this so maybe there is an easier way, and maybe I made mistakes. If so, anyone who reads this and sees a problem, please correct me. I won't mind and I'd appreciate the feedback as I'm still trying to learn. I also need to point out something very important. I think this forum is a lucky charm for me. Without fail, if I ask a question here, now matter how stumped I am, I will immediately thereafter find the answer I need, and I'll find it on my own. Every. Single. Time. So don't ever let anyone tell you you're not important, people on this forum, because you are! You are my lucky charm, you guys! :D :dance: Edit: Don't delete the static versions. Apparently that deletes the container/bookshelf version as well. Edit Again: Ignore the previous edit. Deleting the files out of the statics section doesn't remove them from the container section. I just couldn't find the files in the container section so I concluded that they were gone. They weren't. They were hiding. Geez!
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Maaaybe this post doesn't belong here, but I'm going to post this anyway. I've been messing around with the Creation Kit, trying to learn how to add player-created nif files. So far, all I can do is add statics and add non-statics as statics. But I downloaded some bookshelves called "Lilith's Curio Cabinets" found on this page, and I don't know how to import them to CK: http://tesalliance.org/forums/index.php?/topic/5441-development-journal/page-2&do=findComment&comment=85662 The cabinets are actually bookshelves, based on Winterhold bookshelves. Since the shelves aren't statics, and since I want them to actually be used as bookshelves in-game, how would I go about adding them to Creation Kit? I know the shelves need some sort of activator to work, but beyond that, I'm stumped. Thanks in advance!
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You have a number of mods that are overhauls and have features that would put a terrible strain on your graphics card. I, too, encountered something similar to what you are experiencing. I was running Skyrim Flora Overhaul -- among others -- and my frame rate dropped to a crawl, and completely froze if I tried to enter Whiterun. I had to get rid of most of the overhauls, and almost all of the high resolution texture replacers. The textures I'm using are Coverwomen for female skin textures, and Better Males, Better Bodies for male skin textures and for the male bodybuilder mesh. I also use Superior Lore-Friendly Hair, since it makes the Bethesda hair appear soft and shiny, but I'm only running the 1K version. I VERY MUCH recommend the following mod, if you want something better than vanilla textures. In fact, I'd use Bethesda Hi-Res DLC Optimized instead of the High Res texture packs Bethesda released: http://www.nexusmods.com/skyrim/mods/9080/? As for overhauls, your water replacers I think can be a huge problem; the Skyrim world is full of water and water moves. A lot. It takes a lot of your computer's resources to run anything that changes water. The same can be said for grass. Most people have issues when trying to increase the amount of grass in their games. My graphics card is only 1 gig, so I've got to take that into consideration when modding my game. I got rid of Skyrim Flora Overhaul, completely steered clear of anything that changes water, didn't even consider the ones involving blood textures, was really leery of the footprints one since I've read that one can cause issues, went with low resolution textures wherever I could, and used the Bethesda Hi-Res DLC Optimized as my main texture replacer for everything other than player-created armor, hair, skin, and makeup. At the moment I have 188 mods. The vast majority of them are stand-alone armors since I'm a sucker for anything pretty and/or badass looking. I have a few house mods, two or three overhauls and new lands, and a couple of hair packs. My game runs fine. This tutorial has been invaluable. I teaches a way to increase the amount of memory Skyrim can use. Pay particular attention to #6 for that: http://www.nexusmods.com/skyrim/mods/56894/? Good luck and hope this helps!
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Recently I had a problem with crashing right after the Bethesda logo. Of course I knew it meant I had a missing master file, problem was, all the masters I needed were installed. So, after much (muuuuuch) trial and error and swearing and crying, I discovered the problem was Nexus Mod Manager. For some strange reason NMM wasn't registering Skyrim.esm as existing -- as suggested by what I was seeing in my Papyrus error logs. I switched to Mod Manager and my game is stable. For the moment. I'm sure something will go wrong any moment now. :/
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Hopefully someone more experienced than I am can help you, but I would be sure to run LOOT and Wrye Bash. Wrye Bash in particular can tell you if you have missing masters. If that doesn't yield anything useful you can simply try disabling the new mods one at at time to see if those are the problem. Also, awhile ago I had an enormous amount of trouble with crashing right after the Bethesda logo, which, of course, means a missing master file. Turns out Nexus Mod Manager wasn't registering Skyrim.esm as existing. I switched to Mod Manager and haven't had an ounce of trouble since. Of course, now that I've mentioned the fact that my game is stable, it will bork out on me...
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How do I import a modder's resource esp into Creation Kit?
Jimmyjojo replied to Jimmyjojo's topic in Skyrim's Skyrim LE
Duplicate the esp? Alright, I'll try that. Thanks guys! -
I'm new to Creation Kit. So far, all I've done is make a follower for myself using Race Menu and the Creation Kit. So I do know a little about Creation Kit...sort of... Anyway, I'm in love with Jaxonz Positioner and have been having a blast grabbing stuff with it and decorating my houses, and I had this BRILLIANT (lulz) idea that I could make a simple house mod for myself and fill it with some of the great statics I'm finding on this site. That way, the statics would be in my game, and I can grab, and use, any of them anytime with Jaxonz Positioner. Well, the problem is some of the statics I want to use are quite numerous. This one here, for instance, has more than three hundred meshes! http://www.nexusmods.com/skyrim/mods/55158/? Having to manually add them to Creation Kit one-by-one...ugh, nope. Some modder's resources, I noticed, have an esp file. Which I assume is so that you can import the meshes and textures without going to all the bother of doing it manually. But I have no clue how to do this, and I can't find anything, anywhere, that answers my question. I've been Googling for the last three or four hours too, with no luck. So, I'm asking here. Can anyone tell me how I would import an esp for a modder's resource, or at least point me to a tutorial that will help? And not this one, please: http://tesalliance.org/forums/index.php?/tutorials/article/99-using-modders-resources/ there is nothing there that tells me how to handle an esp file. Thanks so much!
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Accidentally moved a wall in Creation Kit - NPC Creating Problem
Jimmyjojo replied to Jimmyjojo's topic in Skyrim's Skyrim LE
The thing is, when I ran LOOT, I never got a warning, and the plugin I created is fine in-game. Also, I ran my plugin through TES5edit, but it didn't save. This makes me think that there were no dirty edits. And yet, I did accidentally move a wall. When that happened, seeing that I couldn't put the wall back, I instead chose a different location to put my NPC. Since I encountered no problems, I'm assuming that everything's okay. Still, I'm paranoid about it. -
Hi all. I've been following this tutorial: http://hubpages.com/hub/Hot-to-Turn-Your-Skyrim-Character-into-a-Follower, and at the end, when you place your new NPC in the world, he says if you accidentally move something, you've created a dirty edit. Weeeell, I accidentally moved something. A wall, actually, in The Sleeping Giant Inn. Couldn't see how to undo what I did, or fix it somehow, so what now? Is this a potential problem? So far, everything is going smoothly. I made my NPC, got him in-game, no issues. But I'm a little worried about potential problems. Thanks much!
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Just wanted to say that if you're using Mod Organizer the nif and dds files will show up in Mod Organizer's overwrite folder.
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This one is cool: http://www.nexusmods.com/skyrim/mods/18940/? And this one: http://www.nexusmods.com/skyrim/mods/31229/? But honestly, I haven't tried either one. My graphics card is on its way out, and these are high resolution armors. I was a bit worried about my pc performance if I used these armors.
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Well now I feel even more stupid. I did what you said and, holy moly, what a surprise! There were my posts! The first time I looked at that page, it looked like it was showing only my posts on the various pages of the mods I use, not here on the forum. Geez! Thanks so much for your help!
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I feel stupid, but I can't figure out how to find my posts on this forum. I posted a question yesterday, but I can't remember where I posted it, and I can't find it. It's embarrassing and annoying that I have to ask this, but it is what it is, I guess. Would love some help and thanks in advance!
