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Posts posted by Deleted1932859User
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i have just been pulling my hair out with similar CTD's however definitely at Cambridge Police Station.
after disabling all mods, reverting temporarily to vanilla mesh assets and only having Fallout4.esm ticked
i was thinking it will be one of my nifskope nif mashups with errors as my game is modded excessively
still crashed!
moved my signage folder (textures this time) out of the game and that was it.
a wrong sized texture CTD'd the game lol
never had that before ever, even Skyrim would just display it incorrectly but not FO4! we must crash to desktop yesss.... :P
anyways, its working now..
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In response to post #37294945.same for me, practically no issue whatsoever..darthtrevhat wrote: I just got to say, I feel so lucky; I haven’t had much of a problem. I got the usual “Mods missing” message after the update, but I updated the NMM and all is good. I even created a Bethesdanet account after the NMM update and everything is still working. Am I wrong or are most of the major issues being caused by the F4SE?
and i have f4se and have had no issue
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edit.ignore.
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Post Highest Video Memory Usage in Skyrim
GPU-Z tells us how much memory is used (GPU + Shared)
Would like to hear from people with 4 - 12 GB Cards
if you have 4GB cards, what's the performance like when it tops out?
thanks
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player.addfac 0002c6c8 1 worked for me thanks!
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my thirst for Skyrim in a modern age is quenched by GTA-V, now modding tools are released..
i wonder if GTA-V's success has now pushed Beth to get back on track with FO4
but i love the easy easy modding + good performance with the DX9 engine,
also with the amazing extensive ENB effects we currently have with Skyrim.
i just hope Beth keep the same accessibility for FO4 modding and don't go too crazy with the game engine
basically i'm saying, make FO4 with this Skyrim engine so we can transfer already created community assets for mega mega mods in FO4 :P
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cannot save my hotfile image for my latest mod, all else works fineService Unavailablewhenever i clck "save"works now. finally kicked ini was wrong that was the background imagesetting a hotfile image fails everytime, tried other browsers - still same issueRESOLVED
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its not auto toc, its TOCBinUpdater.
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1st off, don't get "texmod" and "texplorer" words mixed up - we may get confused :tongue:
i'm assuming the Texplorer scan went fine with no errors (no modified content errors?)
try simple things,
- when 1st opening ME3Explorer everytime "set Known Path" in options tab
- when 1st opening ME3Explorer everytime after "set Known Path", run TOCBINUPDATER (doesnt matter if no updates, i just do it anyways)
- if you scanned the DLC in initial texplorer scan then get the DLC fix
- turn off Origin Updates!
- always check the DEBUG LOG for errors when installing mods
- rename your ME3 BACKUP, important! may get mixed up when tools are installing mods.
don't wait for an hour on the check, its a few seconds or minutes max - something went wrong :tongue:
next best guess is to head to ME3Explorer forums and check the knowledge base for any further help
don't panic, it's generally something you could have missed and its resolvable.
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press shift + enter and look at the options.
there is an option to limit fps, just look.
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aha! ok fore! - i bet you're sick of explaining that :smile:
thank you for reinforcing the path i need to head politely.
while typing this fore, i clicked on your "You are a modder, and interested in Behaviors? Download FNIS for Modders Documentation"
but the file is hidden, can you check on that - otherwise i'll do the google..
edit: found CondenseBehavior tool, but it will be a while to get my head around this atm.
edit2: UPLOADED FILE (assets + torch/1h/2h)
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Thank you fore,
it seems we already have the animations, but using torch animations interferes with torch scripts (only out at night hours, randomly empty hand bug, swooping pick up animation etc)
my question (to any modder): is it possible to still use these animations for the sign without interfering with vanilla torches (somehow)
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http://oi59.tinypic.com/mmbyb7.jpg
REQUESTING ANIMATOR OR SCRIPTER TO HELP ADD "HOLD SIGN" ANIMATION
- utilise current torch animations but with a script to equip them in correct manner
- (or) Animation modder to create own "hold torch" animation
ASSETS CREATED BY jet4571 by my request. (huge thanks to jet4571)
http://www.nexusmods.com/skyrim/users/2811323/
Additional mod used in screenshot:
Hold Your Torch Higher by robiehn
http://www.nexusmods.com/skyrim/mods/33249/?
credits will mainly go to jet4571 and the modder to help us finish the project :smile:
SIGNAGE BETA FOR MODDERS - Contains torch sign, 1 handed sign and 2 handed sign weapons
https://mega.co.nz/#!bM1ymK5Y!LK9g39SjTWjrfsD2DvVpOn2DCrj_WFzD1HVevRkOtKQ
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well you're doing the correct procedure, i had something similar and reverting back to a cleaner save with the same mods fixed it.
but ensure your load order is correct, shuffling midplay can be a cause for the scripting to go nuts.
i have 191 active plugins and my load order exactly matches BOSS except for 1 quirky follower plugin.
try and set your load order to boss and go back to a save that has safe sized log (5mb or less)
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ouch thats bad
start a new game (use alternate start mod) and play for 5 mins for testing, save quit - then check how big your papyrus log is then
the log size can be between 200kb and 5mb depending how many script errors.
mines about 1mb after several hours of play with 200 mods
sounds like your saves are corrupt.
the log opens with notepad, but don't attempt it with file that big (bad bad)
surely your savegames are bloating as well?
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if you have a Creative Audigy or similar the issue is Win7/8 + older Creative cards due to the changed sound processing.
SET SPDIF as Default Device , even if you don't use it.
continue with using analogue output - all works perfect after that
but no matter what, Skyrim has low volume for whatever reason (on any soundcard compared to other games)
i used DFX to boost the volume - all is good.
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use windows default drivers not creative - how can you go from Sound Card to onboard crappy sound :P
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Alright, here's what I got:
1) Delete Data\meshes\animationdatasinglefile.txt
2) Delete Data\meshes\animationsetdatasinglefile.txt
3) Rename Data\meshes\actors\character to something else: "character-deleted" for example.
-In these three steps you will fix:
1) 1st person crossbow animation
2) 3rd person crossbow animation
3) Gargoyle animations (and I assume other creatures as well)
4) Horse combat animations (need to test that)
5) Probably not get to use animation mods (maybe not custom races either, but don't know)
This should make you're game work fine without having to kill off all of your mods and reinstall everything. :D
Thanks for this post (even though it's a year old),
deleting animationdatasinglefile.txt and animationsetdatasinglefile.txt resolved my animation bugs.
+k
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we didn't come here for green glass did we? :P
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I have a 6950 2G on Win8 x64 and i DO NOT recommend using AMD_Catalyst_13.2_Beta7 as bad issues with skyrim (mesh tearing, stuttering, freezing )
reverted back to 13.1, all fine.
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ah cool, glad its a global issue... yeh same.
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i have realised my issue was a bug where the player could turn transparent when a particular companion used magic in battle.
according to UESPWiki, an npc from Winterhold College - cant remember which one atm
so yeh..
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I just had this issue, so i'll update this older thread with easy fix.
Player transparent (random bug?)
console and click on player/npc
"setactoralpha 1" and save game.
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steve, your a legend. thanks heaps... :thumbsup:
Help! Frosty error: Object reference not set to an instance of an object
in Discussion
Posted
SoundMixer.exe is a virus.