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ThD17gj692

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Everything posted by ThD17gj692

  1. None of my save games for any old or new characters will load. Suddenly stopped loading saves three days ago for no apparent reason. Have started 4 new games since then and could not load any saves. Tried loading downloaded savegames that I have used in the past without success. Skyrim will not load any saves period---just CTD. Skyrim.ini [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. Have no idea where to find the "Warnings.txt". Have run searches in "Users" directory and Game directory without any luck. Tes5Edit doesn't detect any conflicts. Have removed all mods added in the last two weeks---no help. Googled problem but could not find any solutions. Checked my plugins.txt and added Skyrim.esm at the beginning of list---no help. Downloaded from Steam all Skyrim files---no help. Tried loading games using Skyrimlauncher instead of SKSElauncher---no help. My Google searches suggests that even doing a complete new Skyrim install may not solve the problem. Also does not seem to be a load order problem. If anyone knows how to solve this problem please let me know.
  2. Earlier today Skyrim stopped responding to NP5 key which I use for forward motion. All other NumPad keys still work as coded using "Skyrim Key Helper 2000" by crazy-g [http://skyrim.nexusmods.com/mods/88]. Been using NUMPAD to play Skyrim for over a year. SKSE is up-to-date as is Skyrim. Don't use mods that provide extra "hotkeys" or otherwise also use NumPad keys. So far have: 1. Bound NumPad keys again (controlmap.txt). 2. Used another keyboard. 3. Reboot computer 4. Swore a lot. 5. Google search (which brings me here). If any kind soul knows how to fix this problem or can suggest other steps for troubleshooting it, please let me know. (5555555555555555555555) See! It works. Just used "Keyboard Remap FIX by Sebbo_Nation" [http://skyrim.nexusmods.com/mods/5245] and coded my NUMPAD keys from Skyrim's "settings" and the NP5 key now works again for forward motion. Not sure what the difference is between the two methods and have no idea why NP5 suddenly stopped working, but I'm happy that a solution was available.
  3. This is feedback. Nexus is a great site, but some strange things have been happening lately. For about ten days almost every (about 70% or higher) mod I try to download is truncated and I have to request to download the file again; often two more attempts are necessary. Of course this could be a problem with my ISP, but thought it should be reported in case others are having the same problem. Another peculiarity has been occurring sporadically for months. Even though I'm logged in, when I try to open a mod page in a new tab, I get an error message requesting me to log in. This seems to occur most frequently when trying to open an "adult" designated mod page (can't say if it happens exclusively for "adult mods, but it may). The frequency of this happening is low, maybe two or three times a month, so would not have reported it if wasn't also reporting the interrupted file downloads. Thanks for listening
  4. Found a solution to use of Numpad at."] http://www.fileplanet.com/223487/220000/fileinfo/Elder-Scrolls-V:-Skyrim---Hard-Coded-Key-Tweaks-Mod-v1.03/ The program: "Elder Scrolls V: Skyrim - Hard Coded Key Tweaks Mod v3.00" works for me.
  5. Just got Skyrim, fired it up only to discover can't use Numpad to control character movement. Can use Numpad in Fallout and other Bethesda games, but some thoughtless programmer decided to make Skyrim without the abiltity to bind Numpad. Please help if you know how to use Numpad to control movement in Skyrim. Thank you
  6. Mediafire has a limit of 250 MB unless you pay. Windows Live has a limit of 25 GB and its free. I appreciate your willingness to help and maybe you would also benefit if you signed up for Windows Live. For the mean time, I'm unwilling to have another web account that I need to worry about, have enough on my plate, as they say. As for the game, ended up using "setstage" command in console to finish (suggested by robert01). Thanks very much for your offer to help, from the response my question engendered, obviously very few are capable of helping. I sincerely hope you will continue to be one of those who can and does. Best wishes, peter
  7. Sorry, but you shouldn't need permission according to instructions. "Note Anyone can use this link to view the item without signing in to Windows Live."
  8. Hello Blazk, Thanks for your patience. I have zipped my savegame and put it in Windows Live (just used it earlier today, that's why thought of it) https://skydrive.liv...csOEWGrS*6g%24. (As far as using FORUMS or sharing over the net, I'm a complete novice. This is only the second time I've shared a file over the net like this---hope everything works out.) BTW: The quest i need to start is "All or Nothing". WIKI lists "The House Always Wins VIII" as the next quest following "The House Always Wins VII", but "...VIII" does not respond to setstage command, whereas "All of Nothing" did. However, activation of "All or Nothing" via a trigger kindly sent to me by robert01 only got me to Hoover Dam. When tried to activate terminal only Mr. House's pictures appeared on the terminal and could go no further. Will be very interested in what you find. If can correct the loss of player control or come up with a good fix, believe many other members will be interested as well. Kindest regards, peter
  9. Hello Blazk, Thank you for responding to my request for help. Looked through my savegames and all of the ones after reporting to House following El Dorado substation have been written over. Have attached the earliest savegame available, but is before save Kimball. Although WIKI refers to "The House Always Wins VIII" as the next quest in my path, it may actually be "All or Nothing". I should be going to Hoover Dam to power up the Securitron army at the Fort, but at that point lose controls as stated. What tool allows you to read a savegame and analyze it for errors? How do I send you this file? Just received "Error You aren't permitted to upload this kind of file" when tried to attach my savegame.
  10. Can't Start "The House Always Wins VIII." After select dialogue to move onto "The House Always Wins VIII", lose player control (no HUD or reticule, unresponsive to any keys) and can only pivot character with mouse. Can regain control with console command "enableplayercontrols" but this will not allow me to start quest. Have tried using "setstage 0014788b followed by 0, or 01, or 10, or 80, or 200, among others. The command "sqs" returns: Stage 80:0 and Stage 200:0. Need a way to start this quest (on my first play through). Have the same problem with loss of player control when activate ED-E and when first try to enter Gomorrah. In those instances, the "enableplayercontrols" allowed me to continue play, but not in this case. Help will be greatly appreciated.
  11. Googled Gomorrah glitch and found a work around: type into the console "enableplayercontrols" . Courtesy of someone whose handle is XxAtonemenTxX.
  12. Have the same problem. When go through the door, no greeting and can't do anything but turn in place. Something very similar happens when activate ED-E. If anyone knows a fix, please tell us. Googled Gomorrah glitch and found a fix: type into console "enableplayercontrols'. This is from XxAtonemenTxX . It restored control to me at the Gomorrah and when activated ED-E.
  13. Hi simplywayne90, Just wanted to thank you for all your posts to help wannabee modders get started. Much appreciated.
  14. In your situation, I would try the following. Use FOMM's "Package Manager" and select "Create From FOLDER" every Mod that you want to get rid of (then I would use FOMM for all my other Mods as well), then use FOMM to install these mods, which will overwrite the files you want to get rid of. Now just inactivate each of these mods and FOMM should remove all relevant files from your game, plus you now have a FOMOD file of that mod and can add it back to your game whenever you want. Most Mods have the following format: esp or esm file along with meshes and textures folders. May also include sound and menu folders. Examine the original compressed file of the MODs you want to remove to be sure you understand what its structure is. FOMM is the only tool for managing mods if you also need some of its other tools. Otherwise there are other managers that might be to your liking, such as: Butcher Pete - Mod Manager by xatmos [http://www.newvegasnexus.com/downloads/file.php?id=36195] or Mod Organizer by Tannin [http://www.fallout3nexus.com/downloads/file.php?id=16348]. If you want to explore the use of hundreds of mods (over 300 and counting), then you will find a manager is indispensable. FOMM is the most complete (best) but you may find the others have the features your looking for.<br><br>
  15. Thank you all so very much for your dedication to the players and modders of Fallout. Your evolution of FOMM is inspiring in scope and benefit to us all. Would not know what to do without FOMM in its current version and so greatly anticipate the release of the Nexus Client. If you need any more beta testers, please consider me, an average user of mods. Once again, thank you.
  16. FO3 crashes after the "Please Stand By" page is shown. Experienced some kind of CTD and when tried to restart FO3, game wouldn't start. Have been playing FO3 for over a year and the game has never just not started. Have tried to start game with backup copies of "ini" file. Have deactivated last 5 mods added, although FO3 did not crash when these mods were originally added. Have deleted "ini" and "prefsini". Have renamed "meshes" folder so game would use original BSA files. Have copied original Fallout3.exe file from backup folder into active Fallout3 folder. Have checked Nexus Forum for relevant topics. Use: FOMM, FOSE, FO3Edit, and 131 mods. If anyone has an idea how to troubleshoot this problem, please let me know. Use Windows7; did not list my equipment since the game has been running on this machine for over a year. Seems to me something became corrupted, but this is just speculation. Found the problem. Hunter's Ridge mod caused the problem when "companions" were instructed to make the place their new home. Leaving this up on off chance that someone else has similar problem. This is not to be construed as a criticism of "Hunter's Ridge", which is a great place to visit and chill for a while.
  17. After reading comments from others, mine would just be a repeat of the complaints. The new site was not designed with the member in mind. Every thing you want to do is slower, less efficient, and aggravating, since we have something to compare it to. I thought space was wasted in the previous design, but you have managed to redefine "wasted space". Maybe the tweaks and improvements you have mentioned for the future will address all of our concerns, but as you said, the foundation dictates the ultimate capacity and utility of the site and so far all I see is a lot of fluff and no substance [yes, just like my complaint]. As I've said other members have expressed their concerns in greater detail and with more eloquence; I'm hoping my views add weight to the message that you seem to have left out the user in your redesign. Who does it benefit? P.S. Was planning to upgrade to premium, now I'm not.
  18. bethjunkie, thanks for the tip. Discovered that "masterupdate" added 10kB to "RR_Refurbished.esp" in the FO3 Data Folder; changed from 1827kB to 1837kB. When I copied the original "RR_Refurbished.esp" into FO3 Data folder without running "MasterUpdate" I could enter the vault, no problem. I wonder how many other mods are altered by "FO3Edit MasterUpdate?
  19. This is the only mod that I can not get to work. Have resorted to renaming both "Meshes" and "Textures" folders and starting FO3 with just the mods required by RR CompanionsVault Refurbished by FRY1969 [http://www.fallout3n...le.php?id=6686] and still CTD whenever try to enter the vault. Load order: [ ] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] RRCompanionVault.esm [X] Nos' Cosmetic Resource.esm [X] RR5MoreFemales.esm [X] RRGuards.esm [X] F3UmpaAnimation.esp [X] SomePoses.esp [X] RR_Refurbished.esp I have installed about 300 mods and regularly use about 130 during normal play. This particular mod has never worked either on my laptop with XP or my desktop with Win7. Can get inside Vault 1 when "refurbish mod" is not activated. If anyone has an idea how to solve, please let me know. 110804-0837 - FO3Edit revealed that "RR-Refurbished.esp" under "ONAM -Overriden Forms" in "File Header" with only a few exceptions "form 45" through "form 2497" contain errors that could not be resolved. I have no idea what to do to remedy these errors. Once again: HELP.
  20. An exercise in futility...but here goes. Your attempt to explain how to use blender to modify existing armor to fit other body meshes is laudable---we noobies need all the help we can get. Unfortunately, your tutorial only helped through step 4 (with the aid of Ashara's Clothing Tutorial). You do not provide any detail as to how to "massage the armor as necessary" which is the most important part of the process. If we already knew how to do that step, we wouldn't need your help in the first place. The subsequent steps are equally lacking in detail and therefor just as unhelpful. Thanks for making some kind of an effort to help others, but since you obviously know how to use blender for this purpose, it would have been great if you were more forthcoming about the actual process that you have perfected.
  21. Would like to make a new NPC face using GECK. Within the FACEADVANCE section trying to change the options, but as soon as change one to value that I want, the other values that I have entered also change. I checked "Clamp Values" assuming that it would force the new values to be fixed, but the values change with each new entry. Clicking on 'Help' only leads to a page that is devoid of help. Would some kind person please clue me in on how to do what must be a very routine process. Basically, I need a simple tutorial on the fundamentals of creating, saving and transferring faces. I have used 'FaceGen' to extract and transfer faces from saved games. But now I am using SI's 'FaceGen Modeller" and I am trying to manually enter all the parameters [can not afford to buy the fully functional product just to play around for my own amusement]. Thanks for taking the time to read my request.
  22. My FO3 suddenly started freezing when leveling. Read on this forum that Book of Earache might cause this problem for someone else. Removed it and my leveling problems and fast travel problems vanished. I like BOE and maybe this is a coincidence, since had to remove Albino Race as well, but for time being am going to enjoy playing and not crashing. Hope this helps.
  23. You have presented your arguments for a more logical approach to naming mods very clearly. It is definitely needed (creativity without craft is like gasoline without an engine). Also, it would be great if modders would name multiple objects that appear in pipboy inventory with the same prefix (my memory sucks). Good examples are "outfits", "cute" and "SR". One bad example is "combo..." for an article of clothing. I got into the habit of giving every download a prefix based on the categories used by Bethesda; i.e., every armor or outfit mod has the prefix "ARMOR_". I use these prefixes in the titles using FOMM to load and organize the mods. Frequently I change the title of the file to match the title of the esp or esm. You could do the reverse (change the plugin name) but this makes updating slightly awkward. Thanks for clearly expressing the frustrations that many downloaders must have and offering a logical solution. PS. Alpha is used to designate an in-house prototype, which, as you said, is where it should stay. Most of us have trouble resolving issues created by well behaved mods.
  24. Humans have enjoyed some form of theatrical entertainment for thousands of years. Especially during hard times, live theater provides needed distraction from daily concerns. Plus a night out at the theater would be the perfect place to wear the gowns and tuxedos that some modders have created. I envision some kind of quest like an assassination attempt (Lincoln at the Ford's theater), a kidnapping plot or some raiders or muties crashing the party to kill and loot the audience.
  25. Could not add 'Albino Races' and 'Book of Earache' to existing mod list (about 200 total) without crashing when trying to 'fast travel', open doors, or just running in the waste. Read about using Merge function in FO3 Edit. Got a long list of error messages starting with four: "Found a REFR reference, expected: HAIR", followed by a list of over 50 messages like this one: "[0403AE99] <Error: Could not be resolved>". I have systematically removed about 50 mods but continue to get the same error messages. I have no idea if these errors are the source of my crashes since removing the above mentioned mods did not change the merge error messages. If creating a Merge plug-in is necessary, why isn't that part of the boilerplate advise in Readme's? Also, most players who use these mods have encountered conflicts resulting in crashes, yet I can't find a troubleshooting guide anywhere. Occasionally, an author might suggest using Geck to resolve conflicts, but how? Like everyone else, I am extremely grateful that authors of these mods are generous enough to share them with us. I would have stopped playing FO3 six months ago if I had not discovered this site and all the amazing mods available. But I'm sure that everyone can understand my twinge of anxiety every time I have to open a door. If anyone knows of a troubleshooting guide or how to resolve my problem of creating a 'merge plug-in' please let me know. Thanks.
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