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Nazgren

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Everything posted by Nazgren

  1. Hey, I am trying to get to the bottom of a CTD when loading a newly modded save and looking at my papyrus shows a number of errors relating to this file / script Example: [bCF_Quest (81006372)].BCF_Add_Perk_Script.Maintenance() - "C:\Program Files (x86)\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\source\User\BCF_Add_Perk_Script.psc" Line 51[alias PlayerAlias on quest BCF_Quest (81006372)].BCF_PlayerAliasScript.OnPlayerLoadGame() - "C:\Program Files (x86)\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\source\User\BCF_PlayerAliasScript.psc" Line 18[03/20/2018 - 12:07:06PM] error: Cannot call DisableNoWait() on a None object, aborting function call I cannot find this file anywhere in either MO2 mods folder or in the Fallout 4 mod folder itself. Google only finds 2-3 papyrus logs from people wh oare also havign CTD's with this in the log, no results for what mod it is that is trying to access this file or that provides it. Anyone know anything about this? Whole error from load to moment of crash for clarity:
  2. Hey, I am trying to diagnose a CTD on loading a save on a newly modded set up and am thus trying to set up wyre bash to ease any behind the scenes strain and am not managing to get it to work. It runs fine outside of MO2 but inside MO2 i get File is in Use errors when i try to start it, on the second attempt MO2 straight up crashes. Google tells me this is not an unusual problem but i also find reports of people who have gotten it to work and people who have given "workarounds" to make it work but after spending half the day trying to install python i finally managed it now if i try to run it that way then nothing happens, MO2 does the usual lock out while .exe is running and immediately goes back to normal. Does anyone know how i can get it working? Thanks
  3. Hey, Just got around to finishing DAO finally and once i complete the bonus campaigns i will move onto 2 and Inq. To this end i discovered that they use save importing similar to the witcher, which raises some concerns regarding my substantial mod list. I know armor / texture mods and the liek will have absolutely no effect but what about class mods, multiple romance mods, etc? What are peoples experiences with importing modded saves to the future games and even bonus campaigns?
  4. Hi, I am trying to get around the texture mod limit by combining texture mods but am having trouble unpacking them. I have tried bothMod kitchin and W3 Oven but neither seem to work. The only clue i have found as to why is an error that W3 Oven returns: INFO --- Executing Lines --- /c wcc_lite uncook -indir="C:\wc3mods\mods\modGerskin\content" -outdir="C:\wc3mods\uncooked" -imgfmt=tga -skiperrors INFO --- Started Uncooking --- [2017.09.02 20:27:59][Error][Assertion] Assertion Failed: (i >= 0) && (i < (Int32)m_size)Array: Out of bounds. Cannot access item 106 as the array is only size 106 This is very bad as the program could be about to write to invalid memory location 0000019FA9E84F50s:\perforce\mainlava\dev\src\common\core\dynarray.h(812) Can anyone tell me what this means? Full debug info is in the spoiler belowThanks
  5. Hi, Am trying to get a modded witcher 3 with all dlc set up to run. Am using NMM, mod list from first try was: Through trial and error by enabling mods i was able to get the game to start without full exp and improved creature loot installed. I decided to try installing Always full XP again to confirm that it was these 2 and because it is a mod i would like to have running and the game once again failed to start. I re-disabled it but this time the game would not start. Repeated tries all fail. When i try to start the game it sits as a process using a small % of CPU and memory but nothing more. I get the impression that continuing to try disabling and re-enabling at random would have me running around in circles as the game randomly starts and fails to start as the mod list changes. Does anyone have any ideas that i might have missed to help get the game running?
  6. Hi, When i start up Fallout 3 through steam the game loads and runs properly. However if i load the game through Mod Organiser with a completely clean profile, no mods, etc and the inis are a copy and paste of the ini's in my documents, all keyboard and mouse input is disabled. I googled but this seems to be a new problem. Any ideas?
  7. Hi, I have recently picked up the game again with the Class and Specialisation mod, playing as a warlock, a melee spell caster hybrid and am currently using an Axe and a Dagger. The Dual wield skill tree is not available to the warlock class but I would really like to be able to use 2 main hand weapons. Does anyone know if I can unlock the dual wield tree through one of the specialisations or if I can add the tree by editing mod files. If push comes to shove I would consider adding the perk via the console if it's possible, but that would be a last resort. Thanks Edit: I've done some research and it seems fully possible to add weapon talent trees to a custom class. I am rooting around inside the toolkit but i am utterly out of my depth and the tutorials on the wiki aren't much help could anyone give me some pointers?
  8. Hi, As per the title i have 6 files merged with Script Merger. These consist of 2 Scripts and 4 Text files. These are: 1. game\gameplay\damage\damageManagerProcessor.ws - Enhancement System Full / Ultra Gore 2 2. game\player\playerWitcher.ws - Enhancement System Full / Map Quest Objectives Full 3. dlc\ep1\data\gameplay\items\def_item_weapons.xml - Enhancement System HoS / Scabbards 4. dlc\ep1\data\gameplay\items_plus\def_item_weapons.xml - Enhancement System HoS / Scabbards 5. gameplay\items\def_loot_monsters.xml - Enhancement System Full / ICL 6. gameplay\items_plus\def_loot_monsters.xml - Enhancement System Full / ICL When i put the Merged Mod in my mods folder the game hangs as a background process, as soon as i remove the folder the games script engine runs as normal, but of course stops on the scripts conflicts. My admittedly sparse Witcher 3 modding knowledge would lead me to believe that one of the edits i have made is preventing the game from loading. I would hazard a guess that it is one of the two Script files as the Bundled Text is largely loot tables and item stats. Is there any way to know which of the two is likely to be causing the crash and is there any alternative to simply getting my hands dirty and trying to find the problem by rooting through the code? thanks Edit: I did some testing, by removing the two merged scripts. When i hit the script error message i put the scripts back in and retried. This time the game actually loaded but as soon as it went to load into a new game i hit an ILS.
  9. Hi, Searching on google gives me a mixed bag of people saying that using visual only mods such as reshade and igp11 either will or will not result in a soft ban, depending on the person posting. These are the only 2 mods i would consider using. Reshade because it makes everything better and igp11 because what the game considers to be RGB 255 (white) haircolour is actually RGB 100-130 (Dark Grey) Thus i have used igp11 to sort the gamma / saturation issue on hair allowing for brighter hair. However my desire to play online obviously beats my desire for white hair and thus have no desire to be banned, soft or otherwise. Since Bandai Namco forums have yet to send a forum activation email since i registered ther 2 days ago this seems liek the next best place to ask. the EULA for DS3 from what i could tell only forbids mods that change the game experience. I do not believe either of these 2 mods qualify but i could be wrong. Any help?
  10. Hi, As per the title, When i load Witcher 3 through NMM it does not appear on my steam which simply shows me as being online. This locks me out of cloud saving most notably (i had a simmilar issue with Witcher 2 which meant that when i mvoed to W3 and deleted W2 my saves were permanently deleted) but also stuff like achievements and steam community. Is this a common issue or is it a bug?
  11. With the *supposed* and by no means confirmed overhaul to 64 bit much of skyrims memory system, papyrus, etc will hopefully be much improved. Without having tried changing the settings for uGrids in fallout 4 I am unsure of how big of a difference it has made there and any testing results will likely be affected by the gsmes stability issues. Therefore, how big of a difference do you think 64 bit will make for skyrim if it is 64bit? Will 9 uGrids and higher become stable or will papyrus, etc still implode and cause npc's to spawn dead and other undesirable effects?
  12. I have tried with no hair mods installed. It still happens.
  13. Hi, As pictured below i am having an issue with my Hair colours, specifically Bleached and other variations of White hair colours. No matter where the colour came from, be it Vanilla or modded, or what hairstyle is in use, the hair appears with extremely noticeable black streaks. Does anyone know what could be causing this? http://i1240.photobucket.com/albums/gg498/nazgren/Hair%20Issue_zpscl8ady53.jpg
  14. I saw that mod, but I'm not convinced it's what I'm after. From the looks of it it just allows me to simultaneously track every quest in my log, but what I want is to be able to see where every quest I have not accepted yet is, can the mod do that?
  15. Hi, Is there a mod that shows the yellow exclamation marker for all available quests, not just the ones that I have discovered?
  16. That's because Bethesda's coding abilities haven't improved since morrowind. Same engine, same shitty scripting, very little improvement in graphics, same terrible memory allocation, same terrible post processing. They were good enough for morrowind, oblivion and fallout 3, but since then they haven't improved on anything really. The only major step forward they have made since morrowind was to make a game 64 bit, years after every over dev, including indies. They haven't done anything new since then, nothing innovative or inspired. What does it say about a dev when major aspects of a game have to be recoded by modders to make the game even function? They still have the backwards mentality of making a game for console and porting it to PC as well, when anyone with half a brain cell would do it the other way around. Until they sort all of the above I'm not going to buy another one of there games. There's nothing skyrim does that W3 can't do better.
  17. You surely CAN'T go from Riften to Markarth with no loading screens in Skyrim mate. As soon as you approach Riften city gate you get a loading screen to transfer you from Riften space to Skyrim space. Skyrim is not a fully open world in that respect if you take presence of loading screens as a criteria. :EDIT: Ninja'd above! I'll just leave this here... http://www.nexusmods.com/skyrim/mods/8058/?
  18. Hi, I am Starting Witcher 3 and after setting up mods, etc, I import my witcher 2 save and start the game, after the first cinematic with the battle and (who i assume to be, first time playing) Yennefer the game goes into an infinite loading screen. My mod list is here: I used the Script merger and *hopefully* resolved the conflicts correctly but i am still new to Witcher 3 modding, so i may have made some stupid mistake somewhere. The script merger lists a number of files as being "Bundle Content - Unsupported", is this likely to be an issue? It consists entirely of mods conflicting with Increased LOD, Will they overwrite one another or will i need to sort it myself?
  19. i7-6700k Asus ROG Z170 Maximus VIII Hero EVGA GTX Titan X Superclocked Kingston HyperX Predator 12GB DDR4 3000mhz Samsung 850 Pro 1tb Have said a few times now that I am using it. OK, so your problem is ENB related. Something about the ENB setup isn't interacting well with your system. You'll need to find out what configuration lets you run the game without breaking the opening cart scene and then everything will probably run smoothly too. It's entirely possible that it's the overclocking that's causing you the problems.No it isn't, I said even with a default set up, no ENB, no mods, etc, just loading from launcher it still happens.
  20. Definately not that, its a new SSD. If i play it without AS-LAL i get the cart glitch, i have no choice but to start it with that. It runs at 1920 x 1080 with only the 3 listed mods at above 60FPS, but ENB knocks it down to about 30FPS. The INI's should only have the changes neccesary to allow ENB to work but I will check them later. An overclocked Titan x should be able to run the game with an ENB. The ENB is not the issue here, something else is. There are people with equal to or lesser systems then mine that get better performance with higher graphics then I am currently getting. Edit: Ok, with no ENB and at 3840 x 2160 and otherwise default inis i got a solid 60 FPS even with the cart spinning out of control. However, when i go to close the game skyrim crashes and i ge this error: According to Microsoft this is a buffer overflow exception error. Anyone have any idea what could be causing this?
  21. This is the thing though, I have an overclocked Titan X. an ENB shouldn't bother my system in the slightest. Thats not the current issue however, my seemingly water everwhere on a virtually completely clean set up is. edit: For whatever reason re-installing the ENB fixed the water issue. But now even at 1080 res im getting about 50FPS. if i set it to 3840 x 2160 i go down to 30 FPS. At either setting Skyrim Performance Monitor says my system isn't breaking a sweat.
  22. I dont think i was getting 60FPS even at 1080 with ENB, i think it was about 30 so 10 fps higher. IIRC from the post the Bethesda employee made about papyrus edits in the INIs a lower framerate is better because it gives the scripts more time to do there thing. I am currently reinstalling skyrim in case at some point as unlikely as it may be MO may have messed with my installation as i noticed files in there that should not be that came from mods, so will slowly build on that from there and see what sort of script latency / framerate i get. Edit: With a fresh install skyrim is still completely f****d. I set it to 1920 x 1080 on ultra, otherwise all default inis, no ENB, just SKSE. I start the game and the carriagaes bugged out, 5 times in a row so its not a one off thing. I start it through MO to use AS_LAL and the animals are working (i think it was caused by FNIS) now at solid 60fps and script latency averaging 25, however i also get the water splashing noise play when i run over land, i teleport slightly into the air, put away my fists and the about 10yards in front of me goes solid green. all of this happens for about a fraction of a second and stops, this repeats every 1-2 miliseconds while my character moves, so the sound and green screen is going like a machiengun when i walk. It is also visibly happening to the animals as well, most noticeable the jumping into the air. I also seem to have some form of slow fall. All of the above is obviously reminiscent of being in the water, so the game seems to think that i am in the water whenever i am moving intermittently but at an extremely rapid pace. I remind you, this is a clean install and with MO only SkyUI, Convenient Horses and AS-LAL. I'm starting the lose my patience now.
  23. Ok, i tried again with just Skyui, CH and AS-LAL and realvision ENB, i went for outlaw in the wilds, which put me in the cave outside Riverwood. I went outside and hte animals were still non-functional. I punched a wolf to daeth and the next highest script latency result was 900ms. This isnt a mod issue. WTH is going on? Here is my Skyrim ini: Here is Skyrim Prefs: Can anyone see any issues in these? edit: tried turning off hyperthreading, no improvement, so thats not the issue. Ok, i've worked it out. Its screen resolution. I dropped my res from 3840 x 2160 to 1920 x 1080 and my script latency halved. I even set it back to 4k to ensure it was this. Why would increasing screen resolution cause scipt latency?
  24. Sounds like your actor scripts might be being overloaded. Mods like Immersive Citizens - AI overhaul and Wet and Cold are probably pushing your system to its limits. Use Convenient horses, etc to test your script latency.
  25. I have kept them at the default except for the fUpdateBudgetMS which i set to 2 as the Skyrim Stability guide says it may help in script heavy set ups. My framerate is about ~15-20 according to ENB. However it was like this before i installed my scripted mods (i had only Skyrim mod Combiner installed), im not sure what is causing it to report it being that low but i am pretty sure its off, my system is more then capable of handling what little graphics mods it has. I do not believe it is actually 15-20 fps as it looks much smoother then that. Like i said, the only visible issue with the game is the fact that the animals are statues, I'm sure theres more issues under the surface but i have yet to encounter them. From what i have gathered low framerate can help with script heavy set ups but it does not seem to be enough I am measuring script latency with the Convenient Horses tool. I have also got Jaxonz Diagnostics but i cant make heads or tails of it. Since starting i have disabled aprox. 8 .esp's worth of script heavy mods, including Wet and cold, Civil war Overhaul, Hunterborn, Skyrim immersion mod, camera directed head tracking and others. I have seen little improvement. I will try working my way up through the mods list and seeing what happens. As you can see a huge amount of gameplay is sitting deactivated in my MO folder. If there is an underlying issue somewhere i would much prefer to fix that then lose all my gameplay mods. Edit: Even with just SkyUI, AS-LAL and Convenient Horses my script latency is still 70-80. Is this normal? Does having papyrus logging make a big difference?
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