-
Posts
15 -
Joined
-
Last visited
Everything posted by edbgarcia
-
For what it matters after a long time, I learned that the slider availability is based on the skeleton you are using, the more complex the skeleton the more slider options you get. Hope this helps
-
I would suggest to get from Nexus the SaveTool application, you have no idea of how many disasters it has saved me from. Hope this help, there is a great u-tube video on the tool and how to use as well
-
I would prefer to be paid by the person who gave me the contract, seems cleaner to me. I can see where the hiring authority is acting in behalf of someone else, and thus payment could be deflected to the someone else; I could see this later situation have interesting side events such as the steward of the other zone refusing to acknowledge the activity, since he did not contracted for it. Ed
-
I will confess "Loot" is my friend here... I as a practice uninstall via Nexus Mod Organizer the old version, then go to LOOT to see if there are any and who - other mods dependent on the one I plan to update. I LOOT shows me errors, they indicate which mods depends on the mod I just removed, and I write their names on a piece of a paper, return to Mod Organizer and uninstall them (not delete them). Then back to LOOT to see if my removing of additional mods resulted with more mods going bunkers, which would be added to my list and uninstalled. Eventually when LOOT gives me the OK, I go to the game, and once inside I wait for JAXOM's MCM Kicker to report to me it has done its job and later I see the report on how many MCM menus have been registered. Once those basic checks are done, I proceed to make a "clean" or "baseline" save, and exit the game. Once the above accomplished, I install the new update only. Then I go to LOOT so it can check it out and of course always use LOOT to sort the load order, very important for a good stable playing game. Once inside the game, I wait for JAXOMS announcement and the SKY UI report on number of registered mods. Then I go to MCM and check the mod settings and proceed to set them up, this is assuming if the mod has an MCM menu to register, if not just try doing something that the mod would do something and see if it works. If all is fine, then I save the game in a new file in preparation on reactivating the other disabled mods. Once back on Mod Organizer, I rifle down my list of mods I disabled and re-activate them. After re-activating the mods, its time to go to LOOT for a final verification that all mods are appropriately supported, and make very sure to have LOOT sort the loading order, just in case. Start the game, and once inside, be patient, let JAXOM boot start mods in MCM, and let SKI UI report the status; you may want to revisit the MCM settings for each mod just as a precaution. Enjoy game :<) PS: if you are using mods that require FNIS, make sure to always update FNIS before starting the game Ed
-
Mmm... You may be having a mod compatibility problem, which prevents the script from kicking-on, I have found Dragonborn to be very touchy to other mods, if you have mods that change the map itself, or add activities at random times such as "defeat" you will certainly get messed-up. I would suggest to take a look at the mods you have in MCM and disable any that perhaps could relate to Dragonborn activities, and once you got past the hurdle, go back an re-activate them. Good Luck Bud Ed
-
Greetings: I noted while playing that if I was standing behind a rock, obviously hoping it would grant me cover and thus make me harder at being struck by ranged attacks (spells or missile), when I would shoot from a bow or casted a destruction spell to a target downhill, it would appear to strike the object before me, despite that it may have only gone as high as my waist. I further experimented, and noted a small stone hardly higher than my ankles would block my arrow or spell shot. Is it my imagination? Then I noticed, when shooting at a target up a flight of steps, while their body is mostly visible, when firing, I would hit the steps just in front of me as if the shot originated at my feet, am I wrong or is this bug? If it is a bug, is there some fix? Or perhaps a game setting? Thank you Ed
-
Is there a way to reset Fortify Enchanting
edbgarcia replied to edbgarcia's topic in Skyrim's Skyrim LE
Gonna try it, thank you Ed -
Is there a way to reset Fortify Enchanting
edbgarcia replied to edbgarcia's topic in Skyrim's Skyrim LE
Perraine, thank you for the observation, ironically I never thought to check for some kind of standing effect that may be spinning my fortify enchanting out of orbit, so I rushed to the game and looked, to my sadness there were no effects present that could impact the performance of fortify enchanting. With regards to player.modav I got a syntax error, I need an "AV" to go with it, such as the word enchanting, which would modify my value for my crafting skill in this example; what I do not know what is the word I need for fortify enchanting, any ideas? Thank you, very much, I learned another thing to do when checking when things go bump in the night...he he he Ed -
The only one that could be suspect, is ESF Aela, have you notice if she is near you when you crash? Another one that could possibly impact you is Interesting NPCs, where maybe a script interfere with a game stock quest starter? I know, I am shooting blind, but from the provided the list these are the only ones in my experience that could remotely or possibly could cause and issue Hope this helps some Ed
-
Hi: I do not know how it happened, but after getting a real sweet drop "Goldbrand" a beautiful looking sword, I decided to enchant it and make it my main weapon for it looked so cool. When I went to the Arcane Table, I noted I was getting some pretty wacky values, and checked my value for Fortify Enchanting, instead of being the 25% I normally have it showed 2,285,898; obviously the data became corrupted yet have no idea when or how it happened. With that in the background, I thought ok, lets use the console command and remove all the enchanting perks and drop my enchanting skill to 0; thus hoping it would force the game to recalculate my fortify enchanting and thus fix the bad data value. To make sure the change took, I even exited the game and returned after of course doing an ESC, followed by save, new save. When I came back, my enchanting skill was still 2,285,898. I had no crafting gear on me, but still to be sure, I unequipped everything I was wearing and once more tried the Arcane table, still 2,285,898. Now I am beginning to feel challenged beyond my game experience, and I figured, if I drink a fortifying enchanting potion it would raise my fortify enchanting and thus force the game to recomputed my ability and then once more after it wore out, it would recalculate my new fortify enchanting, once again nothing changed and received the 2,285,898 value. Then it occurred to me, ok, console command time for the win, I knew that player.setav is used to set values, such as player.setav dragonsouls 20, which sets my characters available dragonsouls to 20 for use to unlock shouts, so far so good. But to be sure I would not really break the game, although I had made a special save as a precaution, I did the player.getav command to get a value while looking for the infamous 2,285,898. To my annoyance, I tried player.getav fortify_enchanting - did not work, tried player.getav "fortify enchanting" - no luck, tried player.getav "fortify_enchanting" - yeah no luck. So I figure the code name for fortify enchanting is some weird mystic name that I could not possibly guess in a million years. Perhaps someone knows how and tell me how to querry the system to get the name I need for the setav command, or easier for me: just give it to me. Or perhaps there is another way to fix it, besides dumping the alt and starting all over. I thank you all for any help on this Ed
-
it is really tough to get load orders right by hand, I recommend you download and install LOOT, trust me you will never regret it and bless the day you did. Also LOOT checks for mod incompatibilities and mods who are missing requirements to operate so you can get those fixed before you try to run the game that otherwise would just crash when you try to run them. Hope this helps Ed
-
Mmm... I had that issue at one time, and discovered that I had installed several upgrade mods for Whiterun such as more lighting, more vegetation, better buildings, more people and what not and they wound up conflicting with each other. I dumped them all but one and my crashes stopped. To be honest I was happy with the one that greened Whiterun some and did not spent the energy to figure which two were conflicting with each other. Also beware of city and terrain changers, for at times they conflict with placement of your character by quests and you will end up with a game crash. Hope this helps Ed
-
Mmm... Perhaps it is not the number of mods, but a mod itself that is missing a pre-requisite mod to enable it. I have close to 200 mods in my system and it is running quite stable, especially after installing all of the Unofficial patches. I urge you to install "LOOT" on your desktop and run it, it is very, very trustworthy. Loot will in general optimize your load order, which is a big thing in this game, but it will also flag for you those mods that have issues with missing pre-requisite mods with a red background, and thus because of that missing requirement you will get a game crash as you try to load the game every time. Some things to be aware of that many mods today require SKSE, or SKYUI or a specific version of SKYRIM V or CCBE or HDT or FNIS. I recommend loot and identify the mods that are having issues, go back to steam or nexus were you got the mod and carefully read the requirements section within the description of the mod and then go after them and install; once again use LOOT to ensure you have the best load order and to verify you did indeed fix the pre-requisite issue with your mod. The other less palatable choice is to simply remove the mods highlighted in red by LOOT. For game stability, once you got in, you need to be very, very, very careful with mods that change city layouts for they often move structures to different places, put things were once there was open space and then when you playing a quest and it tries to send you to a place only to game crash because where you were supposed to go no longer exists or something is already there. One to be very careful is the one were it upgraded Whiterun, puts a map marker to the companions place, which sadly slightly moves the building which has the effect of you can enter, but you will crash upon trying to exit... Another mod to really be careful is the one that upgrades Helgen, that will really ruin your day when you try to start a new character, good practice hint for you if you plan to make multiple characters. Once you get to the portion after the wooz runs away and gets arrowed down, and just before you get addressed next, make sure to do a console save "~" and type "Save Character_001" with out the quotes, so when you are ready to make another alt, then just load the Character_001 file and bingo! you skipped the whole cart thing. By the way, if LOOT marks something with a yellow background it is really not an issue to worry, but may cause on occasion a game crash, so need to panic and then try to figure how to use TES5EDIT; you need only address the red back ground ones. Incidentally my system has a GTX 750 with 4GB memory, 16 GB memory and runs the game splendidly in reasonably high definition (I can see individual leaves on trees) with no FPS issues, the CPU is not that high tech either; so do not panic over your rig, I would suggest to make sure your firewall and virus scanner knows this game is trusted and make sure your system is not updating patches or downloading them, also check for other programs not running in the background, lastly do a virus check to make sure you do not have infection just for good measure. Hope this helps Ed
-
Hi: I do not know how it occurred, but when I mouse over fortify enchant in my arcane table it gives me some horribly large number in the millions, instead of the humble 25. I tried to correct it by turning off all the enchanting perks and reducing my enchanting skill to 0 via the console commands, exited the game and returned, but the data at the arcane table remained corrupted. I suspect, I could use a player.forceav command, but I can not find what the word/variable for fortify enchanting is, I did a getav for enchanting, and it gave me my actual enchanting skill level, I also did a getav for enchantingpowermod and gave me a zero (I am new at this and have no idea what power mods are), yet I can't figure what to use (I tried fortifyenchanting, fortify_enchanting, "fortify enchanting with no love). Any ideas or recommendations on how to fix this? I sadly did not retain an older save where this was not an issue since I recently noticed the aberration... Thank youi Ed
-
In response to post #28932379. Greetings I accepted the update, said yes to give it a go for organizing and crossed my fingers. Immediately after I went thru loot, and then FNIS to complete the sequence With my heart beating fast, I engaged the game and then SKSE and waited Game loaded cleanly and without incident, so far so good, JACKSOM initiation followed on and my 21 MCM loaded, once more without incident. Now to play the game, and try all 21 MCM modules to see if they were actually working, no problems all worked as well as they had before the change. I played the game for about an hour and could not find anything running different. So I fortunately had no issues with it, but when I returned to NMM and studied what had been loaded and what had not. To much to my surprise many files I had once had loaded, were greyed out, which in Interpreted as not installed. So began the process of understanding how come these files did not load. To my not so much of a surprise, all the files that I had time to check that were grey, upon research, were mods that had already been incorporated as part of another major or less minor mod. This in fact produce a bit of satisfaction, but I would admit at initially feeling terror at seeing so many greyed out files with some being armors I had installed on some of my alts. So to be sure, I re-entered the game and loaded all the alts I had with the greyed out armors, and they loaded fine with the armors as I had intended, and after a little checking those files had been superseded by another mod. At the moment, the only set of files I had not tracked why they did not lowed was my battery of Better Females by Bella mods, while in game I can tell these mods are active, I can't find yet who is the "mother" file that is providing for them. Guess from my part, from reading other folk's experience, I just got lucky or I did something right which pretty much is luck again, he he he But for the record, the upgrade was flawless on my part