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Norstaera

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Everything posted by Norstaera

  1. Hmm, before I updated my game to run in shell mode, I did try changing the properties of the Black Tree Gaming folder and Vortex subfolder so that users had full control. I also changed the vortex.exe properties to give application packages full control. That didn't work so I tried running in shell. Maybe it's a combination of these changes that did the trick? Sorry you're still having problems.
  2. Try running your game in shell mode. I made that change, launched from Vortex just fine. Then I closed game and Vortex, re-opened Vortex and was able to launch game again. If you don't already know, look at the game icon on your dashboard. Click the 3 dots and select 'edit'. In the bottom left section of the dialog box you should see the opton to run in shell mode. Turn it on. Save. For the record, I didn't have any problems loading my auxiliary programs (if that's the right word): FNIS, Bodyslide, LOOT, SSEdit, and Creation Kit. It was only the game. And I also have Windows 10.
  3. I know this is an issue, whenever you change your character's appearance in Racemenu your game is saved in a new character slot. My single dragonborn playthrough is saved among 5 or 6 different character slots so that I can't see the history of my gameplay (much less manage my saves effectively) in one screen. Yes, I can select the option to see all characters, but that is still not very satisfactory. Has anybody come up with a way to combine/connect these saves so they properly belong to one character?
  4. Did you ever find out how to remove the animation? I would also like to know how to do this. I like most of the animations in a pack, but a few are not to my taste and I would rather remove them and free up space for others. Thank you.
  5. An update of sorts: I started 3 games with all mods installed I planned to use for each game (Mod Organizer, different profiles). No updates or mods added later except one game where I couldn't add the mod until I started a game. That one I installed as soon as I could make a hard save. I am happy to report that I have no blurry tattoos, random blackface, or random greyface. Any issues of the sort have been related to specific mods. I can't say that was my issue, but I can say that since it seems to be working I will do the same for future games - no matter how tempting it is to add or update.
  6. This is not a fix, exactly, but something I noticed in my last 3 games. (None are finished of course, that may happen next decade). No blackface, no greyface (except where a particular mod has the issue), and no fuzzy tattoo textures. At least, if I ever had the blackface issue in one of these games it's so long ago that I don't remember. What did I do? I started 2 of these games with all the mods I planned to use and didn't update. The other game I started with all that I could, and added the last mod(s) while I was still in Helgen. One game was the vanilla start and the other two were ASLAL. That's it. I can't say that doing this solves all these texture problems, just that I haven't had any so far. When I was having CTD and other issues not related to textures or blackface, somebody informed me that because of the way scripts are baked(?) into the game at the beginning, adding or updating mods afterwards can cause problems. Not adding mods or updating mods in=game seems to be working and only recently did I realize that the random blackface and other texture issues are no longer present. Tempting as it is to add or update, I'm going to avoid doing so - at least until I can finally finish the main campaign. Maybe this will help somebody else.
  7. I tried submitting this through the Vortex feedback mechanism. Seeming Mod Count discrepancy.For Skyrim SE, the dashboard showed 6 active mods but I only have 5 enabled. One I installed today. Before submitting my Feedback, I decided to check my DA2 mod count. It was accurate and I switched back. NOW, my Skyrim SE mod count is accurate.It may not be a big thing, but I was surprised that the dashboard or profile info didn't update w/o having to switch games (or presumably closing and reopening Vortex). The first time I tried to submit it, I got an eSocket error. Unfortunately, I can't give you the details of that failure because the 2nd time I tried to submit it I got this error: HTTPError: HTTP (502) - Bad Gateway at Request.request.post [as _callback] (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\nexus-api\lib\Nexus.js:257:39) at Request.self.callback (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\request\request.js:186:22) at emitTwo (events.js:106:13) at Request.emit (events.js:194:7) at Request.<anonymous> (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\request\request.js:1163:10) at emitOne (events.js:96:13) at Request.emit (events.js:191:7) at IncomingMessage.<anonymous> (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\request\request.js:1085:12) at Object.onceWrapper (events.js:293:19) at emitNone (events.js:91:20) at IncomingMessage.emit (events.js:188:7) at endReadableNT (_stream_readable.js:975:12) at _combinedTickCallback (internal/process/next_tick.js:80:11) at process._tickCallback (internal/process/next_tick.js:104:9) I just tried a 3rd time, and it went through.
  8. I was browsing this forum and saw somebody commenting about not many non-Bethesda or Fall-out games were mentioned. Ta-da! I'm gonna talk about my experiences w/ DA2. I don't play FO, but I do play Skyrim. I won't test it w/ Vortex because now that I finally have a reasonably stable build I'm hoping to finally get through the %!@ main campaign. Not gonna risk it. Over 3,000 hours and . . . but this isn't about Skyrim. I like the look of Vortex and wanted to try it out. I haven't played DA2 for awhile and my override folder was pretty clear except for one or two items (and, of course, the chargenmorph compiler in a higher directory). Perfect for testing. Ran the scan for games, and Vortex found them, no problem. Oh, I use the symlink setup, in case you were wondering (you probably weren't). There are 59 files (some from the same mod) in my mod directory. I downloaded and installed some mods w/ Vortex. I installed some with the 'install from file' feature, I copied some archives and pasted them into the downloads directory, and I unpacked and rezipped some mods and moved the rezipped version to the downloads directory (will explain why later). All the archives I moved into the Vortex/dragonage2/downloads directory are recognized by Vortex, no problem, be they .7zip, .zip, or .rar. Which is what I expected. 1 - When installing a mod archive that has several options - such as different colors for a dress replacer, you need to enable the mod and then go to the override folder and remove the options you do not want. Go back to Vortex and hit Deploy Mods. A dialog box will appear* and you need to confirm. If you hit apply, the deleted choices will be reinstated. This step is necessary to update the .json file. Knowledgeable people, correct me if I am wrong. Optionally (and my preference), I could have unpacked the mod elsewhere and repackaged my choice into its own archive and installed that. * Also appears after changing name of a folder to make shorter path. But, that may only mean links are broken. Will wait to see if they show up in game (can't find in .json file). DO NOT RENAME INSTALLED MODS!!!! Am now reinstalling those I did rename. I did find out later how to change a mod name,You CAN change the name of an installed mod from within Vortex. Double-click the mod on the mod page, but if you rename a folder within the mod after you install it, you're gonna break the link. REQUEST: Add 'Mod Description' to top of menu bar for mods and downloads in order to show mod details. If I hadn't browsed the forums I wouldn't have known to double-click the mod. 2 - able to launch game from Vortex 3 - Menu bar check for updates did something but I don't know what. Maybe it didn't find anything. 4 - the vigilance weapons didn't add. I think the path to the code might be too long. override/Vigilance Weapons All-In-One V1.0 (Less Powerful Version)/Vigilance Weapons All-In-One (Less Powerful Version)/Vigilance Weapons All-In-One (Less Powerful Version).erf. (Probably would have been better to unpack elsewhere, reorganize, repack, and reinstall).Even when I reinstalled, the override folder didn't contain the .erf file.renamed archive to something a great deal shorter (vigil all lp)installed renamed archive, got error message about conflict.erf file is in overridechecked associated texture files - had to repack the texture files I wanted into their own archive. This worked. It's one instance of repacking I had to do. 5 - character creator: can't rename a chargen, so in order to make sure all your mods are accounted for do one of these:a - install and enable mod 1b - run chargen compiler (this step not necessary at this time if mod installed in its own folder)c - copy new chargen file to new folder chargen 1 (this step not necessary if mod installed in its own folder)d - repeat step a, b, and c, creating new chargen folders as necessarye - Once all are installed and you have chargen files for all of them, compileORa - create a chargen folder for each chargen fileb - install/enable the mods one at a time. Copy the chargen file from main override folder to appropriate chargen folder (unless it's a .symlink file). When you're done, there should be no chargen.xml in the override folder - only in subfoldersc - after last cc file installed, run compilerOR and THIS MAY BE THE EASIEST IF YOU CAN CREATE .ZIP, .RAR, OR SOME OTHER ARCHIVE FILEa - unpack each archive into its own folder elsewhere: unpack ABC_hairstyles.zip into ABC Hairstyles folder. Now it doesn't matter how the mod author organized the files. b - reorganize if need be so that you have a subfolder 'ABC Hairstyles' that includes only the .erf file(s) and the chargenmorphcfg.xml file. Now each archive that adds character creation will have its own chargenmorph file in their mod folder. I don't want to clutter up the .json file with a lot of references to images which is why I don't include them. Query: is it ever necessary to include .jpgs or other image files when installing a mod? If not, I vote don't do it. I can easily view the images if I want to.c - zip this new subfolder,'ABC Hairstyles' - and make sure you only zip the subfolder. It should look something like this and In my opinion is the best format for the archive. It will also lessen the possibility of file conflicts. ABC Hairstyles.zip '------------------>ABCHairstyles.erf '------------------>ABC chargen (folder) '------------------>chargenmorph.xml d - Move the archive to the Vortex DA2 downloads folder. In my case its '.../AppData/Roaming/Vortex/dragonage2/downloads' and you're good to go.When you start Vortex, look at your downloads tab and you'll see them all listed in the game. They are ready to install with Vortex. After deployment, run your chargen compiler. If all your DA2 games are going to include these same cc mods, then just make sure you don't disable any of them. I believe you'll be able to make a profile just for your cc and maybe any 'must for any game mods' and then clone it for each new pt or profile. If the mod author packaged their mod to include the override folder (override/Gorgeous somebody hair/files) then it will not merge with the DA2 override but be a subfolder inside it. You might want to repack it like the ones above. You don't really want a mod named 'override'. This was convenient before to make sure users knew where to put the mod files, but it's not as helpful with Vortex. 6 - As far as DA2 goes, disabling a mod you don't want to use any more isn't enough. You don't have to actually remove the mod from the override folder. You can keep it at the ready for another pt. I didn't even have to exit DA2, just exited back to the main menu. You have to deploy, just as you did to activate it. Although the message to remind you probably shouldn't say 'elevate'. Deactivate or deflate would be better. Or a generic 'click deploy to complete activate/deactivate' might be better. REQUEST: Would be nice to add categories to a download, not just an installed mod. They should carry over when intalling the mod. Maybe this should be in the Vortex Discussion thread instead of here, but since I am including some requests/suggestions I'm gonna leave it up to the powers-that-be to move it. I promise I won't get offended :smile: Dec. 8, 2020 In the Dashboard I added 2 new tools: a launcher w/ the developer console enabled and the Chargenmorph compiler.For the launcher, it's the same as the original, but in the command line I added "-enabledeveloperconsole" (without the quotes). It's basically the same as making a desktop shortcutt.I installed the Chargenmorph compiler into a folder "...Documents\BioWare\DAO-DA2 Chargenmorph Compiler". Then, when I added the tool to the dashboard, all I had to do was target the .exe file, C:\Users\Norst\Documents\BioWare\DAO-DA2 Chargenmorph Compiler\DA_CharGenMorphCompiler.exe, and save. The first time I ran it an error message about a missing log file popped up, but when I hit 'OK' the tool opened just fine and I was able to compile chargens. Since then, no error message and all is well. Note: I use the hardlink deployment method. I don't know how well the symlink method will work.
  9. I agree that they take up too much space. I'm sure I'm not the only one who might browse through available mods and download ones that look interesting even though I have no intention of installing them right away. Perhaps you could add a 'notifications' tab under Settings where the users can select how they want notifications to appear: on screen or hidden behind the bell. Have a toggle for the mods page and a separate one for the downloads page. For me, during the initial set up for a game or new profile, I would definitely hide them all behind the bell. Later, when I'm only tweaking my set up, the onscreen notices are more practical.
  10. Thank you, I'll do that the next time I load up Skyrim. However, at this moment, color me flummoxed! Fast travel started working again. I don't know why. No console commands. I cleared out some bandits and was blessed to be able to fast travel again. I did it several times to make sure it wasn't a mistake and only once did it not fire up. There might have been a dragon in the distance I couldn't see. I'm at the Winking Skeever, ready to meet Malborn. I will finish the Diplomatic Immunity quest on Game 1 before checking Game 2 to see if it's fixed on both playthroughs. I will upload the Papyrus log, because even if I'm okay now, you or somebody might see something that could help someone else. (Or me later if the magic fades) approx. 4 hours later Never mind. Got back to Skyrim, fired up a new game (have to do that sometimes/frequently), loaded the save and talked to Delphine. Went outside to try fast travel and was able to do so twice. I just don't know about this game, sometimes.
  11. Update Game files validated. Still no fast travel. Tried god mode on both games. Still no fast travel. Loaded early save for Game 2. Was able to fast travel. Later saves, no. Loaded pre-Diplomatic Immunity save for Game 1. Fast travel - no problem. Loaded the next save. Diplomatic Immunity had started, was at the 'meet Delphine in Riverwood' stage. Fast travel - no problem. ********Loaded subsequent saves. No problem until after I spoke to Delphine and she tells me to speak to Malborn in Solitude. Near as I can tell, this save roughly corresponds in real time to when I began having problems in Game 2. So, I'll finish up what I'm doing, dump stuff at 'home', and head to Solitude ASAP. NOTE: I suppose this also explains why I have trouble loading a save when I'm supposed to be in sneak mode. More than once I've loaded, couldn't see the sneak symbol --, hitting CTRL to sneak/unsneak didn't change my pc's stance at all, and had to reload the same save to get sneak working properly in my far-away-from-Solitude/Thalmor Embassy location.
  12. Thanks, I'll try god mode and see if that works. Will I have to keep it on for the rest of the game? I don't think I want that. Or just long enough to travel? Will saving and then undoing god mode fix fast travel for the future? FWIW, I've only done your typical fast travels: from one exterior location to a 'discovered' map marker. On the vanilla start game I've been instructed to meet Malborn in Solitude, but I haven't gone there yet. It is Skyrim, so it could be glitched, of course. That shouldn't affect the alternate start game (game 2). They're not even under the same profile. I didn't know Diplomatic Immunity could mess with fast travel. Huh. If that's the case, then I better get that over with. Game 2, I completed the AS, ended up in Whiterun, and didn't try to fast travel until I 'discovered' Whiterun and Whiterun Stables outside of Whiterun. I went on a carriage ride to discover a couple of places and was able to fast travel no problem. I haven't even started the main quest yet. With Game 2 I installed all the mods in 1 big batch before starting a new game. No changes. And even if a problem developed, I don't see why it would affect the first game. *sigh* Thought: could switching back and forth between games as I did for a couple of days cause the glitch? Maybe the next thing I should try is something I should probably have done first. Namely, go to Steam and validate/verify the game files. Hopefully I'll be back later with good news.
  13. Just like the title says. After several hours, days, of gameplay I am getting this message. No new mods added. No updates made (except one, I'll explain below). No enemies nearby. I'm not being pursued. I am under my carryweight. Happens both on and off my horse and with different companions. Location doesn't matter. I have two games going, each under a different profile in Mod Organizer. They do not have all the same mods, though there is a large number of mods common to both. Even within this pool of commonality, Game 2 has updated versions of a handful of mods. The only change I made to game 1 was to replace zaz animation package 7.0 w/ 8.0+. Game 2 started with that (zaz 8+). I started Game 2 using the Alternate Start mod, recently, but still have many hours into it. The fast travel issue occurred at the same time for both games. I'm attaching Game 1 logs from right after I tried to fast travel from Windhelm Stables. First I fast traveled from near there, via the console and enablefasttravel 1. The console command is only good for one trip. When I tried to fast travel again w/o using the console, the message appeared and I can't go anywhere except on foot. Game 1 - vanilla start Game 2 - Alternate Start Skyrim Legendary edition.
  14. I suddenly stopped being able to load a current game or start a new game with HDT High Heels installed. A popup box appears saying that HDT High Heel: wrong dll or dll not working. Game crashes immediately or seconds after clicking OK and I try to do something - like move. In the space of 5 minutes I went from working game to crash. Didn't turn off computer. Didn't update computer. Just quit the game for a few minutes. Reinstalling High Heels does nothing. I use Mod Organizer and I have 3 profiles. #! to concentrate on the main quest lines, #2 just to wander around with a variety of mods installed and not worry about main quest, and #3 was recently created to test something. I kept it so I could test new mods or different configurations. My two characters in profiles 1 and 2 have many hours and saves, and seemed fairly stable. I decided to try a mod I heard about and installed it under profile #3 (SL Defeat, if that helps). I was having trouble with it so gave up and went back to one of my other profiles and loaded up a save only to get the error message again. Neither disabling nor removing SLDefeat made a difference. I know I could start a new game with the High Heels mod, but if I have a lot of mileage in the first two profiles. I'm also not sure that this isn't something that could occur down the line with another mod. Windows 10 - originally 7, Skyrim Legendary edition. Different mods for the different profiles, so not sure which LOOT you might want, if it would even be helpful. My computer has an Intel i7 Core 870 @ 2.93 ghz, 8 gigabyte RAM, 64-bit operating system, 91 gig available on hard drive, AMD graphics card: Radeon HD 6770. have typical Game Path but Mod Oranizer is in My Games directory. c:/users.........Documents/my games/skyrim Even restarted my computer but that just meant Windows did an update.
  15. I use Mod Organizer. Where would I place the .bat file?
  16. First, if this has been answered, I didn't see it and I apologize. If need be I'll start a new topic, but I thought this was in the general area. I have the opposite problem with my corrupted saves. The game's been fairly stable for awhile, I installed a mod 3 weeks ago and no problems until last night. I play almost daily. My saves are getting corrupted. Based on the OP I checked them with TESV ESS Editor, expecting to get an overload of strings. Instead, strings=0, scripts=0, etc. The size of the corrupted saves are less than half the latest one I can load. I save frequently, but get rid of older saved periodically. I currently have 52 saves, ESS files. 9 are corrupted, and do not have matching SKSE files. I double-checked LOOT and found nothing. No new messages and no new sort order. I turned on Papyrus, but nothing jumped out and hit me over the head - which it would have to do because I really don't understand what I'm looking at. Thanks for any help you can give me. BTW, I use Mod Organizer. *-*-*-*-* Now my saves seem to be fine. I think the problem was the Solstheim-->Skyrim travel. My good save was in the mountains of Solstheim rather than a named location. I tried to fast travel from there. I arrived in Windhelm as normal, not realizing my saves were buggered up. I went back to that save, fast traveled to Raven Rock and then to Skyrim (after taking care of a pesky ash spawn or two). My saves since then seem to be fine. I'm chalking it up to one of those beloved Skyrim umm quirks. For the record, I'm pretty sure I've done fast travel from various locations in Skyrim to Raven Rock, lots of them, even.
  17. I'm using CBBE as well as multiple hair styles and eye textures. I don't know if they are the issue or not. I don't think I have any other skin textures, but I could be wrong. I've reinstalled everything and at this point, I'll live with what I got. I can limit my choices to simpler tattoos or ones that look fine in a post-impressionist sense. Thanks again for the info. :D *******UPDATE******* Of sorts, anyway. I did limit my tattoos to ones that were more or less identifiable. Now, however, I don't think the issue is my game settings but my computer. Every now and then, when I start up Skyrim, the tattoos are crisp and the details defined even though I have given up adjusting my settings or tweaking an .ini file. I don't know why, it is what it is and I just hope to be pleasantly surprised when I start playing.
  18. @Algabar, Thanks for the suggestions. I tried all of them, but sadly no change. Just in case it affected something not present, I re-added the lines to my skse.ini file. Those are the only lines in my skse.ini. I created it recently, I think as a result of my research, based on a non-related problem. Oh well. One day, before I added more tattoos, the tattoos were perfectly displayed. I have been punished for my gluttony, :). (Oops, I forgot to say that before.) Maybe the 'magic' will happen again. I appreciate your response. I'll keep trying.
  19. Hi, Recently I decided to add some tattoos to my game. Unfortunately, they are all blurry, turning the lovely Rutah tats into blobs of color. Some of the simpler tattoos are more or less legible, but still fuzzy. A pic is under the
  20. What's odd about your request is there was a mod on nexus that was supposed to remove the lady sideburns, I think from all hairstyles. I actually downloaded it (pretty sure from Nexus) and wanted to use it in my next game. I installed it in my current game and it didn't cause any crashes. Next time I'm playing as a human female and really wanted this for the upcoming quizzie. I don't know why the author removed it, and unfortunately I didn't write it down. So if whoever they are read this, hey, your work is appreciated and desired.
  21. I too am sorry the mod was removed. I played it once before and enjoyed doing so. I was waiting for the new voiced version and even created my city elf Warden for it. Whatever you are doing now, Idomeneas, I hope all is well with you. You are missed.
  22. I have never had that problem, so I don't know about mod conflicts. However, can you go out the other way to the dragon area? If you can, maybe try leaving through the front door after exiting and re-entering through the dragon entrance. You say you let G go. Is he a happy camper because you are letting him tell the world about the ashes or is he disappointed because you don't think he should say anything? Maybe this info will help somebody else help you. Good luck.
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