-
Posts
13 -
Joined
-
Last visited
Nexus Mods Profile
About dementia5

Profile Fields
-
Country
United States
-
Currently Playing
Skyrim
-
Favourite Game
Skyrim
dementia5's Achievements
-
I found the answer and a solution: TravelBoats mod looks to be the culprit. Prevents entering caves and mines... I am going to test v3 and see if the bug has been fixed as advertised.
-
I have run into this glitch on occasion. I wish I knew why it happens, but for now all I can suggest is to COC through the console to the other side. If it's an entrance to a mod, it's a pretty simple matter to find out the name of the cell you need to transport to. I seem to recall this happening in the vanilla worldspace also. If anyone has any clue as to why this happens, we'd love to hear it!
-
No real progress in reduction, but by elimination, I believe I have isolated the source of the scripting issues down to a single mod: Dynavision. Which is too bad, because it looks really nice and it has a lot of power. I contacted the author, who was helpful, but lamented that the way Bethesda handles gamesaves in that any defunct (uninstalled) scripts lie dormant in the file, and in some cases fail to time-out, essentially. Sounds about right, I've heard this before. Wish I knew how to scrape out the unwanted scripts, as I think that would do it. Why isn't there a utility for this? I read that tinkering with the placeatme command will clutter the game world hopelessly, which also makes sense. Why can't I just reset all objects to their original position through the console by cell? Man, I don't want go back 10 levels to a save loaded before the mod was introduced.
-
@pegginton This tells me that the scripts need to be activated once, then it becomes part of your gamesave for eternity. I, too, have moved the scripts folder away to have no discernibly ill effects during gameplay, with all the script functionality held intact. Doesn't seem reasonable, but there it is. @Tidus44 I am willing to give this mod (Marts Savegame De-Bloatifier) a go, but I thought it was just for arrows, nirnroots and ashes? I don't think the excess bytes of data can be traced back to these objects in their entirety, but I like the idea of a cell reset upon exit. I'll give it a go.
-
Big block of text ahead. This is a popular topic that from all appearances has plagued a great many number of Skyrim players. Is there a solution to be had? For several days I have tried to reduce the size of my gamesave to normalcy, currently at 90 MB. I'm not even convinced the culprit are the 50 mods that I have installed, as others have reported similar symptoms with little or no mods installed, and the ones listed aren't even script mods. Either way, the lag I'm experiencing is consistent and aggravating (about 4 seconds every minute) and at this rate I'll be at several hundred MB of data by main quest completion, assuming a gamesave file this size won't become corrupted in the process. I understand that these are (likely) symptoms of empty (NULL) variable entries in the gamesave file, which I suppose I have no hope of ever being rid of, short of manual table deletion and, from what I gather, checksum modification. Or, the problem is something else entirely; Bethesda is often blamed for writing code that is unforgiving in saving objects and their placement as the game progresses. And I can accept that I might have improperly uninstalled a mod from NMM or the Steam Workshop. Or it could be that as objects get moved around, data gets stored for 10 - 30 days, whatever we believe... but in the end my gamesave is increasing at a rate of about 1 MB every 5 minutes it seems. If anyone has ANY suggestions, please bear them out. What I think we all need is something like BASH for Oblivion, this had a gamesave de-bloater... if anyone is privy to a utility, or its production, that can reduce the clutter of a gamesave file like BASH, please announce it and I promise to wait patiently for such a mod to come to fruition. I'd do it myself; I have some coding experience, but this is beyond my powers of healing. If it weren't, I would make it my #1 priority and post it in the Skyrim Nexus, you betcha. Here is what I have attempted so far: installed/uninstalled possessive corpses no more lazy zombies... no identifiable change modified the plugins.tx file (the way WETTriggerScript intends) and ensured one "skyrim.esm" exists at header of file... no identifiable change unchecked all mods, loaded, waited 24 hours, 1 week and 30 days (the latter setting timescale to 3000 and/or globaltimemultiplier to 100) on separate attempts... worked the first time on an older save by about 25%, but having since accrued more data, no further change moved the scripts folder to desktop, loaded, noticed that animations and other scripted events remained, saved... no identifiable change shutoff autosave and deleted all saves but primary... no identifiable change loaded a popular "bloat-candidate" mod (based on internet posts, possible from this forum), deleted all script entries and recompiled the script of the (potentially) problem esp file, loaded through NMM... no identifiable change and performed some diagnostics with the help of GameSaveScanner and Papyrus logging... I'm seeing repeated notices for critter.psc and firefly.psc and vm freezes every 40 seconds. What's unfortunate for me is that otherwise the game is SOLID... I used to have CTD issues like everyone else, crippled fast travel, falling through the floor, etc... but with clever reorganizing of mods and ini tweaks, I haven;t had a crash in weeks (say 20 hours of gameplay) with healthy framerates (20 - 50 fps on a modest gaming machine). Maybe it's a trade-off? :rolleyes: But then there is the lag, which is a new problem. A problem that is getting more and more attention in the forums, but like the NavMesh bug, doesn't seem to be a priority with Bethesda now. Again, I'm sure the lags are due to the missing mod entries in the save, but right now I just want to fix the gamesave file size... I just can't continue to invest more and more time into troubleshooting, when I "should" be playing more :wallbash: after investing 80 hours into Skyrim, it slowly becomes a part of you. But I'm beginning to think that restarting is the only solution, or if even that would work. This went on longer than I expected, but it was actually kind of therapeutic, so thanks from all sides... Any help is appreciated, and if I come across anything or figure it on my own I will certainly publish it here.
-
Game Crippling Alftand Animonculory Crash
dementia5 replied to GuyWithOneEye's topic in Skyrim's Skyrim LE
Same exact thing is happening to me. Seen this before with a mod for Oblivion, I chalked it up as something to do with running out of memory. I'm hearing that gamesave bloat could be the culprit. Sounds like a clean save might fix this, I'll try this at a later time. Is there another fix for this? Part of the main quest, don't you know. -
Problem remains for me. Update still at 1.5.24.0.5, 18 Mar 12. May have to remove ENB files based on suggestions here. I wonder if Boris can fix this with an update of his own? Removing the d3d9.dll file does indeed fix the problem.
-
Megaditto. Anyone received word what they plan to do about this? Or is there a workaround?
-
Looking for "Lakewood+AspenWood Patch.esp"
dementia5 replied to dementia5's topic in Oblivion's Mod troubleshooting
Appreciate the quick response, looks like it was grouped together with other Shezrie patches (i.e. not "Lakewood"), to include Cloud Top. Thanks! Here's hoping it works. Considering upgrading to Shezrie's 2.0, but I don't want to play with fire either. :) -
I have been all over creation, i.e. tesnexus, google, afkmods, moddb, planetelderscrolls, fileplanet, the other one, USENET and this forum following red herrings and dead links. I have scoured Arthmoor's et al Unique Landscapes Compatibility Patches page on tesnexus, and browsing through the list I am not seeing anything resembling Shezrie, Shezries, Aspenwood, Aspen Wood, Lakewood, or Lake Wood. I would very much like to know where one can load this esp file which at one time seems to have been a pretty popular download. I am running Shezrie's Towns and the UL for Aspen Wood requires a Lakewood village patch, desperately. Could someone send me a link, or the file? Should I assume this esp was removed for some reason? or renamed? corrupted? Maybe a fix was rolled into the later version? The file should be labeled "lakewood+aspenwood patch.esp" Please help and thanks.
-
Yes, I've been playing with the order sequence for a while now, without avail. And installing RefScope didn't help since it is usable only on objects, so I can presume that these artifacts are not "objects" per se, but I think I know what they are... If I shutdown LOD in the video settings, they disappear. So there must be a distance LOD position that is out of whack. I'm going to run TES4LODGen, see if that helps.
-
I was hoping there might be a command in the console I had overlooked, but since it isn't an object per se I'll probably have to do just that: shut down potentially conflicting mods until I find the right one. Although once I disable the Ancient Yews patch, which leads to the trees disappearance (along with the UL), I somehow think the problem is deeper, as I'd think others would have reported a similar response. In the meantime, I'll give RefScope a shot, couldn't hurt... might help!
-
Hi folks, I've had this nagging problem that I think someone here can offer support. Any advice is appreciated. I'm enjoying one of my residence mods (HentaiLovelyHouse2) but there are these four nagging trees floating at the entryway which I, for the life of me, cannot seem to remove or even isolate. I cracked open the esp, and do not see them in the mod proper, so I can assume they are somehow dormant in one of my Unique Landscape mods, or perhaps a neighboring mod that uses the same cell. I snagged the Ancient Yews compatibility patch, but I think afterwards is where I first made discovery of the floating trees. On an unrelated conflict matter, I reset some archive invalidation settings beforehand, which may or may not have contributed to this anomaly. Not knowing enough about these kinds of artifacts, I did a little digging. These trees are odd in that they are two dimensional and do not "rotate" with the perspective of the camera, hence I think they are what some have termed "billboard trees". Unfortunately, I cannot select and delete them with a console command (i.e. "disable"). Was hoping I could field the experts for some suggestions. I really enjoy this mod, and I enjoy UL... to the point that frankly, I can put up with the floating 2D trees as long as I can rest in my luxury home. In fact, I have convinced myself that these trees are purely magical, and that their shadows lie on another plane. It helps, especially with enough cognac...