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bigv32

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  1. I do not think we can technically do that for legal reason (dividing up game files and sending them out like that could be considered piracy to some). My advice: Verify the game files with steam (If you bought it there), check your recycle bin (I would do this first), check inside the other folders there, check you desktop, reinstall the game. Someone can correct me if I'm wrong, but you can't just send someone the files over an email (legally that is).
  2. FYI I have also been following the comments on each thread and found nothing yet.
  3. I have used Skyre before but that was long ago, so there are several new things involved. I understand how to use the reproccer patcher and use the block list. My only major issue is with regards to the different patches for the reproccer. The is the Balbor and Steelsouls patch/xml files. http://skyrim.nexusmods.com/mods/27092/? and then there are these of compatibility patches. http://skyrim.nexusmods.com/mods/29375/? Are these all necessary (obviously only the patches only for mods I have). Following Gophers vids, he only mentioned Balbor. So, do I need both, should I use both? If so, do the patches from the second option go on the block list for the reproccer? Where would I place them in my load order? Thanks for any help.
  4. While this is a cool idea, it is filled with logic and lore gaps that make it unable to work. 1. The NCR would have to go through the midwest and if memory serves me correct, there is the midwest BOS and other large groups to get through. 2. The Courier and Lone Wanderer and the standard Bethesda roles for each do not fit with your idea. While each one fights and ultimately was forced to side roughly with another group, they each do their own thing. Role Playing would allow for this story but not Bethesada. 3. As said above, 10 years is to short of a time to work out. Any longer, and then the age of the characters becomes an issue. 4. Fallout 4 is set in the Commonwealth. This would make a great mod though.
  5. If your comp is prebuilt, then I would not recommend trying to upgrade your GPU. Your power supply is weak and if it is prebuilt, the chances are it not a good quality one as well. If you are running texture mods, you could be running out of vram and that would crash your system. Overheating graphics card due to stress could crash the game as well. Do you have any moditoring tools you can use to see how hot and how much work/stress your graphics card it undergoing? I too had an issue once about the same time as you in the main quest. After trying to figure out the issue, I ended up giving up on the save. The issue I determined was one of the mods I had uninstalled had left a script in my save that did not play well with the main quest and caused the engine to overload. Let's know on the graphics card, and try uninstalling any texture packs you have installed for the time being to see if that helps.
  6. to go along with ripple, is your computer a prebuilt system (did you buy it in a store) or did you build it yourself?
  7. Load order looks fine overall after a quick glance. You should still turn off the autosave feature. In your case, you might as well because you don't even use the saves. I use the quick save and then make a hard save after each play session. This way I know where I can more easily ID saves with mod additions and removals. As for the scripts and bloated saves, I have been going over and testing a few of the tools on the nexus that are suppose to help clean saves up (these are all old save I use). The most experemental one and one that is not recommended as any serious solution is a mod that sets all the scripts in the save to zero. It received a lot and I do mean a lot of flak when it first came out because it was like trying to due surgery with a chainsaw. There are a lot of side affects with quests etc., but I for one am happy someone at least tried it. I cannot stress this enough that you use this at your own risk and I only would use it as a last resort on a save that you know for a fact is corrupted and backed up. http://skyrim.nexusmods.com/mods/31675 I track the file just to see what changes are made. Another tool that has gotten a lot more possitive reviews about it is one that "resets" some of teh references in the game. Again it is something that I would consider experemental and should only be used on a backedup save. http://skyrim.nexusmods.com/mods/31724 I have tested it on a few saves. However, these saves had scripting problems, so there was not much this tool could do about those. Overall, this mod seems more like one to use after a long time on the same save. There are reports of some sideaffects. The third mod I know of that is suppose to help save game bloat is http://skyrim.nexusmods.com/mods/4528. This one is interesting and should be looked at carefully. It is safe to use, but it may conflict with other mods that have the same features built in. Finally, the latest version of SKSE has an option to build an ini file for it that allows the player to add: [General]ClearInvalidRegistrations=1 I just resently added this, so I can't provide much info on it. I can't even find a source that actually explains exactly what it is doing or how to tell its working. All I know is the SKSE team built it in and overtime it helps saves with their old scripts. I am using it personally just because I trust the SKSE team and what they have added to the modding community. I do believe this is experimental, so again, this is a use at your own risk. If anyone can provide more info on this, I would love to read it.
  8. Do you have the autosave feature on? If so, I would think about disabling it as the save function in skyrim is buggy. The reason I ask is that your log shows about 4-5 saves withing a few seconds toward the end. At least disable the autosave when you travel/change cells. I don't believe your custom horse caused the crash though. Someone may need to correct me on this but your last error involved 000984ab. That is the RiftenPlayersHorseRef. I believe this is the player horse that you can actually BUY not the one you own. However, if I'm wrong, then it was your horse. The log showed you played for almost two hours. Without an updated load order, I am just assuming it is the same as the first page but with comp patches, I would almost say that you have a very stable game. Also, depending on how you've treated your save game and files, you may have to consider yourself lucky to go that long. Vanilla Skyrim can be played for hours but will probably crash over time. A modded Skyrim can be made just as stable, but there is far more error.
  9. It would appear your issue could be the npc patch. Try loading without that one enabled. If that is the issue, try deleteing (after backing it up) the :MiddenVelehk "Velehk Sain" [NPC_:00075C7F] entry from the patch.
  10. Okay, you are looking in the wrong place. You are looking at the information for the particular cell, not the npc itself. Under the Skryim.esm, look for the Non-Player Character(Actor) section. That is where your npc information is located. Once you have located one of the npcs you are having issues with, see if any other mods affect it. If there is a mod that affects one npc see if it affects the others you are having issues with. Also, when looking at a particular npc if you scroll down (usually about half way) you will see a section called Packages. Make a note of these (write them down) for a few of your affected npcs. Once you are done looking at the npc's, if you don't find a mod that is affecting most of them, then scroll to the Packages section (this time it is under the skyrim.esm itself like the Non-Player Character(Actor) section was). Search for the packages you listed for some of the npcs and see if any are affected. NOTE: if in the area to the right in tesvedit where your plugins are located, if you right click and then hit apply filter for cleaning, it will highlight differences for your. This can take a few minutes to finish though so be patient. Let us know if you find anything.
  11. This may be more of an academic question of "Is this even possible" than an actual strategy, but please read this and let me know what you think. If it works, I believe it could be very beneficial for several reasons I will list at the bottom. I have been playing around a lot more with TESVedit lately, and I have really been focusing on increasing my games stability. So far, between this and being extremely picky about my mods, I am able to play Skyrim all day on the same save without any "unpredictable" CTD's. What I mean by unpredictable is that I know there are somethings I can do in order to force Skyrim to crash by overloading it. One example is if I am running with more than seven followers and I mount and dismount my horse quickly. In this case, I understand it is simply that the Skyrim engine can;t handle the amount if information being thrown at it. However, all I have to do is simply wait one or two seconds longer between mounting and dismounting my horse. Sorry, but this is getting off topic, but I want it to be clear how stable I have been able to get my game through careful merge patches. Now, I have been playing around with this idea for a while, but so far have not had much luck with implementing it on anything but a small scale. MY IDEA: Create One (yes One, 1, uno) plugin that contains all the information from all my mods. Thus, I would only need to load three plugins (Skyrim.esm, update.esm, and my Super-Merged-Patch). I don't have any DLC. Here is how I was going to go about it. 1. Make a copy of the Skyrim.esm and rename it something. 2. In TESVEDIT, copy all the information from the update.esm and insert it as an override into my merged patch. At this point, I have a merged patch with all the basic skyrim information in it and with only two master files. 3. From here, I find all my mods that do not conflict with any others in my load order and copy all of their information as overrides into my merged patch. 4. Starting from the top of my load order, I go through and copy mod information into my merged patch as overrides. NOTE: This process takes the longest as it can sometimes literally mean going through each individual entry to see which one I want to win or how I want to merge the differences. I have been trying this only with a few mods as small scales tests but still without much luck. At this point, I have a merged patch with all the default skyrim information in it along with any mod information and overrides that I felt like should win the conflicts. 5. (Here is where I have had the most trouble). Using Wyre Bash, I go into my merged patch and change all the master requirements to skyrim.esm in order to completely remove any master dependencies when loading. 6. Boot up skyrim with only my merged patch, skyim and update.esms loaded. Results vary at this point. I can sometimes get this to work. An example is a merged patch I created between the Jaysus Swords.esm and one of the compatability patches for Skyre. I can successfully deactivate those plugins and load my game and lose no data at all (ie all the swords are still there). In this case, I can successfully remove two plugins and replace it with one. Please note that I have considered the fact that the two plugins may have been masters for other mods and deactivated those other mods. In the times I can't get this to work, I can't even tell what the problem is in edit because I get errors due to master files for my merged patch. So why am I trying this and what would be the benefit? If you have such a merged patch and it worked, it could make adding more mods and determining conflicts with a persons INDIVIDUAL load order. All you would have to do is install the mod and then load the new mods plugin and your merged patch and see what conflicts you had. Then, you could just repeat the process of determining which one should win, and merge the new mod into your own game. I know there are limitations on what TESVEdit can do, but as a theory, this could allow for an individual to create plugins with only the mods they always play with and cutdown on the number of plugins needed.
  12. Don't just load the patches. Load your entire load order in order to see if it is an issue with your entire load order. Not all mods will be loaded in TESVEdit if you only load the patches. Question, I am going back and skimming the rest of this thread. Is there any important information that I should know so I don't start doubling up on advise? EDIT: One thing I did notice on page three was how you were altering multiple plugins and not just your merge patch. Basically, you were doing this, so there were no "red" entries in tesvedit (I call it "clearing the red"). Also, I did see that ripple told you you didn't have to do this anymore. However, speaking as someone who use to do the same thing, I can say that this can sometimes cause those original plugins to cause issues. While this is not your ctd on load up cause, it is something to watch out for. IMPORTANT Question: when you were "Clearing the red" in your earlier patches, did you ever alter some mods cells or worldspace areas? If you did, did you drag an area that is marked "Compressed" from some mods to others? Claralux and Warzones are two mods that have these "conflicts" appear in edit if you want an example. Anyways, I did know for a fact that doing that will affect the game. While I do not know the technical reasons behind that particular data entry, I believe it has to do with how the plugin was created. Also, doing this has caused some of my earlier patches to become unusable because of ctd on load up.
  13. off the wall idea, but have you actually talked with all of these npc's BEFORE they appeared in riverwood? If so, you may have triggered something with ufo that caused them to become followers or something, but they instead went to a default location. Not likely, but I have had some interesting interactions with both UFO and interesting npcs. Now for an actual idea. If you have TESVEdit, load it up and then in the skyrim.esm, look for one of the affected npcs. See if any mods have altered them and see if those changes are what is causing this.
  14. I am working on a mod that makes some rather major changes to an area of Skyrim. The area is rather remote, and I am very certain that it is not an area that is usually modded. I am not worrying about conflicts with other mods, but I am new to navmeshing outside in a default cell. Is it okay for me to delete/replace large portions of the games default navmesh? Thanks
  15. First off, the words "went nuts downloading mods" always means there will be issues. Ever mod you install increases the chances of problems eventually. It is possible that in the end, you save itself could be corrupted due to installing/uninstalling mods to much. As for your load order, there are a couple of things. 1. you need to download wyre bash and make a bash patch to help with your load order. 2. I always advise staying away from any quest mods UNLESS you are currently playing that quest. 3. For the mods that are not recognized, you need to understand what they add and manually place them. There are guides to help with this, but in the end, it is something you get better at with time. Finally, you won't want to hear this, but we all have done it. You have a ton of mods. You need to trim down that list to only those that are needed. One example that I use is weapon mods. yeah they are great to have, but the chances of you actually using all the weapons is nill and even with a bashed patch, there is very little chance that you will see them on many AI. With a game that heavily modded, there is basically a 0% chance that you will have a game that never freezes. If you can play for over 20 minutes without issues, you will probably have to count yourself lucky that you can go that long. Get use to using TESVEdit and Wyre Bash. Once you use those for a while and learn how your mods conflict, then you can start building back up your load order to a larger state. TESVEdit is one of the most (if not the most) useful tools to use with modding.
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