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bigv32

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Everything posted by bigv32

  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.
  16. Sorry for being away for so long. For some reason I could never find my own post. I have edited the opening post with this new info. I have none of the DLC. and The insults happen anytime I face a dragon. There have been random noise issues with the game, but I am still looking into it. So far there are no major issues; just annoyance. Any ideas as far as what I should look for? I am scanning my mods using TESVedit, but there are a ton of records to go over. Granted I am being smart about it and not looking at weapons etc lol.
  17. <p>The weirdest thing happened when I started a new game earlier tonight. In the opening scene, I started to hear random sounds that I later determined (via subtitles) were simple insults being thrown around. When the dragon came, I determined it was the dragon. Aldiun was calling me a skeever butt, cheese head, melon nome, troll bait. It was actually funny except for the fact it was kind of immersion breaking as I don't think it is right for a dragon to throw those insults around lol. It seems a bit below them.<br /> <br /> I was wondering if it was a mod I installed, but after doing some top notch google research, I determined the dragon must have been using one of the shouts that the player can get that shouts insults at people. I came here to simple ask two questions.<br /> <br /> 1. The only new mods I have are Skyre and Frostfall, and from what I have seen both on the mod pages and the esp files, neither of them modify dragons. Has this shout always been in the game (Throw Voice)? I can't say as I have ever had it. Or is it a newer shout from Dawngaurd/dragonborn?<br /> <br /> The next question is the main reason I have this posted here instead of in the mod section. Because it is an actual dragon shout, I am not considering this a mod/game problem. Just a simple curiosity that I found funny.<br /> <br /> <br /> 2. Has anyone ever had Aldiun shout insults at them like this? (or any dragon). It makes sense since it is a dragon shout, but still a little odd for a dragon.<br /> <br /> It was just so distracting trying to figure out where these insults were coming form till I saw the "effect" that the shout gives off coming from Aldiun himself as he flew around. At first I was laughing, but it did get slightly annoying as it was almost non-stop insults that honestly weren't that funny after the hundredth time lol. I had a plan for this play through, but now my whole purpose in life is to kill Aldiun (after I get all three words for that shout) and then just stand there and scream it at him for a while and see how funny he thinks it is lol.</p> <p> </p> <p>EDIT: I have no DLC and this situation occurs every time I face a dragon. There are also some random sound issues but those will be really hard to explain and I am not 100% sure they are not actually part of the vanilla game I have just never noticed before.</p>
  18. Responding primarily to gamefever here. First off, you mentioned his resource limit a couple of time. Exactly what resources are you refering too? As for your suggestions, I agree with most of them. In fact what you said about scripts is very true. However, if you are referring to the number of scripts the OP had as the resources then I am not sure how you determined that. I know the engine is twitchy, but I don't think there is a technical limit to the number he had. It could be argued that few of the mods you listed are not that bad to use, but in the end it is a matter of opinion. I honestly don't think we could say for sure that his mod list is the issue simply because his ugrid were so high. I don't even think vanilla would be stable with that many.
  19. Have you made sure you have to correct version of SKSE installed? I would suggest downloading it again and installing it. There was a smaller update a while ago that had a very similar number that many people did not realize.
  20. Yes what happened to Boss? Just noticed myself. As for the problem. Can you at least post a crash log?
  21. It makes sense. That mod is one I use to love, but its not supported anymore, so its a shame. (I'm assuming we're both talking about Riverhelm lol) From my experience, the castle was simply in a bad place to add so much new content. Asking a system to handle what amounts to basically two whole cities is something that would be difficult to ask even if it was official content that had been extensively tested for compatibility. I'm not saying the mod was poorly designed. In fact, considering how much it added in that location it was a very good mod. It was simply limited by its own ambition.
  22. I am pretty sure this option can break quests though. If you are in an exterior space when you do this, and you have an area that is involved in a quest loaded, unloading it like that could completely break the quest if there is a scripted even going on that activates based on the players position. I would at least suggest going into an interior before you do this. It should work ok as long as the interior is not a part of any quests that have been activated. All I know for a fact is that messing with uGrids can seriously mess up your game lol.
  23. Your issues probably have more to do with this than your load order... 5 (default) is decently stable. 7 might be stable on some rigs without too many demanding mods. 9 is pretty much asking for trouble on anything but a vanilla install on an amazing rig. /edit: Also, Moonpath is known to cause issues including CTDs all over Skyrim and it's typically recommended to only run it while you're playing it's quest line and then to disable it when you're done. ditto to this. I did not see that listed above, but now that I am looking, I don't know how I missed it. I would also bet this is your MAIN issue (maybe not the only one, but that depends). I agree with 5 being stable. 7 is also possible, but is more rig dependent than anything. Your problem will be the fact that you cannot continue with your save games that have the grids at 9. You can increase the number and be fine, but a save game is completely lost if you try to lower the number. I believe there is a possible work around, but please do not hold me to this. I did this back with FO3 and probably got lucky. 1. Uninstall all mods and have a clean save. 2. Go into an interior cell and wait for a long time (5-30 ingame days) 3. Use the pcb console command. 4. Exit the game and change the grids to 5 or 7 and then relaunch the game. If you lucky, you may be able to reload the save game. If you can, immediately save it and then you can add back in your mods. If not, then you are out of luck. Sorry.
  24. Ok, here we go with some more questions. 1. What were the last mods you installed before you started having issues? 2. Aren't you missing something with ASIS? I am pretty sure there should be two plugins at the bottom of the load order that are ASIS. Where is you ASIS patch? 3. While we're talking about ASIS, you SHOULD at least disable it (I would recommend uninstall) it until you get this problem sorted. 4. Your boss logs says you need a comp patch for Jaysus swords. I would get that as that will help. 5. Unless you are actually playing the quest, always always disable the moonpath mod because it can cause issues all over skyrim. See if these help you at all. If not, you could try to just fix the load order you have or reinstall. The problem is that you can't just reinstall all the mods you have now and hope it works. better to know what the problem is now. Try these steps. 1. Disable ALL mods that simply add items to the game such as you armor and sword mods. 2. Disable all Texture mods (mods that simply make Skryim look better) 3. Disable all weather and lighting mods. 4. Disable ASIS completely. NOTE: The point of disabling all these mods is that aside from the weather mods, the others should not be causeing you problems. We are trying to simply cut down on the number of plugins. ASIS is being disabled because it changes everytime you rebuild the patch and with all this disabling, you would always be rebuilding. On a personal note, ASIS has always caused more issues than were worth it. That's why I don't play with it anymore. I'm not a fan of plugins that change every time you do something and add content. Makes troubleshooting a pain Now, you should be left with just overhaul and content mods. These mods are usually the ones that cause issues. See if you have any crashes and/or if it helps out at all. If you have issues, then we have a smaller number of plugins to consider. Also, any chance you can post a crash log? That will help us figure out if there are script issues.
  25. What was the last mod you installed? If you went through them one or two at a time, you should have some idea which one caused the issue. I don't see any of the unofficial patches for your game either. Try disabling any mods that alter dragons. I guess I am just confused at what your issue still is? When you intalled the mods one at a time, does that mean you tested the quest at that point with each new mod? If you did this, you should know what your issues are. EDIT: I just saw you have Riverhelm installed. Till you get this solved, disable that. That mod does so much to the area around Whiterun, it can cause issues when tracking down errors in that area.
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