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Mayfly53

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Posts posted by Mayfly53

  1. Hey,

     

    Firstly, it's SO much better to include your load order and LOOT outputs in spoiler tags. It greatly reduces the "wall of text" effect and makes your post concise, and makes it easier for people like me to read without boggling amounts of scrolling :smile: Secondly, this isn't really the right forum for this, it would have been much more appropriate to have posted in the Skyrim technical support forum. Perhaps a moderator could move the topic to where it belongs.

     

     

    This is a spoiler. It's a neat dropdown display useful of long lists.

     

     

    That aside, there are a few possible reasons for these purple textures and CTDs that I can think of, in order of likelihood.

     

    1: I'm reading that you have uGridsToLoad set to 9, is that correct? Skyrim's default is 5, and instability occurrence rises exponentially with setting it at any higher value (7/9/13). On my gaming rig, setting it to 9 makes it quite unstable, and on a laptop I wouldn't dare. If I were you, I'd install Stable UGridsToLoad and make a save with it installed, then reduce your UGridsToLoad back down to default 5 (decreasing UGridsToLoad without that mod installed permanently destroys saves). Setting UGridsToLoad high increases load on your system IMMENSELY, significantly hinders stability, and severely exacerbates the issues in point 2.

     

    2a: If you use Skyrim Performance Monitor, I think you'll probably find that at the time textures start to go purple, your game has exceeded your system's maximum VRAM (the dedicated memory of your graphics card for rendering). The High Resolution DLC, Tamriel Reloaded HD, Static Mesh Improvement Mod and Ultimate HD Fire Effects in particular will be hurting this. If you remove them, I think you'll find your VRAM usage drops quite a bit, and your framerate and incidence of slowdowns will improve. Bear in mind that your card will always utilize close to its maximum VRAM when playing (otherwise its not working to its full potential), but when it exceeds the maximum capacity, it has to start read/ writing to a cache for textures, which is quite a bit slower, and often this leads to textures not loading, leading to the lilac colour of texture-less meshes. This whole process adds strain to both your system and to the game engine itself, and eventually it will stutter over something (if it start failing to draw meshes in time, especially more complicated meshes such as those added by SMIM) and CTD.

     

    In this picture, you can see my mean VRAM is dangerously close to the max, this is when I was using a HD overhaul for trees, foliage, snow and rocks. I experienced some CTDs when moving outdoors.

     

     

    http://i.imgur.com/mDya93e.jpg

     

     

     

    In this picture, I removed the overhaul for tress and foliage, and for snow, and CTDs stopped. My mean VRAM usage is comfortably below the max. Additionally, my RAM usage also dropped substantially.

     

    http://i.imgur.com/HMWZIic.jpg

     

     

     

    2b: How are you using the High Rez DLC? It is well documented to cause issues when installed in your load order like any other mod. If you have the High Rez DLCs ticked in your load order (which from your LOOT output I think you have), that's not good. They cause issues in texture selection and priority. A better way to use them is to have them unticked in your load order, and added to your Skyrim.ini like so:

    [Archive]
    sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa, HighResTexturePack03.bsa
    
    sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa, Unofficial High Resolution Patch.bsa
    
    

    Having tried both approaches I can say that using the High Rez pack in the former way induced the purple texture mess, while the latter way did not. However, both will still cause the VRAM strain from point 1, so play around with it and see what works for you.

     

    3: This is specifically a point for CTDs. You have a number of scripted mods installed, which can be the cause of CTDs, especially when your system is not very powerful or already at its limit. Things like Footprints, Player Headtracking, Rainbows, Real Feeding, Shooting Stars, Splash of Rain, Waves, and Wet 'n' Cold add significant workload to the game's scripting engine, Papyrus. Additionally, the Battlefield mod is likely to crash your system, which will struggle to process large numbers of AIs in realtime (as well as rendering their bodies and equipment). You'll have to investigate this yourself and see what circumstances (if any) induce a CTD beyond the causes in points 1 and 2.

     

    4: If you have tweaked your UGrids, chances are you've done other performance-improving/ gameplay-enhancing tweaks to your Skyrim.ini. There are many articles instructing to change the numbers of the [Papyrus] section for increased performance - don't. These have been since debunked, but not many people are aware of that fact. The numbers of that section of your Skyrim.ini should look like this:

    fUpdateBudgetMS=1.2
    fExtraTaskletBudgetMS=1.2
    fPostLoadUpdateTimeMS=500.0
    iMinMemoryPageSize=128
    iMaxMemoryPageSize=512
    iMaxAllocatedMemoryBytes=76800
    

    Similarly, there are articles instructing about the iNumHWThreads and related tweaks. I do not recommend them, because their efficacy is sketchy at best and the effects on the stability varies considerably between different peoples' setups.

     

    Anyway, I hope this helps. Good luck :smile:

  2. I used dxtbmp before I got the Nvidia tools to work properly with photoshop, I still use it for some simple things. It opens the dds no problem, then it splits the file into two bmp's, one for the texture and one for the alpha channel. You edit them individually (opening them through GIMP, Paint or anything you set it to) and then save when done.

    It's a little buggy with body textures though, it doesn't seem to save the alpha channel correctly resulting in a sort of shine, but for everything else it works quite well. Sorry I can't recommend anything simpler, but I use photoshop.

  3. First of all, thank you for the reply.

     

    Giving the body its own texture as opposed to the default malebody.dds really isn't what I want to do. I know it's a workaround, but I want to know how to do this right, for future projects too.

     

    I was under the impression that as soon as I touched the editable mesh, the skin and BSDismember data became invalid and had to be rebuild. Is that not true in all cases?

     

    Also, what procedure do you use for remaking skin and dismember data? From tutorials I've followed, my procedure is to apply a smooth of 2, then skin wrap to the body underneath (in the case of armour, I got confused when editing the body itself so there's nothing underneath to skin to). Then delete the skin wrap, highlight the new skin and make BSDismember, usually of "Skyrim, Main Body" (I have no torso1 option, but it's essentially the same thing I think).

     

    As for the exploding, it can't actually be from the weight, since my character is on the _0 weight. But I think it was from trying to copy the NiTriShape data in NifSkope, the coordinates were off, so the arms ended up being like 120 z-units above the armour. I think that caused the explosion in-game.

    I guess I rushed it a bit. I was experimenting :psyduck:

     

    Can I import a second instance of the male body temporarily and skin the edited one to that? Is that the right way to go about it when editing body parts themselves?

     

    I appreciate your help.

  4. The first thing I'd think of is edit the Armor Disguises mod so that instead of editing an existing perk, it adds a new perk to the skill tree, so bypassing conflicts. If that doesn't work, I'd simply add the perk to the game but not to any skill tree, and when I achieve the non-functioning masquerade perk from SkyRe, add the working Armor Disguises perk via the console. A bit of a workaround, but it would get the job done.

  5. It's the same principle, you edit things like malebody.dds, malehead.dds, malehands.dds and so on for both male and females of your custom race, but either rename them differently or create a new folder for your custom race's textures. In the creation kit, you assign these new textures to your custom race.

     

    Does that explain it?

  6. The hairstyle is a part of Apachii SkyHair if I'm not mistaken, which is why it wouldn't show up when you selected the preset. Presets take data supplied by the Skyrim.esm, so hair, eyebrows, eye colours etc added by mods will have to be selected manually.

     

    The author of the mod does say mention a few mods in the description required to make her look exactly like in the pictures. He doesn't mention Apachii SkyHair because the hair data can be saved in a follower mod, but not in a character preset mod.

     

    As for the ears, they look like the standard Bosmer ears to me, but I couldn't be sure.

  7. Actually, there is a line you can add to the Skyrim.ini file as follows:

     

    [Decals]

    bAllowDecalsOnAlpha=0

     

    It should fix the problem. I say should, because I haven't noticed this issue since, though it could be due to coincidence or other edits I made to decals at the same time. Give it a go and tell us if it works.

  8. Using the creation kit is quite safe, and most importantly, reversible. All of skyrim's information is saved in Skyrim.esm (and the esm files for the dlc's if you have them). The important property about esm files is you cannot edit them directly. Instead, when you edit them, your changes are saved as plugins called esp's. The esm remains the same, unchanged. When you start Skyrim, the Skyrim.esm is loaded as a base, and then any esp files you have are loaded after, loading the changes and edits they contain. If you do something in the creation kit that ruins your game, remember that it is saved in its own esp file, and thus you can simply delete it to restore your game to its original condition.

     

    There is no need to make a copy of your data folder. In fact, I'd recommend you don't, because you're probably using some mods already, and if you ever want to restore from the backup, there will be discrepancies between the mods you are using and the mods you were using when you made the backup. Data folder backups are only really necessary if you're using something like SMCO to optimize your meshes and textures, and you're afraid it might mess something up, or if you're planning on doing a lot of custom meshes and textures.

  9. Hello everyone,

     

    Now that I have some free time, I'm trying my hand at meshing again, this time in a lot greater depth.

    I've had reasonable success so far, but I now encounter a problem. I wanted the bare arms to show in my armour, as well as part of the torso sides which are visible looking into the armour from the sleeve. I used the body mesh from the vanilla vanilla prisoner clothes (prisonerrags.nif), because it fulfilled this without me having to do as much work.

     

    However, that body mesh also includes the shins, but these clip through my armour when running. I know I can delete these (using 3ds Max's whole element selector, which selects these shins separately to the upper body), but how do I then remake the skin wrap and BSDismemberSkin Modifier? Previously, I skinned the armour to the body mesh, but what to I skin the body itself to? I've tried omitting this step, but Max won't allow that. I've tried copying the BSDismemberSkin data from the unedited mesh and pasting it onto the edited one, but that made the mesh's coordinates fly way off. I've also tried importing the malebody.nif, skinning my desired body to that, then deleting it again before exporting, but that caused a mess of exploded arms in game.

     

    I know it's not a discrepancy between the _0 and _1 meshes, because both had the same number of vertices afterwards (and I use the lightest end of the weight slider anyway).

     

    I'd appreciate any help you can give me :)

     

    TL;DR: I want to delete hidden parts of the body mesh the way Bethesda has done, then rebuild the body's BSDismbember data.

  10. It utterly butchered my system too, though I didn't notice at first, until I realised the touch screen had stopped working, at which point I realised oh so many other things. Fortunately, I had the foresight of creating a restore point before running the executable.

     

    Really, I refuse to believe the mod author had this program being used on all the computers "in their business".

     

    I can understand some of the things it did, such as disabling ClearType, Aero, Icon thumbnails and window preview to save on VRAM, and some of the startup services, but it was far too aggressive. They really shouldn't have expected it to work on so many computers. CCleaner does the same thing as this, but has control and doesn't ruin things.

     

    The thing that upsets me the most, however, is my own stupidity for actually downloading and running the file. I guess I've become too lax about my security; this was certainly a good wake up call, if nothing else.

  11. Thank you so much for the effort, it compiles perfectly (and even better, I understand what you did), but there is no effect in game. I wonder if there is any way to script an armour piece lying on an unused slot so that it gets unequipped the same as if it were on the body slot.
  12. IsharaMeradin, thank you for all your efforts so far. I'm not sure how to create functions. I did some research and tried, but unfortunately it gave me a ridiculous amount of errors. I've never created nor called custom functions before.

     

    Scriptname MercCuirassCheckScript extends ObjectReference
    
    Armor Property MercCuirassProperty auto
    Armor Property ArmorCuirass auto
    
    Function PlayerCheck()
    
    If akActor == Game.GetPlayer()
    	Unequip(akActor)
    Else
    	GoToState("Empty")
    EndIf
    
    EndFunction
    
    Function Unequip()
    
    If akActor.WornHasKeyword(ArmorCuirass) && !akActor().WornHasKeyword(MercCuirassProperty)
    	akActor.UnequipItem(self)
    EndIf
    
    EndFunction
    
    Event OnEquipped(Actor akActor)
    
    PlayerCheck(akActor)
    
    EndEvent
    
    

  13. Thank you :)

     

    It still isn't working, and I'm not sure why. I've a feeling I'm close.

     

    Scriptname MercCuirassCheckScript extends ObjectReference
    
    Armor Property MercCuirassProperty auto
    Armor Property ArmorCuirass auto
    
    Event OnEquipped(Actor akActor)
    GoToState("PlayerCheck")
    EndEvent
    
    State PlayerCheck
    If
    	akActor = Game.GetPlayer()
    		GoToState("Unequip")
    Else
    	GoToState("Empty")
    EndIf
    EndState
    
    State Unequip
    If
    	akActor.WornHasKeyword(ArmorCuirass) && !akActor().WornHasKeyword(MercCuirassProperty)
    		akActor.UnequipItem(self)
    EndIf
    EndState
    

     

    It's still attached to the upper armour. I'm getting two errors "mismatched input 'If' expecting ENDSTATE". They're located obviously enough at each If statement inside each State.

  14. Thank you all for your replies.

     

    Thank you steve40, your suggestion compiles perfectly, I just now have to test it in-game.

     

    Scriptname MercCuirassCheckScript extends ObjectReference
    
    Armor Property MercCuirassProperty auto
    
    Armor Property ArmorCuirass auto
    
    Event OnEquipped(Actor akActor)
    
           If akActor == Game.GetPlayer() && akActor.IsEquipped(ArmorCuirass) && !akActor.IsEquipped(MercCuirassProperty)
    
                   akActor.UnequipItem(self)
    
           EndIf
    
    EndEvent

     

    I guess I've been thinking of this script as an objective script as opposed to from the point of view of the armour itself.

     

    A few questions, because I couldn't seem to find answers.

     

    1) Is there a mechanic like in other languages whereby you can say "If X = 1, go to part A of the script, otherwise go to part B" ?

     

    2) Regarding the WornHasKeyword function, is a keyword a string, as in part of the name, or is it a property like IsArmorLight etc?

     

    EDIT: Okay, the script has no effect. Nothing gets unequipped when the conditions say they should.

     

    Also, it occurred to me that this is only half a solution. It would unequip the chestplate if another armour was already equipped, but it does not stop other armours from being equipped after the chestplate.

     

    I'm going to have to rethink this. It will have to be a quest script with the OnEquipped(Actor akActor) event.

     

    I could do this if there was an "If X = 1, go to part A of the script, otherwise go to part B" function, but I can't find one.

  15. Hello everyone,

     

    I'm making an armour mod which has two separate body pieces, one on the legs and one on the chest. Unfortunately, to make both show up, one has to take up a different to normal slot. This results in it being equipped along with any piece of armour, and I want to write a script which will unequip it if it's anything but the leg armour.

     

    I've been trying for a few hours now and I'm stymied. I get two "No viable alternative at input "If"" errors compiling, for the two If functions after the AND and OR operators. Could someone point me in the right direction?

     

    Basically, I want the chestplate (the one with the different slot), while equipped, to check other equipped armour and see is there any other body armour equipped. If there is, but it's not the leg armour from the mod, the chestplate will unequip itself.

     

    Scriptname MercCuirassCheckScript extends ObjectReference  
    
    Event OnEquipped(Actor akActor)
    
    If akActor == Game().GetPlayer
    
    	If (Game().GetPlayer().WornHasKeyword("Mercenary Cuirass") != 1) && If (Game().GetPlayer().WornHasKeyword(Cuirass) == 1) || If (Game().GetPlayer().WornHasKeyword(Armor) == 1) 
    
    		player().UnequipItem("01MercCuirassUpper")
    
    	EndIf
    
    EndIf
    
    EndEvent
    

  16. http://blog-imgs-54-origin.fc2.com/s/k/y/skyrimbox/image2725.jpg

     

    Does anyone know/ can anyone link to this armour? I know the cape on the shoulders is from Grimoa's Scarf and Gugel, but what is the rest of it? The pants, boots and gloves that is.

     

    Thanks everyone!

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