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MasterCanterbury

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  1. In response to post #15378525. #15378635 is also a reply to the same post. And thank you.
  2. Not sure if this is relevant here, but recently GeDoSaTo for Dark Souls II reorganized its file structure, so after reinstallation of NMM it asked for the location of GeDoSaTo, however the .exe and the .ini are in separate folders now so it's impossible to make NMM happy. It complains if it's in the folder with the .exe that there's no .ini, if it's in the folder with the .ini then it complains that there's no .exe
  3. Thank you all so much for what you do to improve these sites and our experiences with them, you're doing a great job even with these problems appearing left and right.
  4. <p>Yeah, I saw the update for that but all I saw it update was that it fixed an incompatibility or error with SkyMoMod. I'll try it. And I'll try working with BUM. Thank you for that. Do you have any ideas on the patcher freezing with the NPC Variants?<br /> <br /> Edit: Nevermind. After updating everything is fine and dandy once more. Thank you for all your help Cait. Kudos to you.</p>
  5. Do you know how to use BUM? Or know of a guide? Because I tried to understand it and... couldn't. :P I still don't think that will solve the problem where AV gets stuck "Creating NPC Variants" but I'll give it a shot of course.
  6. I'm afraid that didn't work either. I tried putting my Bashed Patch esp on the AV's block list, and while that allowed me to finish making the AV esp without error, it still ran BOSS before creating itself, therefore excluding mods from its patching process. However it seems that with version 2.0.0 of AV the BOSS running component has been added and is alterable. I can either use SUM to toggle "Run BOSS" off, or use BUM to organize my unrecognized mods so BOSS doesn't deal with them... but I have no clue on how to use that program. Edit: Now I have a new problem. AV gets stuck at "Creating NPC Variants" so I STILL can't make my Automatic Variants esp. One problem after another.
  7. Well the problem is that the AV patcher RUNS BOSS as it's patching. So, even if I move all the unrecognized .esp's, it moves them back before it even begins patching. I don't understand why this is happening all of a sudden (Is this new with the updated reproccer/AV?)
  8. So the other day I was updating some mods, quite a few to be more precise, as I haven't played in awhile. After updating/installing, I went to go sort out my load order and create a bashed patch. That all went fine and dandy, but then I tried patching Automatic Variants and the SkyRe ReProccer. Whenever these programs start up and attempt to load the mods, an error pops up and says that a master is missing from my Bashed Patch, 0.esp. Confused, I would look back at my load order and a bunch of my mods would be back at the bottom underneath my bashed patch, as if I had just run BOSS again. Now of course, I can't play the game unless I delete the reproccer and av .esp's, however that will give me a plethora of problems in itself. I snooped around in the AV files looking for a load order file or document that was incorrect, but I didn't see anything wrong with it. If anyone had any ideas and could help, that would be greatly appreciated. Edit: After more testing, it appears that both of these programs are running BOSS right before patching, which confirms my suspicion. I can run the ReProccer in Debug-noBOSS mode, which works, but AV has no such debug. I don't remember this happening ever before, is there an option somewhere to disable this?
  9. So after doing some mod updates (nothing out of the ordinary, except for a couple things I will cover), I went to go play Skyrim. Unfortunately, after starting it up through my newly updated ATTK loader, there were no games to load. Confused, I quit and went to check my save files. They were perfectly fine. But in my Skyrim folder where SkyrimPrefs.ini is, etc. there was a new folder. It was simply titled "1". I promptly deleted it, not knowing what the hell it was, and it was empty and serving no purpose. So I tried again, and again, and again; loading the game through ATTK, SKSE, and just plain Skyrim.exe I decided "Screw it, I was gonna make a new character anyways". So I started a character. None of the buttons would work for the RaceMenu mod (Zooming in, turning off light). I later read that it was fixable with a quicksave/quickload method, but didn't put it to the test, as I soon became preoccupied. When I went to go check out this problem outside of the game, I saved a new file, which was some strange, large, at least 6-digit number... I play Skyrim a lot, but not that much. Confused, I returned to my save files, to find out where this mysterious save file was. As I double clicked on the Skyrim folder, I was once more greeted by the folder simply named "1". Curious, I entered the folder. There were those weird save files. And they were weirder than I at first perceived. Instead of the typical .ess extension on the file... it said .skse Right about now I'm just going "wtf". Lots of "wtf". The only suspects I could come up with were ATTK, and Skyrim Configurator. ATTK because it was a new update and could have done something funky. Skyrim Configurator, because I discovered the backup save file button, and thought it to be a good idea. The configurator, however, has no connection to SKSE that I know of, so my suspicion on that one is faint. ATTK on the other hand I could believe. Not knowing what else I could do, I uninstalled ATTK and tried launching the game once more through SKSE and Skyrim.exe Same results. I googled some, and found out about one ini line in the Skyrim.ini in My Documents, sLocalSavePath=... And what did it say? "1". So I changed this to C:\Users\owner\Documents\My Games\Skyrim. Yet when I started the game up and attempted to save, the file saved to virtually nowhere. So not only is my save path screwed, but I would still likely have the problem of the .skse extension. I just looked up .skse save files right now actually. But I still should be getting a .ess file if I save, no? I could explore this more if I could actually save. :S Is there a new SKSE save feature that's causing this? Can you think of any other mods that could cause this? Why isn't the sLocalSavePath line working? Why did that change in the first place? Answers to these questions would be greatly appreciated. This is just so strange.
  10. Maybe when New Vegas first came out, yeah, but I don't think it should be that bad anymore. Getting rid of Nevada Skies and creating that merged patch seemed to work at first, but again the game was teasing me. A weird thing I noticed was that my game was strangely laggy after I uninstalled Nevada Skies. Not a big deal, not as big as the CTD's, and they mostly went away... just quirky. It went back to it's usual crashing state after a half hour or so of playing again.
  11. Alright, I'll try that. I always play with a merged patch, I just haven't made one because I haven't played it since updating / changing some mods. Thanks for the reply. :)
  12. I've been wanting to get back into playing New Vegas, but every time I do I find myself plagued with CTD's. There rather annoying ones too. They aren't like right away or 5 or 10 minutes after playing. It's like half an hour, get all nice and comfortable and then BAM, crash. Anyways, I did some testing to no avail and was just curious if anyone could spot a culprit in my load order; something that doesn't play nice with another something that's in my list. It would be largely appreciated. :) Here's the load order: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm CINEMATECH.esm FOOK - New Vegas.esm FOOK - New Vegas DLCs.esm MoMod.esm NSkies URWLified.esm Project Nevada - Core.esm Project Nevada - Equipment.esm oHUD.esm Lings.esm Project Nevada - Cyberware.esp Project Nevada - Rebalance.esp DarNifiedUINV.esp GoodspringsPlayerHome.esp FOOK - New Vegas.esp FOOK - New Vegas DLCs.esp FOOK - Lings.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues.esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp FalloutNVCheatTerminal.esp Mod Loot - 2. Reasonably Rare.esp Mod Loot - 3. A Bit Common.esp UnlimitedCompanions.esp NSkies URWLifiedOWB.esp NSkies URWLifiedHH.esp NSkies URWLifiedDM.esp DYNAVISION 2 - Dynamic Lens Effect.esp ELECTRO-CITY - Imaginator.esp Directors Chair.esp Mission Mojave - Ultimate Edition.esp MMUE-CP-PNCore.esp MMUE-CP-PNEquipment.esp MMUE-CP-PNRebalance.esp MMUE-CP-PNOWB.esp MMUE-CP-FOOK.esp Roleplay Start 1.2.esp Sprint Mod.esp DWDEagle44.esp Devil's Right Hand.esp The Weapon Mod Menu.esp The Mod Configuration Menu.esp PortableCampStuffNV.esp Total active plugins: 54 Total plugins: 54 Also, I have NMC's medium texture pack installed. I use a modified NVSE executable. (Just so that it can run with >2 gb of address space, nothing else different) I usually have merged patches too, just not right now. The only thing I can think of is it being a FOOK vs. Project Nevada problem. I don't WANT to believe that, because I love both of those mods. Any advice is very much appreciated. :)
  13. Hey, I tried getting FO3Edit to work when I first started modding, but as the same problem kept appearing I just shoved it aside. Now, I would like to get it working as I do CTD quite often. The problem is, that whenever I create a merged patch using FO3Edit, it doesn't appear in my load order in FOMM or even in my data directory. Then again, after looking at the edit window, it says MergedPatch.esp at the bottom. But under it, on the bar, it still says it's adding my last file. Just seems to do it forever. I haven't seen anyone with this problem and I've tried searching lots... it would just do wonders to get this working. -Matt
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