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freemonkey92

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About freemonkey92

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    Skyrim
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    Jagged Alliance 2

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  1. I'll leave your thread alone after reiterating my first point. You don't know why Skyrim crashes. You are guessing. You're evidence is circumstantial. What constitutes a memory taxing mod? I read the entire thread, every possibility has been discussed in this thread, no definitive answers have been arrived at. The statement 'Run less mods, the game will be more stable.' is not helpful. It is a useless generality. The question in response is 'How many mods can I run?', 'How much texture memory can I use?', 'How many NPCs can be on the screen?', 'Why does changing the shadow quality affect stability?' The WHYs and HOW MUCH are what's important otherwise it's just trial and error and guessing. Granted that may be the only recourse, but it shouldn't be.
  2. You and I have a different idea of what constitutes proof. Can you say with any certainty how much memory you need to run Skyrim, how much VRAM given your settings and mod selection? Can you say with any certainty that it is a lack of VRAM, a lack of RAM, a script error, or some mod error that caused the last crash you had? No you can't. You can speculate, not prove what caused that crash. This thread is full of guessing, hell if you list every possible reason a game could crash, you must be 'right', right? You bring up Windows as an example, well, every time Windows crashes you get a BSOD, which tells you exactly what took down the system and allows you to begin troubleshooting and not simply guessing at what the problem is. Skyrim has no feedback mechanism, when a crash happens, you have not a shred of evidence to tell you why it happened. Listen, I am not being unfair here. This has been going on since Morrowind, a lack of stability, a lack of feedback, which is never fixed. It's pissing me off. Bethesda didn't just release a buggy game, they always release buggy games. If you think Bethesda would go bankrupt by fixing the bugs in their games, you have terribly low expectations of the game industry. Bethesda does deserve a bit of bashing, narrowly tailored to where they fail. They get plenty of praise for what they do right. That being said, if Skyrim didn't have a lot going for it, I wouldn't care.
  3. Too much speculation in this thread. Bethesda (or whoever actually programmed this) really dropped the ball. First a program should never crash, but the programmer should expect it to, so when it does the program should report detailed information so the cause can be determined. That this was not done is just awful. If just this was done, the speculation would end and the fixes would start rolling in. Texturs, shadows, scripts, memory, an more have all been accused, but there is no proof, just circumstantial evidence pointing here and there. There are so many things Bethesda could be doing that would improve the situation, it is maddening that they seem to not care much. I guess they keep pumping out DLCs and raking in the cash, why should they care, the $$$$ prove that they are right.
  4. I am having the same problem, anyone know how to disable a door from being clicked (activated). I am guessing that a script did it. Dawnguard uses the same doors WinterholdLDoorMinUse. Though with TES5Edit I can't for the life of me see anything that would affect it, so I'm guessing a script is accidentally modifying this door (in Winterhold), when it really should be only affecting a Dawnguard one. Edit: I have traced my problem to having installed the mod Quest for Umbra which adds a script to the doors. Upon causing CTD, I uninstalled and wasn't until much later, I ran into this problem, and now am unsure how to fix it. Edit2: Good news, after a couple of hours of research I have come up with a solution. The problem was, the Umbra mod was calling BlockActivation() on the two doors leading into the Arcanaeum, this requires that the mod handle all activations, which the author did. Now as it seemingly caused a CTD I chose to uninstall it. This has the effect of leaving the doors in a blocked state, and no console commands can fix this as far as I can tell. So I wrote a patch, a small script: Scriptname WInterholdArcanaeumDoorPatch extends ObjectReference Hidden Event OnInit() BlockActivation(false) EndEvent Event OnActivate(ObjectReference akActionRef) BlockActivation(false) EndEvent And attached it to the doors. This fixes the problem and once you have traversed the doors, you can deactivate the patch mod. Hope this helps.
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