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asmox

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Everything posted by asmox

  1. Yeah I know you can click the camera tab in the upper right corner and adjust from there. That's not what I mean. I'm talking about actual free camera movement and rotation during all stages of character creation - meaning I don't have to constantly back out of other menus to switch to the camera tab, rotate, and then go back to whatever menu I was in before. Biggest offender is overlays... when you have hundreds of overlays to look at, it's beyond tedious (to say the least) to constantly go back and forth in order to get the camera angle just right for whatever overlay you happen to be looking at. Though tbh it's just tedious across the board. Are there any mods which offer true camera freedom during RaceMenu creation or nah? Thanks.
  2. Cross post from comments @ http://www.nexusmods.com/skyrimspecialedition/mods/6842/ (Fangs and Eyes - A Vampire Appearance Mod) - I've had a few issues with this mod. First, all vampire eyes in the game were completely yellow. I sort of fixed this by removing the vampire eye textures from The Eyes of Beauty. After I did that, the irises reverted to their expected colors but the scleras were still completely yellow. I sort of fixed that by unpacking the BSA's used by this mod and using loose files instead, overwriting everything else in my mod list. After I did that, the eyes on my character were 100% fixed. However, all generic NPC vampire eyes still have yellow scleras, like so - https://steamuserimages-a.akamaihd.net/ugc/805425860638751429/1B3BDB58FABF5B2DC99F4C08F632288543F424C2/ I tried to isolate the conflicting mod as usual - start a new game with no mods, then slowly add mods in chunks until you find the one that causes the unwanted change. However, when I did this, I ended up with my entire mod list loaded and no yellow scleras - *but* if I start a new game with all mods loaded from the getgo, the yellow NPC scleras return. So... that method of troubleshooting isn't really working out here. Not really sure what to make of it. Removing this mod makes the issue go away of course, but I'm not sure it's solely this mod that's the problem. Mod list - Load order -
  3. Googling this will give you several dozen threads and tutorials with the answers you're looking for. tldr; you want to copy over NMM's \Mods and \Install Info directories for Skyrim.
  4. In my experience, the 'UseOSAllocators' function from the Crash Fixes mods is much better than ENB's memory management. I'd personally recommend swapping over to Crash Fixes entirely.
  5. Sounds like you didn't run 'Generate FNIS for Users' - it's an executable included with the FNIS package.
  6. Try the 'sqo' and 'sqt' commands in your console.
  7. Yeah, rename them or move them elsewhere. Make sure you're looking at the right .ini files - MO creates its own set per profile in the MO\profiles\profilename directory. Otherwise, not sure really. Try disabling ENB, SKSE, and anything else you might have installed manually which isn't being managed by MO (in addition to all of your managed plugins). Then enable the Skyrim, Update, DG, HF, and DB .esm's, and the USLEEP .esp. Start a new game. See if you still crash. If you do, verify your Steam cache and then clean all of your official .esm's again. I very much doubt that USLEEP is the source of your problems. edit: It's also possible that you have a bad download of USLEEP. You can try downloading it again and then installing it manually. See if that changes anything. Also make sure you aren't extracting the USLEEP .bsa.
  8. As far as I'm aware, there shouldn't be any problem moving from USKP to USLEEP in the middle of a playthrough so long as you've properly updated any mod which had any of the USKP patches as masters - that includes any bashed patches, merged patches, SkyProc patches, or other patches from mods like DynDOLOD. Double check all of your plugins for missing masters. Swapping the old USKP patches back in and still hitting CTD's generally points to this not being a USLEEP issue. How are you running Skyrim? Vanilla launcher? NMM? Mod Organizer? Are you using SKSE? Is it up to date? Is your game fully patched through Steam? Have you tried generating fresh copies of skyrim.ini and skyrimprefs.ini, and disabling ENB? Have you read through this? I'd probably also suggest going through this.
  9. ENB is not the same as ENBoost. ENBoost is simply the memory management portion of the full ENB rendering suite. When you set 'UseDefferedRendering' to false, you are disabling all of ENB's rendering functions and are using it strictly for its memory-related stability functions. What this basically means is that you're not fixing the problem so much as you're masking it. If you want the graphical enhancements of ENB, you're going to have to set 'UseDefferedRendering' back to true at some point, and you may see your issues return... though they'll probably manifest in some other way. I'd personally suggest going back to the LAL room, turning on your ENB, and messing around with your mods and individual ENB settings until you find the actual root cause. It may save you a huge headache later on into your save.
  10. LOOT only cares about plugins. It has no reason to process mods which don't include .esp or .esm files and I'm not aware of any setting to make it do so. Can't really help you with the rest as I haven't used NMM in years. I've copied Mod Organizer-based mod and plugin backups to other computers successfully though - dunno why you wouldn't be able to do the same with NMM. Make sure there isn't anything else you need to install manually, aside from SKSE. You might also try copying your saved games directly rather than downloading them through the Steam cloud. Also, if you had any custom or modified settings in skyrim.ini or skyrimprefs.ini, make sure you've set those for your new Skyrim installation as well.
  11. The following mods may help you - http://www.nexusmods.com/skyrim/mods/37546/? http://www.nexusmods.com/skyrim/mods/16815/? http://www.nexusmods.com/skyrim/mods/25499/? http://www.nexusmods.com/skyrim/mods/71055/? I don't use any of them personally.
  12. If you're using Mod Organizer, make sure you've set all the necessary .ini settings in MO's .ini files rather than the .ini files in the game's default location. Mod Organizer has its own copies of skyrim.ini and skyrimprefs.ini per profile - editable either through MO itself (Tools > INI Editor) or by browsing to $MOInstallDir/profiles/profilename. If I had to guess, I'd say that's probably why the game is telling you that bFloatRenderTarget=1 isn't set, and might be the cause of your other issues as well.
  13. I have always installed SKSE manually and ran it through MO. Never had any issues. ymmv.
  14. In my experience, Legacy of the Dragonborn (while pretty awesome) is a very large, complex, performance heavy, script heavy, and somewhat buggy mod which has a decent amount of compatibility issues. This is made worse by the amount of other mods the author has merged into it. That is part of the reason why I personally stopped using LotD in my playthroughs. For starters, I'd suggest reading everything on the main Legacy of the Dragonborn description page to make sure you didn't miss any obvious compatibility patches or something. Then do what darstyler said.
  15. If downloads get stuck, right-click and cancel/remove them. If you can't do that, go to the 'downloads' directory under your main MO directory and delete any files ending in .unfinished or .unfinished.meta, then restart MO.
  16. Cool - hope you get everything working for your mod.
  17. As far as I can tell all of these mods are changing movement speeds by modifying the 'Movement Type' forms - Object Window > Character > Movement Type. The NPC_Default_* series of forms seem to apply to the player character and all other characters which don't have any custom forms defined for their base movement defaults (Object Window > Character > Race > 'Move Data' tab of a given race). The obvious problem is that you'd be changing speeds for both the player character and a bunch of NPC's, which probably isn't what you want. I'm not really sure how to separate the two in the CK. Even if you were to create a new movement type form, you can still only assign it to an entire race, which would include all actors of that race. Might require scripting? Maybe somebody more knowledgeable with the CK can respond. I've only messed with a few simple things here and there.
  18. I actually just created a small plugin which does nothing other than modify those settings and it doesn't have any effect in my game either. It's possible that those settings don't actually do anything - or if they do, it's possible that they can only be modified indirectly by other functions elsewhere in the game. That's a complete assumption on my part though. I'll see if I can play around with it a bit more.
  19. Code? This is a thread about changing settings, no code is involved in that. I just set "fmovecharwalkbase" to 200.0 (which did nothing), "fmovecharrunbase" to 400.0 (which did nothing) and "fmovesprintmult" to 2.0 (which did nothing). So you're just modifying the values in the CK right? No scripts involved? Might be a stupid question, but are you sure there's nothing in your load order which might be overwriting the settings you've defined in your mod's .esp?
  20. Try setting those values as floats instead of integers if you aren't already - e.g. 100.0 instead of 100. You could also try looking at another mod which modifies movement values and see what they're doing. Here's one - http://www.nexusmods.com/skyrim/mods/1931/
  21. Which script is generating these errors? Should be a script name directly above the error line. Also worth keeping in mind that Papyrus isn't a crash log, so what you see in there isn't necessarily related in any way to your random crashes.
  22. I think your question is somewhat misleading - you're not asking about graphics vs. gameplay; you're asking about graphics vs. performance. I make no distinction between graphics and gameplay in my mod list. I have many graphics mods and many mods that alter gameplay in some way. I personally value performance over graphics, however, so if I need to take a few 4k tex replacers and cut them down to 2k in order to sustain a stable 50-60+ FPS, I will.
  23. The mesh for any given outfit will usually include a body shape. This means that if you put on a piece of armor which contains its own body shape and that shape doesn't match your custom body mod, then the outfit will automatically modify your character's body to be that shape when you equip it. Make sure that the armors you're using have actually been converted to whatever body type you want. Also make sure that any body textures you're using were designed for the body type (e.g. don't use CBBE textures for UNP-based body meshes) - that should help you with the invisible wrists and fingers.
  24. Enable the "Schlongs of Skyrim - Core.esm" plugin... If you don't have such a plugin, then reinstall SoS.
  25. If your game is stuttering with ENB and no mods enabled, then either your computer is a legitimate piece of garbage or you've misconfigured something in the ENB ini's or the game ini's. Can you paste the contents of your enblocal.ini? In spoiler tags.
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