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Posts posted by Overlord69
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I would say Civil War Overhaul by Apollodown but it is no longer on this site. That mod pretty much enhances every battle and makes it possible to lose the war.
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Rejoice!!! I have finally compiled the script after 2 months (beated cskriffin who took 4 months :p ) The last errors were fixed by using the latest version of chargen.psc from Racemenu. Thank you so much for your help IsharaMeradin!
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Thanks for your input IsharaMeradin, I'll continue the search for CharGen related scripts as I only have the main script. If anyone else is familiar with these variables, I would appreciate it if you can tell me which script it comes from.
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I have managed to get the errors down to 12...almost there :smile:. This is what's left and the information pertaining to these scripts, turns out that the other
7 errors pertaining to the xflmenuscript was because of the outdated version.
[ vmyc_metaquestscript.psc ]
Starting 1 compile threads for 1 files...
Compiling "vmyc_metaquestscript"...
No output generated for E:\Game Documents\Modding\Skyrim\vmyc_metaquestscript.psc, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on E:\Game Documents\Modding\Skyrim\vmyc_metaquestscript.psc
--- ERRORS ---
Scripts\Source\vmyc_characterdummyactorscript.psc(986,12): IsExternalEnabled is not a function or does not exist
Scripts\Source\vmyc_characterdummyactorscript.psc(986,12): cannot call the member function IsExternalEnabled alone or on a type, must call it on a variable
Scripts\Source\vmyc_characterdummyactorscript.psc(994,20): LoadExternalCharacter is not a function or does not exist
Scripts\Source\vmyc_characterdummyactorscript.psc(994,20): cannot call the member function LoadExternalCharacter alone or on a type, must call it on a variable
Scripts\Source\vmyc_characterdummyactorscript.psc(1000,21): LoadExternalCharacter is not a function or does not exist
Scripts\Source\vmyc_characterdummyactorscript.psc(1000,21): cannot call the member function LoadExternalCharacter alone or on a type, must call it on a variable
Scripts\Source\vmyc_charactermanagerscript.psc(1366,9): DeleteCharacter is not a function or does not exist
Scripts\Source\vmyc_charactermanagerscript.psc(1366,9): cannot call the member function DeleteCharacter alone or on a type, must call it on a variable
Scripts\Source\vmyc_charactermanagerscript.psc(2826,12): IsExternalEnabled is not a function or does not exist
Scripts\Source\vmyc_charactermanagerscript.psc(2826,12): cannot call the member function IsExternalEnabled alone or on a type, must call it on a variable
Scripts\Source\vmyc_charactermanagerscript.psc(2827,11): SaveExternalCharacter is not a function or does not exist
Scripts\Source\vmyc_charactermanagerscript.psc(2827,11): cannot call the member function SaveExternalCharacter alone or on a type, must call it on a variable
Time: 1.5757732 seconds
Input: E:\Game Documents\Modding\Skyrim\vmyc_metaquestscript.psc
Output: E:\Game Documents\Modding\Skyrim\Output\vmyc_metaquestscript.pex
Finished with 12 errorsInformation from the specific lines of vmyc_characterdummyactorscript.psc
If CharGen.IsExternalEnabled()
If !_bExternalHeadExists
Debug.Trace("MYC/Actor/" + CharacterName + ": Warning, IsExternalEnabled is true but no head NIF exists, will use LoadCharacter instead!",1)
bResult = CharGen.LoadCharacter(akActor,akRace,asCharacterName)
GotoState("")
Return bResult
EndIf
Debug.Trace("MYC/Actor/" + CharacterName + ": IsExternalEnabled is true, using LoadExternalCharacter...")
bResult = CharGen.LoadExternalCharacter(akActor,akRace,asCharacterName)
GotoState("")
Return bResult
Else
If _bExternalHeadExists
Debug.Trace("MYC/Actor/" + CharacterName + ": Warning, external head NIF exists but IsExternalEnabled is false, using LoadExternalCharacter instead...",1)
bResult = CharGen.LoadExternalCharacter(akActor,akRace,asCharacterName)Information from the specific lines of vmyc_charactermanagerscript.psc
CharGen.DeleteCharacter(asCharacterName)
If CharGen.IsExternalEnabled() || bUseExternal
CharGen.SaveExternalCharacter(sPlayerName) -
Thanks for your help IsharaMeradin, I'm actually going off of someones notes on this script revision that were made about nine months ago and he managed to compile it but left out what needed to be done and he's gone.
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Oh this is for my personal use for now, I will not be posting it on his page until I hear from him. Here is what I have written underneath the spoilers. Really appreciate your help :)
Scriptname vMYC_MetaQuestScript extends Quest
{Do initialization and track variables for scripts}
;--=== Imports ===--
Import Utility
Import Game
Import vMYC_Config
;--=== Properties ===--
Actor Property PlayerRef Auto
Bool Property Ready = False Auto
Float Property ModVersion Auto Hidden
Int Property ModVersionInt Auto Hidden
Int Property ModVersionMajor Auto Hidden
Int Property ModVersionMinor Auto Hidden
Int Property ModVersionPatch Auto Hidden
String Property ModName = "Familiar Faces" Auto Hidden
Message Property vMYC_ModLoadedMSG Auto
Message Property vMYC_ModUpdatedMSG Auto
Message Property vMYC_ModShutdownMSG Auto
vMYC_CharacterManagerScript Property CharacterManager Auto
vMYC_ShrineOfHeroesQuestScript Property ShrineOfHeroes Auto
vMYC_HangoutManager Property HangoutManager Auto
;--=== Config variables ===--
GlobalVariable Property vMYC_CFG_Changed Auto
GlobalVariable Property vMYC_CFG_Shutdown Auto
GlobalVariable Property vMYC_WaitForMQ Auto
;--=== Variables ===--
Float _CurrentVersion
Int _iCurrentVersion
String _sCurrentVersion
Bool _ShowedSKSEWarning = False
Bool _ShowedJContainersWarning = False
Bool _Running
Bool _bVersionSystemUpdated = False
Bool _bShowedCompatibilityErrorSkyRE = False
Bool _bShowedCompatibilityErrorEFF = False
Bool _bShowedCompatibilityErrorAFT = False
Bool _bPlacedPortalStone = False
Float _ScriptLatency
Float _StartTime
Float _EndTime
Int _iUpkeepsExpected
Int _iUpkeepsCompleted
;--=== Events ===--
Event OnInit()
If IsRunning() && ModVersion == 0 && !ModVersionMajor
DoUpkeep(True)
EndIf
EndEvent
Event OnReset()
;Debug.Trace("MYC: Metaquest event: OnReset")
EndEvent
Event OnUpdate()
EndEvent
Event OnGameReloaded()
Debug.Trace("MYC: Metaquest event: OnGameReloaded")
;If vMYC_CFG_Shutdown.GetValue() != 0
DoUpkeep(False)
;EndIf
EndEvent
Event OnUpkeepState(string eventName, string strArg, float numArg, Form sender)
If eventName == "vMYC_UpkeepBegin"
_iUpkeepsExpected += 1
ElseIf eventName == "vMYC_UpkeepEnd"
_iUpkeepsCompleted += 1
;Debug.Trace("MYC: Metaquest Upkeep finished for " + sender + ". (" + _iUpkeepsCompleted + "/" + _iUpkeepsExpected + ")")
EndIf
EndEvent
Event OnShutdown(string eventName, string strArg, float numArg, Form sender)
Debug.Trace("MYC: OnShutdown!")
Wait(0.1)
DoShutdown()
EndEvent
;--=== Functions ===--
Function DoUpkeep(Bool DelayedStart = True)
_iUpkeepsExpected = 0
_iUpkeepsCompleted = 0
;FIXME: CHANGE THIS WHEN UPDATING!
ModVersionMajor = 1
ModVersionMinor = 1
ModVersionPatch = 5
_iCurrentVersion = GetVersionInt(ModVersionMajor,ModVersionMinor,ModVersionPatch)
_sCurrentVersion = GetVersionString(_iCurrentVersion)
String sModVersion = GetVersionString(ModVersion as Int)
RegisterForModEvent("vMYC_InitBegin","OnInitState")
RegisterForModEvent("vMYC_InitEnd","OnInitState")
RegisterForModEvent("vMYC_UpkeepBegin","OnUpkeepState")
RegisterForModEvent("vMYC_UpkeepEnd","OnUpkeepState")
RegisterForModEvent("vMYC_Shutdown","OnShutdown")
Ready = False
If DelayedStart
Wait(RandomFloat(3,5))
EndIf
Quest MQ101 = Quest.GetQuest("MQ101")
While vMYC_WaitForMQ.GetValue() > 0 && MQ101.IsRunning() && MQ101.GetCurrentStageID() < 900
WaitMenuMode(10)
EndWhile
If !CheckDependencies()
DoShutdown()
Return
EndIf
SyncConfig()
String sErrorMessage
SendModEvent("vMYC_UpkeepBegin")
Debug.Trace("MYC: " + ModName)
Debug.Trace("MYC: Performing upkeep...")
Debug.Trace("MYC: Loaded version is " + sModVersion + ", Current version is " + _sCurrentVersion)
If ModVersion == 0
Debug.Trace("MYC: Newly installed, doing initialization...")
DoInit()
If ModVersion == _iCurrentVersion
Debug.Trace("MYC: Initialization succeeded.")
Else
Debug.Trace("MYC: WARNING! Initialization had a problem!")
EndIf
ElseIf ModVersion < _iCurrentVersion
Debug.Trace("MYC: Installed version is older. Starting the upgrade...")
DoUpgrade() ; this should also fire DoUpkeep
If ModVersion != _iCurrentVersion
Debug.Trace("MYC: WARNING! Upgrade failed!")
Debug.MessageBox("WARNING! " + ModName + " upgrade failed for some reason. You should report this to the mod author.")
EndIf
Debug.Trace("MYC: Upgraded to " + GetVersionString(_iCurrentVersion))
vMYC_ModUpdatedMSG.Show(ModVersionMajor,ModVersionMinor,ModVersionPatch)
Else
;FIXME: Do init stuff in other quests
CharacterManager.DoUpkeep()
ShrineOfHeroes.DoUpkeep()
HangoutManager.DoUpkeep()
Debug.Trace("MYC: Loaded, no updates.")
;CheckForOrphans()
EndIf
CheckForExtras()
CheckCompatibilityModules()
UpdateConfig()
;Make absolutely sure the portal stone quest is running!
Quest vMYC_PortalStoneQuest = Quest.GetQuest("vMYC_PortalStoneQuest")
vMYC_PortalStoneQuest.Stop()
vMYC_PortalStoneQuest.Start()
Debug.Trace("MYC: Upkeep complete!")
Ready = True
;HangoutManager.AssignActorToHangout(CharacterManager.GetCharacterActorByName("Kmiru"),"Blackreach")
SendModEvent("vMYC_UpkeepEnd")
EndFunction
Function DoInit()
Debug.Trace("MYC: Initializing...")
;FIXME: Do init stuff!
If !(CharacterManager as Quest).IsRunning()
(CharacterManager as Quest).Start()
WaitMenuMode(0.5)
CharacterManager.DoInit()
EndIf
InitConfig()
If !GetConfigBool("DefaultsSet")
SetConfigDefaults()
EndIf
If !(ShrineOfHeroes as Quest).IsRunning()
WaitMenuMode(0.5)
(ShrineOfHeroes as Quest).Start()
;CharacterManager.DoInit()
EndIf
If !(HangoutManager as Quest).IsRunning()
(HangoutManager as Quest).Start()
WaitMenuMode(0.5)
HangoutManager.DoInit()
EndIf
;Wait(3)
;CharacterManager.SaveCurrentPlayer()
;Int i = 0
;While i < CharacterManager.CharacterNames.Length
;If CharacterManager.CharacterNames
;CharacterManager.LoadCharacter(CharacterManager.CharacterNames)
;EndIf
;i += 1
;EndWhile
_Running = True
ModVersion = _iCurrentVersion
vMYC_ModLoadedMSG.Show(ModVersionMajor,ModVersionMinor,ModVersionPatch)
EndFunction
Function DoUpgrade()
_Running = False
;version-specific upgrade code
If ModVersion < 90
Debug.MessageBox("Familiar Faces\nHEY! You REALLY need to start from a clean save! Upgrading from the beta to this version is NOT SUPPORTED!\nHit ~ and type qqq in the console to quit now!")
Debug.MessageBox("Familiar Faces\nI'm serious, there is so much stuff that's going to be broken if you keep going, and any bug reports you submit will be useless. PLEASE quit the game ASAP, do a clean install of FF, and try it again from scratch!")
EndIf
If ModVersion < 104
Debug.Trace("MYC: Upgrading to " + ((_iCurrentVersion as Float) / 100.0) + "...")
CharacterManager.SerializationVersion = 3
CharacterManager.RepairSaves()
CharacterManager.DoUpkeep()
ShrineOfHeroes.DoUpkeep()
ModVersion = 104
Debug.Trace("MYC: Upgrade to " + ((_iCurrentVersion as Float) / 100.0) + " complete!")
EndIf
If ModVersion < 106
Debug.Trace("MYC: Upgrading to 1.0.6...")
Debug.Trace("MYC: Initialize new config storage...")
InitConfig()
SetConfigDefaults()
CharacterManager.RepairSaves()
CharacterManager.DoUpkeep()
Debug.Trace("MYC: Shutting down Shrine of Heroes...")
ShrineOfHeroes.Stop()
While ShrineOfHeroes.IsRunning()
Wait(0.5)
ShrineOfHeroes.Stop()
Debug.Trace("MYC: Waiting for Shrine to shut down...")
EndWhile
Debug.Trace("MYC: Restarting Shrine of Heroes...")
ShrineOfHeroes.Start()
Debug.Trace("MYC: Upgrade to " + ((_iCurrentVersion as Float) / 100.0) + " complete!")
ModVersion = GetVersionInt(1,0,6)
EndIf
If ModVersion < GetVersionInt(1,1,0)
Debug.Trace("MYC/Upgrade/1.1.0: Upgrading to 1.1.0...")
Debug.Notification("Familiar Faces: Upgrading 1.0.x to 1.1.x, this may take a while!")
Debug.Trace("MYC/Upgrade/1.1.0: Updating save data...")
CharacterManager.RepairSaves()
Debug.Trace("MYC/Upgrade/1.1.0: Doing CharacterManager upkeep without deferral, this may take a while...")
CharacterManager.DoUpkeep(False)
Debug.Trace("MYC/Upgrade/1.1.0: Doing Shrine of Heroes upkeep without deferral, this may take a while...")
ShrineOfHeroes.DoUpkeep(False)
Debug.Trace("MYC/Upgrade/1.1.0: Starting up HangoutManager...")
HangoutManager.Stop()
HangoutManager.Start()
HangoutManager.DoInit()
HangoutManager.ImportOldHangouts()
Wait(2)
;HangoutManager.AssignActorToHangout(CharacterManager.GetCharacterActorByName("Kmiru"),"Blackreach")
Debug.Trace("MYC/Upgrade/1.1.0: Upgrade to 1.1.0 complete!")
ModVersion = GetVersionInt(1,1,0)
EndIf
If ModVersion < GetVersionInt(1,1,1)
Debug.Trace("MYC/Upgrade/1.1.1: Upgrading to 1.1.1...")
Debug.Trace("MYC/Upgrade/1.1.1: Restarting compatibility quests...")
CheckCompatibilityModules(abReset = True)
Debug.Trace("MYC/Upgrade/1.1.1: Upgrade to 1.1.1 complete!")
ModVersion = GetVersionInt(1,1,1)
EndIf
If ModVersion < GetVersionInt(1,1,2)
Debug.Trace("MYC/Upgrade/1.1.2: Upgrading to 1.1.2...")
CharacterManager.DoUpkeep()
ShrineOfHeroes.DoUpkeep()
Debug.Trace("MYC/Upgrade/1.1.2: Upgrade to 1.1.2 complete!")
ModVersion = GetVersionInt(1,1,2)
EndIf
If ModVersion < GetVersionInt(1,1,4)
Debug.Trace("MYC/Upgrade/1.1.4: Upgrading to 1.1.4...")
Quest vMYC_PortalStoneQuest = Quest.GetQuest("vMYC_PortalStoneQuest")
vMYC_PortalStoneQuest.Stop()
vMYC_PortalStoneQuest.Start()
CharacterManager.DoUpkeep()
ShrineOfHeroes.DoUpkeep()
Debug.Trace("MYC/Upgrade/1.1.4: Upgrade to 1.1.4 complete!")
ModVersion = GetVersionInt(1,1,4)
EndIf
;Generic upgrade code
If ModVersion < _iCurrentVersion
Debug.Trace("MYC: Upgrading to " + GetVersionString(_iCurrentVersion) + "...")
;FIXME: Do upgrade stuff!
CharacterManager.RepairSaves()
CharacterManager.DoUpkeep()
ShrineOfHeroes.DoUpkeep()
ModVersion = _iCurrentVersion
Debug.Trace("MYC: Upgrade to " + GetVersionString(_iCurrentVersion) + " complete!")
EndIf
_Running = True
Debug.Trace("MYC: Upgrade complete!")
EndFunction
Function CheckCompatibilityModules(Bool abReset = False)
If !CheckCompatibilityModule_EFF(abReset)
Debug.Trace("MYC: Compatibility module check for EFF failed!",1)
If !GetConfigBool("Compat_EFF_ShowedError")
SetConfigBool("Compat_EFF_ShowedError",True)
Debug.MessageBox("Familiar Faces\nThere was an error with the EFF compatibility module. Check the Papyrus log for more details.")
EndIf
Else
SetConfigBool("Compat_EFF_ShowedError",False)
EndIf
If !CheckCompatibilityModule_AFT(abReset)
Debug.Trace("MYC: Compatibility module check for AFT failed!",1)
If !GetConfigBool("Compat_AFT_ShowedError")
SetConfigBool("Compat_AFT_ShowedError",True)
Debug.MessageBox("Familiar Faces\nThere was an error with the AFT compatibility module. Check the Papyrus log for more details.")
EndIf
Else
SetConfigBool("Compat_AFT_ShowedError",False)
EndIf
If !CheckCompatibilityModule_SkyRE(abReset)
Debug.Trace("MYC: Compatibility module check for SkyRE failed!",1)
If !GetConfigBool("Compat_SkyRE_ShowedError")
SetConfigBool("Compat_SkyRE_ShowedError",True)
Debug.MessageBox("Familiar Faces\nThere was an error with the SkyRE compatibility module. Check the Papyrus log for more details.")
EndIf
Else
SetConfigBool("Compat_SkyRE_ShowedError",False)
EndIf
EndFunction
Bool Function CheckCompatibilityModule_EFF(Bool abReset = False)
Quest vMYC_zCompat_EFFQuest = GetFormFromFile(0x0201eaf2,"vMYC_MeetYourCharacters.esp") as Quest
If !vMYC_zCompat_EFFQuest
Debug.Trace("MYC: Couldn't retrieve vMYC_zCompat_EFFQuest!",1)
Return False
EndIf
If abReset
Debug.Trace("MYC: Forcing reset of vMYC_zCompat_EFFQuest!",1)
vMYC_zCompat_EFFQuest.Stop()
EndIf
Debug.Trace("MYC: Checking whether EFF compatibility is needed...")
If GetModByName("EFFCore.esm") != 255 || (GetModByName("XFLMain.esm") != 255 && GetModByName("XFLPanel.esp") != 255)
Debug.Trace("MYC: EFF found!")
SetConfigInt("Compat_EFF_Loaded",1)
If !vMYC_zCompat_EFFQuest.IsRunning()
vMYC_zCompat_EFFQuest.Start()
Debug.Trace("MYC: Started EFF compatibility module!")
If vMYC_zCompat_EFFQuest.IsRunning()
Return True
Else
Return False
EndIf
Else
Debug.Trace("MYC: EFF compatibility module is already running.")
Return True
EndIf
Else
Debug.Trace("MYC: EFF not found.")
SetConfigInt("Compat_EFF_Loaded",0)
If vMYC_zCompat_EFFQuest.IsRunning()
(vMYC_zCompat_EFFQuest as vMYC_CompatEFF).DoShutdown()
vMYC_zCompat_EFFQuest.Stop()
Debug.Trace("MYC: Stopped EFF compatibility module!")
If !vMYC_zCompat_EFFQuest.IsRunning()
Return True
Else
Return False
EndIf
EndIf
EndIf
Return True
EndFunction
Bool Function CheckCompatibilityModule_AFT(Bool abReset = False)
Quest vMYC_zCompat_AFTQuest = GetFormFromFile(0x02023c40,"vMYC_MeetYourCharacters.esp") as Quest
If !vMYC_zCompat_AFTQuest
Debug.Trace("MYC: Couldn't retrieve vMYC_zCompat_AFTQuest!",1)
Return False
EndIf
If abReset
Debug.Trace("MYC: Forcing reset of vMYC_zCompat_AFTQuest!",1)
vMYC_zCompat_AFTQuest.Stop()
EndIf
Debug.Trace("MYC: Checking whether AFT compatibility is needed...")
If GetModByName("AmazingFollowerTweaks.esp") != 255
Debug.Trace("MYC: AFT found!")
SetConfigInt("Compat_AFT_Loaded",1)
If !vMYC_zCompat_AFTQuest.IsRunning()
vMYC_zCompat_AFTQuest.Start()
Debug.Trace("MYC: Started AFT compatibility module!")
If vMYC_zCompat_AFTQuest.IsRunning()
Return True
Else
Return False
EndIf
Else
Debug.Trace("MYC: AFT compatibility module is already running.")
Return True
EndIf
Else
Debug.Trace("MYC: AFT not found.")
SetConfigInt("Compat_AFT_Loaded",0)
If vMYC_zCompat_AFTQuest.IsRunning()
(vMYC_zCompat_AFTQuest as vMYC_CompatAFT).DoShutdown()
vMYC_zCompat_AFTQuest.Stop()
Debug.Trace("MYC: Stopped AFT compatibility module!")
If !vMYC_zCompat_AFTQuest.IsRunning()
Return True
Else
Return False
EndIf
EndIf
EndIf
Return True
EndFunction
Bool Function CheckCompatibilityModule_SkyRE(Bool abReset = False)
Quest vMYC_zCompat_SkyREQuest = GetFormFromFile(0x02025740,"vMYC_MeetYourCharacters.esp") as Quest
If !vMYC_zCompat_SkyREQuest
Debug.Trace("MYC: Couldn't retrieve vMYC_zCompat_SkyREQuest!",1)
Return False
EndIf
If abReset
Debug.Trace("MYC: Forcing reset of vMYC_zCompat_SkyREQuest!",1)
vMYC_zCompat_SkyREQuest.Stop()
EndIf
Debug.Trace("MYC: Checking whether SkyRE compatibility is needed...")
If GetModByName("SkyRe_Main.esp") != 255
Debug.Trace("MYC: SkyRE found!")
SetConfigInt("Compat_SkyRE_Loaded",1)
If !vMYC_zCompat_SkyREQuest.IsRunning()
vMYC_zCompat_SkyREQuest.Start()
Debug.Trace("MYC: Started SkyRE compatibility module!")
If vMYC_zCompat_SkyREQuest.IsRunning()
Return True
Else
Return False
EndIf
Else
Debug.Trace("MYC: SkyRE compatibility module is already running.")
Return True
EndIf
Else
Debug.Trace("MYC: SkyRE not found.")
SetConfigInt("Compat_SkyRE_Loaded",0)
If vMYC_zCompat_SkyREQuest.IsRunning()
(vMYC_zCompat_SkyREQuest as vMYC_CompatSkyRE).DoShutdown()
vMYC_zCompat_SkyREQuest.Stop()
Debug.Trace("MYC: Stopped SkyRE compatibility module!")
If !vMYC_zCompat_SkyREQuest.IsRunning()
Return True
Else
Return False
EndIf
EndIf
EndIf
Return True
EndFunction
Function DoShutdown()
Ready = False
Debug.Trace("MYC: Shutting down and preparing for removal...")
_iCurrentVersion = 0
ModVersion = 0
Quest vMYC_zCompat_AFTQuest = GetFormFromFile(0x02023c40,"vMYC_MeetYourCharacters.esp") as Quest
Quest vMYC_zCompat_EFFQuest = GetFormFromFile(0x0201eaf2,"vMYC_MeetYourCharacters.esp") as Quest
(vMYC_zCompat_AFTQuest as vMYC_CompatAFT).DoShutdown()
vMYC_zCompat_AFTQuest.Stop()
(vMYC_zCompat_EFFQuest as vMYC_CompatEFF).DoShutdown()
vMYC_zCompat_EFFQuest.Stop()
If HangoutManager.IsRunning()
HangoutManager.DoShutdown()
HangoutManager.Stop()
EndIf
If ShrineOfHeroes.IsRunning()
ShrineOfHeroes.DoShutdown()
ShrineOfHeroes.Stop()
EndIf
If CharacterManager.IsRunning()
CharacterManager.DoShutdown()
CharacterMAnager.Stop()
EndIf
vMYC_ModShutdownMSG.Show()
Debug.Trace("MYC: Data cleared, ready for removal!")
Debug.Notification("Familiar Faces\nData has been cleared. You should now save and exit, then uninstall the mod before re-launching the game.")
_Running = False
Ready = True
EndFunction
Function SetConfigDefaults(Bool abForce = False)
If !GetConfigBool("DefaultsSet") || abForce
Debug.Trace("MYC: Setting config defaults!")
SetConfigInt("MAGIC_ALLOWFROMMODS",0,False,False)
SetConfigInt("MAGIC_OVERRIDES",2,False,False)
SetConfigBool("DEBUG_SHRINE_DISABLE_BG_VALIDATION",False,False,False)
SetConfigBool("TRACKBYDEFAULT",True,False,False)
SetConfigBool("TRACK_STOPONRECRUIT",True,False,False)
SetConfigBool("AUTOLEVEL_CHARACTERS",True,False,False)
SetConfigBool("WARNING_MISSINGMOD",True,False,False)
SetConfigBool("DELETE_MISSING",True,False,False)
SetConfigBool("SHOUTS_DISABLE_CITIES",True,False,False)
SetConfigBool("DefaultsSet",True)
EndIf
EndFunction
Bool Function CheckDependencies()
Float fSKSE = SKSE.GetVersion() + SKSE.GetVersionMinor() * 0.01 + SKSE.GetVersionBeta() * 0.0001
Debug.Trace("MYC: SKSE is version " + fSKSE)
Debug.Trace("MYC: JContainers is version " + SKSE.GetPluginVersion("Jcontainers") + ", API is " + JContainers.APIVersion())
Debug.Trace("MYC: FFutils is version " + SKSE.GetPluginVersion("ffutils"))
Debug.Trace("MYC: CharGen is version " + SKSE.GetPluginVersion("chargen"))
Debug.Trace("MYC: NIOverride is version " + SKSE.GetPluginVersion("nioverride"))
;Debug.MessageBox("SKSE version is " + fSKSE)
If fSKSE < 1.0701
Debug.MessageBox("Familiar Faces\nSKSE is missing or not installed correctly. This mod requires SKSE 1.7.1 or higher, but the current version is " + fSKSE + ".\nThe mod will now shut down.")
Return False
Else
;Proceed
EndIf
If SKSE.GetPluginVersion("chargen") < 3
Debug.MessageBox("Familiar Faces\nThe SKSE plugin CharGen is missing or not installed correctly. This mod requires RaceMenu 2.9.1 or higher.\nThe mod will now shut down.")
Return False
Else
;Proceed
EndIf
If SKSE.GetPluginVersion("nioverride") >= 3 && NIOverride.GetScriptVersion() > 1
SetConfigBool("NIO_UseDye",True)
Else
SetConfigBool("NIO_UseDye",False)
EndIf
Return True
EndFunction
Function UpdateConfig()
Debug.Trace("MYC: Updating configuration...")
Debug.Trace("MYC: Updated configuration values, some scripts may update in the background!")
EndFunction
Int Function GetVersionInt(Int iMajor, Int iMinor, Int iPatch)
Return Math.LeftShift(iMajor,16) + Math.LeftShift(iMinor, :cool: + iPatch
EndFunction
String Function GetVersionString(Int iVersion)
Int iMajor = Math.RightShift(iVersion,16)
Int iMinor = Math.LogicalAnd(Math.RightShift(iVersion, :cool:,0xff)
Int iPatch = Math.LogicalAnd(iVersion,0xff)
String sMajorZero
String sMinorZero
String sPatchZero
If !iMajor
sMajorZero = "0"
EndIf
If !iMinor
sMinorZero = "0"
EndIf
;If !iPatch
;sPatchZero = "0"
;EndIf
;Debug.Trace("MYC: Got version " + iVersion + ", returning " + sMajorZero + iMajor + "." + sMinorZero + iMinor + "." + sPatchZero + iPatch)
Return sMajorZero + iMajor + "." + sMinorZero + iMinor + "." + sPatchZero + iPatch
EndFunction
Function CheckForExtras()
If GetModByName("Dawnguard.esm") != 255
Debug.Trace("MYC: Dawnguard is installed!")
EndIf
If GetModByName("Dragonborn.esm") != 255
Debug.Trace("MYC: Dragonborn is installed!")
EndIf
EndFunction -
Thanks for the reply, am I allowed to attach the modified script here? I'm sorry I am not familiar with protocols regarding attaching modified components from mods.
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Hey everyone,
I'm pretty new to modding and I want to test out a modified script from Familiar Faces to address the issues that several users are having but I'm having a problem compiling it. I am using CompilerPlus as the primary tool and whenever I compile it, I originally got 386 errors and it did not complete the process. Turns out that I pointed the program to the wrong directory and now I get 46 errors. Can anyone please help me out with these errors, I do have the scripts available but it's still not working.
Thanks :smile:
[ vmyc_metaquestscript.psc ]
Starting 1 compile threads for 1 files...
Compiling "vmyc_metaquestscript"...
No output generated for E:\Game Documents\Modding\Skyrim\vmyc_metaquestscript.psc, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on E:\Game Documents\Modding\Skyrim\vmyc_metaquestscript.psc
--- ERRORS ---
Scripts\Source\vmyc_characterdummyactorscript.psc(986,4): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(986,12): none is not a known user-defined type
Scripts\Source\vmyc_characterdummyactorscript.psc(989,13): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(989,21): none is not a known user-defined type
Scripts\Source\vmyc_characterdummyactorscript.psc(994,12): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(994,20): none is not a known user-defined type
Scripts\Source\vmyc_characterdummyactorscript.psc(1000,13): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(1000,21): none is not a known user-defined type
Scripts\Source\vmyc_characterdummyactorscript.psc(1005,12): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(1005,20): none is not a known user-defined type
Scripts\Source\vmyc_characterdummyactorscript.psc(1069,20): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(1069,2 :cool:: none is not a known user-defined type
Scripts\Source\vmyc_characterdummyactorscript.psc(1073,16): variable CharGen is undefined
Scripts\Source\vmyc_characterdummyactorscript.psc(1073,24): none is not a known user-defined type
Scripts\Source\vmyc_charactermanagerscript.psc(1366,1): variable CharGen is undefined
Scripts\Source\vmyc_charactermanagerscript.psc(1366,9): none is not a known user-defined type
Scripts\Source\vmyc_charactermanagerscript.psc(2826,4): variable CharGen is undefined
Scripts\Source\vmyc_charactermanagerscript.psc(2826,12): none is not a known user-defined type
Scripts\Source\vmyc_charactermanagerscript.psc(2827,3): variable CharGen is undefined
Scripts\Source\vmyc_charactermanagerscript.psc(2827,11): none is not a known user-defined type
Scripts\Source\vmyc_charactermanagerscript.psc(2829,3): variable CharGen is undefined
Scripts\Source\vmyc_charactermanagerscript.psc(2829,11): none is not a known user-defined type
Scripts\Source\XFLMenuScript.psc(474,9): cannot name a variable or property the same as a known type or script
Scripts\Source\XFLMenuScript.psc(475,6): waiting is not a variable
Scripts\Source\XFLMenuScript.psc(475,14): cannot compare a waiting to a int (cast missing or types unrelated)
Scripts\Source\XFLMenuScript.psc(479,10): waiting is not a variable
Scripts\Source\XFLMenuScript.psc(479,1 :cool:: cannot compare a waiting to a int (cast missing or types unrelated)
Scripts\Source\XFLMenuScript.psc(483,10): waiting is not a variable
Scripts\Source\XFLMenuScript.psc(483,1 :cool:: cannot compare a waiting to a int (cast missing or types unrelated)
Scripts\Source\vmyc_compateff.psc(59,21): cannot convert to unknown type xflpanel
Scripts\Source\vmyc_compateff.psc(59,21): cannot cast a ski_widgetbase to a xflpanel, types are incompatible
Scripts\Source\vmyc_compateff.psc(59,34): xflpanel is not a known user-defined type
Scripts\Source\vmyc_compateff.psc(61,21): cannot convert to unknown type xflpanel
Scripts\Source\vmyc_compateff.psc(61,21): cannot cast a ski_widgetbase to a xflpanel, types are incompatible
Scripts\Source\vmyc_compateff.psc(61,34): xflpanel is not a known user-defined type
Scripts\Source\vmyc_compateff.psc(77,64): cannot convert to unknown type effcore
Scripts\Source\vmyc_compateff.psc(77,64): cannot cast a form to a effcore, types are incompatible
Scripts\Source\vmyc_compateff.psc(77,10): unknown type effcore
Scripts\Source\vmyc_compateff.psc(85,21): cannot convert to unknown type effpanel
Scripts\Source\vmyc_compateff.psc(85,21): cannot cast a ski_widgetbase to a effpanel, types are incompatible
Scripts\Source\vmyc_compateff.psc(85,55): effcore is not a known user-defined type
Scripts\Source\vmyc_compateff.psc(85,34): effpanel is not a known user-defined type
Scripts\Source\vmyc_compateff.psc(87,21): cannot convert to unknown type effpanel
Scripts\Source\vmyc_compateff.psc(87,21): cannot cast a ski_widgetbase to a effpanel, types are incompatible
Scripts\Source\vmyc_compateff.psc(87,52): effcore is not a known user-defined type
Scripts\Source\vmyc_compateff.psc(87,34): effpanel is not a known user-defined type
Time: 1.6690045 seconds
Input: E:\Game Documents\Modding\Skyrim\vmyc_metaquestscript.psc
Output: E:\Game Documents\Modding\Skyrim\Output\vmyc_metaquestscript.pex
Finished with 46 errors -
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Based off a recent discussion at reddit, the enemy faction will be hostile to you, and possibly wearing disguise armor will no longer trick them - I'd say its a bug in armor disguise script, but maybe such was the intent of the mod designer to leave it so if the player loses all.
And so it may be with what you experience, too!
Thanks for your response :smile:
Do you have the link to that reddit discussion? I could just possibly remove my self from the faction if Apollodown intended to be that way.
That sure sounds like the mod is no longer functioning correctly. Unfortunately, Apollodown had removed CWO from the Nexus. (Hopefully, he will bring it back someday.) So if you don't have a manually downloaded original zip file of the mod, I'm afraid you're out of luck.
If you DO have the original file, you can try a new game. Remember that you MUST install the mod on a new game. It will not work correctly if you add it in later. Also, if I remember correctly, it conflicts with many mods that affect the Helgen intro sequence.
Thanks for your response :smile:
Yes I do have the original file (I made a bunch of copies for it in different locations for myself just in case) I did notice that Apollodown fully removed the mod from Nexus so sadly it's not coming back.
I installed the mod before I started a new game (Apollodown made a humorous emphasis on that) I checked the mod with Tes5Edit for any conflicts and there was only one which I repaired by overwriting this mod to all others. I did not start out using the Helgen Sequence just with the housing introduction.
After the final battle, I noticed in the debug in the MCM menu stated that the "Still a Better Ending Than Mass Effect 3" was still on but the Battle of Windhelm was still in my journal. Maybe I should just wait it out and see what happens? I made a save one battle before the Battle of Windhelm just incase.
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What is exactly supposed to happen if you lose the war and activate "Still a better ending than Mass Effect 3"?
I am with the Stormcloaks and started the Battle for Windhelm. Galmar was inside the Palace Of Kings and he told me that the Imperials have entered the city and I was told to go outside. I went outside and the Imperials came in and they instantly kill me in one hit and I end up teleporting inside the palace. Then it started playing the scene where General Tullius and Legate Rikke enter the palace and lock the doors.
I was still on the ground watching the fight, then Galmar and Ulfric died and the quests Liberation of Skyrim and the fallen have failed. All of a sudden I teleport somewhere else in the palace and Rikke walks out the palace and General Tullius attacks me, if he kills me then its game over, if I run away outside the city, it said passed the runaway check in the top left corner. The quest Battle for Windhelm is still active and the Imperials are still hostile to me. I thought the quest is supposed to be finished and the Imperials cease to attack me.
If I fast travel to another location, all of a sudden Rikke and Tullius spawn and try to attack me and I can't equip my weapons or look at my inventory. If I run away far enough, then I am able to equip them again. Did something bug out or this is normal?
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As of Nexus Version 0.63.11, the update bug is still present.
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Just to update, as of Nexus Version 0.63.10, the update bug is still present.
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I can also confirm this. I have some mods that are listed as not updated however most of my mods are not. I have Better Vampires 7.3 and when I click on check mod for updates, the mod is listed as updated however the mod page says 7.8. Same goes for Sands of Time.
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Obne thing you could try is setting a FPS limit. Something like this in enblocal.ini,
EnableFPSLimit=true
FPSLimit=40.0
and see if the stuttering stops. Setting this helped remove my ENB stuttering.
I tried using FPSLimit capped at 60 instead of Vsync and the game physics bug out like crazy and the game speed goes way to fast. Plus I also get alot of screen tearing and mouse accerleration issues. I am running Vsync through Nvidia Control Panel and I don't think Skyrim's vsync is disabled neither. Should I use Nvidia Control Panel or Skyrim's? I tried using ENBoost's vsync but it seems like its not working since the game's speed is way to fast.
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I have ENBoost installed and whenever i'm outside, everytime I travel within the worldspace it seems that the game stutters when a new cell is loaded and it becomes noticiable in heavly forested areas such as Falkreath. Inside i'm totally fine with no stuttering and infact this mod reduced my ctds a lot. Before I had ENBoost installed, I was running the game at Ultra with a constant 60 fps @ 1920x1080 (60Hz). I've tried editing the enblocal.ini Reserved Memory Size from the lowest value all the way to 512MB but I never went beyond that as I heard that can cause problems. I also do have SKSE Memory fix set to the default heapscrap so I disabled Expand System Memory. Any help would be appreciated :D
My Specs
Intel I5 4670k @ 3.4 GHz (can go up to 3.8 GHz)
8GB of RAM
GeForce GTX 970 4GB of VRAM (Well technically 3.5GB :tongue:)
WD 1TB HDD 7200 RPM
Windows 7 64 bit Premium
My enbolocal.ini
[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll
[GLOBAL]
UsePatchSpeedhackWithoutGraphics=true
UseDefferedRendering=false
ForceFakeVideocard=false
IgnoreCreationKit=true
[PERFORMANCE]
SpeedHack=true
EnableOcclusionCulling=true
[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=512
VideoMemorySizeMb=3968
EnableCompression=false
AutodetectVideoMemorySize=true
[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
EnableVSync=false
AddDisplaySuperSamplingResolutions=false
ForceLodBias=false
LodBias=0.0
VSyncSkipNumFrames=0
[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=60.0
[iNPUT]
//shift
KeyCombination=16
//f12
KeyUseEffect=123
//home
KeyFPSLimit=36
//num / 106
KeyShowFPS=106
//print screen
KeyScreenshot=44
//enter
KeyEditor=13
//f4
KeyFreeVRAM=115
[ADAPTIVEQUALITY]
Enable=false
Quality=1
DesiredFPS=20.0
[ANTIALIASING]
EnableEdgeAA=false
EnableTemporalAA=false
EnableSubPixelAA=false
EnableTransparencyAA=false
[FIX]
FixGameBugs=true
FixParallaxBugs=true
FixAliasedTextures=true
IgnoreLoadingScreen=true
IgnoreInventory=true
FixSsaoWaterTransparency=true
FixSsaoHairTransparency=true
FixTintGamma=true
RemoveBlur=false
FixSubSurfaceScattering=true
FixParallaxTerrain=true
FixSkyReflection=true
FixCursorVisibility=true
FixLag=false
[LONGEXPOSURE]
EnableLongExposureMode=false
Time=1.0
BlendMax=0.0My Load Order
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
Falskaar.esm
Wyrmstooth.esp
ClimatesOfTamriel.esm
ApachiiHair.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
RaceCompatibility.esm
SleepingDangers-SandsofTime.esp
SexLab.esm
SexLabAroused.esm
ZaZAnimationPack.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Gray Fox Cowl.esm
moonpath.esm
daymoyl.esm
ETaC - RESOURCES.esm
notice board.esp
RSkyrimChildren.esm
SkyUI.esp
Hothtrooper44_Armor_Ecksstra.esp
RaceMenuOverlays.esp
DVA - Dynamic Vampire Appearance.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
Brawl Bugs CE.esp
AchieveThat.esp
Chesko_WearableLantern.esp
UFO - Dragonborn AddOn.esp
Headtracking.esp
Glowing Vampire Eyes.esp
Glowing Eyes.esp
DeadlyMutilation.esp
TheCoenaculiCBBE.esp
TheCoenaculiMALE.esp
KJ Tattoos 2K.esp
Fantasy Soundtrack Project.esp
Fantasy Soundtrack Project - Combat.esp
EnhancedLightsandFX.esp
Dr_Bandolier.esp
WondersofWeather.esp
ViewableFactionRanksBothDLC.esp
SeraticHeavyArmorGray.esp
DeadlySpellImpacts.esp
dD - Enhanced Blood Main.esp
EnchantedArsenal.esp
ImmersiveLoversComfort.esp
TreaclemanMoonpathPatch.esp
sandboxcylinderheight.esp
Reanimate FX.esp
Convenient Horses.esp
vAutosaveManager.esp
Ghosu - Project Flintlock.esp
gun.esp
ImportantInformationOverhaul.esp
RiverwoodHuntingCabin.esp
RavenNest_1.2.esp
ETaC - Complete.esp
ELFX - Exteriors.esp
ELFX - Dawnguard.esp
ELFX - Dragonborn.esp
RaceMenu.esp
RaceMenuPlugin.esp
When Vampires Attack.esp
dD-No Spinning Death Animation Merged.esp
WetandCold.esp
sanguinesDebauchery.esp
SOTAntiCTD.esp
ETaC - Complete ELFX Patch.esp
ETaC - Dragon Bridge South.esp
3DNPC.esp
Life In Prison.esp
Skyrim Immersive Creatures.esp
Immersive Orc Strongholds.esp
Undeath.esp
RaceCompatibilityUSKPOverride.esp
Better Vampires.esp
FCO - Follower Commentary Overhaul.esp
SkyTEST-RealisticAnimals&Predators.esp
Civil War Overhaul.esp
Immersive Weapons.esp
Thunderchild - Epic Shout Package.esp
Skyrim Immersive Creatures - DLC2.esp
Immersive Whiterun.esp
Immersive Solstheim.esp
WATER DG + DB.esp
WetandCold - Holidays.esp
Hothtrooper44_ArmorCompilation.esp
Guard Dialogue Overhaul.esp
Thunderchild - Wyrmstooth Compatibility Patch.esp
SOTGenesisMod.esp
Inconsequential NPCs.esp
RealisticNeedsandDiseases.esp
WATER-RND Legendary Patch.esp
RND_Dawnguard-Patch.esp
RND_Dragonborn-Patch.esp
RND_USKP-Patch.esp
dD-DG-DB-Immersive Creatures EBT Patch.esp
RSChildren - Complete.esp
Masters of Death.esp
Dragon Soul Relinquishment.esp
Run For Your Lives.esp
Imperial Guard Overhaul.esp
Final G overhaul sc.esp
Sleeved Guards.esp
Faction Crossbows.esp
Throwing_Weapons_Redux.esp
28 Days and a Bit 5.esp
UFO - Ultimate Follower Overhaul.esp
moonpath_questdata.esp
ETaC - Complete Moon Patch.esp
LC_immersiveLoot.esp
MammothManor.esp
NorthernCardinal.esp
Darkwater Lodge.esp
Populated Cities Towns Villages.esp
Immersive Patrols II.esp
Tame Beast.esp
ClimatesOfTamriel-Sound.esp
Immersive Solstheim - Raven Patch.esp
ShowersInInns.esp
Chesko_Frostfall.esp
CUYC_CleanUpYourCorpses.esp
SexLab_Dialogues.esp
RND_HearthFires-Patch.esp
Vellamo.esp
WheelsOfLull.esp
ETaC - Whiterun Ext ELFX Patch.esp
daymoyl_DawnguardAddon.esp
WATER Plants.esp
Hunterborn.esp
FishingInSkyrim.esp
BP2Meeko.esp
garm_sr_no_armor.esp
KhajiitChildren.esp
summersetisles.esp
Brevi_MoonlightTales.esp
Immersive Speechcraft.esp
RND_AnimalLoot.esp
JessicaAlbaDemonHunter.esp
Hunterborn_Frostfall-Patch.esp
Hunterborn_RND-Patch.esp
Hunterborn_WearableLantern-Patch.esp
GuildStarter.esp
ELFX - Moonpath.esp
The Oasis.esp
vMYC_MeetYourCharacters.esp
Cannabis.esp
My Home Is Your Home.esp
JaxonzEnhGrab.esp
Imaginator BETA.esp
Apocalypse - The Spell Package.esp
CannabisUpdate.esp
Deathhound+Gargoyle.esp
werebeast+lurker+seeker+ashspawn+frostgiant.esp
WetandCold - Ashes.esp
Bathing in Skyrim - Main.esp
Bathing in Skyrim - Hunterborn.esp
battleflute.esp
dovahkiinrelax.esp
dD - Realistic Ragdoll Force - Realistic.esp
dD - Easy Lift Bodies and Objects.esp
VioLens.esp
GenesisSICPatch2.esp
Unique Uniques.esp
UsefulDogs.esp
SexLabMatchMaker.esp
SexLab TDF Aggressive Prostitution.esp
Devious Deviants.esp
SDpatch - frostfall.esp
Water-RND Falskaar Patch.esp
Better Dynamic Snow.esp
ETaC - Better Dynamic Snow Patch.esp
RSChildren_PatchUSKP.esp
TKMN_MoreAdoptableChildren.esp
My_Little_kitty_non_replaced.esp
My_Little_hatchling.esp
UFO - AllwaysDrawWeapons.esp
CiriOutfit.esp
TW3_femaleArmors_zzjay.esp
Alternate Start - Live Another Life.esp
TES5EditMerged.esp
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I may have found a trick into finding out which mod is causing a save bloat by using the save tool you have there.
While in the main screen of the save tool, click on mod editor. Once you're in the menu, notice how many form counts each mod has and your save file size.
Check one of the mods you think that might be suspcious of causing bloating and hit delete mod scripts, not mod forms.
When you delete the mods scripts, notice how much kb are taken out of the mod, the higher it is, the likely its causing your bloating. 200-500kb is fine but if it goes above 1000kb thats a problem. Look manily in your heavy scripted mods first, then look in other mods to make finding the problem easier.
I'm still testing this method to see if it actually works but so far I have found one mod that has caused a heavy bloat in my save and that is Summerset Isles taking 1.2mb of my 15mb save and I haven't even activated the quest yet. Please do not save your game as this is just a mere test.
When it comes to saving your game, you are causing problems for your save's health. Seriously never ever use quicksave and autosave if your game has alot of scripts that run and i see you have some such as DCO and Ineed. Don't uninstall a mod or install a mod mid-game as that can also destroy your save's health and cause bloating. Saving in Skyrim is not as simple as you think since Bethesda implemented a horrible way of saving which increases the chance of corruption to occur, always do a new manual save (NO OVERWRITING).
Turn off your autosaves, do not quick save and instead bind F5 to manual save with a mod such as this one http://www.nexusmods.com/skyrim/mods/34842/?
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also here is my load order
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
Falskaar.esm
Wyrmstooth.esp
ClimatesOfTamriel.esm
ApachiiHair.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
RaceCompatibility.esm
SleepingDangers-SandsofTime.esp
SexLab.esm
SexLabAroused.esm
ZaZAnimationPack.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Gray Fox Cowl.esm
moonpath.esm
daymoyl.esm
ETaC - RESOURCES.esm
notice board.esp
RSkyrimChildren.esm
SkyUI.esp
Hothtrooper44_Armor_Ecksstra.esp
RaceMenuOverlays.esp
DVA - Dynamic Vampire Appearance.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
Brawl Bugs CE.esp
AchieveThat.esp
Chesko_WearableLantern.esp
UFO - Dragonborn AddOn.esp
Headtracking.esp
Glowing Vampire Eyes.esp
Glowing Eyes.esp
DeadlyMutilation.esp
TheCoenaculiCBBE.esp
TheCoenaculiMALE.esp
KJ Tattoos 2K.esp
Fantasy Soundtrack Project.esp
Fantasy Soundtrack Project - Combat.esp
EnhancedLightsandFX.esp
Dr_Bandolier.esp
WondersofWeather.esp
ViewableFactionRanksBothDLC.esp
SeraticHeavyArmorGray.esp
DeadlySpellImpacts.esp
dD - Enhanced Blood Main.esp
EnchantedArsenal.esp
ImmersiveLoversComfort.esp
TreaclemanMoonpathPatch.esp
sandboxcylinderheight.esp
Reanimate FX.esp
Convenient Horses.esp
vAutosaveManager.esp
Ghosu - Project Flintlock.esp
gun.esp
ImportantInformationOverhaul.esp
RiverwoodHuntingCabin.esp
RavenNest_1.2.esp
ETaC - Complete.esp
ELFX - Exteriors.esp
ELFX - Dawnguard.esp
ELFX - Dragonborn.esp
RaceMenu.esp
RaceMenuPlugin.esp
When Vampires Attack.esp
dD-No Spinning Death Animation Merged.esp
WetandCold.esp
sanguinesDebauchery.esp
SOTAntiCTD.esp
ETaC - Complete ELFX Patch.esp
ETaC - Dragon Bridge South.esp
3DNPC.esp
Life In Prison.esp
Skyrim Immersive Creatures.esp
Immersive Orc Strongholds.esp
Undeath.esp
RaceCompatibilityUSKPOverride.esp
Better Vampires.esp
FCO - Follower Commentary Overhaul.esp
SkyTEST-RealisticAnimals&Predators.esp
Civil War Overhaul.esp
Immersive Weapons.esp
Thunderchild - Epic Shout Package.esp
Skyrim Immersive Creatures - DLC2.esp
Immersive Whiterun.esp
Immersive Solstheim.esp
WATER DG + DB.esp
WetandCold - Holidays.esp
Hothtrooper44_ArmorCompilation.esp
Guard Dialogue Overhaul.esp
Thunderchild - Wyrmstooth Compatibility Patch.esp
SOTGenesisMod.esp
Inconsequential NPCs.esp
RealisticNeedsandDiseases.esp
WATER-RND Legendary Patch.esp
RND_Dawnguard-Patch.esp
RND_Dragonborn-Patch.esp
RND_USKP-Patch.esp
dD-DG-DB-Immersive Creatures EBT Patch.esp
RSChildren - Complete.esp
Masters of Death.esp
Dragon Soul Relinquishment.esp
Run For Your Lives.esp
Imperial Guard Overhaul.esp
Final G overhaul sc.esp
Sleeved Guards.esp
Faction Crossbows.esp
Throwing_Weapons_Redux.esp
28 Days and a Bit 5.esp
UFO - Ultimate Follower Overhaul.esp
moonpath_questdata.esp
ETaC - Complete Moon Patch.esp
LC_immersiveLoot.esp
MammothManor.esp
NorthernCardinal.esp
Darkwater Lodge.esp
Populated Cities Towns Villages.esp
Immersive Patrols II.esp
Tame Beast.esp
ClimatesOfTamriel-Sound.esp
Immersive Solstheim - Raven Patch.esp
ShowersInInns.esp
Chesko_Frostfall.esp
CUYC_CleanUpYourCorpses.esp
SexLab_Dialogues.esp
RND_HearthFires-Patch.esp
Vellamo.esp
WheelsOfLull.esp
ETaC - Whiterun Ext ELFX Patch.esp
daymoyl_DawnguardAddon.esp
WATER Plants.esp
Hunterborn.esp
FishingInSkyrim.esp
BP2Meeko.esp
garm_sr_no_armor.esp
KhajiitChildren.esp
summersetisles.esp
Brevi_MoonlightTales.esp
Immersive Speechcraft.esp
RND_AnimalLoot.esp
JessicaAlbaDemonHunter.esp
Hunterborn_Frostfall-Patch.esp
Hunterborn_RND-Patch.esp
Hunterborn_WearableLantern-Patch.esp
GuildStarter.esp
ELFX - Moonpath.esp
The Oasis.esp
vMYC_MeetYourCharacters.esp
Cannabis.esp
My Home Is Your Home.esp
JaxonzEnhGrab.esp
Imaginator BETA.esp
Apocalypse - The Spell Package.esp
CannabisUpdate.esp
Deathhound+Gargoyle.esp
werebeast+lurker+seeker+ashspawn+frostgiant.esp
WetandCold - Ashes.esp
Bathing in Skyrim - Main.esp
Bathing in Skyrim - Hunterborn.esp
battleflute.esp
dovahkiinrelax.esp
dD - Realistic Ragdoll Force - Realistic.esp
dD - Easy Lift Bodies and Objects.esp
VioLens.esp
GenesisSICPatch2.esp
Unique Uniques.esp
UsefulDogs.esp
SexLabMatchMaker.esp
SexLab TDF Aggressive Prostitution.esp
Devious Deviants.esp
SDpatch - frostfall.esp
Water-RND Falskaar Patch.esp
Better Dynamic Snow.esp
ETaC - Better Dynamic Snow Patch.esp
RSChildren_PatchUSKP.esp
TKMN_MoreAdoptableChildren.esp
My_Little_kitty_non_replaced.esp
My_Little_hatchling.esp
UFO - AllwaysDrawWeapons.esp
CiriOutfit.esp
TW3_femaleArmors_zzjay.esp
Alternate Start - Live Another Life.esp
TES5EditMerged.esp -
Hey there
"The Loot program is to use for load order of mods so that plugin section in NMM means that it doesn't work, correct?"
I'm not sure about what you are asking but I'll give you this answer which will help, LOOT will auto sort your plugins for you which will reflect on NMM's plugin order view. NMM will just add the plugins in the order of which you installed your mods, NMM itself does not auto sort for you.
"Is the Wrye Bash and Tes5edit is to verify and solving conflicts among the mods that i have installed?"
Yes and you can also add LOOT to that aswell, however I strongly advise you read FNVEdit Manual (Works exactly the same as TES5Edit) to know how to detect mod conflicts because not everything in TES5Edit is an actual conflict even though it appears to be. Wrye Bash can also detect load order conflicts in regards to master files. The things is please read the guides on how to use these tools b/c you can seriously screw up your game if you don't read them.
"If i download the mod with NMM the Wrye Bash and Tes5edit will recognize the mods?"
Of course
"What is that "bash tags" and "bashed patch"? Can I do this with the Loot program?"Again i'm going to advise you read about bash tags and patches but i'll give you the summery. Skyrim uses a level list to see what is in game and what is not, so if you have one mod that adds a bunch of swords to a level lists and another which does the same, you may not see both of them in game in enemies and containers b/c they could conflict with eachother. This is where bash patches come in to merged them together.Hopefully this answers all your queestions :) -
I'm just very confused with the term "Save Game Corruption", on one hand, many people define save game corruption as the game will not load and it gives you a message saying so, on the other hand some people say that the game loads but when it ctds, then your save is corrupted and you should go back to a previous save.
So i'm wondering if my save is corrupted. I have two saves which are named 44 and 45. When I ran 45, I started down the road that leads to Shriekwind Bastion, now when I play though there when I enter Shriekwind Bastion, half-way into the dungeon I ctd. So I tested the same game again and got into the dungeon a bit futher then I ctd again :/ . Now when I try save 44 which is just a few minutes before 45 and in the same general area I try to do the same run. This time I actually managed to go through the dungeon fully and into the boss battle with no ctds. I just don't get how saves get randomly corrupted for no reason, is there any cause to this?
Now I do have a mod that manages my saves, all my auto-saves are turned off b/c I heard that they can screw up your game really badly. I never quicksave and instead use the mod to set quicksave into manual save. I also have it set to manual save every 10 minutes just incase. I also have to mention that before I got to save 44, I used the Save Tool at 25 and it apprently found one orphaned script. Here's the thing tho, I never uninstalled/installed a mod mid-game so I have no idea where that script is comming from. Before starting my modded game, I ran the stress test which involves me running around the map super fast and haven't crashed at all at that point. My Script latency avarages about 39-45ms however when I load cells it can jump to 75ms at times. My save file is 15MB which I really don't know if that is a concern for bloating.
I do have ENBoost, SKSE memory patch enabled, cleaned my master files, have made a compatabiltiy patch for all my mods in the TES5Merged, and individually checked each mod for any serious conflicts.
My Specs:
I5 4670k
Geforce GTX 970 4gb VRAM ( 3.5 really :tongue: )
8gb Ram
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Thank you tonycubed2 and Arocide for your responses! :D
I also noticed my save is 12mb and I only put an hour into the save, does this mean my save is bloating? btw: Tony I love the Genesis Effect
Edit: Before coming back to Skyrim, I was playing Payday 2 a lot and for some reason the devs decided that the default fps cap would be 135. This caused my GPU to run at high temperatures (70C-77C) while playing for hours and hours, don't know if my card got damaged tho the card I'm using has a reputation for burning out quickly :sad: (EVGA Geforce 660 Superclocked) I had all these mods before in my Skyrim but they have been updated and has better scripts to allow the game to run better.
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Alrighty, I just started a new game and i still get the same script latency mentioned above, however now whenever the script latency goes high my fps drops for some reason. Everytime i'm in outside, when the game load new cells, the game lags and the script latency increases. Is there any reason as to why that happens? Is my script latency actually high?
Also here's my load order: http://pastebin.com/XfFDKyj0
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Did you not read where this is posted (Mod Troubleshooting)= to help others with mod problems. Plus the mod author is inactive
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Can anyone help me out please? I can't seem to find the answer using Tes5Edit.
Skyrim can not start (again)
in Skyrim LE
Posted
If you are crashing at the logo, then that indicates you have a missing file dependency be it a .esm or .esp file. Your mod manager should tell you that in the plugins section. As for crashing when loading the save game, one possible cause is that you have saved in an area where alot of scripts are activated, yes auto saves can defiantly do this at the wrong time. Another reason is that you may have loaded alot of animations into the game and can cause issues while loading. I used to use Save Game Manager but it was actually causing issues for me regarding ctds. You can use this mod Continue No Game No Crash which imo is an underrated mod that really should be used in a heavy modded game. Do note that it will take up a load order slot but it's highly worth it.