Jump to content

theFuzzyWarble

Supporter
  • Posts

    52
  • Joined

  • Last visited

Nexus Mods Profile

About theFuzzyWarble

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim
  • Favourite Game
    Skyrim, Everquest 1 & 2, The Secret World

theFuzzyWarble's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I don't know what the hell I did and to whom, but I can enter Windhelm just fine. But entering the Palace of the Kings, everyone jumps me#@! I haven't stolen anything or killed anyone here. I did install mid-playthrough but I didn't have issues a few in-game days ago when starting Blood on the Ice, I could talk to the steward and progress to get into the locked house but going back to talk to this guy after gathering clues.. I am KOS inside the palace! UPDATE #1: Archived my saves and started a new game to test. Using Live Another Life, I started out in the wilderness and made my way to Whiterun at Level 3. Entered DragonsReach and was attacked on site, it seems the Jarl and his guard, regardless of where, want me dead! UPDATE #2: Loaded the first save, right after LAL dumped me in the wilderness, and I coc to Dragonsreach. No problems, no KOS. I don't know what I did in 2 levels, besides looting dead bandits and guards on the way, to become infamous to the Jarl's! Going to continue from the first save and see what happens this time. Again, not sure what could be causing it, any ideas are more than welcome. Current Load Order
  2. Oh, that's handy! Have to keep an eye on that, Thanks!
  3. I'm trying to load some mesh/texture overrides via a bsa/dummy esp. Anyone have a clue what would cause a dummy esp to stop the game from loading? I've tried creating one from scratch in the CK. As well, I copied one from another mod and renamed it, placed it my mods folder. Double checked both versions in xEdit and it looks fine. With the esp disabled, the game loads fine. Ff enabled, the game fails to load. I'm puzzled. Halpz
  4. Is there any plan for an Event Log? Where you can backtrack through what was enabled/disable/installed/removed chronologically? It doesn't need to log deploys details either but definitely save/revert info when external changes occur. I am not leaning towards automating an undo feature but more for us flubups to see what action may have affected what. -- Like for instance, I had a disabled mod which I can't even recall what it was... but it wasn't at all a variant of Dyndolod or it's output data I had installed. Yet, when I removed this disabled mod and deployed, I get an External Change dialog telling me a dds file in my active dyndolod mod was deleted. I reverted of course but WTF?! I wasn't doing anything externally and hadn't touched dyndolod since two days prior and had deployed and tested my recent dLod gen pass quite a few times until that point. Just trying to recall what mod it was and why it would affect an active mod's assets.
  5. Thanks Rasikki, yeah I gathered much of that. I thought I was missing something else apart from that though. What I was looking for was a formlist of what is actually loaded and displayed in game. Some further digging though and I think I made sense of it, it was the actual conditions on certain loadscreen mods that threw me off. Thanks all for the input!
  6. Not sure why this is happening.. Been testing load order for a over week or so. First one I've come across/noticed but I hope it's just a fluke. I recently created a SMASH patch though, could that cause this? Ideas?! Mod List: https://modpicker.com/skyrimse/mod-lists/6906
  7. I'm trying to understand how loadscreen are determined. Meaning, if you have a custom loadscreen mod. Why does it overwrite the vanilla, if it has it's own nifs/textures that don't overwrite? If you load additional loadscreen mods, why is the last winner? I am digging into two mods now to see if I can find what asset controls what is loading their respective nifs but I'm not seeing it. Anyone with better insight into this?
  8. {{ I'd take this to a DM but it might help others }} Thanks, these were the two lines I first had issue with. I got around that, but now it doesn't like line 311: https://pastebin.com/SVSR7BgQ
  9. Will do, I gave a quick go lastnight but ran into script errors. I'm a bash novice but I tried debugging it myself. I am running MinGW-64 i believe via git's install. I'll have to dig deeper when I have some more time though. Thanks for the headsup!
  10. This looks promising! I will check it out and let you know if it helps Gaznevada. @HadToRegister: Yes, I am familiar with that but it's hard to easily scan if the mods are scattered across the list sorted by installed order. I have to now go through all the potential suspects, add a tag to the mod name so i can filter by that tag to group them together, investigate and see what I find. {{This is just my workflow, as I suffer from severe nausea, so I try to avoid scrolling LOOONG lists of text.}} And again, that's if the conflicts are loose files, which is simple. Gaznevada's tool can hopefully bridge the gap in that department for BSAs. I guess what I'm looking for is somehow integrating the BSA Browser library into Vortex and passing the bsa file tree over to Vortex's reporting api, in line with the loose file reporting. Hehe, but now thinking about it, the uncompressing/parsing of dozens to hundreds of BSAs... yeah, ok I get it now. Thanks guys, you helped me think out loud. --- Now if there were a tool to offload this.. :devil:
  11. Nothing? Still looking for the best way to tackle this..
  12. Thanks Garethp! One less thing I gotta look into doing heh.
  13. I didn't ask, no. I don't have any issues using my machine apart from this, so when this is all I'm really doing when it happens I come here. I've followed best practices I've read. The steam/vortex/the game aren't installed in the program files\[x86], everything is on a secondary ssd. So, I'm just merely reporting my experience using Vortex and hoping it's not just me and maybe finding a pointer to some underlying issue. Vortex is always running, as I'm usually in the middle of testing builds/mods, but good to know it doesn't have to be open for a normal playthrough. I created and run a batch file to dump anything running that takes up memory and gpu resources, especially chrome instances. When I have a bunch of these open while testing, I disregard the warning for obvious reasons. But when it pops up and nothing else is running but what's needed, it's concerning. Additionally concerning is that I've been using Vortex since the public launch, and I've never had these issues. The crashing issue stopped by the way only to be followed by an occasional freeze up while deploying, then vortex asking for permissions to access files it had no problem accessing for days and weeks prior. I'm weary of the inevitability that the build is compromised on the system level but with no idea where or why, I'm just looking to repeat what's probably an unknown bad practice. So for now, I push on as is. Thanks
  14. Not sure if your still waiting.. But I am actually setting this up now. Just found this: https://wiki.nexusmods.com/index.php/Tool_Setup:_Merge_Plugins and then I just set the "Merge destination directory" to "C:\Users\{user}\AppData\Roaming\Vortex\downloads" Still going over potential merges still so haven't tested it yet.
×
×
  • Create New...