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greyday01

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Everything posted by greyday01

  1. How many mods did you install all at once? Does the base game with NO mods work? If your game was working before which mods did you install after that? Best way to troubleshoot is to see if the base game works. Then install utility mods like SKSE, engine fixes, ect and recheck. If things are still good try adding a few at a time plus any requirements for them (read the mod's web page carefully) and rechecking. Don't forget to check LOOT after each set. Keep going a few mods at a time. Adding 50 mods all at once, you can expect problems and no idea which mod caused it.
  2. Why does anyone WANT "achievements"? Never understood the point of this feature.
  3. Have you tried playing with the load order? Try moving a sign mod before or after Norther Roads and see if that fixes the problem.
  4. That log is showing a lot of dll files. Remove them all from your Skyrim directory to a temp folder so the game is pure vanilla. Also disable ALL your mods. Does the game work? Put in just one very small texture mod. Does it still crash? I am almost certain it is an incompatible dll mod that is the problem. It usually is.
  5. Instead of trying to figure out crash logs I would recommend first checking the game with no mods at all (eliminating all the non-vanilla Dlls as well). Then with just SKSE, engine fixes and other utility mods making sure they are all for your current Skyrim version. Then adding mods starting with those that are requirements for many other mods, a few at a time. Trying to narrow down a problem with hundreds of mods enabled would be difficult. I prefer an elimination (or rather an addition) method. Since the crash occurs at character creation you won't need to play for a long time to see if your crash problem is gone. Never could figure out crash logs gibberish.
  6. I agree, I hate how they pop up every time you fast travel instead of staying where you left them or going back to where they were first found instead of where you meant them to stay. I make it a point to never get on any horse because of that. With the exception of Arvak or a summonable daedric mount. So nice to have them where and when you want them and then have them conveniently vanish when no longer needed. But mostly I've found no real need of any horse to ride I just like collecting them if only I could get them to stay where I tried to put them. I tried filling the corral near Whiterun but it didn't work out They all simply wouldn't stay there.
  7. You could simply get the list of mods in the collection and install only the mods with lower requirements. It doesn't really take that long even for a list of hundreds. Also a lot of graphic mods come in several versions 1K, 2K or 4K. Installing by yourself you can pick the lower version which might play better on your computer. Also looking at the individual mods in the collection you might not want everything in their list. Or choose a collection that has lower requirements.
  8. Does it happen with no mods installed? When does it happen? When the game loads or at some other time? If it happens without any mods try verifying your files from Steam. If the vanilla game is fine, uninstall all your mods then starting with the utility mods like Engine Fixes and SKSE try installing a few at a time until you localize the problem.
  9. When you say the area outside the cell isn't there does that mean you chose the option "escape my cell" and after you opened the door and tried to walk out of the cell you fell into the void or does it mean that from within the cell the outside area was there but only appeared as a grey void? The last option might mean that is a room bounds issue and some mod placed improperly linked room bounds between the two areas. The mod "More informative console" might help finding the problem. Or use XEdit to find any mods affecting that cell. Have you tried the "camping in the woods" option or one of the other options and is the problem still there? You could try an elimination process by disabling most of your modlist except Live Another Life and its requirements and see if the problem persists. Tedious but it can narrow down the problem area. In the creation kit you can place room bounds around two adjacent areas of a cell, placed so that they are flush with each other. Once you do so from in one room bound looking into the other all you will see is a grey void. To fix that a portal must be created in the CK and placed against the interface and sized to just fit a doorway and then linked to each room bound. Then you will be able to see through that door/portal to the other room. A mod that improperly tried to optimize that cell might be at fault. On the other hand if you step out of the cell and start falling into the void some mod actually deleted or disabled part of the building outside the cell. Good luck finding the culprit.
  10. If you walk on the grey area do you fall through into the void or is it just visual? Could it be a room bound issue if it is just visual?
  11. Why use Wabbajack at all? It's for installing collections of mods, right? Find all the individual mods in the collection and download and install each individually using Loot after installing each mod to check for missing requirements.
  12. You must sort MO2's left panel by "Priority", since if you try to sort by any of the other columns you can't move the mods around
  13. I have the 1.6.1170 version of Skyrim and the CC pack. If you download the cc pack, it shouldn't affect any mods that are already for that version of the exe.
  14. If you get the mod Campfire you will be able to buy or make backpacks. Campfire - Complete Camping System at Skyrim Nexus - Mods and Community
  15. Making mods is fun. To start with for the basics watch this tutorial series from Bethesda. The tutorial is a dungeon but the principle is the same. For adding a merchant Darkfox127 has a good tutorial. To make it buyable you will need to make a npc to sell the house and place him somewhere in the world then add a custom dialog to him. Something like you ask him if the house if for sale. He says "Yes, $10,000 Septims. Do you want it?" Then speech options show: 1 Don't have enough money, 2. Not now, 3 Yes, I'll take it. If option 3 money is removed from your inventory and a key is added. Fairly simple but that is the basics of buying a house. You can also use a quest (other than the dialog which is it's own quest).
  16. What program is running in the foreground? The problem might be with that program and not Skyrim. You might try to find what all programs are running at any time your computer is on? Can you find a list of them somehow? I know there are things running in the background that one never sees. To view and manage programs that run automatically on startup in Windows, you can access the "Startup apps" tab within Task Manager or through the "Startup" folder. Here's a breakdown of how to do it: Using Task Manager: Open Task Manager: Press Ctrl+Shift+Esc or right-click on the Start button and select "Task Manager". Navigate to Startup apps: Click on the "Startup apps" tab. View and manage: You'll see a list of applications that start automatically. You can enable or disable them from this list. Using the Startup Folder: Open the Run command box: Press the Windows logo + R keys. Type "shell:startup" and press Enter: This will open the Startup folder. View and manage: You'll see shortcuts to programs that are configured to start automatically. You can add, remove, or rename shortcuts here. Additional Tips: Startup Impact: In Task Manager, you can sort apps by "Name," "Status," or "Startup impact" to see which programs are affecting your startup time. System Configuration (msconfig): You can also access a list of startup programs by pressing Win+R, typing "msconfig", and then going to the "Startup" tab. Disable Startup Programs: Select any program in the list and click the Disable button if you don't want it to run on startup.
  17. Might try this mod Vampire Eye Fix (Disable Vampire Overlay) at Skyrim Special Edition Nexus - Mods and Community
  18. Thanks for looking that up. However, could some mod that affects the mages guild quests mess that up? I've used some that made major changes in quest progressions and some of them caused problems down the line and I had to restart without them. Anyway, couldn't hurt to try completing mg01 first. With a lot of mods running things can get funky.
  19. Just a question, but does MG02 depend on MG01 being finished? And did the class with the students in the hall of the elements start and did you get and use the shield spell and finish all the dialogs with Tolfdir? You might check that all the quest stages for mg01 are finished and if needed go through each stage and set that stage as completed until they all show as 1.
  20. If an ESP file isn't appearing in the right pane (plugin list) of Mod Organizer 2 (MO2), ensure the mod containing it is enabled in the left pane (mod list), and that the ESP file itself is also enabled within the plugin list. Here's a more detailed breakdown of potential issues and solutions: 1. Check Mod Activation: Left Pane (Mod List): Make sure the mod that contains the ESP file is enabled (checked) in the left pane. Right Pane (Plugin List): Even if the mod is enabled, the ESP file itself might need to be enabled in the right pane. 2. Verify File Existence: Download Archive: Double-check the mod's download archive to ensure it actually contains an ESP file. MO2 Installation: Ensure the mod archive was installed correctly into MO2's mod directory. 3. Refresh MO2: Data Tab: Go to the "Data" tab in MO2 and click the "Refresh" button. Plugins Tab: After refreshing, check the "Plugins" tab again to see if the ESP file is now visible. Re-launch MO2: If refreshing doesn't work, try closing and re-launching MO2. 4. Check for Filters: Clear Filters: Ensure you haven't accidentally filtered the Plugins tab, clear the filter field at the bottom. 5. Mod Conflicts: Disable Plugins: If you suspect a mod conflict, temporarily disable all non-Bethesda plugins in MO2's right pane, except for USSEP and ASLAL, and test the game. Re-enable Plugins: If the issue is resolved, re-enable plugins one by one to identify the conflicting mod. 6. SKSE Issues (if applicable): SKSE Logs: If you're using SKSE, check the SKSE logs to see if there are any errors related to plugin loading. SKSE Compatibility: Ensure the mod is compatible with your version of SKSE. 7. Other Tips: Reinstall the Mod: If none of the above steps work, try reinstalling the mod. Update MO2: Ensure you are using the latest version of MO2. Check MO2 Forums/Reddit: Consult the MO2 forums or the r/skyrimmods subreddit for further troubleshooting. You might watch this also. Love this guy.
  21. Try TCL and look under the ground. That's where I found them.
  22. A very simple first mod if you want to get into making mods. You need the creation kit and creation kit fixes installed in the same place skyrim.exe is installed. Then watch the Bethesda creation kit tutorials at least the first two episodes. Under the category statics look for candle lanterns and drag one where you want to place it outside an inn. Then under activators search for lights and choose one and drag it near the lantern that you previously placed. Use the M (marker) key to toggle visibility of the light to see where you are placing it. It will look like a translucent light bulb. If you want the lantern to be hanging look under statics and look for posts and size and place one sticking out from a wall and move the lantern so it looks like it is hanging. Thats about all it would take. Just do the same for each inn.
  23. I know it is tedious, but I would recommend disabling all mods then starting with the utility mods like script extender and engine fixes make sure they are the right version for your Skyrim exe and enable a few at a time and see if there is any problems. Check Loot messages also as you enable each set of mods. Use a save made with only the base game and DLCs for checking. Then enable a few more. Mods that have only meshes and textures can probably be enabled right at the start. Doesn't hurt to make sure your entire mod list is up to date that way while trying to find the problem mod.
  24. I believe one of the CC mods gives you access to a spell to summon a daedric horse. Like Arvak it can be summoned on Solstheim and other lands, will disappear after dismounting and can be summoned back as needed. I like horses that are only there when needed and don't follow you around when you don't want them. So I would go with those two. I believe the daedric horse is added by the CC Mod The Cause.
  25. Get Arvak. You can summon it with a spell and it disappears when you dismount and leave it.
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