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Can also confirm this, the stutter appears to have cleared up when removing the fleet expansion. However my old saves crash on removal I thought it was only 1.1 that had this but 1.0 was what I was using. I should've known when ships had like 10 guns in one location that something was off with that mod...
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Wow, I have this too now that you mentioned it. It's less noticeable on my game but it's definitely there, a weird brief pause like every 3s. I run a Ryzen 7 5800x with 4070 super. Going to dig around and see if mod changes impacts. If you happen to figure it out, please share. Update: So starting a new game with no mods and coc to Cydonia isn't doing the periodic stutter. That means it's either gameplay (maybe time played) related or mod related. Going to test some more.
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I don't get why Vortex is turning off all my mods in the latest extension when I add/remove a mod. Super annoying have to go in game to use the enable all option, then leave to sort it with loot otherwise checking all my mods one by one. It's like one step forward, one step back sometimes.
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Anyone else using the new Blackout Equinox Skin Creation and getting crashing? I found that adding it (sfbgs00a_f.esm) makes my game crash on running. My load order:
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GAME WILL NOT LOAD HOW DO I REMOVE ALL THE MODS?
Citadel535 replied to GrimDark666's topic in Starfield's Discussion
If you are using Vortex, click the "Purge Mods" button on the top to undeploy your mods. See if the game loads without the mods at this stage. If the game still doesn't load, do a repair in Steam by right clicking the game, then Properties > Installed Files > Verify integrity of game files. This can take a long time, around 20m-1h depending on how fast your pc is. Then try running the game. -
PLEASE BRING GORE & DISMEMBERMENT TO STARTFIELD!
Citadel535 replied to awareunlikeu's topic in Starfield's Discussion
I concur that the lack of gore, where the alien creatures are more like solid rubber makes enemies feels like a step backwards. I for one would have liked at least different colored blood for the creatures. That everything bleeds red is kind of boring. Not sure if this was done due to an engine limitation or cutting corners in what they were to deliver on. -
How to change player height permanently?
Citadel535 replied to VilLynne's topic in Starfield's Discussion
Larann responded. The navy seals showed up to answer this question -
Vortex 1.12.0-BETA.2 Starfield crash
Citadel535 replied to kanguru's topic in Starfield's Discussion
I had crashing on entering New Atlantis after the security checkpoint area, consistent across saves. I fixed that by deleting the pipeline cache which seemed to resolve it after a rebuild. No idea why since I thought that was compiled shaders and I don't remember changing shaders. Click start > run type %localappdata%, go to starfield folder, delete pipeline.cache. This folder is hidden in windows so you may need to show hidden files and folders in explorer. I also had crashing on fast travel - fixed that by removing a bunch of apartment mods and weapon skin mods (WSEP). Not sure why those mods would do it, either it's just too much stuff being loaded in the game, or they have a rogue edit that breaks something. Removing them stopped the crash on fast travel. I am only running Eli's Akila apartment mod for housing mods and seems stable, still run a bunch of KryoZet and Zone79 other mods though as well as bug fixes. Unfortunately with modding, it's painful and a process of elimination to find the culprit when a mod is causing trouble. Have to turn it off and on one at at a time to find it. As it is I had invisible enemy ships with just like the doors flying around, turns out for some reason turning off useful brigs fixed that. I just started using Trainwreck which is a logger so looking forward to see if crashes occur can figure out what's doing it. -
I use Vortex but was also using just the plugin text file to manage my plugins. Vortex deployed an extension that now manages it but it takes over the mod sorting. If I hit deploy it ignores what plugins I have on or off and just activates them all. If I sort plugins so that mods that others depend on load first, it takes over sorting and forces alphabetical. This new extension update doesn't have the option to turn itself off like the prior one did. It seems like the behavior is sort alphabetically, activate everything, ignore user settings.
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Unfortunately without a working SF1edit release makes it hard to mass open mods to see which one may have edited him to create this so if it is a mod, the arduous task of turning them off and on one at a time to figure out which one may be doing it. Make a new save just in case to back it up, what you could try is using the console to select him I think his id is 5998 with prid 5998 (if that doesn't work try 5996). Then do a disable, enable on him. If that doesn't work, try recycleactor. prid 5998 disable enable Also it may just be that he's somewhere around the lodge, so you can try moveto player to place him right next to you.
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I moved my Starfield install to SSD and found when I fast traveled, I started crashing like crazy. Moved it in steam back to my hard drive, I found I stopped crashing when I was on the hard drive. I wound up using symbolic links to put the ba2 files on ssd but kept the esm and other files on ssd and it seems stable. I was wondering if anyone else had this experience?
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Pretty much most of my stuff worked out of the gate once SFSE and address library were updated. Chargen just got updated too for the latest update so I am a happy camper.