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ripple

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Everything posted by ripple

  1. Those message appear in your Papyrus log precisely because you uninstalled those mods and continued with existing save games.
  2. SKSE does not cause CTDs. What is more likely is that one of the mods you have installed is missing a master. CTD at the logo screen is a classic symptom of mod dependency issues. Run BOSS to set load order, then download TES5Edit and load all of your plugins. If TES5Edit stops loading and bounces an error message, the plugin that halts the loading and generates the error is the one that missing a (or more) master.
  3. 1) Replace your load order with a complete BOSS log (just copy/paste the contents of the log here), including the list of plugins not recognized by BOSS if one is generated. Enclose them in a set of spoiler tags so they won't clutter the screen. 2) List any mods you use which do not come with plugins and would not show up in a BOSS log or load order, such as texture or body replacers. 3) Describe your seemingly random CTDs in greater detail: where/when/what were you doing or what was going on.
  4. 1) Replace your load order with a complete BOSS log (just copy/paste it here), including the list of plugins not recognized by BOSS if one is generated. Enclose them in a set of spoiler tags so they won't clutter the screen. 2) List any mods you use which do not come with plugins (and would not show up on a load order or BOSS log), for example, texture replacers or body replacers. 3) Have you made any edits to the game ini files? 4) Describe your CTDs in greater detail: when/where/what were you doing or what was going on. For example, whereabouts exactly near Helgan, what were you doing at the time (walking, fighting, looting, whatever), and what was going on (jogging with followers, fighting bandits, someone cast a spell, etc.).
  5. The TES5Edit merged patch was never intended to be a 'general compatibility patch' the way it was being used by some users. Ideally, the merged patch needs to be manually edited post-generation. If you don't know precisely why you need a merged patch (as in exactly what records you are trying to merge), you should not use it. Beside, why are you trying to make another merged patch when, as you stated, every time you used one, it just ended up crashing your game?
  6. Could be countless things. Start by posting a BOSS log (copy/paste it here), including the list of plugins not recognized by BOSS if one is generated. Enclose them in a set of spoiler tags so they won't clutter the screen. Then - describe your CTDs and freezes in greater detail: when/where/what were you doing or what was going on. - list any mods you use which do not come with plugins and would not show up in a BOSS log, such as a texture or body replacer. - have you made any tweaks to the game ini files? - provide your system specs.
  7. No problem. I am glad to help. Only thing I'd want to come out of this is that once you have become more proficient at modding and accumulated a good deal of knowledge that would be helpful to new users, that you might be able to find time to spread 'modding literacy' by helping some of the other users here. Happy gaming.
  8. for question 2, It is hard to answer. I will literally just be walking through the woods, and the game will CTD. I am usually not doing anything in particular. Regardless the game seems to be a bit more stable so I'll just hope for the best. Thanks for all the help. I don't mind helping, but you need to help me help you. Since there are countless possible causes of random CTDs, tracking them requires as much information as possible to help narrow down the 'culprit.' Start keeping notes on the location of the CTDs as well as what was going on, so we can see if there's a 'pattern.' For example, in the example you mentioned of 'just walking....', was it in the worldspace (outdoors)? In a city (which)? In interior cells? Did you have followers? Was your weapon drawn? Were there other NPCs around? Were there a lot trees? Anything that might help reveal a 'pattern.' So it might be something like 'CTD #2: I was walking from Riverwood to Whiterun, and just crashed as I was approaching the city. This was during the day and I had no followers with me....' 'CTD #3: I was walking from Whiterun to Falkreath, and just crashed as soon as I saw some bandits.' And you still didn't answer all of my questions (what do you normally do with the plugins not recognized by BOSS, if anything?)..... :/
  9. Wrye Bash primarily handles leveled lists. It will not merge outfit records. In order to resolve conflicting outfit records, you will need to do it manually using TES5Edit.
  10. 1) Download TES5Edit from the link in the BOSS log, follow the instructions on the page, and clean the plugins flagged by BOSS as containing 'dirty edits', except those explicitly indicated in the BOSS log that the 'dirty edits' are intentional and cleaning is not needed. 2) You didn't answer any of my questions. "...very random" is very vague. There are literally countless causes of CTDs. Describe all of the ones you have experienced, to the best of your recollections, with the details requested. You also did not provide a -list- of mods you are using which do not come with plugins, like the animation mods you mentioned. 3) What do you normally do with the plugins not recognized by BOSS?
  11. Delete or move this plugin from your game data folder RaceMenuPlugin.espand see if you can load your save games.
  12. 1) Replace your load order with a full BOSS log (copy/paste it here), enclose the BOSS log with a set of spoiler tags so it won't clutter the screen. 2) List all mods you use which do not come with plugins and would not show up in a BOSS log or load order, such as texture or body replacers. 3) Describe your CTDs in greater detail: when/where/what were you doing or what was going on.
  13. You don't have spike.esm in your load order, but you are using a mod with a plugin that is dependent on spike.esm as a master. spike.esm is a shared resource file currently packaged with 'Immersive Weapons' and 'Guard Dialogue Overhaul.'
  14. I don't use any custom home mods (which is probably why I've been able to escape any issues with mannequins or weapons racks), so I can't verify the quality of those mods. You can add those mods and test to see if they generate issues, including the dreaded repeating mannequin message in the Papyrus log. You should keep in mind though, that every house you decorate and store things in is going to leave a potentiall sizable footprint in your save game, thus increasing the size of the save game. Unlike most cells, home cells typically do not refresh regardless of how much time passes in game. So it will depend on how 'essential' you feel these mods are.
  15. [edited] Nevermind. IA v7 did not rename the main plugin, just added an additional plugin. What I said before does not apply. Download a utility called 'BOSS Userlist Manager.' In the utility, 'add' a custom rule for the IA additional plugin not recognized by BOSS, and set it to load 'after' the main IA plugin. This way, the load order position of the additional IA plugin will not be reset every time you run BOSS.
  16. I don't want to bash AMD, but the fact is, every ATI/AMD card I've had have given me no end of grief. The major problem is that AMD driver support is crap in comparison to nvidia. That's been my experience, anyway. AMD GPU might themselves be solid competitors, but the drivers are not. So keep that in mind when deciding...
  17. The BOSS masterlist is updated every time you run BOSS. The random load order you found could be last updated 2 years ago. Therefore....
  18. The Nexus is undergoing an overhaul period. There may be hiccups at times while downloading files via NMM, so expect some of that. In such cases, you can attempt to download the mods manually (but still install the mod via the NMM, by moving the downloaded mod archives into the folder you've designated for NMM to store downloaded mod archives). The sticky that will be of most help to you will be 'Only YOU can prevent forest fires.' Gopher's videos are very good as well. Since this will be your first Skyrim mod usage attempt, here are some things to do and not do. - do not install a ton of mod at once. This will be a recipe for disaster. Instead, pick no more than 10 mods you really want to test out, install one, test it in game to make sure it works, before installing another one (as Garon says). - do not install too many mods that will over-stress the game engine and/or your system specs beyond their limits. You did not post your system specs, so I don't know what those 'limits' might be. But just keep in mind that this game was designed to run on a (last gen) console, not a customized gaming PC. So at some point, no matter how powerful your rig may be, the game engine will choke because it simply can't take what is being thrown at it. Keep this in mind when deciding what aesthetics mods you want to combine into your modded setup. - do always read the mod readme and mod installation instructions carefully, even though most of the mods should be installed exclusively via one mod manager (either NMM, Wrye Bash, or the Mod Organizer), some mods may have additional instructions about optional plugins, master requirements, etc. You'll need to sink a lot of time into reading up on modding basics, and experimenting a bit with what you read. This can be overwhelming at first but it's an important step that must not be skimped. Just remember that whatever amount of time you sink into reading and learning about modding (when all you want is just to be playing), is time that will not be spent troubleshooting or tracking CTDs later on if/when your modded setup become unstable because of improper mod installation, bad load order, and things that you could have avoided if you were familiar with Skyrim modding basics.
  19. This is probably caused by a badly done mod, in which the mod author attempted to create custom races based on the vanilla races (by duplicating the vanilla race), and fubar-ed the operation because they missed a few basic steps. Hey, there's a thread on page two where me and one other player are experiencing this issue with the new Spellmaking mod. Except that it's dark elves with floating heads. Is this something we can repair is TES5Edit, by any chance? The whole mod seems quite buggy, but it handles spellmaking in a way I like better than the other spellcrafting mod. I'm still undecided as to how I'll proceed in the long term, but being able to repair that issue would help either way. It's easier to repair in the CK (although you can use TES5Edit to confirm if a mod contain any race records, and might thus cause the issue described here). If you know which mod it is, open the esp in the CK, select 'Race', find the custom race added by the mod (if the mod authors did not bother renaming the duplicated vanilla race, the editor name for the race would be something like 'DarkElfRaceDUPLICATE001'). Check the 'Full' preview box, and see if the preview of the race shows a floating head without bodies. If it does, then it's caused by the issue I described. I'd actually uninstall such a mod because it shows the mod author's level of 'expertise' (who knows what else included in the mod can be 'badly done'...). But if you are sure this is the only problem with the mod and want to fix it yourself.... Select the 'General Data' tab, look for the 'Copied Data: Morph Race' and 'Armor Race.' Use the drop-down menus to change 'None' to the vanilla race in which the duplicate custom race is suppose to be based on. @Sturm You need to manually arrange the load order of plugins not recognized by BOSS. Those plugins should absolutely not be allowed to just load at the bottom of the load order. You have so many of them, I'll wager at least some are causing or will cause issues for your modded setup. If they contain conflicting records with other mods in the load order, they will override them. The best way to figure out where they should load is to use TES5Edit to see if they contain any conflicting entries. If they do not, then it's generally safe to load the plugin anywhere above your dynamically generated compatibility patches (e.g. Bashed Patch). If they do contain conflicting entries, you will need to adjust their load order in a way that will best optimize the stability of the load order (mods loaded later in the load order will override conflicting records of mods loaded earlier in the load order). Alternatively, if you do not want to deal with the aggravation, you can uninstall all or at least enough of those unrecognized mods that you won't need to sink too much time into figuring out where they should load. At the very least, you should clean the plugins not recognized by BOSS (unless the mod authors for any of those mods explicitly stated that they have already cleaned the plugin using TES5Edit). Since BOSS contains no information on those mods in its database, BOSS will not tell you they need to be cleaned even if they contain 'dirty edits.' Speaking of which... Clean the plugins flagged by BOSS as containing 'dirty edits' (unless the BOSS log explicitly states not to). Don't think about it, just do it. Cleaning is not specifically intended to resolve your current issue (although it might), but it's an integral part of 'load order maintenance.' If you take your car to the mechanic because of engine trouble, just because an advice on vehicle maintenance is not related to the engine trouble, does not mean you should not take that advice into consideration.
  20. 1) Pretty sure axe staves are included in 'Immersive Weapons.' I recognize some of the weapons from the screenshots. 2) Since you are using the Mod Organizer, it doesn't really matter if you unpack BSA files (but do not unpack the base game or DLC BSA's). However, unpacking every BSA might be overkill. Unpacking BSA will have the advantage of slightly speeding load time, as the game does not need to decompress the BSA. However, it is not encourage for most mod users because it leaves a ton of loose files, including scripts, in the game data folder. But since you are using MO to install mods (never manually install, always 'repackage' using the method I mentioned several replies back), which never installs mods directly into the game data folder, there will be no loose files. However, I still would not encourage you to unpack any BSA files except in exceptional circumstances. Keep in mind that loose files always load and 'overwrite' any conflicting duplicate files packaged in BSAs. With BSA's, the load order of the associated esp or esm will allow you to decide the load order of the BSA's (so basically, BOSS will help handle some of the load order issues). If you unpack everything into loose files, you will need to start micromanaging individual files in cases of conflicts, by adjusting the installation order of mods in MO. Also, the 'slight loading time increase' is a matter of debate, as different users have reported different improvements (and some have reported no improvements), and even in cases of reports of improvements in game or cell loading time, the improvement was minuscule (a few seconds, in most cases). 3) Your Papyrus log looks clean from a quick skim. But if you are experiencing game instability, it means you have some mods or mod combinations that are making your modded setup unstable. So now is the time to stop adding mods, and perhaps even decide if some mods need to be further trimmed from your load order, depending on where you are experiencing the 'freezes' and what mods might be implicated in those locations or activities. It might be one of the 'script heavy' mods like 'Wet n' Cold', which needs to utilize running scripts to monitor NPCs in the same cell, it could be something else...you would have to do some testing to figure out which mod is the 'straw' that is breaking the camel's back. 4) You are getting close to finalizing a stable load order/modded set up. After you do, you should stop adding more mods or at least refrain from adding any mods unless you know they are truly 'quality mods' that will not introduce instability to your game. I would also suggest that you consider your current save games to be part of a 'testing phase' and start a new game after you 'finalize' your modded setup....it's really the best way to ensure as few problems down the road as possible so you can have a long term playthrough without too man hiccups (just remember to keep your mods updated to the latest versions at all times). This would allow you to remove mods in your current testing without having to worry about any orphan junk they may leave behind.
  21. I thought you said you already solved the issue (by uninstall all the mods). What's the 'question' now? You didn't actually ask a 'question' in your last reply, you merely made a 'statement' suggesting the authors of NMM should "sort out [their] tutorial" (There are many tutorials for NMM, which tutorial are you talking about? How do you know the 'tutorial' you are referring to are by the authors of NMM?). Also, no one here called you an 'idiot.' Your friends called you an 'idiot' (something I thought was rather amusing...), and actually, I don't think very highly of your 'friends' right now, considering they didn't bother to give you a crash course on using mods and don't seem particularly useful in troubleshooting your problem. If you want people to help, I humbly suggest you post actual information and details about what problem you need help with. Something like "when I install mod through NMM, my game screws up" is a request for psychics to try and guess what the problem might be, not a request for help that provides useful information that will help people to diagnose your problem. Instead, you can list the mods you tried to install, what steps you took, what actual problems you encountered when you tried to load the game after installing those mods. Anything resembling actual 'details' would help. There are stickies at the top of the technical support forum, in which you posted. Have you read them? Are the instructions clear? Look around various 'request help with something or other...' threads in the forum and take note of what sort of information other mod users are posting to help fellow users diagnose their modding issues and provide solutions, that would be a good start. More importantly, and this just a friendly suggestion, the only people responsible for ensuring the stability of a user's modded setup, is that user. Not the mod manager used to un/install mods, modders, Bethesda, or anything else.
  22. 1) Download TES5Edit from the link in the BOSS log, follow the instructions on the same page, and clean the plugins flagged by BOSS as containing 'dirty edits', including the DLC and update esm's, unless the BOSS log states explicitly that the plugin's 'dirty edits' are 'intentional' and does not need to be cleaned. 2) Describe your CTDs in greater detail: when/where/what were you doing or what was going on. 3) Have you made any edits to the game ini files? 4) This is probably caused by a badly done mod, in which the mod author attempted to create custom races based on the vanilla races (by duplicating the vanilla race), and fubar-ed the operation because they missed a few basic steps. 5) What do you normally do with the plugins not recognized by BOSS? It will CTD the game on start only if the dependent is active, and it looks like it's not. Nevertheless, he should remove it. There's no reason to clutter the load order with mods that is not being used, especially when accidentally activating those mods may trigger CTDs.
  23. It would be a mod that adds those items, as they are not vanilla game items. Sounds like the texture is missing (although a screenie would confirm it). You got quite a few weapons mod, so I am not sure which one it might be. Only that I know it's not from 'Immersive Weapons.' Also, I don't think you need 'Weapons of the Third Era', as most of the weapons from the original version of that mod have been bundled into 'Immersive Weapons.' moveitLWT.espThis mod is suppose to make followers get out of your way faster, correct? If you are planning to install AFT, you won't need this. WarchiefsMight.esp ActiveIs this the plugin for the standalone version of the 'Warchief's Armor' by hothtrooper that is already included in 'Immersive Armor'?
  24. NMM didn't 'break' your game. Neither did mods. It's more likely they were not installed properly by the user. I really don't think the accusatory 'blame shifting' was necessary... Hmm....
  25. 1) download TES5Edit from the link in the BOSS log, follow the instruction on the same page, and clean all plugins flagged by BOSS as containing 'dirty edits', unless the BOSS log specifically states that the mod's 'dirty edits' does not need to be cleaned. 2) go through the BOSS log carefully, line by line, and look for any error messages, such as Cloaks.esp ActiveWarning: Use only one cloaks*esp. Cloaks - No Imperial.esp ActiveWarning: Use only one cloaks*esp. Cloaks - Player Only.esp ActiveWarning: Use only one cloaks*esp. 1nivWICCloaks.esp ActiveBash Tag suggestion(s): {{BASH: Relev}}Warning: Use only one WICCloaks esp. Incompatible with: Cloaks of skyrim, get the compatibility patch in the WIC optional files. 1nivWICCloaksCRAFT.esp ActiveWarning: Use only one WICCloaks esp. 1nivWICCloaksNoGuards.esp ActiveBash Tag suggestion(s): {{BASH: Relev}}Warning: Use only one WICCloaks esp. As the readme for both mod states, you should use one of the plugins, not all of them. Go through the entirely log and make sure you attend to all of the error messages. 3) Some of your ini settings have 'absurdly high' values, for example: fMeshLODLevel2FadeTreeDistance=999999.0000 fMeshLODLevel1FadeTreeDistance=999999.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 fTreesMidLODSwitchDist=10000000.0000 The default game ini settings are optimized for 'stability.' Many ini tweak guides floating around the interwebs suggest ini tweaks intended to improve 'performance' or address trivial graphic glitches like 'distant LOD pop-ins', but do so at the expense of 'stability.' I recommend you delete your existing ini files, and let the game generate new ones, so the ini settings will revert back to default game values. You can re-add ini non-performance or graphics related ini settings like disabling the intro video, but do not add anything else, including messing with Papyrus memory allocation. Also, when not bug tracking or troubleshooting, Papyrus logging should be disabled.
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