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Everything posted by ripple
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LE "Disabling" NPCs during certain times of the day
ripple replied to fadingsignal's topic in Skyrim's Creation Kit and Modders
As Vagrant noted, your method work great if confined to only a couple of NPCs. I am not comfortable with the method Vagrant suggested for the same reason you noted. However, if the mod author was building a custom settlement in a custom land named Ripskar, or...Falple, and had complete control over navmeshing and don't need to worry about conflicts with default game cells or worldspace, Vagrant's suggested method would be a relatively clean way to handle populating the settlement only at specific times, without necessitating any scripting at all. The method I suggested would require a continually updating script that I think would work better for projects that take place in 1) default game worldspace, and which 2) manages more than a handful of NPCs. -
LE "Disabling" NPCs during certain times of the day
ripple replied to fadingsignal's topic in Skyrim's Creation Kit and Modders
A third option (and I am not saying it's the "best" option...), is to track the game hour and enable/disable a parent marker your NPC spawn markers or actor references are linked to, according to the hour of the day. -
But that is the purpose of the MO overwrite folder, yes? Any plugin that is edited will find itself there (including plugins cleaned in TES5Edit--although those should definitely be moved back to their original folders). It's a good central location for all dynamically generated compatibility patches (since they are periodically rebuilt), especially if the goal is to maintain a pristine "unmodded" baseline installation that the user can return to regardless of how many mods are installed (a major reason for using MO over other mod managers). There is no "regular mod folder" for the dynamically generated patch. In the absence of MO, their "regular folder" would be the default game data folder. If a user attempts to load the game in an unmodded state (for example, mod author testing mod in an "unmodded environment"), the game would CTD when it attempts to load those orphaned compatibility patches. Maybe this just boils down to personal preference (since I did need to revert to an unmodded environment periodically when I was using MO, to test my mods), but I just don't understand the need to move and manage multiple versions of the same compatibility patches, when leaving them in the overwrite folder means no extra steps are needed to "manage" them. Any time you rebuild the Bash Patch, the new one generated simply replaces the existing one in the overwrite folder.
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I can't disable "Remove Exterior Fog" mod whithout instant CTD
ripple replied to morogoth35's topic in Skyrim's Skyrim LE
Probably because you have another plugin (likely a dynamically generated compatibility patch like the ReProccer) that is dependent on the removed plugin as a master. CTD at the logo screen is classic symptom of mod dependency issues. To find out which plugin in your load order is dependent on the removed plugin as a master, use either Wrye Bash or TES5Edit. Your LOOT log also indicates a few plugins require cleaning using TES5Edit. -
The Papyrus log is not a "crash log" per se. Copy/paste your LOOT report log here, and enclose it in a set of spoiler tags so it won't clutter the screen.
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Skyrim Crash after Bethesda Loading Screen
ripple replied to Thebrickable's topic in Skyrim's Skyrim LE
1) CTD at the logo screen is classic symptom of mod dependency issues. In your case, it's possible you installed a CoT compatibility patch that required a mod which was not in your load order (thus, after uninstalling CoT and it's associated patches, you no longer experienced CTDs at the logo screen). You can either use Wrye Bash or TES5Edit to check if any plugins in your load order are missing a (or more) master. 2) Even though you did not provide a LOOT log, by looking at the plugins in your load order, I can tell some of them require a Bashed Patch to resolve conflicting leveled lists. 3) You should also download the Unofficial Skyrim Patch, as well as the unofficial patches for all the DLCs you have (including the hi-res textures DLC).- 12 replies
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I am not sure where you found the instructions, but I don't see any reason to move the Bashed Patch out of the MO override folder. That would mean every time you rebuild the Bashed Patch, a new one would be generated in addition to the one moved out of the override folder. Do not moved your Bashed Patch out of the override folder, or any dynamically generated compatibility patches, for that matter (AV patch, ASIS patch, Dual Wield Redux patch, whatever, etc.) When you generate your Bashed Patch, it will scan all your active plugins (do not manually de-select anything). If there are plugins in your load order that are inactive, because you do not want to use those mods, you should just uninstall the mod instead of letting those plugins clutter up your load order.
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1) LOOT or BOSS does that for you. But load order arrangements only mitigate mod conflicts. Some mods may still require compatibility patches. Check mod readme's. 2) LOOT log is the report generated after you use LOOT to arrange your load order. Copy/paste that here and enclose in a set of spoiler tags.
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Nothing wrong with your guide, but two corrections to the information you provided here: 1) Bash Patch does not handle Papyrus scripts. 2) It doesn't matter even if a user somehow managed to place ESMs after ESPs in a load order. ESMs will always be loaded by the engine before ESPs (nevertheless, it's obviously a good idea to maintain a good load order). I just love it when people THINK they know what they are talking about, see below *Sighs* 1) Calm down and don't use huge fonts to emphasize silly remarks. 2) There are two versions of Wrye Bash: Wrye Bash for Oblivion (by Wrye), and Wrye Bash for Skyrim (not by Wrye). 3) Wrye Bash for Skyrim does not contain all the functions of Wrye Bash for Oblivion. 4) Oblivion does not utilize Papyrus scripting. 5) Wrye Bash does not handle Papyrus scripts (Bashed Patch will not "import" Papyrus scripts. There is no need to anyway) 6) You are posting in the 'Skyrim mod troubleshooting' forum. Wrye Bash (for Skyrim) will handle a limited number of record types. Right now, it is primarily used to resolve leveled lists conflicts, not much else.
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Load orders are not all that helpful. Post your LOOT log instead, and enclose it in a set of spoiler tags so it won't clutter the screen. Based on the load order, the only think I can suggest is to make sure all of your mods are updated to the latest version. For example, if you are using the latest version of IA, IW, and GDO, then you should no longer have spike.esm in your load order anymore (because it is no longer needed by those mods).
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Nothing wrong with your guide, but two corrections to the information you provided here: 1) Bash Patch does not handle Papyrus scripts. 2) It doesn't matter even if a user somehow managed to place ESMs after ESPs in a load order. ESMs will always be loaded by the engine before ESPs (nevertheless, it's obviously a good idea to maintain a good load order).
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Probably because you have a dynamically generated patch that depends on many mods in your load order as masters. That would be my guess. Use Wrye Bash or TES5Edit to check.
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Actually, most average users should (generally) not be using TES5Edit merged patch. That function is no longer supported, for many reasons. Since you are using BOSS, copy/paste your BOSS log here, including the SKSE info in the log, and enclose it in a set of spoiler tags so it won't clutter the screen. Include the list of plugins not recognized by BOSS.
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NMM forcing specific load order after using loot!
ripple replied to rspkers's topic in Skyrim's Skyrim LE
I....am not sure I understand the issue. The purpose of LOOT -is- to automatically arrange your plugins into an optimal load order. Installation order and load order are two different things. Am I missing something? Do you mean that NMM prevents LOOT from rearranging your load order? Close NMM when you run LOOT. -
Skyrim crashes right after the Bethesda logo.
ripple replied to chimpaflimp's topic in Skyrim's Skyrim LE
Nothing wrong with BOSS per se. I am still using it and prefer it over LOOT since I have a lot of custom-made compatibility patches and do not want their dependency order messed with by changing loading order of their masters. However, if that is not you, you should probably transition to LOOT (since BOSS is receiving fewer updates to the masterlist). CTD at the game logo screen is a classic symptom of mod dependency issues. Did TES5Edit bounce an error message when you tried to load all of your mods in TES5Edit? -
Record conflicts do not automatically cause crashes. In fact, they rarely do. Any mod that "mods" default game content will inherently cause conflicts, which means most mods will contain "conflicts" with default game records because the changes made by these mods are intended to "override" those records. CTD on reloading after character death is a common issue.
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No. Unique NPCs do not 'respawn', so their outfits will not change. You can get them to wear custom mod outfits or armour but you must edit their outfit records (I do this for some NPCs in my own game to assign them custom outfits).
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Skyrim Crash BEFORE Bethesda Logo! Please help!
ripple replied to SilverXtreme's topic in Skyrim's Skyrim LE
TES5Edit does not sort load orders. LOOT and BOSS does that. However, it is may be the right tool for this job. CTD at the logo screen is a classic symptom of missing master. It is very likely you have a (or more) plugin in your load order that is missing a master. First, arrange your load order using LOOT or BOSS. If you still experience CTD at the logo screen, load all of your plugins in TES5Edit. If TES5Edit stops loading and bounces an error message, the plugin that causes the error is the one that is missing a master.- 12 replies
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http://www.npr.org/blogs/codeswitch/2014/03/30/295931070/the-journey-from-colored-to-minorities-to-people-of-color
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1) You should install the unofficial DLC patches (including the one for the Hi-Rez DLC) for the DLCs that you have. 2) Clean the plugins flagged as containing 'dirty edits' (except where the log indicates the 'dirty edits' are 'intentional'). 3) Random dragons do not appear until a certain point in the main quest (after 'Dragon Rising'). Make sure you have completed that quest first. 4) 'Alternate Start' does not complete the main quest. It merely allows the player to skip the Helgan tutorial and provides the player with access to alternative starting gears and 'background.'
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Casting Call for 'Awake: The Rise of Mannimarco'
ripple replied to ripple's topic in Skyrim's Skyrim LE
We received a lot of auditions, so it will take some time for everyone on the team who is involved to review the clips, discuss/debate, and come to a consensus regarding each role. I estimate at least 1 - 2 weeks time. We will be directly contacting the VAs cast in each role. -
http://www.nexusmods.com/skyrim/mods/47712/? For future reference, you can post such questions in the 'mod detective' thread in the Skyrim 'Mod Talk' forum.
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Casting Call for 'Awake: The Rise of Mannimarco'
ripple replied to ripple's topic in Skyrim's Skyrim LE
Just a reminder that the auditions close tomorrow. -
Try uninstalling 'Immersive Armor' before the cart intro and install it after you leave the tutorial dungeon. See if that helps you get past the intro scene without encountering the 'prisoner cart havoc' issue.
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How do I figure out what mods causing skyrim to crash?
ripple replied to refmon's topic in Skyrim's Skyrim LE
The Papyrus log is not a crash log. Instead, post your complete BOSS log, with all the information including the SKSE info, BOSS version info, and the list of plugins not recognized by BOSS. Enclose them in a set of spoiler tags so they won't clutter the screen. Then describe your CTDs in greater detail: whether they are persistent and reproducible, when/where/what was going on at the time.