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ripple

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Everything posted by ripple

  1. You can try EFF, which allows you to adjust the number of hits to friendlies before they become hostile (set it to the highest number).
  2. Happened to me once, but only because I made a personal mod that edited troll deathitem leveled lists to drop skulls, then added another mod that did the same thing (Hothtrooper's troll armour, which is now integrated into 'Immersive Armor'). Does this happen to every type of trolls (frost, 'regular', etc.), or just certain type(s)?
  3. The latest version of GDO no longer requires spike.esm. If you are still using a mod that requires spike.esm, even a compatibility patch, then that mod is outdated and needs to be updated by the author. You need to find out which mod it is (which you can do by loading all of your plugins in TES5Edit), and uninstall that mod.
  4. 1) Load all of your plugins in TES5Edit and see if you get an error message when it tries to load the plugins. 2) What do you normally do with the plugins not recognized by BOSS?
  5. Inconsequential NPCs shouldn't put a lot of strain on your system. There are fewer NPCs than 'Interesting NPCs'--although the total number of NPCs a mod adds does not matter. What matters is the total number of actors present in a single location or cell. All of the InconNPCs have appropriate location persistence flags. They are only loaded when you enter the location in which they are persistent, then unloaded when you transition to another location. But yes, more NPCs that needs to be managed by running script from 'Wet n' Cold' may add additional strain. You can try disabling InconNPCs temporarily and test (without making saves) for 15 minutes or so during the times in cities when you are experiencing slow downs, but I don't think it will help much. Most of the InconNPCs are spread across various interior cells, and would not be impacted by 'Wet n' Cold' for the most part of their AI package stacks. With the exception of the Carriage Guards, InconNPCs also doesn't add any actors to the Tamriel worldspace (which includes the small settlements), so it won't help your 'outdoor CTDs' or any performance issues in that worldspace.
  6. Theres a certain way you have to disable certain MoDs otherwise it could leave running scripts that will cause you to CTD. It actually doesn't matter, since he is only testing to see which mod might be preventing him from loading up a save game. It also won't cause CTDs at the logo screen if he starts from the bottom up, because it will not trigger plugins with 'missing masters' (as they would be disabled before the masters). @pizza I don't know. I am not familiar with that mod (there are many 'city overhaul' type mods. You'll have to check in TES5Edit and see if there are any conflicts. If you don't have issues seeing the Town Crier, then it's probably ok.
  7. If you haven't, you should really just look in TES5Edit to see if 1) any mod edits her to give her an outfit record and/or 2) edits her default outfit record (which would not require editing her NPC record). Just open her NPC record (in TES5Edit, after loading all of your plugins), look to see if any mod edits that, (and if not) then scroll down and look for the name of the outfit assigned to her, then expand the outfit records to look for the outfit record assigned to her and see if any mod has edited that.
  8. Ok, well, can you copy/paste along with the formatting then (so the colour codes show up here)? It would really help to know which plugins are active (unless every single one is active). The older SKSE versions do not have the memory patch feature. If you have enabled the memory fix in SKSE 1.7's skse.ini (you did, right?), you don't need SSME or 'Safety Load' or Sheson's memory patch (which is integrated into SKSE 1.7). Can you reproduce the 'stuck at loading screen' ILS problem? If so, start disabling groups of plugins in your load order so you can test to see which one, when disabled, allows you to get past the loading screen. Start with groups of 5, from the bottom of your load order, then work your way up.
  9. One thing: Irileth is a persistent NPC, so her outfit will not refresh once she has 'spawned' for the first time. In order to test and refresh her outfit when you are trying to figure out which mod might be responsible for her 'naturalist tendencies', you will need to use console to refresh her outfit and inventory ('ResetInventory'). You can also skip all this if you have a save game from before you entered Dragonreach for the first time (since that is when she will 'spawn' for the first time).
  10. Not sure. Theoretically, you could have another mod that is dependent on the IA NPC distribution patch (one that is manually made, not dynamically generated like the Bashed Patch), but then if you try to load it up, it would cause your game to CTD at the load screen, not just give you an 'indefinite load screen'/ILS. Try loading all of your plugins in TES5Edit and see if you get any error messages.
  11. There should be options in LOOT to display as much information about a load order (something as simple as indicating whether the plugin is currently 'active' or has been unchecked) as BOSS. If there isn't, it needs to be added. Since the last LOOT log you posted does not indicate if any plugins you have contain 'dirty edits' (other than just one that says the 'dirty edits' are 'intentional'), there really isn't much to go on. Did you set up the memory patch correctly? There are also other alternatives such as SSME and SKSE 1.7 alpha, all of which will resolve the 'indefinitely load screen' (which is what 'Safety Load' does) and more. You can try switching to one of them, just make sure you use only one of those options and cleanly uninstall any others.
  12. What I mean is, don't hide those messages. Instead, hide only the CRC message.
  13. 1) What issues are you experiencing? CTDs? Something else? 2) Copy/paste your complete BOSS log here (the one with the bash tag suggestions, error messages, etc.), include the SKSE information and BOSS version ID, and 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.
  14. Try an EvaluatePackage and see if it helps. YourNPC_Alias.GetRef().EvaluatePackage()Fill in your NPC's actor alias and attach this as a script fragment to the quest stage that you want to trigger the NPC's alias package.
  15. Doesn't LOOT also display things like whether a plugin is 'active' or not? If and the number of 'dirty edits', etc.? I am fairly certain I've seen in the other LOOT logs the same information that is available in a complete BOSS log. If you have the memory patch, you do not need 'Safety Load' (which is redundant with the memory patch installed).
  16. Ok, I see why. You have the Dragonborn DLC but the esm is not 'active' (which means it has been deactivated and is not loaded when the game launches). That is what BOSS is trying to say. Many of your plugins have been deactivated. You can see the difference in the BOSS log between the plugins that are 'active' and those that do not contain the flag. Are you CTDing at the Bethesda logo screen? You should be, given the game is trying to load plugins whose masters have been disabled. Check your mod manager and make sure all of the plugins are activated. 1) Cleaning: download TES5Edit from the link in your BOSS log, follow the instruction on the same page, and clean the plugins flagged by BOSS as containing 'dirty edits' (except where BOSS has indicated the 'dirty edits' are 'intentional), including the DLC and update esm's. You will need to remove identical to master entries as well as undelete/disable deleted references. 2) I recommend you uninstall this mod: and download and install the 'fixed' plugin for this mod from the link provided: 3) You need to adjust the load order position of the plugins not recognized by BOSS. In fact, since they are not recognized by BOSS, they should be cleaned once using TES5Edit (unless the mod author for those mods specifically stated they have already cleaned the plugin), because even if they do contain 'dirty edits', BOSS will not tell you since the BOSS database contains no information on them. You can adjust their load order position based on the mod author's recommendations, or use TES5Edit to check and see if they contain conflicting records with other mods (then adjust their load order positions based on that). Alternatively, you can just uninstall them and not deal with the aggravation. 4) Also, download Wrye Bash and generate a Bashed Patch. When you build the Bashed Patch, it will merge conflicting leveled lists from the various mods in your load order that indicates they have bash tags. This will 'fix' a number of things, like proper item distribution to NPCs. 5) The recommendation I keep hearing about 'Moonpath...' is that you should install it when you want to play the mod, but uninstall it after you are done. It's not the sort of mod that you should keep 'indefinitely' in your load order. However, I don't know what impact it will have to uninstall a script mod like 'Moonpath..' in the middle of a playthrough (I've never used the mod), and whether the orphan junk left behind will damage your save games. But just so you know it's not a 'stable' mod.
  17. Your BOSS log looks strange. Why doesn't it indicate which plugins are active and which ones are not? Also, if you have the Dragonborn DLC, why would the CoT Dragonborn patch display an error message stating that BOSS did not detect the Dragonborn.esm? Complete BOSS log, including the version of BOSS you are using and SKSE info. Can you redo the BOSS log? This time with all the information, copy/paste everything and in every relevant tab displayed if you have selected html output for your BOSS log.
  18. Use a mod manager to exclusively handle the un/installation of mods. Either Wrye Bash, NMM, or the Mod Organizer will do. They will show and keep records of all the mods you have installed. Use BOSS to manage your load order. When requesting troubleshooting assistance, copy/paste your BOSS log, which will provide not only your load order, and various important information to help diagnose the problem. Download Wrye Bash, and learn how to generate a Bashed Patch (Gopher should have a video tutorial on this somewhere). You will need the Bashed Patch to merge conflicting leveled lists edits from a number of mods you have listed. Download TES5Edit. You will need this sooner or later.
  19. The purpose of the logs is to provide information to help the troubleshooting process, if you hide most of the messages, it makes the log no more useful than a load order. So please redo the LOOT log, copy/paste it here inside a set of spoiler tags. [ s p o i l e r ] (without the spaces) insert log inside here with all the requested information [ / s p o i l e r ] Then, describe your CTDs in greater detail: when (how often, reproducible or not, etc.)/where (in the worldspace or in interior cells)/what were you doing or what was going on at the time (in combat, with followers, casting a spell, etc.). This is really important because without an indication as to what kind of game instability you are having, there is little to go on to determine what the cause is. After that, list your system specs, and any mods you use which do not come with plugins, such as texture, body, or animation replacers. Have you made any tweaks to the game ini files?
  20. Copy/paste your BOSS or LOOT log here (the one with all the messages, like bash tag suggestions and 'dirty edits' recommendations). Include the SKSE information, and the list of plugins not recognized by BOSS if one is generated. Enclose them all in a set of spoiler tags so they won't clutter the screen.
  21. You have to check the dates of the file uploads to see whether a mod has been updated or not. A mod author may update the file description or some other attributes of their upload and sometime users will mistake that as an update to the mod. When you say 'IA NPC patch', I assume you meant one of these? http://www.nexusmods.com/skyrim/mods/21163/? http://www.nexusmods.com/skyrim/mods/27679/? These are the only two IA NPC distribution 'patches' I know, and neither of them have been updated since August and December of 2012. That's a...very long time ago. IA 7+ now distributes armour to NPCs via script (which can be toggled in MCM), so those NPC distribution patches are not needed and no one has made any IA NPC distribution patches since (as far as I know).
  22. IA NPC patch is no longer supported. A few records in IA changed in 7.1 and IA NPC patch has not been updated for a long time so some of it's records no longer conform to IA (it should be uninstalled, unless you want to repair the error records yourself). The error record in the IA NPC patch could cause NPCs to show up naked. Having said that, I am *fairly* certain that it does not alter Irilith's outift. The best way to determine if any of your mods changes Irilith's outfit is to load them all up in TE5Edit 1) check to see what outfit Irilith is wearing (found in her NPC record) and if any mod has edited her and gave her a different outfit, and if not, 2) check that outfit list and see if any mod has edited the outfit assigned to her.
  23. Ok, you didn't mention you were trying to compile an MCM script before? MCM requires SKSE, so I would say 1) make sure you have SKSE installed and 2) make sure your SKSE is up to date. I don't think there are any extra steps required to launch SKSE in the CK (just launch CK normally, with SKSE installed), but I could be wrong... By 'error log', I mean when you try to compile a script individually in the CK, if the script fails to compile, the CK will bounce a number of error messages indicating -why- the script failed to compile. Incidentally, the scripts you are trying to recompile, are they embedded in BSA's or did you extract the source files (psc)?
  24. Clean - only - the plugins flagged by BOSS as containing 'dirty edits' (except where the BOSS log indicates the 'dirty edits' are 'intentional'), including the DLCs and the update esm's. Clean any plugins not recognized by BOSS - once - (do not repeat clean plugins).
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