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JohnnynRoger

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Everything posted by JohnnynRoger

  1. Todd himself couldn't have said it better. Yeah, he was in the chess club. :laugh: :laugh: :laugh:
  2. A new engine. Otherwise it will be Skyrim 2.
  3. I've had main menu CTD's as a result of them not being installed properly. (incorrect file names, missing files, etc.)
  4. In any case, you should now have default .ini files and .esm files, so that isn't the problem. If it isn't an issue with the .ini then it's typically an issue with the masters failing to load properly. Have you installed a DLL loader for a mod like SE Fixes or Achievements Enabler? ENB files in your SE directory can cause problems as well.
  5. Running the game from the launcher always creates new .ini files.
  6. try deleting your .ini files in the appdata folder and run the launcher. This will create default copies of them. If that doesn't work then try to verify the integrity of the game's files. If that doesn't work then uninstall the game, manually delete the Skyrim SE directory, and create a fresh install.
  7. It's a missing texture for dust. Are you using a dust texture mod?
  8. I've been using campfire SE, frostfall SE, SKSE w/ Papyrusutil SE without any noticeable issues. I didn't convert any Oldrim files to use MCM though so I can't recommend that. You can port them yourself, but I doubt you'll get much support for it, if any. http://www.dracotorre.com/blog/frostfall-se-skse64/
  9. The message "error" doesn't necessarily mean that something is wrong. There isn't enough evidence from that log to suggest that a script is causing your game to crash.
  10. If your game isn't stable, then you should at least have a stable game before installing Skybirds or Footprints installed. Generally speaking, these mods are not optimized as per the limitations of the game's engine and not as a fault of the mod authors. Without a bashed patch a lot of your mods are probably missing references in form lists and such. MLU doesn't work properly without a bashed patch. If you're looking to cut back on potential issues then mod selection is critical. The following is mostly just my opinion: Like Algabar said, you should limit "overhauls". Try to only install mods relevant to your current role play. Spells and magic items for mages. Weapons, armor, and smithing for fighters. Sneaking, thieving, and archery for Ranger/Rogues. You don't have to be that strict, but you know what I mean. Same with house mods; you're probably going to strongly prefer a couple and leave the rest vacant. It's best to not install mods that you won't use. Most of your magic and equipment mods aren't even compatible with MLU without patches that aren't available yet. This might not cause crashes, but MLU is a balancing mod. Mods that change how other systems work might defeat the purpose of the mod or make the game even more unbalanced than it was innitially. The issue that most people have when adding multiple weapon, armor, and spell packs is that there is a high possibility of having issues with balance because these mods are not necessarily designed to be used with one another. This means that you will likely end up in a situation where you might have hundreds of items to choose from, however, most of them become obsolete in the first 10 or so hours when you come across a weapon that simply outclasses the rest in every regard. Just remember that if you install or uninstall a mod and don't make a new bashed patch and start a new game that you will have problems. Exceptions are not the rule. I typically won't even change my load order once I've made a save.
  11. They technically don't even apply to "one character", they only apply to saves made after the settings were changed. If you load a save, change all of your mod settings in-game and make a new save, your second save will have different settings than your first. In this case, you have the same character with 2 different settings. A new character will always use the default settings.
  12. That's strange because I don't have that problem.
  13. Looks like it doesn't have a preset loaded. Maybe the .ini got deleted or modified.
  14. In mod organizer it's C:\Users\<windows_username>\AppData\Local\ModOrganizer\SkyrimSE\profiles\<profile_name>\loadorder.txt
  15. Bells of Skyrim - Dawn of Skyrim DC Patch.esp This is the DC patch and it's the one you were using. The mod that is most suspect to me is PlayableGiantRace.esp There aren't too many mods that should cause issues inside the ASLAL prison cell. The exceptions are mods that modify or add custom races or other aspects of the PC.
  16. Agreed. A save that loads can be just as broken as a save that doesn't. You only have to lose a 100+ hour save one time before you learn the value of meticulously selecting and configuring your mods, testing them, and creating patches before starting an actual play through. I've seen a few episodes of modded "Let's Plays" where the host allegedly installs and configures mods between episodes without any major issues. I say "allegedly" because I'm almost certain the game breaks at some point and they simply edit around it or start a new game and simulate their previous progress with console commands. That's reasonable for a let's play, but I think viewers get the idea that modding mid-game is a reasonable thing to do.
  17. So you mean that WB disables plugins when creating Bashed Patch and you're wonder which ones you need to enable again?
  18. So if you manually change your load order in MO2, does the log window at the bottom output something like this? 18:24:41 C:\Users\username\AppData\Local\ModOrganizer\SkyrimSE\profiles\profile\loadorder.txt saved If it does, then it's storing this information in that location. Otherwise you get an error message.
  19. That information you posted is not your load order. Your load order should be located in C:\Users\<windows user name>\AppData\Local\ModOrganizer\SkyrimSE\profiles\<MO2 Profile Name> and should be called loadorder.txt unless you changed this setting manually, which you wouldn't have done accidentally. It should read like: # This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmLanterns Of Skyrim - All In One - Main.esmUnofficial Skyrim Special Edition Patch.espBSAssets.esmBSHeartland.esmSMSkyrim.espBS_DLC_patch.esp... Edit: Windows hides the appdata folder by default. You have to change this setting.
  20. After USSEP I recommend at least: Cutting Room FloorAlternate Start and New BeginningsStatic Mesh Improvement ModThen: NobleSkyrimMod or Skyrim 2017Immersive ArmorsObsidian Weathers and SeasonsDiverse Guards SkyrimSemi-Open Guard Helmets and/or Improved Closefaced HelmetsTotal Character MakeoverAnd for Immersive behavior: Immersive Citizens AI OverhaulRelationship Dialogue OverhaulImmersive PatrolsJust to start. As you're starting off, try to avoid mods like SkyBirds, Footprints, and PC Head Tracking until you have tested a verified that your game is stable. These mods are very script heavy.
  21. Relevant information would include what cell you were in when you made your broken saves, what quests you were doing, and what level you were. Also, try using this application to open your saves and identify any "undefined elements". https://www.nexusmods.com/skyrimspecialedition/mods/5031/ To be honest though, it's very optimistic to assume that even if you can salvage and load your most recent save that there won't be issues down the line if this is the result of tampering with mods at any point after having started a new game. It's also very unlikely in such a case that the undesirable scenario of continuing your game from 6 hours prior will even be a solution. Your game could break upon entering a certain area, completing a certain quest, or reaching a certain level. Just because a save loads doesn't mean that the game isn't broken. Generally speaking, adding / removing mods, modifying your load order, or editing master files during a play through are very unsafe practices. If I really have to do any of these things, I typically kill my most recent game and start a new one with few exceptions. Edit: But negativity aside, I've had a few "test" saves where I've added and removed a hideous amount of mods and were able to get to 70-80 hour mark. It depends on what mods you're adding / removing and what you've interacted with so far in that play through. Some may little if any "less-than-desirable" effects, others may break the game on the spot, and more still may remain playable....until they aren't.
  22. Try disabling Royal Armory and reverting to a save before the quest Season Unending. It's possible that this conflicts with the actors and state changes involved in the quest Season Unending.
  23. There was a limit of 65,536 strings in Oldrim that exceeded would cause a crash-on-save. You could try coc whiterun and try saving to possibly rule out certain cells as being bugged or after that even set the queststage to advance the quest and try to rule out a bug with the quest. I apologize if these are things you have already assumed and tried.
  24. have you tried opening your latest playable save with ReSaver? I'm assuming that you've done a clean install since replacing your old PC.
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