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LeddBate

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Everything posted by LeddBate

  1. You are correct. The update simply inserts the new CC items and adjusts some parameters to make sure all of the CC items work without breaking the core (un-modded) game. Non-CC items (aka "mods") are usually okay (especially simple stuff like texture mods) but anything that has to "hook" into the game engine (like SKSE64) usually has to be modified (updated) to work with the new code changes. Therefore, any mods that rely on SKSE64 to function are also usually temporarily broken. The good news is that the Silverlock team is very diligent about updating SKSE64 when Skyrim gets a CC update. Usually in less than a week. The bad news is that Bethesda decided to release this CC update right before the Labor Day weekend (which is one of the things that so many of us are grouching about on the forums right now) -so it will probably be a few additional days before SKSE64 gets updated. TL;DR: Yep, you're right. Creation Club only update.
  2. @sopmac45: I have to disagree about the part where Bethesda wants us to quit playing Skyrim and FO4. If that was so, why would they bother to re-release Skyrim for the Switch? Not to mention the many other platforms they've released it on before that. I mean, it's practically a meme now. The CC seems to me (when I'm in one of my calmer moods) just Bethesda's way of cashing in on microtransactions without going full-hog loot box. In my more paranoid moments, I'm terrified that they're gonna try "loot barrels"... http://i975.photobucket.com/albums/ae239/CON-Troll/Dovahkinda/YouKnowItsComing1.png http://i975.photobucket.com/albums/ae239/CON-Troll/Dovahkinda/YouKnowItsComing2.png http://i975.photobucket.com/albums/ae239/CON-Troll/Dovahkinda/Dovahkinda039c.png @Arthmoor: *snerk* I'm sorry, I just couldn't help myself when writing those "answers". In my defense, Bethesda DID pick a lousy time to update, even if it was by accident.
  3. Okay, your GPU is pretty beefy at 6GB of VRAM. However... I'm only familiar with roughly 50% of your mods. I do see some that are VERY demanding on either RAM, VRAM and/or both. Here's a few examples (though by no means the only ones): Warzones: Depending on the spawn settings you choose, this mod can be merely "very taxing" to "bone-crushing" on your PCs resources. Both RAM and VRAM. Vivid Weathers: Can tax your VRAM significantly, especially if you already have lots of texture mods. ELFX (and it's patches/dependencies) are a bit of a wild card depending on the cell you're in and what else you have loaded. I'm beginning to suspect that this may be your culprit. You might be missing a dependency that ELFX needs to function inside the sanctuary. Try disabling (NOT un-installing, just disable) those three (and the required dependencies where necessary) and see if you can enter the Sanctuary. If you can, immediately make a save, exit the game, and then re-enable one mod at a time (and any need dependencies.) Now see if you can both enter the sanctuary from the previous save AND load into the sanctuary from the new save. Keep adding the mods back until you CTD. Now you know which one is the problem. You might be missing something it requires. If you can't enter the Sanctuary with those three disabled, I'm out of ideas. Hopefully someone else will spot an issue with your load list.
  4. Well, if all those mods work well everywhere else, a conflict isn't likely. Perhaps you're running into memory issues? List two things for us and we'll see what we can do. 1) Your mod order. 2) Your rig's stats. Especially your GPU. How much VRAM does it have? Are you noticing frame-rate dips as you approach the areas that are giving you trouble? Do you notice local detail/textures disappearing just prior to CTDing?
  5. Are you using the "Mod Manager Download" button on NMM, or "Manual Download"? If the first, try downloading the mods manually to a folder (call it Skyrim Mods or some such. Now use NMM to install and activate the mods.
  6. Never add mods while your game is running. If you're new to modding, here's some basics: 1) Mod Conflicts. If your Skyrim crashes to the destop (CTD) the moment the loading screen appears, it is very likely you have a mod conflict. Add only one or two mods at a time (and test them) to avoid having to plow through dozens of mods trying to find the one that's causing your game to crash. Also, RTFM. Mod authors WILL tell you what other mods (and/or types of mods) that their mod conflicts with. But that doesn't do you any good if you don't read that info before installing. Sometimes a patch is available to prevent a ctd from happening (or to prevent the mod from conflicting in some other way, like overwriting some scenery and causing weird in-game effects like floating trees and Mammoths raining from the sky. (Yes, that happens.) 2) Overwrites. When NMM installs mods, it will often stop and ask you a question like: "Do you want this mod to install (whatever) over (whatever) that already exists due to (whatever)? with about eight different options. Again, many mod authors will tell you what options to choose when installing their mod. When those instructions are not present, I've found it is usually best to answer "Yes to all" or the equivalent answer offered. 3) Load Order. Load order is literally the order that the mods are loaded into your game. This is just as important as overwrites. A "poor" load order will cause lots of issues ranging from weird in-game effects to CTDs. You can manually alter your load order in the "Plug-In" tab of NMM, but there's a better way. Download LOOT and install it. Point it at your directory where your mods are and let LOOT sort them. Not only will LOOT give you a better load order, but it will warn you about mods that need "cleaning" of dirty edits in them. And you can do that with TES5Edit. (or SSEEDIT for SE.) It's quite simple to use. However, be warned that some mods have INTENTIONAL dirty edits. Cleaning those mods will likely break them. How to know? Simple, the mod author will warn you if his/her mod has deliberate dirty edits. 4 SKSE64. SKSE64 is short for "SKyrim Script Extender." Many popular mods use really cool and helpful interfaces like MCM (Mod Control Menus.) These mods require SKSE64 to function. Download SKSE64 and watch Gopher's video (linked in the description at the SKSE site) for what SKSE does exactly and how to install it. Don't worry, Gopher explains it clearly and concisely. NOTE: SKSE64 is currently out-of-date due to Bethesda updating the game with more Creation Club garbage (pardon, I meant "content". Rolls eyes, whistles tunelessly...) So it won't actually work until the Silverlock team updates SKSE64. Probably in a few days. Mods that are NOT dependent on SKSE64 will work just fine.
  7. Patience young Padawan, err, I mean Dragonborn. Probably a few more days due to the Labor Day weekend. If you can't wait, you could roll back your Skyrim executable to the previous one.
  8. And don't forget to refresh the page after opening it in the browser to make sure you're not looking at a cached version. As of right now though, no. Still showing ver. 2.0.7 Due to the Labor Day holiday (and I believe someone said that one of the team is currently at PAX) I doubt we'll see the update for several days.
  9. The limit is, indeed, 255. However, remember that the game, DLCs and Unofficial Patch (which you should always use) each take a plug-in slot. Thus, you really only have room for a maximum of 250 (un-merged) mods. Unless I'm forgetting something else. On a related note, I REALLY appreciate modders who collect their work into one big plug-in ("Populated Skyrim" and "Sounds of Skyrim" being two examples) as this saves you room for additional mods without having to resort to merging plug-ins.
  10. This! After all, Rieklings (Dragonborn DLC) already have spears. So it's not like Bethesda doesn't already have animations. Admittedly, Riekling spears are really short. But how hard would it be to make them human-sized? Apparently, really hard. Or, more likely, just not profitable enough for them to consider bothering with...
  11. Bethesda has rather ham-handedly decided to push the CC update out just prior to the Labor Day weekend. Which likely means that there will be some additional delay until the Silverlock team can get to the update. Thanks, Bethesda. Thanks heaps. Your timing sucks. If you want some info on the CC's newest mods (I flatly REFUSE to refer to them as "creations" anymore) you can check out this thread.
  12. *sigh* Yeah. Too true. I'll just have to hope he pops back in someday and says: "Sacrebleu! What is this!? Special Edition? I must update all my mods at once!" Also, yikes! Is this a necro or what?
  13. You're using quite a few mods that are rather demanding of VRAM. How much memory does your GPU have? If it's 3 or less GBs, you may simply be crashing due to running out of memory. ELFX is also rather demanding of resources. The fact that your saves (after interacting withHeljarchen) are messed up suggests that the saves simply have too much data dependent on VRAM to load without immediately CTD-ing due to the aforementioned memory issue. I used to have this exact same issue with my old 2GB VRAM GPU, except that it was every time I tried to exit Highmoon Hall. Anyway, I'm familiar with about two-thirds of your mod list. I don't see any obvious conflicts, except that a lot of the mods will put a strain on a weak GPU possibly leading to CTDs. Please list your rig's complete specs. Especially the GPU. Be sure to list it's VRAM. Why do this? You might have equipment issues causing your problems. For example: besides possibly too little VRAM, you might be having issues due to a weak PSU. A low-amperage no-name power supply can cause CTDs as well.
  14. Yeah. The Silverlock team is good about updating. But with Bethesda pushing out the CC update right at the beginning of the Labor Day weekend, it's likely that the SKSE64 update will be delayed an additional few days. Rant Time!! Thanks heaps, Bethesda. While I'm not so paranoid that I think you chose this timing deliberately to screw over all us SKSE64 users; nonetheless your timing sucks. Way to irritate your fan-base even further, even if it was by accident. Seriously, THINK before you push out another update. Don't do it right before a holiday again. You just piss off a portion of your customers when you do something like this.
  15. But where does she get that lingerie? (Looks at certain Nexus mods) Oh, nevermind...
  16. Thanks for your input! Suggested question added. Edit: I meant "Suggested additional answer added." Yeesh. Gimme a break it's 4:30 in the morning...
  17. So, after a loonnngg time the CC for SSE finally has an update. At the worst possible time. The Labor Day weekend means that the Silverlock team might be a bit longer than usual getting SKSE64 updated for us. Thanks, Bethesda. Thanks heaps. Because I won't touch the Creation Club with the proverbial 10-foot dragon bone, I'm relying on the video review by TheEpicNate315. You can see his review here. I strongly recommend watching his review as he goes into depth on the mods, pardon... I meant "creations" (turns and makes gagging noises.) Also, TheEpicNate315 has a good amount of Skyrim content. If you haven't subscribed to him, I heavily recommend it. Anyway, if you're curious, here is what's new: -Myrwatch. A new house, apparently aimed at mages, by Elianora. As usual such a home has Elianora's exacting touch for details and is an enchanter's dream home. TheEpicNate315 didn't like it overly much, but I think any mage-based character would. It also has background material that ties it in with the College of Winterhold. So for those of you who like to get into the history of Tamriel, this is another good point. I would give it a 8/10 for mage characters and a 6/10 for other classes. -Pets of Skyrim. Five of them if I remember correctly. They don't do ANYTHING except (A) follow you around and (B) carry some weight for you. That's it. They won't fight in combat (or do the logical thing and run away a bit to stay out of it) and they can't take damage. I mean, as in they can't die or even get injured. They're worse than children. I agree with TheEpicNate315 that the goat is at least kinda neat looking. I give this mod (dangit! CREATION) a 2/10 because except for them being on the cute side and able to carry a bit for you, they are pretty much worthless. -Nordic Jewelry. Three pieces of "Nordic" jewelry. They (apparently) don't provide any armor, are not enchanted, or have any other use. Oh, and they cost a ridiculous amount to purchase from merchants. That's it. I kid you not. Wow. 0/10 because this sort of mod (@$#%^ it, I don't care WHAT Bethesda calls them. They're freakin' mods Bethesda!) Where was I? Oh, right. 0/10 because this sort of mod is a slap in the face to customers. Sheesh. -Rare Curios. Now this is actually an interesting one. It adds LOTS of ingredients for alchemically (is that a word? Well, it is now) -bent characters. Players will not only find this mod useful, but it has lots of shout-outs to past Elder Scrolls games. It's decently priced at 100 credits too. As TheEpicNate315 says, if you already have the credits available, this is a good one to get. 9/10 for actually putting in a sensible (if tiny) mod that is at least "priced" reasonably. tl:dr, IF you use Creation Club and IF you already have credits bankrolled, then Rare Curios is a good purchase and Myrwatch is cool if you're a mage. I mean, it's an Elianora house. You know how good she is at making houses. Pets of Skyrim is pretty much a waste of credits (unless you REALLY like goats with backpacks) and Nordic Jewelry is just an insult.
  18. Creation Club updates rarely affect anything other than some of the "hooks" of SKSE. So short answer is "usually no".
  19. While the Monday Labor Day holiday might indeed keep the team from updating right away (Thanks, Bethesda; Nice timing) It should only be a few days beyond the weekend I would think. The Silverlock team is very good about keeping SKSE updated.
  20. No need to apologize. If you would really like the mod ported to SE, start by sending Doc117 a message to see if he's still active. If so, ask him. Can't hurt.
  21. I'm not seeing any obvious conflicts. But I am unfamiliar with the "KKSD" esps. Also, did you run the generator as instructed when you installed FNIS?
  22. Nothing to be embarrassed about. We were all noobs once. If you haven't already done so, I'd like to suggest that you use the "POPULAR (ALL TIME)" tab on the Nexus Skyrim Special Edition page to get a feel for the mods that you should consider essential to a good Skyrim experience. Bookmark the mods that interest you and read their descriptions thoroughly when you have time. Pay special attention to the requirements sections as these will spell out which mods (if any) that are required to support the mod you're considering. For example: quite a few mods require SKSE64 to function properly. Also, watch for possible conflicts between mods. For example: Two mods that edit the same world-space. More specifically, two mods (for example) that overhaul the city of Whiterun. Trying to run both would likely result in many clipping and stability issues. Finally, there's lots of advice here at the Nexus for choosing and installing mods. The S.T.E.P. guide is an example. Here's a few basics to consider if you're still getting the hang of modding: 1) Mod Conflicts. If your Skyrim crashes to the destop (CTD) the moment the loading screen appears, it is very likely you have a mod conflict. Add only one or two mods at a time (and test them) to avoid having to plow through dozens of mods trying to find the one that's causing your game to crash. Also, RTFM. Mod authors WILL tell you what other mods (and/or types of mods) that their mod conflicts with. But that doesn't do you any good if you don't read that info before installing. Sometimes a patch is available to prevent a ctd from happening (or to prevent the mod from conflicting in some other way, like overwriting some scenery and causing weird in-game effects like floating trees and Mammoths raining from the sky. (Yes, that happens.) 2) Overwrites. When NMM installs mods, it will often stop and ask you a question like: "Do you want this mod to install (whatever) over (whatever) that already exists due to (whatever)? with about eight different options. Again, many mod authors will tell you what options to choose when installing their mod. When those instructions are not present, I've found it is usually best to answer "Yes to all" or the equivalent answer offered. 3) Load Order. Load order is literally the order that the mods are loaded into your game. This is just as important as overwrites. A "poor" load order will cause lots of issues ranging from weird in-game effects to CTDs. You can manually alter your load order in the "Plug-In" tab of NMM, but there's a better way. Download LOOT and install it. Point it at your directory where your mods are and let LOOT sort them. Not only will LOOT give you a better load order, but it will warn you about mods that need "cleaning" of dirty edits in them. And you can do that with TES5Edit. (or SSEEDIT for SE.) It's quite simple to use. However, be warned that some mods have INTENTIONAL dirty edits. Cleaning those mods will likely break them. How to know? Simple, the mod author will warn you if his/her mod has deliberate dirty edits. 4 SKSE. SKSE is short for "SKyrim Script Extender." Many popular mods use really cool and helpful interfaces like MCM (Mod Control Menus.) These mods require SKSE to function. Download SKSE (or SKSE64 for Special Edition) and watch Gopher's video (linked in the description at the SKSE site) for what SKSE does exactly and how to install it. Don't worry, Gopher explains it clearly and concisely. Now here's an advanced guide for troubleshooting your game. Don't try to take it in all at once. Just read it a bit at a time and apply what seems appropriate to your issue(s). If any of this guide helps you, give Darstyler a kudo. It's his guide. Here is a list of things you may do to stabilize your game : /// Useful informations : Dangerous mods list. CTDs troubleshooting page on Reddit very usefull informations concerning CTDs... Verify gamecache. /// Load order / mods conflicts : Use L.O.O.T once and click on the "sort plugins buttons". Create a wryebash patch including leveled lists. Create a merged patch with Tesedit excluding leveled lists /// Settings / memory : Have you installed the skse patch ? >> memory blocks log. Backup your ini files and delete the files. Skyrim.ini / SkyrimCustom.ini / SkyrimPrefs.ini found in C:\Users\Utilisateur\Documents\My Games\Skyrim then use your vanilla launcher to autodetect and use best settings for your computer. /// Cleaning and correcting potential bugs : Clean your master files to eliminate potential problems.: Gopher's videos cleaning your masterfiles on the Nexus Tesedit page. Start Tes5edit, simply untick everything, (right-click/select none) and add only a tick to the esm/esp you want to check + update.esm, Tesedit knows what to do and will load all the dependencies automatically. - Begin with loading only Skyrim + update, ITM / UDR + save ctrl +s and close. - Then load Skyrim + update + Dawnguard, ITM / UDR + ctrl +s and close. - Then load Skyrim + update + Hearthfire, ITM / UDR + ctrl +s and close. - Then load Skyrim + update + Dragonborn, ITM / UDR + ctrl +s and close. The method above can be used to clean mods. If I'm correct LOOT should tell you which plugin you should clean. You may load all your mods with Tes5edit and use the (right-click in the left pane) apply filter to show conflict losers. Wait till Tes5edit has finished. Caution : don't try to modify anything while using this filter, it's not intended for. In the left pane, Expand the subsections and examine conflicts. Once an entry is expanded to the bottom and selected, the right pane shows which mods modify the entry. The last one on the right is the last loaded in your load order and the conflict winner. Expand the following subsections, depending on where the problems occur. Cells for CTDs inside buildings, grottos, etc... and worldspace for exterior. The goal is to target mods that edit the same places and conflict. Open the bloc note and write those mods. Once done, close Tes5edit and open each mod with Tesedit, one by one and use the UDR cleaning procedure (Gopher's videos cleaning your masterfiles on the Nexus Tesedit page) to ensure all the deleted references will be transformed in disabled references = no CTDs from this point. If you suspect a mod in particular, using the conflict looser / winner method above, you can decide to change its load order or uninstall it. /// Save game : Don't uninstall mods at mid-game, there are no clean save in Skyrim but using save script cleaner can help removing orphan scripts. /// Meshes healer : Read here, this is potentially a cause of CTD that you can resolve by following the mod procedure on this page.
  23. I apologize in advance for this partial assumption but, did you ask Doc117 for permission to get the mod ported? I don't see any indication on the front page or the stickyed post that he (and/or Tyrannicon) has given permission to have the mod ported. (Unless I missed it, which is quite possible given that I have the attention span of a hamster.) I ask because the default rule here at the Nexus is that if the mod's author doesn't specify any permissions for their mod(s), then the answer is "no". So you'll most likely have to contact Doc117 to ask. Of course, if you DID get permission already, then nevermind me.
  24. I know you weren't asking me, but I'd love to see Warzones updated with MCM menus.
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