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duckyduckyquackquack

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Everything posted by duckyduckyquackquack

  1. What version of FO4Edit are you using?, I ask because the latest version is 3.2.1, and I'm not having this problem. I make sure to do a Manual "SORT NOW" on the Plugins Tab of Vortex at least once before I use FO4Edit. Then I run FO4Edit from Vortex. I'm running 3.2.1 version of FO4Edit. Its weird because in other programs like LOOT and Wrye Bash the Load Order is appearing as per the one in Vortex as I can see, obviously excluding the Bethesda content, which Vortex doesn't apply a load order numbering to because it says those files are loading by the engine, yet I know other mod managers in the past have allowed you to move those files around in your load order, obviously that breaks the game, but it lets you manipulate them. For whatever reason it seems FO4Edit it reading the mod index or something else as it every time I open it wants to load: Fallout4.esm DLCRobot.esm DLCWorkshop01.esm DLCCoast.esm DLCWorkshop02.esm DLCWorkshop03.esm DLCNukaWorld.esm Unofficial Fallout 4 Patch.esp ArmorKeywords.esm BetterManufacturing.esp HUDFramework.esm ModularMilitaryBackpackWeightPatch.esl SimSettlements.esm XDI.esm ccbgsfo4001-pipboy(black).eslccbgsfo4003-pipboy(camo01).eslccbgsfo4004-pipboy(camo02).eslccbgsfo4006-pipboy(chrome).eslccbgsfo4005-bluecamo.eslccbgsfo4014-pipboy(white).eslccbgsfo4016-prey.eslccbgsfo4018-gaussrifleprototype.eslccbgsfo4019-chinesestealtharmor.eslccbgsfo4020-powerarmorskin(black).eslccbgsfo4022-powerarmorskin(camo01).eslccbgsfo4023-powerarmorskin(camo02).eslccbgsfo4024-pacamo03.eslccbgsfo4025-powerarmorskin(chrome).eslccbgsfo4033-powerarmorskinwhite.eslccbgsfo4038-horsearmor.eslccbgsfo4041-doommarinearmor.eslccbgsfo4042-bfg.eslccbgsfo4044-hellfirepowerarmor.eslcceejfo4001-decorationpack.eslccfrsfo4001-handmadeshotgun.eslccfsvfo4001-modularmilitarybackpack.esl3dscopes.esp3dscopes-AddToSpawnList.esp3dscopes-framework.esp4 x XP.espAdvSettleTurretSet.espBetter Manufacturing - Valdacil Patch.espArmorsmith Extended.espclothingoverhaul.espClothingOverhaulSP_XB1_PC.espArmorsmith All DLCs Patch.espConcealedArmor.espAE-Armor and Weapon Paint Patch.esp For FO4Edit to work it needs to actually load those bold files after all the CC content, which I can't find an option to get it to do. Oddly I never had this problem last week when I was using Mod Organiser 2 to manage my Fallout 4 installation. Its only since moving to a new PC and deciding to give Vortex another test as haven't touched it since the initial launch that I'm seeing this problem. Sadly I can't test if its having the same impact on Skyrim Special Edition with SSEEdit as I'm still using Nexus Mod Manager to manage that game as am midway through a YouTube series and don't want to mess up my installation/mods, but again with that when I do run SSEEdit it loads the load order that NMM has set so the Bethesda Files appear first, all Creation Club files and then it loads the Mods.
  2. I'm having an issue whereby everything looks good with the Mods Load Order in Vortex, the game will even launch and run correctly. However when I run the FO4Edit program to make a Merged Patch and check some overrides/conflicts with individual mods its for whatever reason trying to load some Mod ESM and ESL files before Bethesda's own Creation Club ESL Files, which then causes the problem that the program breaks due to 'Missing Masters' error as it's trying to load some files before the actual Bethesda Content it depends on. I however can't for the life of my see how to resolve this issue as for all intents and purposes Vortex/Loot has the load order correct.
  3. Well having gone through some troubleshooting and debugging with MrMason on Discord, we've got a work around to the issue which allows Vortex to download mods. You just need to use a VPN connection for whatever reason. As soon as I started mine, Vortex could download and install mods quite happily. Turn it off and it can't connect to the Nexus Servers. Interesting issue, hopefully they'll throw it Tannin to see what he can make of it.
  4. Yeah just tried downloading some mods after checking all my firewall settings and Anti-Virus Access Rules and now the Mods fail with the error: message: Server refused the connection Have tried changing the Premium Server in my Profile/Account to see if its an issue with a sever, but get the same across all of them.
  5. Just done the Ping command you asked for and here are my results: Pinging cds.n2x4r7s4.hwcdn.net [205.185.208.141] with 32 bytes of data:Reply from 205.185.208.141: bytes=32 time=13ms TTL=55Reply from 205.185.208.141: bytes=32 time=14ms TTL=55Reply from 205.185.208.141: bytes=32 time=13ms TTL=55Reply from 205.185.208.141: bytes=32 time=13ms TTL=55 Ping statistics for 205.185.208.141: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),Approximate round trip times in milli-seconds: Minimum = 13ms, Maximum = 14ms, Average = 13ms
  6. Whenever I try downloading mods for any game using Vortex the downloads always fail with the "message: read ECONNRESET" fault. The only way I can download and install mods is to use the manual download button on the files page and then use the 'Install from File' option then in Vortex. What is the reason behind why Vortex always fails to download when you use the 'Download with Manager' button on a mods files page? Is it a setting or something in Vortex I've not got set correctly, is it a Nexus Server issue?
  7. Trying to install and mod Fallout 3 with Vortex. Each time I select to download a mod from the Nexus page in Vortex one of two things always happens. The downloads partially to about 20% and then stop and never downloads, or I get a message straight away that it has failed and when I inspect it the reason is: "message: read ECONNRESET" is this an issue with Vortex or some setting I have not applied correctly in its setup? I can manually download all the mods fine and can also download them okay with Nexus Mod Manager so am just wondering what is going wrong with Vortex and downloads?
  8. I'm having a serious problem after updating to the latest version of Vortex. Doesn't matter what game I select to manage, it won't install or deploy any mods. Vortex just throws up the following error: Error: failed to run deployment helper at elevated.default.then.then (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\extensions\symlink_activator_elevate\index.js:152:28) at tryCatcher (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:512:31) at Promise._settlePromise (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:569:18) at Promise._settlePromise0 (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:614:10) at Promise._settlePromises (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:693:18) at Async._drainQueue (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:133:16) at Async._drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:143:10) at Async.drainQueues (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:17:14) at <anonymous>
  9. I imagine it's the same for other games which don't have download with manager buttons on their mod files pages. Download the file manually, then with Vortex click the button to add the downloaded rar or zip file archive. This will then let you install/remove the mod with Vortex.
  10. ÃÂ Try clicking on the gear icon in the bottom of WryeBash and check "Debug Mode" a window would open where it should generate any error messages that you can then copy and paste. If the program does not open which is the problem most of us are having you cannot access that gear icon to enable debug mode. What I did was open Command Prompt on my PC, change directory to the Wrye Bash install location and then using the command: "Wrye Bash.exe" -D it tries to launch Wrye Bash with full logging and that is how I as able to get the error report I did. Edit: When I write any forum posts on my mobile device, it annoyingly replaces any punctuation or special characters in my text with garbage, so have edited this back on my PC to hopefully preserve the accuracy of the original text.
  11. I've actually been lucky enough today to get Wrye Bash to produce a BashBugDump.log file with something a bit more useful in it then the normal 'testing UAC' line. Hopefully this information might be useful to allow someone to diagnose the problem and then produce a solution or fix: Wrye Bash startingUsing Wrye Bash Version 307.201712232300 (Standalone)OS info: Windows-10-10.0.16299Python version: 2.7.12wxPython version: 2.8.12.1 (msw-unicode)Using scandir 1.5input encoding: None; output encoding: None; locale: ('en_GB', 'cp1252')filesystem encoding: mbcs bash.pyo 304 main: Searching for game to manage:bush.pyo 76 _supportedGames: Detected the following supported games via Windows Registry:bush.pyo 78 _supportedGames: Oblivion: G:\Games\steamapps\common\Oblivionbush.pyo 78 _supportedGames: Skyrim: G:\Games\steamapps\common\Skyrimbush.pyo 78 _supportedGames: Skyrim Special Edition: G:\Games\steamapps\common\Skyrim Special Editionbush.pyo 78 _supportedGames: Fallout4: E:\Games\steamapps\common\Fallout 4bush.pyo 136 _detectGames: Detecting games via the -o argument, bash.ini and relative path:bush.pyo 142 _detectGames: Set game mode to Skyrim found in parent directory of Mopy: G:\Games\steamapps\common\Skyrimbush.pyo 156 __setGame: Using Skyrim game: G:\Games\steamapps\common\Skyrimtesting UACmods_metadata.pyo 227 __init__: Using LOOT API version: 0.10.1load_order.pyo 251 _update_cache: Error updating load_order cacheTraceback (most recent call last): File "Wrye Bash Launcher.pyw", line 89, in <module> File "bash\bash.pyo", line 411, in main File "bash\basher\__init__.pyo", line 3991, in Init File "bash\basher\__init__.pyo", line 4030, in InitData File "bash\bosh\__init__.pyo", line 1986, in refresh File "bash\bosh\__init__.pyo", line 1757, in _modinfos_cache_wrapper File "bash\bosh\__init__.pyo", line 1842, in refreshLoadOrder File "bash\load_order.pyo", line 290, in get_lo File "bash\load_order.pyo", line 247, in _update_cache File "bash\games.pyo", line 227, in get_load_order File "bash\games.pyo", line 246, in _cached_or_fetch File "bash\games.pyo", line 676, in _fetch_load_orderKeyError: bolt.Path(u'Skyrim.esm')
  12. Well you missed that sometimes after dragging and dropping the link from A.esp to C.esp and stating to load A after C that Vortex may decide to move C.esp and A.esp in the load order and now they both load before B.esp which is not what you wanted. Even worse in attempts to sort my load order Iâve noticed instances where Vortex will move mods F.esp, L.esp and N.esp will be moved which I wasnât even looking at or wanting to do anything with and arenât even related to the four mods weâre trying to sort the order for. This to me just seems like a dangerous sorting system that could screw things up big time.
  13. Heres something interesting, I was playing around last night trying to fix this problem. Again tried uninstalling and re-installing various releases of Wrye Bash. Tried using installer versions, stand-alone versions and even the python version and kept running into the same problem. I even tried the advice on Wryeâs Github to generate more info in the dump log but it doesnât add anything other then the UAC message when I tested it. I have no UAC issues as my games are installed on a seperate drive to windows and Iâve had no issues with Wrye Bash before this week. I then went into Vortex and went to my Profiles and for whatever reason decided to switch from my Modded Profile of Skyrim to the Vanilla/No Mods installed Default Profile. Tried launching Wrye Bash again and now it opens and runs fine. So I went back to Vortex and switched back to my modded Profile, tried launching Wrye and the splash screen/instant close issue is back. So it seems like Wrye Bash has an issue with Profile system and being able to detect game settings/mods when using profiles with Vortex. Oddly I also have the same issue with Fallout 3 which I manage with Mod Organiser, so it seems the only way to get round this issue is to not use profiles. I have seen on the Wrye Bash Mod Page they have updated a line to say they donât offer support to people using Vortex, Nexus Mod Manager or Mod Organiser so it would seem its an issue they have with Mod Managers that utilise Profiles and virtual mod installation.
  14. I’m also having this issue. Wrye Bash was working fine before I installed Vortex. Now it just displays the splash screen and then exits. It does this whether I try to launch it from within Vortex or from it’s own executable with Vortex closed. I’ve tried removing and re-installing Wrye Bash and had no joy. I’ve tried running the Beta 2 and Beta 3 versions of Wrye Bash and can’t get it to work.
  15. Hasn't it always been the case that loose files in the Data Folder take priority and override anything within BSA's, regardless of where said mod and it's BSA appears in the load order? As Vortex is still operating like Nexus Mod Manager and not using a virtualisation system for mod installs, then I'd likely bet the same rule applies, that loose files installed by Vortex will take priority over content of BSAs in the Data Folder, the only way to allow a BSA to win the conflict would be to remove and delete the loose files you don't want.
  16. I realise now that Vortex is not a Mod Management tool aimed at a user like me, or anyone with experience of modding. I now see and have had it explained to me, that this tool is for total beginner's to modding or PC gaming. I can see how Vortex will be a great tool for people like that and offer them a better alternative to Bethesda.net which they probably only have experience of using until now. I like how Vortex is aiming to be the bridge to help these beginner's move towards an intermediate understanding which would then allow them to progress to using the intermediate and advanced tools many of us are using now to mod our games. Without a doubt when I started modding games 7 years ago, a tool like Vortex would have been invaluable.
  17. Well I wouldn't have run into this 'Cyclic Order' issue if the dependencies system was more user friendly and easier to work with. That's why I prefer the manually dragging and dropping of plugins in the load order to re-arrange them as that doesn't get all weird and broken when trying to ensure Mod A loads after B, which loads after C, which loads after D, which loads after E without having the issue of mods J, K and L jumping and moving about the load order to weird places when at no point have I touched them.
  18. On your Dashboard it should have buttons to launch all the common tools, so there is a button to launch Skyrim Special Edition, Loot, SSEEdit, FNIS, WryeBash and SKSE64, you just need to edit the buttons to point to the correct executable for that item wherever it is installed. Then much like in Nexus Mod Manager or Mod Organizer when you want to launch your game with SKSE64 you use that button instead of the normal Skyrim one.
  19. The annoying thing about this Dependencies system, as I've tried to battle with all afternoon, is that when I tell it that I want Mod A to load after Mod B, it's not just happy moving that one Mod that I have instructed to be moved but feels the need to move a whole bunch of other mods I've not instructed it to do anything with. Then I'm forced to interact with these Mods to try and move them back to where I want them to be not where some stupid automatic system or LOOT thinks they should be. After several hours I'm now in a state where Vortex is constantly giving me some errors about "Cyclic Order" and won't sort the mods. So I'm pretty much done with this program and will stick with Nexus Mod Manager, Mod Organizer 2 and Wyre Bash. The old expression rings very true here, "If it's not broken, don't try fixing it!" Trying to get Vortex to match the load order from Nexus Mod Manager is just so frustrating and I don't understand why when importing the mods and profile from Nexus Mod Manager it didn't copy across and use the Load Order already setup that works and has been working perfectly fine for several months.
  20. As much as LOOT seems to be a tool for managing Load Order of games somewhat automatically, I personally only use once per game, after I've installed all my mods to generate a starting point for my Load Order and then I sit with Nexus Mod Manager or Wrye Bash/Flash for whatever game I'm modding and manually adjust my load order. I'm one of those old school modders that likes to organise my load order by grouping like for like mods together. I also like manually managing my mod conflicts and determining which mod wins a conflict by adjusting it's place manually in my load order. Having downloaded and installed Vortex today on my Laptop to test it with the only game I currently have installed on there, the Skyrim Special Edition, I imported my Nexus Mod Manager profile and it instantly pissed me off by changing the load order completely and ignoring what I have setup and tried and tested with Nexus Mod Manager. So of course I now go to re-order my Vortex Load Order and that is the most infuriating system every designed. The dependencies system this software uses is the most long winded, pain in the arse method for trying to adjust and manage your load order. A manual drag and drop system has been tried and tested for many years in every other mod manager including Tannin's own Mod Organizer. So why not offer that function as an option for people who just want quick and simple adjustment to their load order without having to try and perform brain surgery with this ridiculous new method which takes so much longer, especially when trying to drag the link to mods if you have a large mod list, as the scrolling system in this window is very finicky and slow.
  21. SKSE64 and SkyUI are still very much in Alpha, so expect some issues with functionality. Also check what mods you've installed and when they last had an update from the mod author because a lot of Skyrim Special Edition Mods don't have MCM support yet, even the ones that had it for the original Skyrim, they had a lot of features removed when first ported to SE because there was no SKSE and SkyUI, some Mods carry remnants of the old code within and people notice weird MCM Bugs, strange text and symbols and wonky menus. It just means the mods need to be re-written by the authors to re-support the SKSE and SkyUI features. As a general rule I apply when looking at mods to download and install if it's not been updated in the last six months I don't expect it to have SKSE or working SkyUI functions.
  22. The Plugin File can be found by going to the Users folder on the route of your operating system drive. And following the folder structure C:\Users\*YourUsername*\AppData\Local\Skyrim Special Edition inside this folder should be a text file called Plugins.txt which shows which mods you have installed and what order they should load in. For example here's mine: *Lanterns Of Skyrim - All In One - Main.esm*Unofficial Skyrim Special Edition Patch.esp*BSAssets.esm*BSHeartland.esm*BS_DLC_patch.esp*Campfire.esm*RaceCompatibility.esm*Falskaar.esm*Unofficial Skyrim Survival Patch.esp*LenientSurvival.esp*LenientSurvival_EnableFastTravel.esp*LenientSurvival_RestoreCarryWeight.esp*JRCCPatches.esp*JRLordsMailPatch.esp*JRDwarvenMudcrabPatch.esp*TelekinesisArrow10x.esp*Cutting Room Floor.esp*Bring Out Your Dead.esp*The Paarthurnax Dilemma.esp*Gildergreen Regrown.esp*moonpath.esp*Helgen Reborn.esp*RaceCompatibilityUSKPOverride.esp*CharacterMakingExtender.esp*Player Size Adjuster.esp*SMIM-SE.esp*JKs Whiterun.esp*JKs Whiterun exterior.esp*JK's Riverwood.esp*Prometheus_No_snow_Under_the_roof.esp*No Snow Under The Roof - CRF Patch.esp*Darkwater Crossing.esp*Dawnstar.esp*Dragon Bridge.esp*Ivarstead.esp*Helarchen Creek.esp*Helarchen Creek - No Snow Under the Roof.esp*Karthwasten.esp*Keld-Nar.esp*Kynesgrove.esp*Shor's Stone.esp*Soljund's Sinkhole.esp*Whistling Mine.esp*Whistling Mine - No Snow Under the Roof.esp*RiverwoodHuntingCabinSE.esp*The Batcave Reborn.esp*Point The Way.esp*FloraRespawnFix.esp*Better Dynamic Snow.esp*Better Dynamic Snow - NSUTR Patch.esp*Better Dynamic Ash.esp*Footprints.esp*VioLens SE.esp*VioLens SE - Book Menu.esp*Heart Breaker SE.esp*Heart Breaker SE - Book Menu.esp*Dawnguard Delayed - Level 90.esp*No Vampire Attacks In Towns.esp*Dragonborn Delayed - After Dragonslayer.esp*Believable Crime Report Radius.esp*Immersive Citizens - AI Overhaul.esp*3DNPC.esp*AmazingFollowerTweaks.esp*AmazingFollowerTweaks-3DNPC.esp*AFT_NoFriendlySpellDamage.esp*Relationship Dialogue Overhaul.esp*RDO - CRF + USSEP Patch.esp*RDO - iAFT Patch.esp*PumpingIron.esp*Predator Vision.esp*dD - Enhanced Blood Main.esp*dD-No Screen Blood.esp*dD - Realistic Ragdoll Force - Reduced.esp*sandboxcylinderheight.esp*SkyUI_SE.esp*iHUD.esp*HarvestOverhaul_Redone.esp*HarvestOverhaul_Redone_Creatures.esp*HOR-Flora Respawn Fix Patch.esp*BSHeartlandFRF.esp*aestheartofsmithing.esp*Hothtrooper44_Armor_Ecksstra.esp*Hothtrooper44_ArmorCompilation.esp*Cloaks.esp*Cloaks - Dawnguard.esp*Cloaks - USSEP Patch.esp*1nivWICCloaks.esp*1nivWICSkyCloaksPatch.esp*UnarmoredVampireGear.esp*BAAB_English_MaxDamage_v1_2_5.esp*StayArrowStay.esp*imp_helm_legend.esp*Simple AUA.esp*CC'sEnhancedOreVeinsSSE-HearthfirePatch.esp*NoSaltThanks.esp*Skyrim Unlimited Rings And Amulets SSE.esp*AcquisitiveSoulGemMultithreaded.esp*ToneyCraftingResource.esp*Enchanting Freedom.esp*MultipleEnchants32.esp*FortifyEnchanting.esp*Fortify Enchanting necklace.esp*Daedric Dawnbreaker.esp*WeightLessLegacyAll.esp*Apocalypse - Magic of Skyrim.esp*Balanced Magic SE.esp*FortifyDestructionDamage.esp*True Bat Form Remade.esp*RealisticWaterTwo.esp*RealisticWaterTwo - Watercolor.esp*RWT Lod Fix.esp*SuperStorage.esp*Level Booster.esp*Carry Weight x5.esp*InigoPerkPointGiver.esp*fastermining9-3.esp*SSEMerged.esp*Bashed Patch, 0.esp*Inigo.esp*EMCompViljaSkyrim.esp*EMViljaInSolstheimAddOn.esp*Better Vampires.esp*Moonlight Tales Special Edition.esp*Tainted_Blood.esp*Run For Your Lives.esp*Alternate Start - Live Another Life.esp*Alternate Start -- New Beginnings.esp*Bruma - Alternate Start.esp*Modern Brawl Bug Fix.esp*Shout.esp*Unlimited Shouting.esp*Jaggarsfeld.espRDO - USSEP Patch.espRDO - AFT v1.66 Patch.espNo Essential Npcs.espBetter Vampires Patch.esp Now important to note mods which start with an * before there name are the ones activated and will load when you launch the game, mods without the * are disabled and won't be loaded when you launch the game. So you can see I have four mods not enabled as I don't require or want these in my game, they were probably installed during other mods installation processes or are not compatible with a combination of mods I am using. For purely ease I have moved them to the bottom of my load order list, but you may find disabled mods can appear anywhere in the list if you don't manually sort or adjust your load order.
  23. I've been wondering this myself these last few days. I've been playing a new playthrough of Skyrim Special Edition and have been adding mods throughout as I feel the need for something or want to change something in game. I then remember to go and do rebuild my bashed patch but have noticed some weird things in game, where some of the mods I've installed don't seem to have any effect or the changes they are supposed to make aren't being seen. So I've gone back to Wyre Basg and checked which mods it's supposedly merging to remove extra un-needed plugins and stuff and deselecting mods that don't seem to be getting implemented, and making sure those mods are still loaded as they should, but still I'm seeing errors. I've even re-installed mods and loaded their esps below Bashed Patch.esp to ensure it shouldn't interfere with their changes, but still I'm seeing issues. So last night I decided to have a long sort out, re-installing a lot of mods and moving them to the bottom of my load order. Disabling and deleting the bashed patch and merged patches. Re-doing the merged patch with SSEEdit but only with select mods and not the full load order, then making sure to delete any levelled lists or levelled actor data from the merged patch plugin before saving. Then I went into Wrye Bash and made a new Bashed Patch, without disabling or merging any plugins, just using it to patch the levelled lists from the mods that need to play nice and using some of the bash patch tweak options to change some game settings you can't normally without using console commands such as the time scale and arrow recovery values. I then went and enabled all the mods in my load order, particularly the ones I kept disabled and away from the merged patch and bashed patch process and then made sure those mods load below the merged and bashed patch. Played last night on a test save and noticed this fixed a lot of issues I was experiencing. So today going to load up my main playthrough and test that out for an extended session.
  24. I'm well aware that a mod that makes NPCs Non-Essential is going to break the game, and quests and events should they die before such things occur. I wasn't planning on doing a serious playthrough and going through all the questlines. I wanted to do an RP series where I create a character who's a real badass and wants to take over the whole of Skyrim himself and will basically annihilate anyone who doesn't kneel down to him, show him the proper respect and agree to join his army of minions. So being able to travel across the entire map, over throwing all the capitals and holds and slaughtering everyone who looks at me funny, makes a disrespectful comment or makes that lame arrow in the knee joke was more interesting to me then becoming the Dargonborn as I've been there and done that so many times in the original Skyrim on both PC and PS3. I wanted a play through in a Bethesda game that's opposite to the Fallout 4 game where you can't be anything other then a wimpy goody two shoes.
  25. Okay turns out I had another mod disasbled not included in the post above, the No Essential Npcs.esp. Managed to reload all but the No Essential Npcs.esp and the game functioned fine, the intro scene and tutorial worked okay. So for some reason it seems the No Essential Npcs Mod breaks the game. I've loaded it in SSEEdit and it only appears to edit Non-Player Actor Data and Race records, so don't see how it's changing the games scripted events. Though it is weird as I do notice a difference in the dialoque spoken after the dragon attacks whilst your on the headsman's block. Without this mod activated Ralof gives you an order to get on your feet and get to safety and head towards the keep. With the mod activated that doesn't happen and you just kinda figure that's where to go, when Ralof himself eventually takes off running toward the keep. You go up the stairs and Alduin never breaks down the wall and kills the stomcloak, so you are unable to jump to the next building and proceed further with the info. Handy to know now which mod is the cause, and time I guess to ask the mod author why his mod is messing up the game's events.
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