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James009

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Everything posted by James009

  1. Are you finding Alternate Start causing problems too? I think I'm having problems with Hearthfire building and code errors because of it.
  2. I'm having a simular problem to this but my house isn't appearing when I try and build it. Any idea whats causing this? How or did you fix yours?
  3. Maybe I could send you my savegame and your magic gnomes could fix mine too?
  4. Thanks again for the reply but, unfortunately, I've already gone through that procedure. Reverting it is, luckily I have a few backups. EDIT: Blast, even my oldest savegames are corrupted with this problem. I'm wondering if it wasn't a virus planted in by a mod to corrupt savegames.
  5. Crap. Thanks for the reply. One more question though, what caused this? I know it'd be a bad mod but how can I track the culprit?
  6. I look forward to seeing your log to see if it has any of the same issues mine is having. Good luck!
  7. My game has been having some major lag and stuttering issues related to one savegame and when I record the logs it says... [10/17/2012 - 02:35:43PM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.UnregisterForUpdate() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 276 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 02:35:43PM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.UnregisterForUpdateGameTime() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 277 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 02:35:43PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].aaaHitStopUpdateQuest.RegisterForSingleUpdate() - "<native>" Line ? [None].aaaHitStopUpdateQuest.OnUpdate() - "aaaHitStopUpdateQuest.psc" Line 30 [10/17/2012 - 02:35:43PM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type stack: This error or, specifically, the DragonFly will occur about 60 times every few seconds. Ironically, I am indoors when this is occurring with no dragonflies around. The logfile is about 500MB and the savegame is about 25MB (after doing a clean-save process). What on earth is causing the DragonFly critter to bust my game, how do I fix it, and how do I prevent it from happening in other savegames? There a console command or a script I can use to fix it?
  8. Here's what I've got in my log. [10/17/2012 - 04:23:53AM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.UnregisterForUpdateGameTime() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 277 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.Disable() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 283 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type stack: I've got this error about 50-80 times per SECOND, it's causing major stuttering and lag. Any idea what this "dragonfly" critter is all about or how to disable it and fix this?
  9. Be careful, I have a similar modlist to you and have been having the same problems. I think, if you're like me, your savegame size may be increasing and, eventually, lag and delays in things happening (ie. wood chopping and follower commands). I still haven't fixed all of it but disabling Alternate Start and Guard Overhaul (theoretically) helped. Actually, my followers downright stopped working until I disabled the Alternate Start Mod and I do love that mod. I think a lot of mods just aren't Hearthfire compatible yet. What's your savegame size progression? What is the current stuttering you are experiencing? Also, I've got a pretty nice rig with good video memory, game runs darn smooth except the stuttering when activating or doing certain things.
  10. Yeah, I've been having issues since Hearthfire was released, likely going to have to just start a new game soon if not fixed. I'd love to know if there is a mod conflict list for Hearthfire. I know that I've been having problems with Player Head Tracking (and related mods) or Guard Dialogue Overhaul and, most importantly, the Alternate Start Mod. But I'm having another huge problem with general game stuttering and some recent and major savegame bloating (from 16MB -> 24MB -> 40MB in minutes). EDIT: Also, ensure you don't have any house mods or shadowing or shadow fixing mods that could conflict.
  11. Try disabling Alternate Start - Live Another Life.esp. I know it doesn't make sense or seem logical and, frankly, sucks but I had almost the SAME problem as you but it started with NPC's not responding to any commands, I think I caught mine early but I'm still having some stuttering. I don't think it's compatible with Hearthfire yet.
  12. Does Ambiance Music Overhaul cause savegame bloat like Sounds of Skyrim did? Also, do you have Hearthfire and Dawnguard installed? Many of those mods may not be compatible with Hearthfire or Dawnguard. I had or am having a simular problem as you. Do you find delays when ordering followers around sometimes or for scripts to actually kick in? Or is it just random stuttering? Also, make sure SKSE is updated to most recent version as well as any ENB mods.
  13. So, I've been reading up and looks like the Sounds of Skyrim Mod has been a terrible culprit for savegame corruption (something I'm also having a problem with). My saved games were around ~25MB and upon deleting that mod and saving I'm down to a manageable 16MB (level 40 character). http://forums.bethsoft.com/topic/1375181-relwip-sounds-of-skyrim/page__st__60__p__21220914#entry21220914 Unfortunately, that isn't fixing my followers issue. However, I have been noticing many other oddities from other characters. People will sometimes lag when doing things, appear to bounce around, and quests sometimes feel like they are activating slowly. I'm starting to consider that this may be beyond just my followers and effecting ALL scripts. Furthermore, I believe that my followers scripts are not entirely broken but being delayed as after five minutes of gameplay Lydia's inventory actually opened (randomly) after asking her in the past, not getting a response, and moving on to a local pub. Unfortunately, that's unplayable for me. EDIT: Starting to look like its something between Alt. Start Mod and Amazing Follower Tweaks. EDIT: Problems appear to be caused by the Alternate Start Mod. Since it's been disabled everything is working pretty well. Quite unusual. Looks like a Dragonfly is causing my problems. This was pulled from my log file... about 40-80 times a SECOND [10/17/2012 - 04:23:53AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.GetParentCell() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 289 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.GetParentCell() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 302 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Cannot calculate distance between and object and None stack: [ (00000014)].Actor.getDistance() - "<native>" Line ? [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 79 [10/17/2012 - 04:23:53AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.UnregisterForUpdate() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 276 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.UnregisterForUpdateGameTime() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 277 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.Disable() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 283 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type stack: [None].critterdragonfly.GetParentCell() - "<native>" Line ? [None].critterdragonfly.disableAndDelete() - "Critter.psc" Line 289 [None].critterdragonfly.OnUpdate() - "CritterDragonFly.psc" Line 81 [10/17/2012 - 04:23:53AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type stack:
  14. Since obtaining Hearthfire and the most recent patches I've discovered that I am unable to command companions to do anything. I can get them to follow me (usually) but when asked to dismiss or goto inventory they simple do not respond, the screen remains on the dialogue option and doesn't progress. If I dismiss the screen nothing happens, they'll just keep following me. I've only seen this behavior with Lydia and Jordis but I think I had problems with the fella in Riverhelm or Riverwood... that Rivertown in the beginning, so I believe it's effecting all NPCs. Skyrim.esm Active Update.esm Active Dawnguard.esm Active Bash Tag suggestion(s): {{BASH: Delev}} HearthFires.esm Active Omegared99-Compilation.esm Active SkyMoMod.esm Active JSwords.esm Active EagleEyePerk.esm Active ApachiiHair.esm Active CMNewCompanions.esm Active portal2mod.esp Active HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePackFix.esp morerain.esp sos - the dungeons.esp Active sos - the wilds.esp Active Realistic Lighting.esp Active Realistic Lighting Patcher.esp Active enhanceddynamicweathersystem.esp Active Economics of Skyrim.esp Active booksbooksbooks.esp Active Catsofskyrim.esp Active Dogsofskyrim.esp Active LegendarySmithingUpgrades.esp Active Tytanis.esp Active Bingles_Buff_Armors.esp Active Cloaks.esp Active Note: Use only one cloaks*esp hothtrooper44_ArmorCompilation.esp Active JSwordsDistributionBalancePlugin.esp Active Nicoroshi Creations.esp Active non-playable armor.esp Active Omegared99-WeaponSets.esp Active PrvtI_HeavyArmory.esp Active ScoutArmor.esp Active StandalonePack20.esp Active TH3WICK3D1-BlueStripesEliteArmor.esp Active wvexpansion.esp Active Dr_Bandolier.esp Active betterriften.esp Active OwningGoldenglowEstate.esp Active DragonboneWeightRedux(x3).esp Active PickaxeWeightRedux(2.5).esp Active AmazingFollowerTweaks.esp Active Headbomb's Better Sorting Mods.esp Active Binocular Vision For NPCs while Sneaking.esp Active bleedeffects.esp Active ENG_Firewood_Ore_&_Ingot_weight_reduction_v1.0.esp Active getdrunk.esp GM-CookingRebalance.esp Active No Perk Prereqs - No Helmets Required.esp Active NoHelmetMods.esp Active VariousGuardReplacer.esp Active Unlimited_Rings.esp Active walk.esp Active dD - Realistic Ragdoll Force - Realistic.esp Active ToL_Core_by_Brevi.esp Active midasskyrim.esp Active nighteyetoggle.esp Active dovahkiinrelax.esp Active InvestedMagic.esp Active enchanting freedom.esp Active Duel - Combat Realism.esp Active The Dance of Death.esp Active Dual Wield Parrying_DualAttack.esp kuerteeFightOrFly.esp Active ACE BYOG.esp Active Crimson Tide - Blood.esp Active Onehanded.esp Active Skyhawk_eat_drink_animation.esp Active LovelyHairstyles.esp Active N_43 Hair Pack.esp Active race+.esp Active TemptressVixen.esp Active ESPv1_1.esp Active reduced distance npc greetings.esp Active CMNewCompanions.esp Active specializedfollowers.esp Active followerwander2.esp Active marriagemod - alpha v3.esp Active Alternate Start - Live Another Life.esp Active skyrimespawn7.esp Active cartographers map markers.esp Active minemapmarkers.esp Active Bashed Patch, 0.esp Active Furthermore, I've spent quite a bit of time disabling mods to see if I can find a culprit, none found yet. I've disabled all the obvious companion mods (follower, marraige, amazing, ect) and still having the problem. Could it be a load order issue? Also, this started after I allowed STEAM workshop to do an update of mods which also resulting in resetting my options. Any help would be appreciated, I'd love to play Hearthfire as intended with this particular character.
  15. Sounds fantastic and like your plan is off to a good start.
  16. I recently encountered some savegame corruption similar to this (savegames went up to 20 MB). This may sound weird but try the console command "showracemenu" and change like one thing (ie. beard or hair). This shouldn't mess up quests or stats but seems to clean up some corruption issues. Not much to go on but helped me. Also, I've heard Sounds of Skyrim can cause problems related to savegame bloat and corruption, maybe your audio mods are doing the same?
  17. I'm having a similar problem to this one. My followers seem to follow me but don't do anything... I cannot dismiss them, check their inventory, and I don't think they attack anyone. Anyone know of a way to reset followers? Also, in my case, get into their inventory? I'd thought my issue was due to mods but now I'm uncertain. Are you using any mods that could be conflicting? Also, what should the load order be for things like Dawnguard, Hearfire, and Update?
  18. Ok, I guess I'm missing something here. I load up my game but nothing is different. Code example... Weapons=(iType=eItem_AssaultRifle,...Properties[0]=eWP_Rifle,Properties[1]=eWP_Sniper,Properties[2]=eWP_Heavy,Properties[3]=eWP_AnyClass,Properties[4]=eWP_None,Properties[5]=eWP_None,... Does AnyClass need to replace rifle or is it in the wrong order or do I need to start a new game? Thanks again.
  19. Ok, so following the idea on this thread I tried to make the basic military outfit into a Armor Deco for Kevlar. Basically I added this to default content... ; Deco only needs to know where the first variation is, the rest is calculated. ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar0) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar1) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar2) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar3) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar4) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar5) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar6) ArmorDeco=(Armor=eItem_ArmorKevlar,ArmorKit=eKit_Deco_Kevlar7) And then added into the DLC X-COM Content file... +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar1,ArchetypeName="Body_GenericSoldier.ARC_Body_GenericSoldier") +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar2,ArchetypeName="Body_GenericSoldier1.ARC_Body_GenericSoldier1") +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar3,ArchetypeName="Body_General.ARC_Body_General") +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar4,ArchetypeName="Body_Bodyguard.ARC_Body_Bodyguard") +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar5,ArchetypeName="Body_Bodyguard1.ARC_Body_Bodyguard1") +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar6,ArchetypeName="Body_Scientist.ARC_Body_Scientist") +ArmorKitPackageInfo=(KitType=eKit_Deco_Kevlar7,ArchetypeName="Body_Engineer.ARC_Body_Engineer") It registers there as being something like seven available decos but doesn't actually display anything new, just the default Kevlar armor (without any extra stuff). I figure these must be defined somewhere to distinguish them more. Any ideas or thoughts? On another note, in a modding test run I copied a female head to male, it works fine though hairs don't always show up properly. However, their heads are very tiny on the huge male models. This game is moddable... just gotta figure out how it all works. EDIT: More research has possible indicated that I need to add a .upk file for the above entries into the "DLC>CookedPCConsole" folder. Where does one fine these .upk files and, assumedly, how do I extract them? EDIT: Nevermind, found them in another "Core>CookedPCConsole". Placing them into the other "CookedPCConsole" and seeing if that enables them. Still uncertain how it'll distinguish the armor from male to female without some sort of setting. Perhaps thats set in the .upk file? Nah, that'd be too easy... EDIT: Yeah, I figured it wouldn't work and it didn't. I'm thinking, where are the ArchetypeName defined?
  20. Alright, so I pre-ordered X-COM from STEAM and was wondering, how many options per armor should be available under Armor Deco? For example, I believe the basic default body armor gives me two options (or is it 3?), same for Carapice (or whatever it's called), and Skeleton Armor. I enjoy having a good bit of variety in armors and was wondering if there should be more armor variety or if this is expected. Also, is there any other ways to increase the number of armor deco options available? Thanks. Can't wait for the modding community to really dig into this game.
  21. Nice. Any downside to putting the eWP_Sniper or eWP_Heavy on all the weapons (except things like shotguns and pistols)? I'm assuming an Assaulter wouldn't be doing Headshots without the skill.
  22. Good luck with this. I'd love for my Sniper or Heavy to be able to use more firearms. Note: I don't know about the shotgun as a secondary though, imo.
  23. I'd love for the Heavy or Sniper to use the Assault Rifle and also love to actually PICK their class instead of the random assignment, especially for making my friend's soldiers. Also, see about adding more and new skills to those trees. I'd love a bit more variety. Good luck!
  24. This'd be awesome and would be more appropriate then the default body armor, IMHO. Regarding women, suspend your disbelief. I don't think a female model would need to be modified very much, just use headswapping!
  25. Awesome mod, definitely going to give this a try]. One question though, is there any way to add other armors or outfits into this? For example, is there a way to add the basic NPC soldier armor or the black suit? Regardless, I think this is a big step for modding. Thanks!
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