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Gothpunk4Christ

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    Skyrim - Uninstalled. Fallout 4, Horizon - Zero Dawn, Conan Exiles, and Monster Hunter World/Rise.

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  1. I'm aware of this, but it didn't resolve the issue of the archive becoming corrupted/unusable. I know about the renaming, but I just decided it was best to redownload to avoid the potential corruption (that and deploying those transfered mods didn't seem to always work, fresh downloads always seemed to work regardless if the archive actually did contain information or not.) This though... I was not aware of... *sighs* *EDIT* Thank you for mentioning this. Saves me a lot of trouble. Hopefully I'll be back to functioning state within the next 2 days now -.-
  2. I am aware, that's why I made the clarification a couple posts ago. Things seems to go much smoother when not importing. Unfortunately with a mod list the size that I have, NOT importing is a major hassle too. NMM has file structure issues and all kinds of other stuff that I'm aware of. Multiple attempts to reinstall certain mods that were supposed to have been removed end up with duplicate files in the structure regardless. I'm not trying to say Vortex is the only manager that has issues - I know otherwise. The number issues and empty archives has happened on 3 different fresh "transitions" to Vortex now, several months apart. I keep hoping that little quirks get fixed and go back, to the same issues I've encountered in the past. Hopefully it's just me, but I'm seriously considering managing all mods by hand and removing 3rd party altogether. *shrugs* As of now, I'm just trying to recover all the mods that ended up not being moved over, and reconverting the ESL files that I forgot to backup before nuking everything. So far, things seem to be improving, but 5 days down the drain and I just want to play... I feel like I've hijacked the thread and am no longer contributing useful interaction. Good day, all.
  3. Because - 1) Redownloading it through the site corrects the names listed in Vortex instead of them ending with a bunch of numbers, 2) Several of the archives, at least in my case, were empty shells not actually containing the proper usable data. I'm not about to hand pick over 400 different files to check and see if they're actually usable or not, and in several instances, trying to redeploy them resulted in them just disappearing. So they did "exist" although usable data did not because they were transitioned improperly. Redownloading them was the safest way to ensure that I SHOULD actually get a working file. Because you maybe had a flawless install or transition doesn't mean that everyone else does... *Edit* for clarification, after transitioning the files from NMM to Vortex, the directions do say to DELETE the archives from NMM. I never deleted the archives from Vortex until after I noticed there was indeed a problem.
  4. Chances are most of the NMM import will not actually work. In order to get everything linked and installed and deployed properly, you will most likely have to download fresh files through Vortex, regardless if Vortex indicates that the file was actually migrated properly from NMM or not. I've had to do this as well. Multiple files didn't seem to actually import properly, installing and deploying them resulted in missing ESP/L files in game. Going back into the MM resulted in files showing deployed, but not actually installed. The best fix I found was to actually load the file on NM website, then delete the archive, then redownload then install and deploy again. If you're hoping to save time with an import, you probably won't (also why it's recommended to start fresh). At some point during the transfer process, the recommended followup is to go into NMM after an import to Vortex, and DELETE everything listed in NMM. This will clean up leftover files. My mistake was to DELETE and not just DISABLE so then I could go back and cross reference which files I actually did at one point have, since many of them ended up not showing up after the transfer. There will be some leftover files to clean up and organize.
  5. Don't. Just don't. I'm in the middle of this and I'm about to go back. The transition is horrible, most things will break, and now I'm realizing I should have never entertained this idea. If what you have works, stick with it. Old hand, premium user... Have you ever asked for help? Help is available - and most problems are solvable. That's why I'm currently on the forums. Sometimes, things don't need to be changed - doing so will cause mass frustration and headache. If a previous manager causes all kinds of issues, then it's likely a good idea to seek a replacement. I'm not sure if this is the case for OP, but if it isn't, then sometimes it's best to just leave well enough alone and not change things that aren't broken. Yes, I am in a rotten mood. I've spent the last 5 days trying to get SSE to work again - at the expense of nuking my install, moving over to Vortex, and fighting with everything the whole danged time. I just want to play the danged game.
  6. Don't. Just don't. I'm in the middle of this and I'm about to go back. The transition is horrible, most things will break, and now I'm realizing I should have never entertained this idea. If what you have works, stick with it.
  7. Very much more anxiously awaiting at least a semi-functioning, stable release. Narrowed down a group of CTDs to WotC and had to disable it. Gameplay is much more dull without. It's not really survival if I'm not having to actually try and live through a hellstorm of bullets, lasers, and the chance for a behemoth to play golf with my corpse. *edit* turned everything way down and that seems to have helped, hope it holds in the meantime.
  8. Thank you so much for your effort into looking at this, and your efforts into solving it. I always sort of felt it was an inherent engine issue, as some of the methods to duplicate it couldn't specifically be nailed down to exactly one thing or another, and similar scenarios between setups yielded wildly different results. I think a bit of a bounty is in order for this.
  9. I've been keeping up with the (lack of) progress occasionally, and wanted to interject, if my memory serves correctly, papryrus logs will 1) always find a way to bloat, and 2) are a very poor method of determining stability of the game, or whats causing said issues. Unless you're having direct issues with CTDs or lockups, papryrus logs will usually never help. I dealt with this a while back with SoT causing a bunch of log spam, but my CTDs were result of something entirely different. That being said, I don't run Frostfall, or campfires, or (sadly dropped) Convenient Horses, changed out EFF for IAFT, dropped a few crafting mods that added bloat to the crafting system that I ended up never actually crafting anyways, I tweak my Immersive armors at each new game in order to remove crafting menu bloat, take my time scrolling through crafting menus, and with those changes for the crafting menus, it has been some times since I managed to force the corruption, and have yet to have it happen in game after 5+ hours of continuous play. There's a small section of comment posts on a mod, SSE Fixes, initial post *EDIT* I forgot to interject, that in all of my knowledge of software engineering and common sense, having to quit a program to get it to function properly again in a workaround at best, not a "fix" because a fix would mean that it completely resolves an issue (the corruption bug never occurs to begin with) and a workaround allows you to continue working after the problem does arise. So in short, NO, SSE does not have its own "fix." */EDIT* There's a little followup stating the one person was able to push over 75K strings without issue and another posting his in game strings hits 64K and he has issues. I'd link the original posts, but I hadn't figured out how and frankly am not in the right mood for human interaction right now. Good day.
  10. This I could see, behemoths I couldn't really see anything other than bloodworms. Not even radroaches though, makes no sense. Don't want to request a "lore friendly" option (though I would rather a "no extras" option instead as I am very happy that this is still even a WIP), I force my early level characters into survival, extra spawns, no handicaps, and no extras to start with, and actually increased legendary spawn rates. Makes for an overly punishing experience, and even at level 20, a few radroaches in melee range get dangerous real quick. I stack it heavily against me. I don't think I need anything else trying to kill me at this point.
  11. Probably a mess ton of bloodworms, but then, that would place a Nuka World requirement on the file, not sure if that's what the author intended to do
  12. Well, at this point, my install seems to now be a little more stable. I removed excess armors and stuff that bloat up the crafting stations, and now don't scroll to the bottom of the list as quickly as possible, and everything SEEMS to be currently OK. Gotten several hours in per session without getting the issue yet, unfortunately I'm not running any of the TERA armor or weapons stuff, removed weapons of the third era, got rid of a few odds and ends crafting additions. For those having issue with the crafting system causing the issue, please try and duplicate using this method if it's not too much effort, and report findings. *edit* I did remove Warzones:AA and Genesis to try and narrow down some random CTD/lockup issues, but still running SoT/OBIS/More bandit camps without issue. Said extras were used previously on a new save without issue using my previous method, and after removing, a new game was started and leveled to about 30, without issue as well. currently, after removing a few, at 231 plugins, was around 240 prior.
  13. No, I actually have no idea what I'm talking about. It seems somewhat practical though, doesn't it? Nothing about the original engine was ever optimized to run in a 64 bit environment. SSE is a simple port. Most, if not all, optimizations made to the 64 bit engine were to accommodate paying customers (console hardware). I noticed how a spike in RAM usage of 1Gb or more (typically a total of > 8Gb) was a sign that I should check my saves. It typically was not long after that I would have to restart. There was no other condition between instances that was even remotely consistent. Correlation is not causation though, and any time I think I've found some sort of consistency I'm typically proven wrong. I missed this entirely when trying to skim (or did but forgot to punctuate) but I have 32GB RAM and my RAM usage, when I would monitor it, was fairly steady. If anything, it would be the engine not allocating properly (akin to a memory leak) but there are certain things that do seem to irritate the issue and make it prominent. I'll go back and monitor my memory usage and see if I can get some correlation between corruption and resources though.
  14. (Apparently my page was going off an older load without the newer replies) You may be on to something. It could also have to do with the frequency of actor or item spawns added by mods or frequency of actors being spawned with custom models and/or items. Maybe it happens when a cell resets. It certainly doesn't seem to be all that specific. The most obnoxious instance of this glitch that I've experienced was when fast-traveling to Heljarchen Farm, 5+ bandits spawned nearby. I could not attack, even after reassigning the function to another key. The player character just breaks. NPCs will refuse to speak to you and some will become hostile even if you use the console to stop combat, change their disposition and re enable them. They almost immediately become hostile again, and if you have AI mods installed, they will run away like you become half bandit/vampire/wherewolf in the eyes of certain NPCs. I'm not entirely sure about this because I run very heavy NPC additions, and running all of those specifically by themselves, I never had issue. This was with dozens upon dozens of warzones activated, rendered, and cleared, only to be reset by my going to the next, extra NPCs, deadly wenches, genesis (AND SoT at the same time) along with BIS and numerous Mihail moster mods/SIC. When this was done by itself, I never had issue. I would load up a game where I left inside the basement of Winstad Manor, and start crafting and immediately get the corruption without ever leaving the house, specifically to rule this out. Granted, my overall stability has suffered some with certain mods being updated, and surprisingly my game runs smoother without Genesis and only using the SoT mod, instead of just Genesis or both. I prefer the extra monsters to fight and extra customization regardless, but also removed Assault Attack by Warzones, still keeping the main mod and just removing the AA, I had only experienced 1 lockup, and monitoring my script latency, I've had instances where my max script times crept up to 76ms, but generally stayed below 50ms. I had to update a BUNCH of mods though, so newer versions of mods may have introduced slight stability issues. Prior, I had little to no issue ever, but after, removing Genesis, WZ:AA (keeping WZ) seems to have alleviated most of the lockups and CTDs I started experiencing after updating. Regardless, my last post still stands (page or so ago) about not having the corruption s long as I had removed a handful of armor/crafting mods and scrolling through different tabs and very slowly through the list.
  15. This goes back more to the ideology that it's an inherent engine flaw that some of have suggested before, this is just a bit more of a technical suggestion than some of us offered. It makes sense, accurate or not. I may be giving up on Skyrim soon, much as I don't want to. Fallout 4 has become a bit stale after well over 1200 hours into it, and I REALLY want to play SSE, but it seems it still needs work. Just hoping Beth hurries up and does something with TES:VI
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