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Gothpunk4Christ

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Posts posted by Gothpunk4Christ

  1. 1) Double clicking on the mod opens a right side Panel where you can select the Source of the Mod, and Vortex will find it on the Nexus and rename the mod in Vortex to something more 'friendly' the archive will still end in numbers, because the numbers are the mod ID.

    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.)

     

     

    Vortex can convert your mods to ESL by making them "Light"

    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 try not to comment if HTR has - but I have to say your problems are all due to importing mods from NMM.

    The process is problematic, and easy to mess up.

    My hundreds of mods have never ended in numbers - and I never wound up with empty mod folders.

     

    General rule: Start using a new mod manager on an unmanaged game. Try just one mod or two and see if you like it.

    If you know what you are doing - things go a lot better with hundreds of mods.

     

    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.  

    Why does everybody think that they have to redownload something that is already on their hard drive?

     

    The mod ARCHIVES are still on your hard drive after you import over to Vortex, they're in your NMM DOWNLOAD folder,

    Just CTRL+A in your NMM Download folder, and CTRL+V into your Vortex DOWNLOAD\<NAME OF GAME>\ folder

     

    Deleting the files in Vortex only deletes the Mod FILES, the Mod Archives are still there, unless you went one step too far and deleted the Mod ARCHIVES too.

     

     

    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.  

     

    I'm about to make this transition ...

     

     

     

    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. 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.

  7.  

     

    I verified it fixed it on my test setup that replicates it pretty much as soon as I start playing, but its pretty hard to test all the cases.

     

    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.

  8. 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

     

     

    This is great, would it be possible to port/recreate the 65K string fix from ”Crash Fixes” ?

     

    This should not be needed. I\ve discussed it with Markdf (who discovered it in the first place).

    While you can go over the strings count in SSE, quitting an reloading the save that is corrupted will allow you to carry on as normal. So in other words, SSE must have its own fix.

     

    *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.

  9. ^^^ This. I second.

     

    Maybe a radroach alternate for those without DLC. Mirelurk Queens could spawn a mess ton of hatchlings.

    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.

  10. As far as enemies bursting out of a defeated Behemoth goes - I agree it would be more than a little odd for a bunch of Super Mutants to be re-enacting the Trojan Horse inside of a Behemoth's intestines. But why not have large parasites of some kind burst forth?

    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

  11. 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.

  12.  

    good grief!

    I wonder, since now skyrim can use mega gigs of ram, the original oldskyrim engine is coded for the 4 gig limit. then the SSE can use 8...16 gigs. maybe too many mods plus certain mods in playing certain ways, overflows some "limit" within the engine. in oldskyrim, maybe the only problem one might have is to merely crash due to running out of memory. *here*, though, in SSE, one plays on.....lots of ram. however Something Broke in the game engine, an engine originally made for 4 gigs!

     

    freestone

     

     

     

    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.

  13. (Apparently my page was going off an older load without the newer replies)

     

     

    Looking back through the other reasons, It seems like an overload in actors OR Items by mods that add in custom models can cause this bug however I'm not too sure

    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.

  14.  

    c) If the fluctuation is significant yet never exceeds the available system memory, yet is outside of the range of what the engine, system, or combination of the two is optimized to utilize, then this glitch occurs because the application can no longer properly access system memory or the data contained in the memory has become altered. This will also cause other functions of the game to stop working.

    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

  15. Ok, so dying frequently on legendary seems to help keep it from appearing, and removing some extra clothing/armor mods to help keep the list of stuff available at the forge down lower also has seemed to help. I removed the Tera armor and weapons, and a few other single set pieces of gear mods seemed to have also helped. Played all day yesterday without issue. Also, when I did spend time at the forge, I didn't scroll quickly through everything listed, I changed tabs (SkyUI) and scrolled maybe 1-2 pages at a time before stopping and letting it sit for a moment.

  16. Fix:

    My fix? I literally took out every single unticked esp out of my data folder and moved it to another folder on my desktop. I didn't take out the ones with a plus sign that are part of my bashed patch. Literally only every single completely unticked one.

     

    Boom..problem solved. 30 hours and I only had it ONCE when I was clicking around a bunch of genesis spawn menus in-game via gensis book, and then never again.

     

    I can't believe I didn't do this earlier. I am so f***ing happy

    Well, glad that worked for you, not quite for me and a few others.

     

    I did, surprisingly, manage to play through a fresh game yesterday for a few hours with more than a dozen deaths (surprisingly certain draugr's can 1-shot lowbie chars with a shout on max difficulty) and never got the bug. Total playtime was around 4-6 hours. I did a handful of crafting, mostly just smelting and a few hops onto the leather rack for bandoiliers. Will try again today and see.

  17. I've noticed it is specifically linked to the processing of tasks in the crafting system. I have no problems if I am slowly crafting things (Crafting something, waiting 20 seconds, crafting something again, waiting... etc. ). However, since I normally play with mods that allow you to melt weapons and armours back down, I am used to rapidly clicking through that stack of 67 Steel swords I have kept for some reason... Doing this will always cause the bug.

    It doesn't seem to happen with other types of "heavy" processing though. My whole game lagged from having a herd of cows pass by while fighting and going through the scenes at the Western Watchtower and it didn't trigger it at all.

     

    So is there any special difference between the scripts or processing in Crafting verses the scripts or processing in other functions of the game (E.g. Quest Advancement, AI, etc.)?

     

    Or in what basic scripts and commands they use, like adding an item to your inventory?

    All I ever had to really do was just scroll through my lists, and not actually have to craft anything. So it would probably be linked to record management or maybe some kind of crafting related leak of some sort. I could get the bug to appear with simply killing and looting but it would take a significantly longer amount of time IIRC, but a surefire way to get the bug to happen was merely open up my forge and scroll through the items, just hold down the button and watch as the lists are cycled. I could duplicate the issue with a total of maybe 2 minutes, whereas looting everything would take hours.

  18. I really think my problem lies in the forge. Opening the smithing list usually leads to the corruption, which is why I always save the game before forging something. But there were also times were the corruption suddenly happened without forging something and this happened twice if I remember correctly. I'm still playing with heavy load order but so far the corruption didn't happen as much as before, but I was in dragon's reach going through the whispering door quest when all of a sudden the bug happened just a moment ago.

    That's a similar cry that many others have used, our issues in the crafting system. Forge, tanning rack, that's how I can get it to appear significantly faster and with I'd say a 98%+ probability.

  19. I just updated to a new patch, and steam listed it as a Dec 29,2017 update. Did my steam freak out, or was this actually a thing? Trying to find patch notes to see if it mentioned anything (nothing anywhere), though I did notice an earlier december patch indicated scripting updates and improvements... IIRC I hadn't gotten to play much after that point so I'm curious to see if others have had improvements with this since.

  20.  

    @Goth - I've only just begun looking into the problem I was having previously, ultimately deciding how the code for extra features and systems is going to work, and ultimately where it will reside and what refactoring is required on the main spawn script. The idea is to keep functions here generic so that almost any script from anywhere could potentially access the core system and manipulate or tap into information stored in an instance. Its rather tricky to deal with, as I constantly have to simulate the scenarios in my head and try to find the best medium for both performance and functionality, with a back-of-mind consideration for extensibility. Not as easy as I might have thought before getting to this stage.

    Once I have worked through this part, The next stage is to start building the menu to control it all. This much I am dreading. After that, simply just start filling it all in, one region at a time. This is also a timely process as I must manually drop in spawn points at relevant locations for each system.

     

    Sounds like it's in good hands at least, it's hard to think ahead on certain things and try to imagine every scenario and build a good product around that, but that's the sign of a good developer, someone who at least cares about the quality of the final product, thank you for that.

     

    It'll be worth the wait.

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