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radiusrsatti

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About radiusrsatti

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    United States
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    nothing, still modding lol
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    Skyrim SE 1.5.97

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  1. I don't recall my testing before figuring this out, but I feel like I did multiple fresh starts to test this resolution... give a new game a try
  2. run or rerun whatever animation plugin you use, FNIS, Pandora, Nemesis, and leave generated files as overwrite... should fix it
  3. can't be certain about the road spikes, but I'm positive that the hard water line is a record conflict... more specifically, one of you mods makes a change to a water table in one cell, and the bordering cell is changed by a different mod you'll have to get into xedit and make a patch to forward all concerning water records to be final overwrite to fix this, ensuring Realistic Water 2 wins all conflicts
  4. I think so, but can't remember the name... feels like ages ago since I last saw it offhand, there are also two other mods that will cover most non-unique NPCs... I'd recommend Female Enemies as it's newer, but you should probly only use one of them, they seem to do the same thing... may require some patching based on your modlist https://www.nexusmods.com/skyrimspecialedition/mods/119730?tab=description https://www.nexusmods.com/skyrimspecialedition/mods/14482
  5. Active, listed above the main window, is how many mods you have active... on the right side, the Plugins tab will show how many total plugins you have active, you can follow the priority column to determine addressing and load order
  6. correct on the esm/esp limit of 254 , esl flagged esps have a max limit of 4096... I'm at 2924 total mods with no issues, header irrelevant... the plugins with old 1.70 header are limited to 2048 records per plugin, header 1.71 (this version requires BEES if playing older versions of skyrim), have been increased to 4096 records per plugin
  7. yeah, that can be true... about 50% or so of that number are outfits, though, just about everything I could find... those took a good deal of my time to optimize, nerf, bodyslide and logically distribute to make viable... and patches
  8. I haven't even finished patching my modlist... at most I spend 2-10 hours benchmark testing my modlist (if you count the testing, I've got a couple hundred hours of playtime, otherwise, I've never played the game)... I have made it to the Thalmor Embassy, though the error is irrelevant
  9. well, now that I finally learned to do bodyslide conversions, I'm gonna get even less done lol
  10. what other crash loggers have you tried? have you looked at any of the other logs, such as your skse or papyrus logs? you could try generating some patches, bash, smash, or manual, to minimize record conflicts... could be a script searching for data that is missing due to overwrites...
  11. my method, I use UUAMR for scripted armor assignments... I use it to give all races their own standard bodyform... now, to isolate specific NPCs, you can build a custom race identical to the one the NPC uses, say BretonRace, rename it to "BretonRaceALt", and add or change the NPC armor race record to "BretonRaceAlt" then you can bodyslide your armors to the folder location BretonRaceAlt in UUAMR directory, and then run the script in SSEEdit for all the armors that were bodslid, targeting the "BretonRaceAlt" race... you can share this race with any number of NPCs to note, the new plugin can be built as an ESL plugin if your armor list results in less than 2048 new records, or 4096 with 1.71 plugin version... it could cause some storage bloat if your armor list is extensive, but from my experience does not cause any lag in-game second to note, this will also work for vampire races, but you have to add the race to the ARMA records that were built manually... I haven't attempted to figure out how to alter the scripting for automated additions third to note, depending on your armor list, this could take a while to build, and might not be worth it for you... I've put enough time and effort into this setup, I'd hate to ditch it for a different method... I don't like random body forms, either
  12. open console and get the baseID of the faulted meshes... load up SSEEdit and search the baseID, figure out which mod is making final overwrite for the mesh/textures in your mod manager, find the winning mesh overwrite, and ensure it's from the same mod as the SSEEdit record (some mods don't include new meshes, so this might just be a texture replacement) using the SSEEdit record, make sure all textures listed in the record are present in your load order... obviously, Asset Doctor says some textures are missing, so there is likely a required texture/mesh mod missing from your load order, or the mod you are trying to use is broken and should be reinstalled it's all about database management with large load orders
  13. my bad, wasn't paying attention... per the mesh, the texture file in question is ratwayirondoor01.dds, and Ruins Clutter Improved includes that texture, as well as Pfuscher's AIO retex pack... don't know of any others as they're not in my load order
  14. Unofficial Material Fix and Ruins Clutter Improved both have shiptrapdoor01.nif meshes included
  15. leaving the meshes and bodyslides aside, you have to modify the ARMA records' textures... but you don't need to modify the original mod at all in SSEEdit, find the ARMA records for the clothing you want to change, and copy those records into a new esl plugin, then make the corresponding texture changes... if, for example, you're just changing the normal maps, you can edit one record and then copy that texture change to all other selected records by right clicking it and selecting "copy to selected records"
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