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radiusrsatti

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Everything posted by radiusrsatti

  1. modders can't keep a running tally of every in/compatible mod, let alone collections... I&A being the "master" collection in this case, suggests that any other collection stating compatibility with it applies... but, that doesn't necessarily mean it applies with Sexy Statues also, as that is a different collection and not referenced by Wow Weapons (though if the collections hold true to name, it shouldn't interfere with world edits) Anything that states "made for Anniversary Edition" implies required mods that were added as part of the new version, and in a collection that could be a terrible many, or game engine changes in the new version the master mods could be cleaned of any of the Anniversary Edition masters, but that would be on you to do through xEdit Even if the collections are compatible, load order is vital, but if the collector mentions a specific load order, use that
  2. manually, using xEdit... doesn't apply to mods that contain scripting (requires specific form IDs and esm/esp/esl file names), quests or NPCs (the headache with NPCs is the nif and texture renumber and then changing the texture filename inside all the renamed nif-textures to match the new records), redirecting EVERY form ID pointing at the original mod(s) to the new mod's records, then removing the masters when complete, which is also a headache if it's a massive new mod and you've missed a reference or two from the those masters... likely labor intensive and not worth it if the mods are simple, such as armor additions or plugins containing mastered record changes, the recommendation would be to compress those mods to ESLs to save slots (same conditions as above apply, do not compress scripted mods, mods with quests and/or seq files, and NPCs would again require same editing as above for those change form IDs)... I've done this with several hundred mods (mostly armors) and have a stable load order of 2k+ mods once fully patched
  3. I'm running over 2k mods, I use https://www.nexusmods.com/skyrimspecialedition/mods/24321 for smashing... sure, it generates multiple smash patches, but they're categorized, each having their own master list, and ofc ESL, so no-count
  4. really wish I had my load order fixed to load up and verify, but I use https://www.nexusmods.com/skyrimspecialedition/mods/11993, and while I can't specifically say PC and NPC make eye contact in dialog, I can say that at least with dogs, PC head does swivel and point at the animal in dialogue... I also like to play a short character, so looking up for conversations is very immersive, and I wanna say it's close enough to not be noticeable
  5. FNIS generated? or Nemesis if you use it? depending your modlist, maybe need SLAL also... other possibilities could include invalid race or even missing specific animations
  6. long story short, xEdit references the scripts included in mods, but does not display their contents... you'd have to load into CK for script editing/investigation your load order may or may not be at fault, but changing the position of the mod to try to correct an issue, especially scripted mods, should only be done if you intend to start a new game, not recommended to do in the middle of a playthrough... ensure that the dragon mod scripts are overwriting any copies from other mods in your load order depending on your final patches, you'd also need to ensure that the mod in question is overwriting all other records in xEdit, or create a patch to be final overwrite... patching is as simple as right clicking the record in question, copying to a new plugin (esl, as it's an existing record and this will save a plugin slot), confirming the final record (your new plugin) has all the changes you want to keep, and ensuring that patch is loaded absolutely last, or is at least the final record overwrite
  7. that is the default texture included in the base enb, enbsunsprite.bmp... replace it with a different texture, some enbs on nexus include a replacement
  8. I don't think it's like Star Ocean 3, working with a percentage completion map... I run the mod, and the experience I've seen gained are when "exploring" named locations.... like Whiterun, Riverwood, Honeybrew Meadery, Dragonsreach, Jorvaskrr, etc
  9. I don't think your mod count is the issue... I'm running almost 2k mods Merging mods in general isn't recommended... converting to ESL is the preferred method, which can be accomplished fairly safely so long as the mods don't contain scripts that rely on record IDs, NPCs with facegen materials, or voiced dialog files... most everything else should be fine to convert so long as they are not Masters to other plugins (unless you include the child plugins at time of esl conversion, but that would preclude you from updating or replacing all of those plugins without reconciling the differences afterwards)... any such conversions for ESL flagging will require a new game, records will have been changed... For a quick look to see if there are any readily-convertible plugins, you can load up in Wrye Bash. Any mods that are in green text can be esl flagged with no issue. From your plugins link, none of them are actually named .esl, there's nothing for you to change Based on your comment of corrupt saves and missing dialog, I suggest getting Engine Fixes SE https://www.nexusmods.com/skyrimspecialedition/mods/17230?tab=posts&BH=4 if you don't already have it, and manually setting "MaxStdio = 8192" in the included .toml file... I was having similar issues and that was my fix... may not be for you, but doesn't hurt to try On the note of duplicates in the overwrite folder, I recommend moving those to a separate mod folder and verifying their integrity and duplicatedness with SSEEdit... if actual duplicates or corrupt, remove as unneeded, or if they contain changes you want to keep, move them to the appropriate mod folders and rename or hide the originals with MO2
  10. Experience https://www.nexusmods.com/skyrimspecialedition/mods/17751 Gain levels by completing quests and exploring. Skills don't contribute to character's level anymore! FeaturesFull integration with original experience system and experience barYou gain Skyrim's native experience points (there is no secondary XP system)No esp file, no scripts, no impact on performanceCompatible with custom quests and locationsCompatible with HUD replacersHighly customizable (advanced users only)Optional "XP from kills" feature may be others, don't know
  11. Running Mealtime https://www.nexusmods.com/skyrimspecialedition/mods/22496, and a few of the items show huge in the SkyUI previews... modpage has open bugs for this, but haven't been fixed since... anyone know how to correct preview sizing? google search and forum search turned up nada for me
  12. any time you add or remove animations, you must regenerate your animations with nemesis or fnis, whichever you use... i'm not aware of that causing ctds, only tposing... if regenning anims doesn't help, try a new game and test playability... if playable, your saves are relying on something you no longer have, incorrect load order, or something else you'll have to pin down... it's generally never safe to remove mods mid-game
  13. Steam version must be run through Steam... GOG version is a recently released standalone and isn't tied to Steam Finding your version of Skyrim is easy... go to your installation folder and find the Skyrim exe... right click properties, go to Details... once you've got that, recommend you recheck correct SKSE version also https://stepmodifications.org/wiki/Guide:Wrye_Bash I only use it for the load order/master verification because of the color coded checkboxes (oh, and dummy plugin creation in case I need to edit a mod to remove a master I don't have, such as high heels or the like that really isn't required to make the plugin work), and checking to see if there are any readily ready plugins that can be converted to ESL to save slots https://www.reddit.com/r/skyrimmods/comments/8kucr9/the_noobiest_way_to_create_a_smashed_patch/ I've heard you can run Nemesis and FNIS together, but that seems kinda redundant to me... I've never run Nemesis, so I can't vouch for either's superiority... only know that FNIS works sufficiently well for me
  14. you say latest version of Skyrim, you mean Steam version or GOG? JContainers hasn't been built for GOG, and only works on AE due to shared libraries between AE and SE... I'm running 1.5.97 SE, and don't run Nemesis... I haven't had any issues with FNIS, it's worked for everything I'm aware of in my load order... If Nemesis won't run for you (or only partially), maybe give FNIS a shot Just possibilities... specific mod interactions could be the cause of your CTD on location changes... recommend loading up Wrye Bash and verifying load order manually... it's color coded, and will tell you if any masters are missing as well, or specific mod's load order is incorrect... Then MatorSmash, create a solid patch for all your mods, and verify the records that were created contain all the edits you want to keep (you can use Wrye bash to create a patch instead, BUT Wrye bash only handles certain types of records, Mator handles those plus many more) Last suggestion, if you have any NPC edit mods, appearance changers and the like, some mods can cause a crash if NPC headparts don't match last mod edit (usually cause of blackface, but can also cause CTDs)... can't say that's entirely relevant, just another possibility
  15. are there any mesh/texture blending mods for Standing Stone or Word Wall Platforms that correct the hardline texture mismatch for the NorPlatWall01, NorPlatBigFloorRaised02, NorPlatWallStair02 and other connected meshes? https://imgur.com/a/LWmOhHg
  16. if you want to correct it, just create a small patch esp with correct positioning.. small edits like this can be corrected mid-game and shouldn't affect your save... load order is also important... unless you checked the patch and found that it doesn't contain the correct placement, it could simply be that the patch is loaded before another mod making the same change
  17. Modding Skyrim has a learning curve... I haven't topped the curve yet, but I think I'm fairly handy in troubleshooting and mediating conflicts in my modlist But, there are several things that someone would need to know to help narrow down issues... (Pardon the potential dumb questions, consider it the IT in me... have you tried restarting your machine? jk) - what mod manager are you using, - what version of Skyrim (and are all the mods you intend to use compatible with said version), - is your version of SKSE compatible with your version of Skyrim (required for a good many mods, including ones you've listed), - all the mods you intend to use, do you have ALL their requirements met (ie, Ostim has a fairly lengthy list of required mods that must be installed, and each of those may have others), - for the outfits, aside from building them in Bodyslide if required, unless they are built to be found in-game, you'll either have to learn console commands (and a bit of SSEEdit navigating for the item IDs) to be able to give them to your character, develop a plugin with a level list or place it somewhere in-game, or use a mod that allows to you browse through your modlist and cheat the item to your inventory (forget the name of the mod, don't use it anymore, I build my own distribution lists for immersion), - do you have FNIS or Nemesis in your tools list... one of these will be required to generate the animation listings for OStim and MOST other animation mods (DAR excluded), or all characters will not have access to said animations, and possibly go into T-posing without it - load order can be vital to conflict resolution, easily handled with a mod manager, LOOT, and patch generation via SSEEdit, Not all mods have an MCM for in-game settings, item distribution, or the like Far as Marika's outfit and OStim animations go, I can safely say that SkyUI does NOT affect animations or item distribution, and likely not the cause of CTD on location change That's the short of it... there are a number of tools that may also be available to help narrow down specific causes of CTDs, such as .Net Framework if using SSE 1.5.97, if issues persist when all else fails There are other crash isolation tools for other versions, but I have no experience past 1.5.97
  18. kk think I found it... the answer was buried in the previous linked post, but also listed in page 3 of Engine Fixes mod comments... EngineFixes.toml MaxStdio = 2048 # Sets the maximum number of open file handles (default 512), preventing the game from running out with large plugin counts (fixes false save corruption) change it to something higher, 8192 suggest by Wolfpack49
  19. Engine Fixes logfile shows several errors, including save files and several plugins I'm using MO2, on the assumption the F: drive is virtual... there are 2 error numbers listed... I've read 2 is ignorable, but I can find nothing on errno 24... there are about 150 errno 24s in the log for the aformentioned gametime
  20. don't be too excited lol, didn't fix it, glitch is unrelated... new game, from camp site, through helgen dungeon, to Riverwood, accepted the quest of golden claw, ran around a bit collecting stuff, went back to Lucan to sell and repeat of original issue... dialogue glitches and save dialog gives false positive of corrupted save again... back to the drawing board Side note, Summerset Isle wasn't flagged as lite, was just a standard esp, but its reference count was astronomical in relation to every other mod... since it is a new lands mod with a couple child patches, like Bruma and such, it kinda made sense to flag it as master anyway
  21. the thread in question... https://forums.nexusmods.com/index.php?/topic/5196990-false-save-corruption-during-gameplay/ this didn't actually resolve anything (I already have Engine Fixes), but a few posts made note of a maximum reference limit, and while the limit is over 1 million for a modlist and save, my modlist count was at 550k... that's not exceeding, but it is rather high considering base game is only like 50k... adding master flag to Summerset Isle reduced this number to 300k total, so I'm restarting since it was early game anyway, see if it recurs... I'll keep updated if resolved
  22. found an old thread with this issue, should have looked harder, deleting topic
  23. Previously, I've never had issues with NPC dialogue that couldn't be resolved by conflict resolution in xEdit... but... On my latest test playthrough, after what I'm guessin would be an hour or two (haven't timed it, but have seen it on multiple sessions so far) dialog will short out with NPCs... early game... couple NPCs in question that I've had this trouble with would be Lucan and later Belethor, also saw some trouble with Aela but I think that might have been unrelated specifically, NPCs with multiple reponses seem to be glitching... Belethor would give me 3 choices on dialog start, I'd select one like asking what he has to sell, then the menu would reset to 5 options and the shop option wouldn't be available... exit and reenter the dialog, there's now 5 choices, but selecting one closes the menu... save and reload fixes it, temporarily Possibly related, after about the same amount of game time, I can go to save and they'll say IMG corrupted... but they're not... on reload of game, they all show and work properly This has only been going on for this playthrough, and I've made no major changes since game start except for some record corrections between sessions (leveled lists, textures, small stuff) 22 saves so far and I'm only level 6, direct playthrough and haven't even made it to High Hrothgar yet.... I have a massive load order and don't expect anyone to narrow it down to a mod/s for me I'm hoping someone can give me an idea of what to look at or might cause these, either or both Everything else seems fully functional given the amount of time I've spent in-game so far, and neither of those glitches appear to fatal SSE 1.5.97 Thanks for any assistance you can give
  24. if the patches do not ADD records, you can build a simple ESL patch, like a bash or smash would, to incorporate all the changes you like, then remove the patch esps from your load order as they would no longer be needed... whenever a patch updates, if you want to use or check it out, place it in your load order again and update your manually built ESL as required... keep in mind, depending on the patch, it may also include meshes, scripts, etc, so only disable the esps
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