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Everything posted by phillipjohnmc
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subject line says it. load order: textures etc. (in reverse order): I had maybe 2-3 mods that I removed and then cleaned save with resaver. maybe this issue is baked into my save. if anyone has a fix, i'm all ears. I've gone with Delphine to kynesgrove without problems. the particular mound is on the way to rorikstead from whiterun, just to the right of the road near the falkreath/markarth junctions (I've also cleaned masters/sorted with loot and all that from the beginning. i'm seeing multiple lines of this at end of papyrus log, not sure what it means or if it's a prob...Error: Cannot call StartCombat() on a None object, aborting function call stack: [ (FF000EA2)].WitchlightActorScript.OnDying() - "WitchlightActorScript.psc" Line 106 [01/27/2019 - 01:40:37AM])
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Project Spotlight: Beyond Skyrim - Cyrodiil
phillipjohnmc replied to BigBizkit's topic in Site Updates
In response to post #66774541. yeah they really should release it on both versions. i'm excited about the project but I don't want to get too excited because I think this is still a long ways off. but, TES6 is a long long looong ways off, so i'm not worried that that will drop and all interest in bs projects will just cease to exist. I think we'll see all of it in a couple years' time. and I think there will be other BS projects coming out sooner rather than later, namely Roscrea and Atmora, so i'm hanging in there -
Project Spotlight: Beyond Skyrim - Cyrodiil
phillipjohnmc replied to BigBizkit's topic in Site Updates
In response to post #66387126. if you want definitive proof on whether or not they're making the mod in oldrim or sse, watch: timestamp: 22:50 -
I have a pretty good mod list atm, but I have some lingering problems, the worst one..or really only one...being occasional game freezes. My mod list (loads in reverse order): some thoughts on what it might be (i'm kind of guessing here): obis, high level enemies, the sheer number of mods, the number of mods with scripts, wildcat, aft, other papyrus logs...I don't usually have them on, and would only turn them on for a reoccurring ctd, which for the most part I can solve those. don't know if that could help for a game freeze. the freezes often happen around combat, sometimes right at the beginning. they can happen randomly. anyway, if anyone has any expert thoughts, would much appreciate to hear...
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this was from so long ago, but I reread b/c I've been using fallrim tools resaver and am loving it so far. I discovered a mod causing a nasty ctd 1 min in-game, so I uninstalled the mod and used resaver to remove some 70 unattached(?) instances and 40 undefined(?) references. (I might have those labels backwards) btw I don't crash in front of the meadery any more. must have either been a nif file from SFO that I removed, or when I reordered the immersive armors esps
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Project Spotlight: Beyond Skyrim - Cyrodiil
phillipjohnmc replied to BigBizkit's topic in Site Updates
In response to post #64519381. #64520881, #64557586, #64558091, #64581501, #64606941, #64627541 are all replies on the same post. I disagree that the beyond skyrim projects won't finish. they're well organised and dedicated. just give them some time. if it took Bethesda six years to make skyrim, it's no surprise that it would take six years to make another province. and it's going to be six more years before TES6, so, just be patient for this. it'll happen -
Project Spotlight: Beyond Skyrim - Cyrodiil
phillipjohnmc replied to BigBizkit's topic in Site Updates
In response to post #64513911. #64514896, #64539931 are all replies on the same post. tes: vi is presumed for 2024. I think some of the smaller beyond skyrim projects (Roscrea, Atmora) will be out soon enough. be a little more encouraging! they'll be more likely to finish the whole thing -
does an unmodded skyrim ever ctd randomly?
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim LE
yes, i've been looking around since i posted this and have read that it does crash even without mods. so I think i'll keep playing with mods. with my current load order, at 145 mods, I've only had 1 ctd at lvl 14, and i'm lvl 35 now. thanks for replying -
i'm curious if so. i've only ever played a modded skyrim, and i've had a range of ctds with various mod lists, from hardly ever to somewhat frequently. I've gotten it down to hardly ever, but still, ctds occur. i love mods but hate ctds (and ctds are so hard to pinpoint) so if i just get rid of all mods and play unmodded (gulp)...would i still have ctds? what if i played unmodded but with enb (which i guess that's technically one mod)? would that ctd? and is there an easy way to know what caused the ctd? the crashdump files are too much of a headache but maybe that's the only way. would be nice if there were some sort of file you could look at that would say 'it's this mod and that mod ...'
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I had them as full lod but they don't show. they're in the whiterunworld, so I think they also have to be in tamrielworld, which means I have to place duplicates. beautiful whiterun uses aspens, and I prefer pines, so that's why i'm making my own. and also, beautiful whiterun's trees can't be seen from outside whiterun, so it has the same problem i'm trying to solve
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i want to create a simple mod in which i place a few pine trees inside whiterun and they appear from outside whiterun, from up close and from a distance, as would lods, although I think b/c of game engine limitations, I wouldn't be able to generate lods. i can get them inside no problem, but they don't show up outside. so i'm guessing I also have to place them outside, yeah? like duplicate trees? i don't suppose there's a way through xedit to duplicate the tree inside whiterun worldspace to appear in tamriel worldspace in the same spot?? anyone know about that? i know that if you generate lods for trees placed in tamriel worldspace which lie in the whiterun worldspace, the lods show up when inside the whiterun worldspace. so I want to avoid that. I believe you can edit the tree records of the outside trees...XESP - enable parent, and enter code 0x00000014, (is that right???) so that lodgen doesn't generate a lod for it, then set the outside tree record to be persistent and is full lod, something like that. does anyone know about this? am I on the right track?
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low detailed objects / cells not loading properly
phillipjohnmc replied to Vrakyas's topic in Skyrim's Skyrim SE
I've had this problem too. it also affects the trees. did you ever find a solution? -
yeah those dump files are literally a dump! garbage! I tested again around the meadery and didn't crash, but it needs testing after having travelled around (not fast travel) but travelling around on horse for a while to other regions, then returning and sprinting on horse (or just riding). seems to happen on horse, apparently b/c the game can't render something fast enough (maybe the problem nif) and crashes (which is kind of a lame reason to crash -- can't it just stutter or freeze for a second? but anyway...)
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the nif is vurt_greenyelplant.nif (from skyrim flora overhaul mod) and I removed the corresponding texture just to be sure that there wouldn't be some error with the program trying to find a non-existent nif for a texture (not sure that matters). how do you read/open the crashdump .dmp file? I downloaded 'debugging tools for windows' but it won't open it. it's a LOOT.exe-15856.dmp file, with other .dmp files above it, if these are the proper files to look at. there are also logs in a log folder, but they seem to be related to instances of mo2. I've read other players saying that understanding the crashdump file is a feat unto itself. would be nice to see a clue as to what mod is causing the crash. edit: found a site that analyses .dmp files, but, the files are from May, i just noticed. this crash happened 2 days ago. i must be looking at the wrong set of files
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to enable logging, you change the skyrim.ini thru mo2. i did test around the meadery yesterday with the esps switched round and the nif removed, and no crashing, even after having ridden to falkreath and back. it usually happens after i've been travelling round for a while, then return. but i'm sceptical, need to test more
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aahh, enable logging. I use mo2. any idea how to enable it? i'll look around to see if I can figure it out. I love open cities, it's a must-have...except I feel like it causes some problems, for example around windhelm. sometimes the city doesn't load right, and I have to force close the game. I've had issues around solitude with loading also, and in whiterun, some of the interiors exit into the closed world space. I've heard that open cities works well so long as you don't have a lot of other mods installed. I have 120 this time around, and had 200 in the past when I was using it. I love being able to just open the city gates and walk in, plus you have enemies come inside also, but I felt like I was having to reload the game too much, so I returned to the vanilla set up.
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my only hard save is when I created my character lol. I could start a new game and test, but i'm sure that it'll be fine at first, then the problem with resurface (unless I don't install any mods at all, but what fun is that?!) I'm on lvl 23 and I've already passed that area 100 times without any crashing. it just started, and curiously it was right after I began the quest that triggers the first dragon encounter. I wouldn't be surprised if it's immersive citizens that's causing the problem, since it changes AI pathways and the guards that take off to riverwood pass by the meadery. i'm still trying to figure it out. in my other playthroughs, it had happened also, and I didn't realise that it's sort of a 'thing'...I've read it happens to other players. it's a mod conflict. anyway, i'm gonna test it tonight to see if removing that nif will make a difference, and if switching those two esps around helps (loot is sometimes wrong, but rarely so; the mod author posted the correct order in the mod posts, don't know why loot's not sorting them right but the guy who runs loot can fix that if informed)
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thanks for the reply. I don't have an old save. i'm really bad about doing hard saves. I do quicksave all the time. maybe I shouldn't. I read different things about that, some say quicksaves are bad, others don't have a problem with it. when you say 'try with a new save', do you mean a new game? i'll check out the fallrim tool. other things I've found is: the honningbrew meadery ctd happens to a lot of people apparently, after they trigger the quest that unlocks the dragons, so I think this is another case of it; I have 2 esps which were out of order (immersive armors compilation esp and immersive armors eckstrra esp - loot put them in the wrong order); someone mentioned that they narrowed it down to a bad nif around the meadery, which is added by skyrim flora overhaul, and is a plant nif; immersive citizens might be an issue, too, which I wouldn't know how to fix that, except uninstall it, which might cause problems if done mid-game
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um, I mean 'whiterun'. anyway... thought I'd ask first before killing myself trying to narrow down the problem. i ctd outside of whiterun, along the road in front, around the brewery. up until now i haven't had a problem. i just triggered the dragon quest, and it's happened twice, once on the way to riverwood, and once on the the way back. i'm at level 23 and haven't had any problems at all so far, so i was getting kind of happy (have pared down mod list from 200 to 120 to help with issues and thought i had got them all). my load order, if that helps: and my texture/dialogue controls mods (which are in reverse order for some reason): i also use an enb with Re-engaged preset.
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thanks. yes, true and there are specialized lists for a good warrior/mage/archer/thief etc. there's a lot out there.
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what, or more importantly, where, are the best mod lists? I've cobbled together my own mods, and while it's not bad, I do get conflict issues and I'd like to try a list that's sort of tried and true. something performance-friendly but still makes things look good and gives a good playthrough. i'll probably still have to make compromises, but i'll like to see some other lists, have a look and see if I want to give it a try...
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i have a sound glitch, sounds like i'm jumping/landing even though i'm just walking. often happens when i stop walking. can happen randomly though. have been living with it but it's getting a bit annoying so i'm looking for a fix. i downloaded 'jump sound fix' from oldrim, but it hasn't solved the problem. not sure if it's helped at all (although it seems to happen less often). i read that Immersive Armors might be undoing a kind of sound fix in USSEP, although i don't see any overwriting in the install side of MO. anyone know about this problem and know of a fix? my load order:
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thanks...i figured out what happened. i've set up my lods go to the output folder on my games drive, which was originally a D drive, but i changed the letter to G. but, i forgot to change the address in the argument in MO2. facepalm
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i didn't use to have trouble. i use mo2 and have gened tree lods just fine. but just now i tried to regen tree lods and i get this access violation and it won't work. i run sselodgen as admin. i have billboards.