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Posts posted by phillipjohnmc
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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 thereSmedleyDButler wrote:In response to post #66387126.if you want definitive proof on whether or not they're making the mod in oldrim or sse, watch:SmedleyDButler wrote:In response to post #66107861.They've directly claimed that they cannot do it on oldrim mate.
SmedleyDButler wrote:
In response to post #65374531.It's a matter of necessity, not which version's player base is bigger. Oldrim engine wouldn't be able to handle a new full-blown province added.SmedleyDButler wrote:
In response to post #65327026.you have a source for that population claim?SmedleyDButler wrote: I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.
I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.
Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.
because if I go and look on steam right now it's pretty even.
and then steam charts claims that it's pretty much a 50/50 split.No, you're right; my numbers were out of date.
However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.
And it's not my opinion, that was said by the devs themselves on Roscrea streamWhich is funny, because the project (and many others) were undertaken on the assumption that the engine could handle another province just fine, and 5+ years of work were done under that assumption. Nor is the BS team the only group to have undertaken a project of similar size and not one of the non-BS parties has ever made that claim.
If they'd said they changed the because they wanted to, that's something else. Make the mod you want to make, sure, whatever. But trying to bolster a justification with a claim which directly contradicts their own words and actions of the previous several years is... questionable.
You're literally just repeating an earlier post with nothing new.
So I will also repeat myself too: If it was impossible in Oldrim, then why did they spend 5 years working on it in Oldrim, with the expectation that it would be released for Oldrim?
It only became "impossible" after SSE dropped.
You don't want to make it for Oldrim, sure. But don't lie about why.
timestamp: 22:50
This is actually very good news and the first I'd heard of this anywhere. I'd given up following the project very closely after the announcement that they were going to move development entirely to SSE, which frankly seemed very firm at the time. I expect that's why the streamer doing the interview is also surprised.
Whatever internal discussion took place, well, thank goodness they changed their minds to revert to the original plan.
I suppose this is another confirmation that development of such large modules all within Oldrim is perfectly feasible.
Well, thanks for the heads-up!
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In response to post #66387126.if you want definitive proof on whether or not they're making the mod in oldrim or sse, watch:SmedleyDButler wrote:In response to post #66107861.They've directly claimed that they cannot do it on oldrim mate.SmedleyDButler wrote:In response to post #65374531.It's a matter of necessity, not which version's player base is bigger. Oldrim engine wouldn't be able to handle a new full-blown province added.SmedleyDButler wrote:In response to post #65327026.you have a source for that population claim?SmedleyDButler wrote: I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.
I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.
Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.
because if I go and look on steam right now it's pretty even.
and then steam charts claims that it's pretty much a 50/50 split.No, you're right; my numbers were out of date.
However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.
And it's not my opinion, that was said by the devs themselves on Roscrea streamWhich is funny, because the project (and many others) were undertaken on the assumption that the engine could handle another province just fine, and 5+ years of work were done under that assumption. Nor is the BS team the only group to have undertaken a project of similar size and not one of the non-BS parties has ever made that claim.
If they'd said they changed the because they wanted to, that's something else. Make the mod you want to make, sure, whatever. But trying to bolster a justification with a claim which directly contradicts their own words and actions of the previous several years is... questionable.
You're literally just repeating an earlier post with nothing new.
So I will also repeat myself too: If it was impossible in Oldrim, then why did they spend 5 years working on it in Oldrim, with the expectation that it would be released for Oldrim?
It only became "impossible" after SSE dropped.
You don't want to make it for Oldrim, sure. But don't lie about why.
timestamp: 22:50
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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):
# This file was automatically generated by Mod Organizer.
+Bashed Patch
+SSE Merged Patch
+LODGen Tamrieltexture only
+Water HD
+Ultimate HD Fire Effects SSE
+Realistic Aspen Trees SE
+SLF Hair - Rough Hair - Lite 1K
+SSE - Skyrim Sun Enhanced
+Skyrim Flora Overhaul SE Trees Only v2.72a
+RUSTIC WINDOWS - Special Edition - 2K
+RUSTIC CLOTHING - Special Edition
+Pretty Sit Idle v1.41d
+High Poly Project v4.8
+Nordic Snow (aka HQ Snow Texture)
+Lockpicking Interface Redone
+LeanWolf's Better-Shaped Weapons - All in One Installer
+Immersive Animations
+Detailed Rugs
+NobleSkyrim - SMIM Patch
+B. Noble Skyrim - FULL PACK Performance Edition
+Ruins Clutter Improved
+ELECTRIFY S.E
+D13 Faster Get Up Stand Up SSE
+Common Clothes and Armors - 1k Textures
+Better MessageBox Controls
+Better Males Erect - Update Addon
+Better Males Remesh for Skyrim SE
+Better Falmer Cave Ceiling Glow
+Better Dialogue Controls
+Battle Ready Candlelight Fixes
+Ash Pile Retexture Version 2 Fire Glowplug-ins
+Realistic Walking Running and Sneaking Speeds
+RealisticWaterTwo LOD Fix
+RND-RWT Watercolor Patch
+Realistic Water Two
+Alternate Start - Live Another Life
+My Home is Your Home
+Relationship Dialogue Overhaul - Immersive Horses Patch
+RDO - CRF and USSEP Patches Final
+RDO - AFT Patch Final
+Flower Girls SE - VR
+Provincial Courier Service
+Darkwater Crossing
+More Tavern Idles
+Relationship Dialogue Overhaul - RDO Final
+Immersive Citizens - AI Overhaul
+PC Head Tracking and Voice Type SE
+Andromeda - Unique Standing Stones of Skyrim
+Savage Wolves
+Resurrect
+RUSTIC SOULGEMS - Special Edition
+Sleep Tight SE
+Pick up books simple
+SkyUI
+RS Children Patch Compendium
+Wearable Lanterns Interface
+Wearable Lanterns 4.0.3 Release
+Jiub's Opus
+SkyTEST Animallica Patch SE
+Animallica SE - Lore Friendly with Less Bright Animals
+Stones of Barenziah DROPPABLE plus Quest Markers
+Soul Gem Upgrading
+Acquisitive Soul Gems Multithreaded
+Go On Ahead
+WetandCold - Water's Edge Fix Addon
+Water's Edge Fix - Vivid Weathers
+XP32 Maximum Skeleton Special Extended
+Wonders of Weather
+Wet and Cold
+UNP Female Body Renewal
+UNP Body Fit Armors and Clothing
+Unique Uniques SE
+Splendor - Dragon Variants
+Skyrim Is Windy
+Skillful Chef - SE
+Simple Auto Unequip Ammo
+Realistic Conversations
+Real Roads SSE
+Protect your People SE + CRF Merged
+OBIS SE - Immersive Weapons Patch
+Multiple Floors Sandboxing
+Move it Dammit - SSE All-in-One Insaller
+Mannequins Stay Put
+Low Resolution Particles
+Lore-Based Loading Screens 1.3
+Lightning During Storms
+Leave Combat SSE
+Improved Hearthfire Lighting SE
+Improved Eyes Skyrim
+Total Character Makeover 1.2
+Immersive Weapons Patches SE
+Holidays SFO Patch
+High Level Enemies - Raised Ability Caps
+HLE - Increased Max Resists
+Go to bed
+Frostfall Effect Patch for Realistic Needs and Diseases
+FNIS Animations
+Fores New Idles in Skyrim SE - FNIS SE
+Footprints 1.5.3
+Faendal face
+Erik clear skin
+Diverse Dragons Collection SE (DDCse)
+Brighter Torches and Toggleable brighter candellight
+Ars Metallica - Smithing Enhancement
+Argis eyes
+Apocalypse - Ordinator Compatibility Patch
+Apocalypse - Magic of Skyrim
+Cutting Room Floor - No Snow Under the Roof Patch
+The Paarthurnax Dilemma
+Dragon Bridge
+Falling Gildergreen Petals - SE
+Bells of Skyrim
+A Few Trees in Whiterun
+Telengard
+Heljarchen Pool and Hot Bath EX for SSE
+Kynesgrove
+Heljarchen Kitchen SSE-4085-1-1
+Book Covers Skyrim - Lost Library
+Ivarstead
+Frostfall 3.4.1 SE Release
+Common Clothes and Armors
+Animated Eating Redux SE editon
+Amazing Follower Tweaks SE
+A Quality World Map - Classic with All Roads
+Vivid Weathers - Definitive Edition
+A Better Magelight - Enhanced
+Spell Research
+Cats in Skyrim - alternate location
+Shor's Stone
+Immersive Horses
+Castle Valdmire (SE)
+Immersive Patrols SE
+Immersive Fallen Trees SSE
+Cloaks of Skyrim SSE
+Morning Fogs SSE
+Dogs of Skyrim SSE Edition
+Birds and Flocks SSE Edition
+Immersive World Encounters SE
+Immersive Music
+Point The Way
+Holidays
+Populated Lands Roads Paths Legendary
+Better Vampire NPCs 1.6 SE
+High Level Enemies
+360 Walk and Run Plus
+Wildcat - Combat of Skyrim
+Immersive Weapons
+Guard Dialogue Overhaul (GDO) SSE
+SkyTEST - Realistic Animals and Predators 1.65
+Ordinator
+RealisticNeedsandDiseasesUSSEP
+WeightLess
+Man Those Borders
+Dawnstar Overhaul.zip
+Heljarchen Greenhouse SSE-4085-1-1
+Hearthfire Multiple Adoptions and Custom Home Support SE
+OBIS Special Edition v2.3
+Eli's Breezehome
+Winterhold
+Obsidian Mountain Fogs
+No Snow Under The Roof 3.2
+Landscape Fixes For Grass Mods
+Verdant 1k Textures
+Verdant 1.6.1 SSE Edition
+Whiterun Forest Borealis - Fixes
+Book Covers Skyrim
+Realistic Lighting Overhaul (RLO) SSE All-In-One Installer
+Placeable Statics
+Immersive Armors 8.1 SSE Test
+Cutting Room Floor
+Hot Springs of Skyrim
+Ducks and Swans for Skyrim SE
+Moonstone Castle SE
+Static Mesh Improvement Mod
+Wyrmstooth
+RS Children Overhaul
+Campfire 1.11SE Release
+Unofficial Skyrim Special Edition Patch
+Lanterns of Skyrim SE
+PapyrusUtil SE - Modders Scripting Utility Functions
+SKSE64 PC headtracking script
+SKSE64 extra plug-ins
+SKSE64 scripts
*DLC: Dragonborn
*DLC: HearthFires
*DLC: Dawnguardsome 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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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 happenghaladh wrote: Tamriel rebuilt, Skywind, Morroblivion and massive projects like this one will never get done. What baffles me is the fact that people never learn that no such undertaking has ever been completed so far in TES history, yet people keep being so dumbly optimistic and try it again every single time. I don't know if they keep lying to themselves or they truly believe that "this time is gonna be different". It's ludricous.
Rather than wasting time, efforts and resources in such a grand hopeless project I suggest you to learn from the previous failures: there is no use for a huge landmass when there is really nothing to do in beside walking and exploring. Start smaller, do just a part of land with a town and fill it with side quests. When you are done, proceed with another chop of land and do the same thing again. If the Gods smile on you, you might get enough towns to start connecting those places with more intricated and significant quests.
Many claim that Tamrield rebuilt has accomplished a lot. Yeah, in more than a decade has added a significant landmass to a (wonderful) game that very few people still play. Yet it's still a WIP. What's the point of it?
By releasing a finished town with quests every time you are done with it, it allows the player to remain interested in the project, to play what has been done so far (not just have a stroll in the new places, I really mean "PLAY" the mod).
You need different teams:
1) Environment team: those modders will merely create the environment and will keep it updated when necessary. That's going to be the biggest team because it encompasses graphic designers to develop new textures and meshes, exterior and interior designers and possibly programmers to implement new eventual features (interactive items, dynamic weather and lighting and so on...).
2) The NPCs and quest development team: those will fill the land prepared by the previous team with quests and NPCs. Two/four modders at best is what's necessary here.
3) Beta refining team: just a couple of modders that will scout the forum and apply the changes and the bug fixes reported by the players.
Think step-by-step and if one day the project would fall into oblivion, at least you will have given to the players a mod that can be played and enjoyed. Anything else would be a waste of time, talent and resources. Having teams dedicated to so many provinces at the same time will set the whole project in the neverending limbo of the never finished and unplayable WIPs.theblackpixel wrote: First of all full disclosure: Until recently I was the department director at Beyond Skyrim: Iliac Bay (I left due to time constraints). Second, the things I say here are my views, not some official statement by Beyond Skyrim.
Now, let me adress some of your complaints. The first thing you have to keep in mind is that modders do not work work for the players. I worked on the project because I liked doing level design and enjoyed the change of scenery that Beyond Skyrim offered. I met a really cool group of people and together we worked on a grand project. I rarely play Skyrim anymore, but I still very much enjoy modding it. I did not work on Iliac Bay because I wanted to release it but simply because I enjoyed working on Iliac Bay.
You make the mistake of viewing the effort Beyond Skyrim and Tamriel Rebuilt put into their project as wasted time. We're just having fun making things and every piece that gets released is just a gift to the community. The act of making those things in and of itself made it worth my time. You're upset at the presents you could've gotten instead of appreciating the ones you're getting. I understand why that bothers you but keep in mind; these projects are free, you invested nothing to get them. It's not like you paid 60 dollars for an early acces title which did not deliver, these projects do not have a responsability to you. A lot of these projects even avoid giving release dates as to not disappoint people if they miss them.
Now onto the second part of your complaint. A rolling release would indeed be something which lends itself well to larger projects like the ones in Beyond Skyrim, I certainly do agree with that notion. Your other issue however misses the point of what Beyond Skyrim is. It is not a single project but a conglomerate of multiple separate projects, sharing assets and a community, among other things. Think of it as this analogy, you cannot expect every European country to go help say Germany imrpove as a nation, they have their own nation to run but can help eachother out in other ways. People who work on Morrowind might have no interest in working on Cyrodiil and vice versa. In order to join Beyond Skyrim you already need to have an established project with some progress, in other words you need to have a team before you can become part of the larger endeavour.
Now onto the third part of your comment. You suggest having different teams to take care of different things. These do exist within every project, in Beyond Skyrim they're called departments. At Iliac Bay we had:
Level Design
Audio and Composing
Implementation and Scripting
Voice Acting
Writing and Lore
2D Artists
3D Artists
Marketing
Software development
I hope that answered some of your questions and offered some clarification as to how the things are the way they are.Pherim wrote: If they like what they do it's not a waste of time, at least not for the modders who participate in making it, but I agree that there is no reason to believe this will end up being any different than previous projects which aimed to do the exact same thing in the earlier games. To my knowledge, not even a single province has ever really been completed, not even the Morrowind main land in Tamriel Rebuilt, where they didn't even have to create the entire province (although the main land is bigger than the original game). And I totally agree that even if the landscape and towns and everything were finished at one point, there would still be the problem of content. Making all these areas is difficult enough, but filling them with fun and interesting gameplay is a completely different matter. Now, I haven't played Beyond Skyrim: Bruma yet, and from what I've heard it's pretty good, but for a whole continent many times the size of the original game? Not going to happen any time soon (and with regard to Tamriel Rebuild, "soon" could be at least up to 16 years). Skywind is also not available yet, 7 years after Skyrim's release. The only real exception seem to be the guys who made Enderal, who also managed to complete similar total conversions for Oblivion and Morrowind. On the other hand, Black Mesa (a fan remake of Half-Life 1 in the Half-Life 2 engine, if anyone is not aware) seems to be close to completion now, more than 14 years after the release of Half-Life 2 and three and a half years after it became an Early Access Steam Title (so they actually get money for making it now), and that's a pretty linear First Person shooter, no Open World RPG like Elder Scrolls, and certainly no huge open continent with multiple different provinces to explore. What I'm trying to say is these things take time, A LOT of time, and most of them never get finished.
Anyway, I don't want to be rude or anything, I have a lot of respect and admiration for people working on projects like this, being a modder myself. But some of the people commenting may be a bit too enthusiastic or optimistic about it. Still, it's great that a part of it can already be played, and even if the entire thing never gets finished, that's more than many other big projects managed to achieve.ghaladh wrote: Thank you for taking your time to explain. I admit I never considered the modder's point of view and I realize that I'm ignoring the rewarding feeling given by the creation of a mod; for a modder, I guess, working on a mod is as fun as actually playing the game, sometimes even more.
I created a few small mods for Morrowind, in the past, although I never released them to the public, because I simply wanted to modify a few things in the game that I didn't like the way they were, so I see modding as merely adding to the game something to make me like more the game itself. I didn't consider that modding itself might be something fun to do and that a modder doesn't have to necessarily "work for the players" or aim for a release.
Another thing I misunderstood is that those teams working on different provinces started as independent projects. Thanks to your explaination, I understand now that you guys are simply sharing the efforts to create a more compact and seamless work.
However, please, do not take my observations just as a mere complaint: I wanted to give some constructive criticism and hopefully some helpful insight, although I admit my point of view is biased and personal and it didn't take into consideration what you kindly explained to me.theblackpixel wrote: I'm glad I read your comment, as I mentioned there are some insights I would consider useful to me, other modders and the people at Beyond Skyrim (like the rolling release idea). You're correct, 'complaint' was definitely a bad choice of words. I'm not a native speaker, but I'm pretty sure it was a subconscious choice I made because I was a bit annoyed, my apologies. The view of Beyond Skyrim as one project is still a widespread misconception, and I'm not exactly sure how or if we would ever be able to alleviate that.
And of course your comment is personal and biased, so is mine. It would be concerning if you thought it wasn't. Looking into other point of views is what allows us to better understand both our own and someone else's opinions.
Have a nice dayMythos214 wrote: Didn't really read the whole thing, but all I can say is I've noticed the same thing that ghaladh's initial comment was saying (or at least the first paragraph about projects this size never getting finished or released), and I have the same fears. Which is why I would like to see this mod released in sections as they are finished and THEN as one whole province (or "mod pack", which in this case would be "Beyond Skyrim: Cyrodiil"), that way at least the people who have been waiting for it can actually get a chance to play what is finished, instead of being disappointed by another project that will never be finished.
I feel like Bruma was a step in the right direction, in that regard and is a format that should be repeated.Catsmacker wrote: While these projects may never "complete" in a way a commercial release might, I do not see this as a failing. These are volunteer projects by people who love the game, and want to enhance, repair or expand the experience and share the results of their efforts. Even if completion never happens, it seems to me that building a team, and defining and meeting milestones have value, and provide valuable experience and networks of talent for future projects. From my own external perspective, it seems that this lack of completion / polish is often a result of what I refer to as scope creep. It can be seen along the lines of well we accomplished a, but be would also be cool, so let's do that next. The only real failures I see typically revolve around unclear or ambiguous messaging and not clearly setting expectations, but again, in a volunteer project there are no guarantees that you will have every skill set covered. -
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 thingJoseSnake wrote: This is one of those projects that goes on for years and never releases, or when it releases is pretty much outdated (we'll have TES:VI by then).
I mean no disrespect to the Teams working on it though, is just the general rule for projects of this scope.BandyRFC wrote: Beyond Skyrim Bruma...Sonja wrote: "we'll have TES:VI by then"
~~~
First of all, I wouldn't want to bet on that.
Secondly, so what? The Tamriel Rebuilt Team is still, after all these years, continuing work on their project.. and guess what? People are *STILL* playing, and modding Morrowind. In fact, the Morrowind modding scene is very active, especially considering the age of the game.
What's to say that the same won't apply to Skyrim and the "Beyond Skyrim" project?
Thirdly, as is the case with Bethesda games in general, once it's even released, it will take at least a year before various patches and mods have begun to address whatever shortcomings TES VI has.... making Skyrim the more viable option for all kinds of people. Not to mention, there's no reason you can't play games concurrently; I switch between Morrowind, Oblivion and Skyrim on a regular basis. -
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
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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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I've had this problem too. it also affects the trees. did you ever find a solution?
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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:
# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Lanterns Of Skyrim - All In One - Main.esm
Unofficial Skyrim Special Edition Patch.esp
BSAssets.esm
BSHeartland.esm
BS_DLC_patch.esp
Campfire.esm
SMIM-SE-Merged-All.esp
Ducks and Swans.esp
Hotsprings of Skyrim.esp
Cutting Room Floor.esp
Leave Combat.esp
High Level Enemies - Raised Ability Caps.esp
LightngDuringStorm.esp
Book Covers Skyrim.esp
Prometheus_No_snow_Under_the_roof.esp
Winterhold.esp
Helgen Reborn.esp
OBIS SE.esp
Man Those Borders!.esp
WeightLessLegacyAll.esp
RealisticNeedsandDiseases.esp
Ordinator - Perks of Skyrim.esp
skyBirds_SSE.esp
SkyTEST-RealisticAnimals&Predators.esp
Hothtrooper44_ArmorCompilation.esp
Immersive Weapons.esp
Wildcat - Combat of Skyrim.esp
360WalkandRunPlus-RunBackwardSpeedAdjust.esp
High Level Enemies.esp
Populated Lands Roads Paths Legendary.esp
Holidays.esp
Point The Way.esp
Immersive Music.esp
Better Vampire NPCs.esp
Wheres Your Smelter.esp
BirdsAndFlocks_SSE.esp
Cloaks.esp
Immersive Patrols II.esp
Shor's Stone.esp
Cats-in-SkyrimSSE.esp
A Better Magelight - Enhanced.esp
Vivid WeathersSE.esp
icepenguinworldmapclassic.esp
Frostfall.esp
Ivarstead.esp
Book Covers Skyrim - Lost Library.esp
SkyrimIsWindy.esp
Skyrim Flora Overhaul.esp
Telengard.esp
Rorikstead.esp
Dragon Bridge.esp
notice board.esp
Missives.esp
No Snow Under The Roof - CRF Patch.esp
OBIS SE Patrols Addon.esp
Apocalypse - Magic of Skyrim.esp
Apocalypse - Ordinator Compatibility Patch.esp
Argis eyes.esp
Ars Metallica.esp
Cloaks - Dawnguard.esp
Cloaks - USSEP Patch.esp
Ordinator - Beyond Skyrim Bruma Patch.esp
DiverseDragonsCollectionSE.esp
Erik clear skin.esp
Faendal face.esp
Footprints.esp
RealisticNeedsandDiseases_Frostfall Patch.esp
High Level Enemies - Dawnguard.esp
High Level Enemies - Dragonborn.esp
High Level Enemies - Increased Max Resists.esp
Horse Storage.esp
Hothtrooper44_Armor_Ecksstra.esp
Improved Eyes Skyrim.esp
ImprovedHearthfireLighting.esp
Chesko_LoreBasedLoadingScreens.esp
FPSBoost.esp
PickUpBooksWithDLCSEE.esp
PyP_LE+CRF.esp
Real Roads.esp
Realistic-Voice.esp
RND_BSHeartland.esp
Simply Stronger Dragons.esp
ShocksCookingSkillHF.esp
ogSplendorDragons.esp
Companions Radiant Quests Requirement.esp
Unique Uniques.esp
UNP Vanilla Outfits.esp
WetandCold.esp
Vivid Weathers SE - Bruma Patch.esp
Vivid Weathers SE - LightingDuringStorm Patch.esp
SMIM-Bruma-Patch.esp
WondersofWeather.esp
FNIS.esp
XPMSSE.esp
OBIS SE - NoticeBoard - Addon.esp
sandboxcylinderheight.esp
USSEP-Immersive Weapons Patch.esp
Wildcat-Immersive Weapons Patch.esp
OBIS SE - Immersive Weapons Patch.esp
Brighter toggleable Candlelight and Torches.esp
Whistle.esp
VividWaterFix.esp
Alternate Start - Live Another Life.esp
Immersive Citizens - AI Overhaul.esp
Relationship Dialogue Overhaul.esp
More idle markers.esp
Darkwater Crossing.esp
Provincial Courier Service.esp
FlowerGirls SE.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Watercolor.esp
RWT Lod Fix.esp
RND-RWT Watercolor Patch.esp
RealisticSpeedMovementWalkingSE.esp
SSEMerged.esp
Bashed Patch, 0.espand my texture/dialogue controls mods (which are in reverse order for some reason):
+SLF Hair - Rough Hair - Lite 1K
+RUSTIC WINDOWS - Special Edition - 2K
+Realistic Aspen Trees SE
+Nordic Snow (aka HQ Snow Texture)
+Detailed Rugs
+NobleSkyrim - SMIM Patch
+NobleSkyrim - FULL PACK v.5.3.0 2K - For Skyrim Special Edition
+LeanWolf's Better-Shaped Weapons - All in One Installer
+D13 Faster Get Up Stand Up SSE
+Better MessageBox Controls
+Better Males Erect - Update Addon
+Better Males Remesh for Skyrim SE
+Better Falmer Cave Ceiling Glow
+Better Dialogue Controls
+Battle Ready Candlelight Fixes
+Ash Pile Retexture Version 2 Fire Glowi 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:
# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Lanterns Of Skyrim - All In One - Main.esm
Unofficial Skyrim Special Edition Patch.esp
BSAssets.esm
BSHeartland.esm
BS_DLC_patch.esp
Campfire.esm
RSkyrimChildren.esm
Falskaar.esm
SMIM-SE-Merged-All.esp
Ducks and Swans.esp
Hotsprings of Skyrim.esp
Cutting Room Floor.esp
WondersofWeather.esp
FNIS.esp
RSChildren Patch - BS Bruma.esp
RLO - Effects.esp
AK - Placeable Statics SE.esp
Whiterun Forest Borealis.esp
Prometheus_No_snow_Under_the_roof.esp
RLO - Interiors.esp
Book Covers Skyrim.esp
RLO - Illuminated Spells.esp
SMIM-Bruma-Patch.esp
Blowing in the Wind SSE.esp
Blowing in the Wind - Lanterns of Skyrim Patch SSE.esp
MoreBanditCamps.esp
Winterhold.esp
Helgen Reborn.esp
RLO - Exteriors.esp
OBIS SE.esp
VISPatch-OBIS SE.esp
Settlements Expanded SE.esp
OpulentThievesGuild.esp
SkyTEST-RealisticAnimals&Predators.esp
Immersive Sounds - Compendium.esp
BirdsOfSkyrim_SSE.esp
Dawnstar Overhaul.esp
LightngDuringStorm.esp
Man Those Borders!.esp
WeightLessLegacyAll.esp
RealisticNeedsandDiseases.esp
SC08WayshrineTamriel.esp
Ordinator - Perks of Skyrim.esp
Ordinator - Beyond Skyrim Bruma Patch.esp
SkyrimIsWindy.esp
Hothtrooper44_ArmorCompilation.esp
Populated Lands Roads Paths Legendary.esp
Holidays.esp
Point The Way.esp
High Level Enemies - Dragonborn.esp
High Level Enemies.esp
High Level Enemies - Raised Ability Caps.esp
Wildcat - Combat of Skyrim.esp
High Level Enemies - Increased Max Resists.esp
Better Vampire NPCs.esp
High Level Enemies - Dawnguard.esp
Perfect Whiterun.esp
Immersive Music.esp
Skyrim Flora Overhaul.esp
SimplyBiggerTreesSE.esp
JKs Whiterun.esp
Dogs-of-Skyrim.esp
JK's Riverwood.esp
Skyrim Better Roads and Bridges - All In One - Merged.esp
Cloaks.esp
Cloaks - USSEP Patch.esp
Tel Mithryn.esp
Raven Rock.esp
Populated Forts Towers Places Legendary.esp
Immersive Patrols II.esp
WindstadMine.esp
Populated Cities Towns Villages Legendary.esp
Skaal Village.esp
falkreathcabin.esp
Shor's Stone.esp
betterroadsnavmeshfix.esp
Cats-in-SkyrimSSE.esp
A Better Magelight - Enhanced.esp
ogSplendorDragons.esp
Footprints.esp
DiverseDragonsCollectionSE.esp
Ars Metallica.esp
Cloaks - Dawnguard.esp
Leave Combat.esp
Brighter toggleable Candlelight and Torches.esp
RLO - VIS Patch.esp
ImprovedHearthfireLighting.esp
RiverwoodTower.esp
Frostfall.esp
RealisticNeedsandDiseases_Frostfall Patch.esp
Ivarstead.esp
Provincial Courier Service.esp
Kynesgrove.esp
Book Covers Skyrim - Lost Library.esp
XPMSSE.esp
AmazingFollowerTweaks.esp
Eli_RiverwoodShack.esp
Telengard.esp
RiverwoodCabin.esp
Lush Falkreath.esp
Darkend.esp
Dragon Bridge.esp
notice board.esp
ForgottenCity.esp
Settlements Expanded SE - Lanterns of Skyrim Patch.esp
WellsOfSkyrimRND.esp
The Paarthurnax Dilemma.esp
JKs Whiterun exterior.esp
Blowing in the Wind - JK's Riverwood Patch SSE.esp
Settlements Expanded SE - No Snow Under the Roof Patch.esp
TheIsland.esp
Settlements Expanded SE - Skyrim Better Roads and Bridges Patch.esp
No Snow Under The Roof - CRF Patch.esp
Blowing in the Wind - Helgen Reborn Patch SSE.esp
Tel Mithryn Prison.esp
SC08WayshrineMapMarkers.esp
Ravengate.esp
Blowing in the Wind - SMIM Merged All Patch SSE.esp
OBIS SE - NoticeBoard - Addon.esp
Holidays SFO Patch.esp
AP Skyrim SE.esp
JMR Riverwood Guards - JK Compliant.esp
Realistic Falkreath Graveyard.esp
Apocalypse - Magic of Skyrim.esp
OBIS SE Patrols Addon.esp
VISPatch-OBIS Patrols Addon.esp
Animated Eating Redux.esp
dD - Enhanced Blood Main.esp
Move it Dammit - Less Wait Time.esp
Vivid WeathersSE.esp
WetandCold.esp
icepenguinworldmapclassic.esp
Chesko_WearableLantern.esp
FPSBoost.esp
Companions Radiant Quests Requirement.esp
RM Light Elven Armor.esp
Chesko_LoreBasedLoadingScreens.esp
Realistic-Voice.esp
ShocksCookingSkillHF.esp
Light Armor Clothing.esp
RSChildren.esp
PyP_LE+CRF.esp
RSC CRF Patch.esp
RSC Falskaar Patch.esp
RSC Forgotten City Patch.esp
RSC HR Patch.esp
RSC Populated Lite.esp
RSC Settlements Expanded SE Patch.esp
RND_BSHeartland.esp
FalskaarRNDPatch.esp
360WalkandRunPlus-RunBackwardSpeedAdjust.esp
Hothtrooper44_Armor_Ecksstra.esp
SGEyebrows.esp
BarenziahQuestMarkers_Droppable.esp
Erik clear skin.esp
Argis eyes.esp
Faendal face.esp
Unique Uniques.esp
Improved Eyes Skyrim.esp
VividWaterFix.esp
Vivid Weathers - Extended Rain.esp
Vivid Weathers SE - Bruma Patch.esp
Vivid Weathers SE - Extended Snow.esp
Vivid Weathers SE - Falskaar.esp
Vivid Weathers SE - LightingDuringStorm Patch.esp
Apocalypse - Ordinator Compatibility Patch.esp
sandboxcylinderheight.esp
Retching Netch Seating.esp
Simply Stronger Dragons.esp
VWExtendedRain - WaterFix - Patch.esp
VWExtendedSnow - WaterFix - Patch.esp
Wet&Cold - WaterFix - Addon.esp
Jump Sound Fix.esp
PickUpBooksWithDLCSEE.esp
My Home Is Your Home.esp
Open Cities Skyrim.esp
Immersive Citizens - AI Overhaul.esp
Open Cities Skyrim - Holidays.esp
Alternate Start - Live Another Life.esp
Relationship Dialogue Overhaul.esp
More idle markers.esp
Darkwater Crossing.esp
JK's Whiterun-Open cities SSE.esp
Convenient Horses.esp
CH Bruma Patch.esp
FlowerGirls SE.esp
OCS - Immersive Armors Patch.esp
notice board - open cities patch.esp
RealisticWaterTwo.esp
RWT Lod Fix.esp
RND-RWT Patch.esp
RealisticWaterTwo - Open Cities.esp
RealisticSpeedMovementWalkingSE.esp
SSEMerged.esp
Bashed Patch, 0.esp -
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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if you use windows 10, have you disabled Touch Keyboard and Handwriting Panel Service? enabled it will cause ctds every few minutes
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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.
ctd'ing near dragon mounds
in Skyrim SE
Posted · Edited by phillipjohnmc
subject line says it.
load order:
# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Lanterns Of Skyrim - All In One - Main.esm
RSkyrimChildren.esm
Unofficial Skyrim Special Edition Patch.esp
Ducks and Swans.esp
SkyUI_SE.esp
Verdant - A Skyrim Grass Plugin SSE Version.esp
Landscape Fixes For Grass Mods.esp
Prometheus_No_snow_Under_the_roof.esp
SMIM-SE-Merged-All.esp
Whiterun Forest Borealis.esp
Hotsprings of Skyrim.esp
Hothtrooper44_Armor_Ecksstra.esp
RLO - Effects.esp
RLO - Interiors.esp
RLO - Illuminated Spells.esp
Book Covers Skyrim.esp
Cutting Room Floor.esp
RLO - CRF Patch.esp
Obsidian Mountain Fogs.esp
Winterhold.esp
RLO - Exteriors.esp
Eli_Breezehome.esp
OBIS SE.esp
HearthfireMultiKid.esp
HearthfireMultiKid_LastName.esp
Dawnstar Overhaul.esp
Man Those Borders!.esp
SkyTEST-RealisticAnimals&Predators.esp
Hothtrooper44_ArmorCompilation.esp
WeightLessLegacyAll.esp
360WalkandRunPlus-RunBackwardSpeedAdjust.esp
High Level Enemies - Dragonborn.esp
Populated Lands Roads Paths Legendary.esp
Holidays.esp
Point The Way.esp
AmazingFollowerTweaks.esp
Immersive Weapons.esp
High Level Enemies.esp
More idle markers.esp
Better Vampire NPCs.esp
RSChildren.esp
High Level Enemies - Dawnguard.esp
Yggdrasil Music.esp
TheChoiceIsYours.esp
BirdsAndFlocks_SSE.esp
Dogs-of-Skyrim.esp
Morning Fogs SSE.esp
Cloaks.esp
Darkwater Crossing.esp
fallentreebridgesSSE.esp
Immersive Patrols II.esp
Immersive Horses.esp
Shor's Stone.esp
Cats-in-SkyrimSSE.esp
A Better Magelight - Enhanced.esp
Vivid WeathersSE.esp
icepenguinworldmapclassic.esp
Animated Eating Redux.esp
Common Clothes and Armors.esp
Ivarstead.esp
Vigilant.esp
moresmelters.esp
Book Covers Skyrim - Lost Library.esp
Provincial Courier Service.esp
FlowerGirls SE.esp
ElysiumEstate.esp
afewtreesinwhiterun.esp
Bells of Skyrim.esp
Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp
Dragon Bridge.esp
NSUTR_bugfixes.esp
NSUTR_groundsnow_mesh_fixes.esp
The Paarthurnax Dilemma.esp
NSUTR_improvements.esp
RLO - IC Patch.esp
Undriel_FallingGildergreenPetals.esp
Bells of Skyrim - ICAIO Patch.esp
Bells of Skyrim - Reduced Volume.esp
No Snow Under The Roof - CRF Patch.esp
Argis eyes.esp
Ars Metallica.esp
Brighter toggleable Candlelight and Torches.esp
RLO - VIS Patch.esp
DiverseDragonsCollectionSE.esp
Erik clear skin.esp
Footprints.esp
Faendal face.esp
FNIS.esp
GoToBed.esp
High Level Enemies - Increased Max Resists.esp
High Level Enemies - Raised Ability Caps.esp
USSEP-Immersive Weapons Patch.esp
Improved Eyes Skyrim.esp
Leave Combat.esp
mintylightningmod.esp
Vivid Weathers SE - LightingDuringStorm Patch.esp
Chesko_LoreBasedLoadingScreens.esp
FPSBoost.esp
Move it Dammit - Less Wait Time.esp
sandboxcylinderheight.esp
OBIS SE - Immersive Weapons Patch.esp
Real Roads.esp
Simple AUA.esp
ShocksCookingSkillHF.esp
SkyrimIsWindy.esp
ogSplendorDragons.esp
Unique Uniques.esp
UNP Vanilla Outfits.esp
WetandCold.esp
SGEyebrows.esp
WondersofWeather.esp
XPMSSE.esp
VividWaterFix.esp
Wet&Cold - WaterFix - Addon.esp
Animallica.esp
Skytest Animallica.esp
RSC CRF Patch.esp
RSC WT Patch.esp
PickUpBooksSimple.esp
SleepTight.esp
RUSTIC SOULGEMS - Unsorted.esp
Savage Wolves - Fox Fix.esp
PC Head Tracking - MCM.esp
PC Head Tracking - Patch.esp
Landscape For Grass Mods -Provincial Courier PATCH.esp
Landscape For Grass Mods - Arthmoor's Dragon Bridge PATCH.esp
TCIY BCS Patch.esp
Landscape For Grass Mods Arthmoor's Shor's Stone PATCH.esp
Realistic Falkreath Graveyard.esp
My Home Is Your Home.esp
OBIS SE Patrols Addon.esp
Qw_ArsMetallica_SMIM_MergedAll Patch.esp
Qw_BookCoversSkyrim_CRF Patch.esp
Qw_DucksAndSwans_USSEP Patch.esp
Book Covers Skyrim - Immersive Horses Patch.esp
Cloaks - Dawnguard.esp
Qw_CloaksOfSkyrim_CRF Patch.esp
Vigilant Voiced.esp
Ordinator - Perks of Skyrim.esp
Apocalypse - Magic of Skyrim.esp
Apocalypse - Ordinator Compatibility Patch.esp
Wildcat - Combat of Skyrim.esp
Wildcat-Immersive Weapons Patch.esp
RealisticSpeedMovementWalkingSE.esp
Alternate Start - Live Another Life.esp
Landscape Fixes For Grass mods - Alternate start Locations.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Watercolor.esp
RWT Lod Fix.esp
SSEMerged.esp
Bashed Patch, 0.esp
textures etc. (in reverse order):
+Water HD
+Ultimate HD Fire Effects SSE
+Realistic Aspen Trees SE
+SLF Hair - Rough Hair - Lite 1K
+SSE - Skyrim Sun Enhanced
+Skyrim Flora Overhaul SE Trees Only v2.72a
+RUSTIC WINDOWS - Special Edition - 2K
+RUSTIC CLOTHING - Special Edition
+Pretty Sit Idle v1.41d
+High Poly Project v4.8
+Nordic Snow (aka HQ Snow Texture)
+Lockpicking Interface Redone
+LeanWolf's Better-Shaped Weapons - All in One Installer
+Immersive Animations
+Detailed Rugs
+NobleSkyrim - SMIM Patch
+Authentic Mountains and Rocks
+B. Noble Skyrim - FULL PACK Performance Edition
+Ruins Clutter Improved
+ELECTRIFY S.E
+D13 Faster Get Up Stand Up SSE
+Common Clothes and Armors - 1k Textures
+Better MessageBox Controls
+Better Males Erect - Update Addon
+Better Males Remesh for Skyrim SE
+Better Falmer Cave Ceiling Glow
+Better Dialogue Controls
+Battle Ready Candlelight Fixes
+Ash Pile Retexture Version 2 Fire Glow
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])