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imaqtpiesub

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Everything posted by imaqtpiesub

  1. Yea definitely VRAM. ram could use an upgrade too but 8gb might just scrape by if you don't go crazy on the mods. I have 8gb of vram and I still stutter sometimes because I'm the kind of guy who literally installs a million 4k textures everywhere lol.
  2. Yeaaa your loadorder is really clean. No conflicts at all really. U sure it ain't your computer? lol. Sounds like a hardware problem to me. Post your specs maybe?
  3. "For instance Skyrim Immersive Creatures has an Higher Level Enemies file, but I have Higher Level Enemies installed already. If I had both installed and active would they conflict?" Yes. Try to stick with the skse64 stuff once you do hop over. I have pretty much every single large skse64 mod rn including immersive creations and HLE.
  4. Ok my dude. Imma just be blunt here. I've been modding skyrim for quite awhile and that loadorder is a nightmare just looking at it. 1. you have 172 plugins and no bashed or merged patch that is really bad 2. You are running BOTH ELFX and RLO. That is asking for trouble especially since your running the exterior module of both mods too. Ignore anyone who says they are compatible no they are not. 3. Your extensive mods are a nightmare. You are running like 6-7 HUGE mods/quest mods ON TOP of your 172 plugins. (Rigmor is a bugfest with a lot of mods) I won't tell you to disable any cuz honestly thats your choice but unless you have really good knowledge in merging and making patches yourself that many quest mods and mods like immersive armors (which doesn't play well with large plugin lists like yours) 4. Your load order does not look good. You shouldn't rely solely on LOOT at this point. Many quest mods should go lower. Read each and every mod's description in terms of placement and really at over 100 plugins LOOT should be just a simple reorder before you manually sort out each and every mod on your load order. Just being honest and throwing my 2 cents out there. I myself just deleted a bunch of script-heavy mods (cuz they suck the most once your mod list grows) and my game has never been more stable. Word of advice since you seem to LOVE scripty-mods. Learn the basics of xedit, wyrebash. Modding your game is choosing to have more features at the cost of stability but you can minimize this by following the proper methodology. :smile: EDIT: also remove the papyrus logging stuff from your ini. It doesn't solve anything at all in terms of telling what crashed your game. utterly useless will only bog down your game.
  5. 1. make bashed and merged patch if you didn't already 2. I really dont think messing with the timescale is a good idea for stability looking at your mods. 3. battle aftermath is known to cause alot of problems But hey, I'm a pretty clueless guy too. Just my two-cents on what I would do. :)
  6. Not sure if you know this already but did you remove the leveled lists for actors and items when you made the merged patch? Wyrebash should be the one to handle leveled lists. Also I did things differently than Yian using a guide and nothing stated " Ignore and uncheck everything except the leveled list function; you want your bashed patch handle only the level list (because everything else doesn't quite work. But hey, maybe I did things wrong too. At least my game is super stable atm with 200 plugins. Either way I reaaly don't think a patch is the reason for your crash in the first place. Best way to test is to do it the stinky way. Remove all mods and add them in an orderly manner starting with large gameplay overhauls --> weather stuffs --> etc. and try and find the culprit.
  7. nvm seems like its a known bug.
  8. Hey guys, This is asking a lot but could anyone help check this short load order (of my entire 160ish pugins). This is the bottom half and the only parts that give me errors in xEdit. These mods obviously conflict and theres no going around that but I just want to make SURE they are in the most beneficial order. Also any insight into the errors of xedit, mainly the navmesh ones and if they would cause crashes or just "simply" result in empty voids in my game where something was replaced. THANKS This is my current load order for the mods that matter: AKSKyrimUnderground Alternate Start RAO - Alternate Start Patch Immersive Citizens - AI Overhaul Open Cities JK's Whiterun-Open cities SSE Immersive Citizens - OCS patch (open cities) SoS ImmersiveCitizens Patch RLO - IC Patch Relationship Dialogue Overhaul RDO - AFT RDO - USSEP Patch RealisticWaterTwo RW2 + Verdant patch Palaces Castles Enhanced PCE - USSEP PCE - Live Another Life PCE - Immersive Citizens PCE- Open Cities PCE - RDO PCE - RLO SSEMerged Bashed Patch BELOW ARE THE XEDIT ERRORS (Probably can ignore the abandonedprisonCELL in SKYRIMUNDERGROUND as I'm almost certain that's the same cell as Alternate Start) [00:03] Checking for Errors in [0A] AKSkyrimUnderground.esp [00:05] [REFR:0A5314B9] (places FarmBTrapdoor02 "Trapdoor" [DOOR:000E9E08] in GRUP Cell Persistent Children of DarkwaterCrossingGoldenrockMine "Goldenrock Mine" [CELL:00013A8A]) [00:05] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00061DCB] (in GRUP Cell Temporary Children of DarkwaterCrossingGoldenrockMine "Goldenrock Mine" [CELL:00013A8A])"> [00:07] [REFR:0A35C0B3] (places ImpDoorExtHoleDoorLoad01 "Wooden Door" [DOOR:0004E2C2] in GRUP Cell Persistent Children of AbandonedPrison01 "Abandoned Prison" [CELL:00021594]) [00:07] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:0005819D] (in GRUP Cell Temporary Children of AbandonedPrison01 "Abandoned Prison" [CELL:00021594])"> [00:08] Checking for Errors in [0B] Alternate Start - Live Another Life.esp [00:09] Checking for Errors in [0C] RAO - Alternate Start Patch.esp [00:09] Checking for Errors in [0D] Immersive Citizens - AI Overhaul.esp [00:16] NPCOWhiterunLuciaSitNearBanneredMare19x2 [PACK:0DFCC0AE] [00:16] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> Target is not persistent [00:17] Checking for Errors in [0E] Open Cities Skyrim.esp [00:17] [REFR:00077323] (places SHouseDoor01 "Door" [DOOR:000368CE] in GRUP Cell Persistent Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289]) [00:17] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000772CD] (in GRUP Cell Temporary Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289])"> [00:19] Checking for Errors in [0F] JK's Whiterun-Open cities SSE.esp [00:19] Checking for Errors in [10] Immersive Citizens - OCS patch.esp [00:19] Checking for Errors in [11] SoS_ImmersiveCitizens_Patch.esp [00:19] Checking for Errors in [12] RLO - IC Patch.esp [00:19] Checking for Errors in [13] Relationship Dialogue Overhaul.esp [00:23] Checking for Errors in [14] RDO - AFT v1.66 Patch.esp [00:24] Checking for Errors in [15] RDO - USSEP Patch.esp [00:24] Checking for Errors in [16] RealisticWaterTwo.esp [00:24] Checking for Errors in [17] RealisticWaterTwo+-+Verdant+Patch.esp [00:24] Checking for Errors in [18] RealisticWaterTwo - Watercolor.esp [00:24] Checking for Errors in [19] Palaces Castles Enhanced.esp [00:24] _CuNPCGuardWeak "Solitude Guard" [NPC_:191EECA5] [00:24] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 24 not found in NordRace "Nord" [RACE:00013746]> [00:24] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 31 not found in NordRace "Nord" [RACE:00013746]> [00:27] [REFR:0007C3DF] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4]) at 42,-25) [00:27] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000F7E94] (in GRUP Cell Temporary Children of RiftenCitySouth [CELL:00042245] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-25))"> [00:28] Checking for Errors in [1A] PCE - USSEP Patch.esp [00:28] Checking for Errors in [1B] PCE - Live Another Life Patch.esp [00:28] Checking for Errors in [1C] PCE - Immersive Citizens AI Overhaul Patch.esp [00:28] Checking for Errors in [1D] PCE - Open Cities Patch.esp [00:28] Checking for Errors in [1E] PCE - RDO Patch.esp [00:28] Checking for Errors in [1F] PCE - RLO Patch.esp [00:28] All Done!
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