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TorNyan

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Everything posted by TorNyan

  1. EDIT: I re-installed Skyrim, most of my mods, the Creation Kit, and all my modding software. Started a new game. Works better now. BOSS re-orders strangly and NMM won't update my load order. plugins.txt is just... messed up. Oh, drag-and-drop in the load order in Wrye Bash doesn't work. Sorry I forgot to enable the cursor for the video. http://youtu.be/hyID6JzQ924 I've had problem with my load order before, but I think it's gotten worse. Also, not shown in the video. I started a new game recently, played for like an hour, made a new permanent save file at the inn in Whiterun, decided to try out Immersive Beds and New Bard Songs. Installed them, tried to re-order with NMM, but it didn't work I let them be at the bottom of my load order. Upon loading my save file, the game crashed after about 30 seconds of loading. I now backuped my second-latest save file where I was located exterior in Whiterun, tried to load it and it also crashed. I now uninstalled the new mods and replaced the broken save file with the one I backuped. Now listen carefully, this is strange. The game still crashed. I think this crash is perhaps not related to the mods I installed but maybe my load order. After this I recorded the video. EDIT: Papyrus log
  2. Aye, I will be even more careful. But what I don't get is how my save file (I mean THIS particular save file, that I made as a backup) could have been broken even though I did not overwrite it at any point and went back to my old mods. The warning upon loading it though suggests that I did not fully go back to my old mods. I'm not sure. Maybe I have overlooked something. And I should have made a backup of my backup save. By the way, if you change your load order (and I mean *just the order*), from a working one, to a one that also should work, can that affect your save file? Of course it will if you change something critical that would make mods incompatible with each other. Let's say you have a working one but just want to clean it up a little. Can just changing the order of some mods, from time to time, affect your save file?
  3. Okay, I will be explaining the process of my modding and my troubles very thoroughly. I hope that someone can help me explain why this happened to me, how I can prevent it, and, perhaps even come up with a solution. Bare with me. TL;DR? I Installed new mods, got CTD (Crash To Desktop) on loading screen, uninstalled. Same thing. I used a new permanent save file and didn't save after installing new mods. Prelude Hello. I was fed up with crashes and infinite and freezing loading screens, so I decided to leave behind my dear abused save file and start a new one. This time being a lot more selective with the mods I install, and ALWAYS try new mods out on a clean save file. Preparation I kept all the lovely mods that I've had no problem with that have worked fine, and removed some that I didn't need or hadn't had the patience to try out yet. I BOSS'd my load order. I got CTD on start-up and TES5Edit said that "moonpath_questdata.esp" must be loaded before "moonpath.esm". Which was weird, because, Moonthpath to Elswyr was uninstalled. I re-installed it. Had the same, or similiar problem with Wyrmstooth, which I solved by re-installing Wyrthstooth too, deleting %localappdata%/Skyrim directory and re-run BOSS. I was now able to start the game. At some point, I also deleted my My Games/Skyrim folder, too. New Game I started a new game, played until I came into Bleak Falls Temple, where I made a new permanent save file. This is the load order of that save file, according to Wrye Bash (I use NMM to install mods and re-order my load order.). Load Order of Save 112 (image) Load Order of Save 112 (text) Then I decided to install these mods: I UN-installed Beast Skeletons, as they are already included in Immersive Creatures that I installed. I also made some changes to my .ini files. Here, the entries starting with a semicolon ( :wink: are either the vanilla values (on "High" setting), or, if it's marked with "!!NEW!!", it means that the entry did not exist prior to me adding it. Skyrim.ini The commented SkyrimPrefs.iniSame thing here. The madness begins After starting the game and my rather new save file, It worked, but upon pressing [Esc] to open up the game menu I got a crash-to-desktop. Tried again and the same thing happened. After one more try, I think I actually managed to press [Esc] without a crash, however, after walking a few meters and facing an enemy, I got the crash. A trick I sometimes do is to disable a plugin from the Skyrim Launcher (the bashed patch usually, since it's last, but I don't think it matters which), close the launcher, open it again, re-enable the plugin. I think this shuffles around my load order a bit, but sometimes this works. Sometimes, after running BOSS, I get CTD on start-up. TES5Edit tells me something that a plugin needs its master to be loaded prior to it, which it already is. That is so frustrating and mind-bogging. This little trick, to disable and re-enable a plugin from the launcher, usually helps for CTD on start-up, and sometimes even CTD on loading screen. Bashed Patch I have had a batched patch for a while, but have never really figured out how to update it. I just open Wrye Bash, it says something about 'dates reset', and I close it again. I thought this might be how you make your Bashed Patch updated to your load order. I used Wrye Bash to add bash tags suggested by BOSS. In fact, I didn't know crap about Wrye Bash, so I decided to look things up. Apparently, red background means the plugin should be tagged as "disabled". I did that to the plugins it suggested. Minor change and moved RealisticNeedsandDiseases.esp to just above Hunterborn.esp, since the compatibility patch for those two mods listed Hunterborn.esp as its second master and RealisticNeedsandDiseases.esp as its third. I learnt how to re-build my bashed patch and did so. It finally worked... until... However, the plugins tagged with the "Disable" bash tag, were disabled in my load order and did not show up in my game (like Touring Carriages were just normal carriages that fast travels). Big surprise there, huh? I re-enabled the disabled plugins and started up the game. The loading screen were showing for about half a minute before it crashed to desktop. I re-built the Wrye Bash. No change. I tried my little trick mentioned above. No change. Tried uninstalling all the mods I had previously installed, again, the ones mentioned above (Immersive Creatures, Better Towns Textures, etc.). I re-installed Beast Skeletons. I changed extensions for d3d9.dll, enbseries.dll and enbhost.exe, to make them .bak instead, therefore disabling the ENB. I also renamed the "shaders" folder that came with RealVision ENB, to "shaders BAK", in order to disable those files. I don't know why, but upon loading the save file, it says that it relies on content that is no longer available and asks me if i really want to proceed loading, even though Wrye Bash doesn't list any in-active plugin for that save file. There are now no plugins with red background (i.e. "needs to be tagged with 'disable'"). This is probably because I uninstalled the new mods that I had installed, and Wrye Bash no longer thinks it's necessary. This is my current load order (exported from Nexus Mod Manager) DLCList.txtNow, what is DLCList.txt from %localappdata%/Skyrim, because I don't understand it. Bashed Patch Config The save file isn't important, but can someone please help me explain why this happened? Can a save file break by installing or uninstalling a mod, even though I did not overwrite the file after installing and uninstalling?
  4. Well, I guess robbery wasn't the right word then. Just stealing. I like it though. Perhaps Ars Metallica mod could be tweaked as to give a little less progression towards smithing for smelting, since the skill is focused on the actual smithing, but I agree to the statement of the author: "After all, that's as important as knowing how to shape it once refined." And to me it feels sort of worthless and unexciting to do these things without any progression. The same goes with cooking.
  5. Hey modders! So in my opinion, the player should be rewarded for stealing. Why not change the pickpocket skill to a robbery skill that will progress for each successful steal, weather it's by pickpocketing or simply taking an item from someone's table without getting caught. The skill tree for pickpocketing could be renamed and modified as to affect both stealing and pickpocket. The most simplest thing that I would really appreciate would be a mod that that featured pickpocket skill progression by simple stealing, similar to as how Ars Metallica added so that tanning, mining and smelting grants smithing skill progression. This way stealing will be more fun and feel more rewarding. :) Happy modding!
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