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newhampshirean

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  1. Unfortunately, no. A scripting issue would have to be fixed within the script itself. This problem was never as simple as an .esp overwrite. :sad: Others with this problem have been able to narrow the issue down to Swift Potion, but even the mod author was unable to successfully recreate it. If you encounter this issue, the only recourse at this time is to try to start a new game, and/or disable/uninstall Swift Potion.
  2. Hmm I don't use Deadly Monsters. It is outdated (hence unsupported), and largely superseded by the functionality of some more recently updated mods. I've also seen it advised not to use Deadly Monsters various times due to issues with the mod itself (although I can't recall where). Deadly Dragons is technically in a similar position, support-wise, but Deadly Monsters was unfinished at the time the mod author stopped updating. Since Deadly Monsters would not be an issue for me, this is probably more evidence of the issue not being a 1:1 situation. I've never seen an issue so elusive as this before in my modding experience; at least not one that would have been disruptive enough to necessitate this kind of investigation. If you're dead-set on using the functionality of Swift Potion Reborn, I would suggest either reverting to an earlier version (the one before JContainers did not have this problem for me) and seeing if you can get it to work with your game, or trying another mod like Auto Consume Potions. Most versions of Swift Potion have refused to work consistently for me with my loadouts, hence why I left it altogether. It is the only mod of its kind that worked the exact way I needed it to (when it did work), though, so I never switched to another mod. I've since just had to adapt my gameplay around its exclusion--one step closer to vanilla, I suppose. (Also, I doubt Deadly Monsters has anything to do with it. That mod is a balance tweak, and so, unscripted, if my memory serves me.)
  3. While it no longer affects me, it might be worth looking into for the benefit of other users. But, no, it isn't a pressing issue to me anymore. When I had more time, I actually spent more time modding, patching, and troubleshooting than actually playing the game. If that sounds like complaining, it really isn't. I enjoyed the puzzle-esque aspects of getting mods to work well together and fixing bugs and resolving conflicts myself. (It's not much different than my work as an accountant. LOL.) If you are similar and still want to take a look, go for it, and if you find anything conclusive, I would post your findings to the Swift Potion Reborn mod page. Perhaps as a reply to oxman1's related comment there.
  4. Well, like I said, the problem disappeared when I stopped using those mods. I wasn't trying to troubleshoot it at the time (nobody responded to this thread for a while, and I never saw a similar issue elsewhere). I just happened to be starting a new game, so I culled some mods from my load order that I knew historically had been problematic. My game wasn't in shambles at that point or anything, but I had been experiencing crashing in combat and exteriors more frequently than I was used to. I was mainly just trying to reduce running scripts to simplify future troubleshooting. So when the NPC/inventory problem didn't occur in this new game, I was glad, but I didn't have a concrete answer. And since I don't have a lot of time anymore to dedicate to testing (as well as having a limited know-how when it comes to scripting), I never went back to get that concrete answer. However, it looks like oxman1's experience seems to corroborate my own. I never truly suspected Enhanced Blood Textures to be the issue, myself, despite it having it's own issues for some. And I'm aware that Swift Potion doesn't have overwrites; if Swift Potion is the culprit, it would be all in the scripting. It's par for the course when it comes to weird issues like this. My only theory (which doesn't mean much) is that it may have something to do with the JContainers SKSE plugin, as that dependency is the major difference in the new version of Swift Potion Reborn and I first encountered this after upgrading. (Yes, with a new save). Either way, since I didn't do the necessary follow-up at the time, I didn't go out and point the finger at Swift Potion. Like I've said before: for all I know, it could be some strange, freak, unreproducible scripting problem. It could be an issue only possible when certain mods interact. Who knows? Papyrus logs never helped. This is my load order. But since I don't have the problem with this LO, it's not really worth anything now.
  5. @oxman1 Since my last post (in my new game), I have never run into this problem. But, like I said, I was unable to completely identify the cause. I could also not reliably reproduce it for testing when I did have it--not that that would have helped much considering how scripts work in saves. If you have no problem starting a new game, or better yet, can reliably reproduce the bug yourself, try testing a fresh game minus Enhanced Blood Textures and/or Swift Potion Reborn. These (along with Forgotten Magic Reborn and Burn Freeze Shock Effects, which you don't have) are the only mods I removed when I started my new game. And, like I said, even though that would seem to have solved my problem, I have not bothered those mod authors about this as it was too difficult to test/confirm. For all I know, it could be a one-in-a-million vanilla scripting error. Good luck!
  6. Although I didn't approach it very scientifically since my intention was not primarily to troubleshoot, I just started a new game sans Enhanced Blood Textures and Swift Potion Reborn (the only changes). I have yet to encounter this bug so far. Certainly not a definitive "case closed", but it's possible the scripts in either of those mods may have played a role. As to whether or not is was a freak script error that attached itself to my save early on, or some wierd interaction with scripts from other mods, or something entirely different, I have no way of knowing. But if anyone else encounters this and they are using one or both of these mods, try testing without them. [NOTE: Even after using the MCM uninstall options and scrubbing clean with a script tool, I couldn't make my existing save stable after removing these mods. Although that may be because of how old/large it was at that point.]
  7. @CompliantCriminalScum I'm glad that you aren't using ASIS so that I can eliminate that as a possibility (maybe), because I was pretty sure it wasn't an issue, having used it ad infinitum. As far as your load order: I have quite a bit of overlap with you, however in general, our installs are vastly different from one another. One thing that made me curious, however, was that we both use Swift Potion...I don't know why, but I keep having this feeling that that mod is somehow involved. I haven't bothered posting on that mod page because on the surface I can't find any reason why it would be doing something so weird, and my limited scripting knowledge makes it impossible to investigate further. Are you using the most recent version of Swift Potion with the JContainers requirement?
  8. I still haven't been able to determine the cause. Terminating scripts and clean saving does not completely remove the issue. Luckily the game is still playable, and it does not seem to be exacerbated by a larger save file. However, when it does appear, it seems to still around for a while like a cold, and it can be pretty disruptive to have to continuously reload.
  9. So, as the title implies, I've been plagued with the strangest bug I've ever seen. Enemy NPCs/creatures are being placed dynamically into my inventory. Here are the specifics of the actual event: There is no consistent impetus. It can happen while looting a chest or body. It seems to happen more often in combat. Most often it seems to happen completely randomly.The object placed in my inventory is an actual NPC, not a token or similar; it isn't an object at all, but a line with the name of an NPC and their weight (which is usually 50 or 100).So far, these have only been NPCs from leveled lists (Bandit, Outlaw, Dwarven Centurion, Frost Troll, Hagraven, etc.).This object counts towards my weight total. This makes it easy to detect when it happens if it overencumbers me.There is no message associated with this occurrence, a la harvesting or picking up an item from the world.If I "drop" the object, it may or may not be removed, and upon closing the inventory menu, that NPC will spawn "placeatme"-style.The NPC can NOT be removed via the console because NPC Editor IDs are not valid targets for the relevant inventory commands (removeallitems and showinventory also do nothing). But, most importantly: if I hover over the object in the inventory screen, or drop the object (and it tries to come back), the game instantly crashes to desktop. This may have something to do with the game attempting to retrieve and display a model in the inventory menu, but I can only speculate at this point. Before I go any further, here are the results of my troubleshooting: There are two iterations: (1) the object appears in my inventory and stays there until it causes a CTD, or (2) an object is at once placed into and removed from my inventory.The second iteration does not seem to cause crashes, but it happens repeatedly (every few seconds) until I exit Skyrim, spamming "You are carrying to much to run". :down:If I notice an object in my inventory (the first case above), I can save the game and reload or "player.kill" and the object will be gone. For now...Given its nature, I assume it has to be script-based. But throughout all the savegames I've inspected, I have yet to find a common script running near crash time.Nor have I ever had an instance of unattached/orphaned scripts in my current playthrough (nor should I have any reason to).Since I cannot consistently reproduce it, and because I have not updated or removed any scripts since I began playing, I have not bothered to test a completely new character.Luckily, it is not ever-present. How often it shows up seems to be random (some days I never run into it).Has anyone ever encountered this before!? :confused: Searches on these forums, my mods' pages, and Google don't yield anything. I want to blame ASIS, because, as much as I find it essential, it usually is to blame. But I've been using ASIS for a loooong time and have never encountered this before. And even though I'm on a fresh install, this is the same version number of ASIS I'd been using previously. In fact, most of my install is identical (with nothing new that I would suspect is related to this).
  10. I just encountered the strangest problem while using Mod Organizer (although I cannot necessarily connect the two). I'm going through a "fresh" install, and after some routine playtesting, I went to adjust my ini settings through Mod Organizer. Only once I selected the ini button, MO stopped responding for a good four or five minutes before returning a "bad allocation" error. After a little tinkering--deleting/restoring inis and such--I realized what was probably causing the error/timeout... My falloutprefs.ini (in my MO profile), which should be ~21kb in size, was 88,612kb!!! :sick: Upon inspection, it seems to have near infinitely reproduced a few groups of entries. Has anyone encountered something like this before, or have any idea what the cause may be? I highly doubt it's something Mod Organizer did, and I've never encountered this issue before in seven years of modding Bethesda games. The only thing I could think of is User Interface Organizer, as I know that dynamically makes adjustments to the fallout.ini. However, according to its logs, it doesn't seem to touch the prefs ini, so I'm not so sure that UIO is the culprit (which is why I posted here). Obviously restoring the ini isn't that difficult, but I'd like to eliminate the problem altogether if possible. It could also be indicative of further problems yet to be detected.
  11. EDIT: Well, I kind of solved my problem. This thread can be deleted.
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