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About AmericanJackal

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Fix for Skyrim crashing instantly with enb on Windows 10
AmericanJackal replied to williamlee's topic in Skyrim's Skyrim LE
Here I was about to get rid of my ENB, cry, and then redo my entire mod list to not include an ENB. Thank you SO much for posting this. It was not an obvious fix for me.- 157 replies
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- windows 10
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Modding only for the rich in the future?
AmericanJackal replied to KaiserDeathIV's topic in PC Gaming
Steam is, in my opinion, becoming corrupted. It's learned some dirty habits after its success with Greenlight. Valve makes a ton of money off Greenlight, as do the developers -- but so many of the games are flops and have no business being behind a major distributor paygate like Steam. Very, very few of them have an actual timetable set up for completion, and there are a lot of games being posted that are just 1 of many belonging to a particular 'studio' or team that has no track record for completing their gamese. Others are straight-up copy and pasted ideas from other Greenlight games, sometimes even running on the exact same engine. Paid mods are a far more difficult beast to master, in my opinion. Valve (and any major studio, Bethesda included) is tranishing their own image by allowing a marketplace where 'poor service' and 'broken gameplay' will become synonomous with paid content endorsed by them. In the end, it's all about money, and they know that there are plenty of modders out there who are either greedy (those folks who will post reskins as paid content) or just jaded and would love to see any kind of return from their work, even if it's just 25% of the posted value. What really frightens me is that this 'paid mod' system could crack open the door for Steam to become a lot more aggressive with its DRM, and get developers to agree to lock their games down so that mods can't be installed or played unless downloaded from the Workshop. -
Paid Mods: Something I've Been Wondering About...
AmericanJackal replied to Chickenudoom's topic in Skyrim's Skyrim LE
Steam could conceivably be ugly about that; it is, after all, a DRM solution. Skyrim may be difficult to work out, but future games may require mods to generate some sort of ID or license bit that Steam could check against your account before allowing you to play with it. (The thought makes me shudder -- it would deal a huge blow against free-sharing of mods like here on Nexus). You will also not have access to updates. That could be a problem on new games that frequently pump out major bug fixes and patches. The first year of every Bethesda game is always a development race against the official patches and what they break in your mods. -
Point blank, I'm not using paid mods. I never will. I will never use free mods that require paid mods in order to get the 'full effect.' Some people may see it differently, but as a heavy modder with a limited 'throw away' budget, I can not be spending money on something that will have an extremely high chance of becoming incompatible with my build down the road (if not immediately). I can't even speak to the dark, ugly feelings in my gut concerning the ethical violations and drama I see in the modding community's future. But, whatever... I think the short-term greediness of offering a paid mod is going to blow up in people's faces. One of the things that tends to propel good mods into the spotlight and earn them those thousands of downloads isn't the fact that they're simply good, it's the fact that they get a lot of exposure from guides or work well with other very popular mods. An example of this would be STEP: take a look at the mods that STEP recommends, and you'll notice that all of the files they recommend often have 50k-100k more downloads than other files from the same mod page. I don't work with the folks at STEP, and I can't speak for them at all, but I find it dubious that they would include paid mods as a part of their mod collections. For one, it would make testing the 100+ mods far more difficult, because cross-mod patches for paid mods will be slow (if not plagued by drama). It would be my sincere hope that Nexus would show some support for the majority of the modding community, and not offer any kind of advertising for these mods. Mods posted here should not be able to link back to paid-only updated versions or try to redirect people to a 'better' paid mod. If people have a legal right to charge for their mods, let them do so, but let's keep up the spirit of free development HERE, in this community. I found it very bad form for some of our modders to make their -current-, widely used mods pay-only, without any warning. I am not going to point fingers, but it should go without saying that had these mods not been included in places like GEM or STEP to begin with, they would have to build a consumer base for that particular mod from scratch and wouldn't be able to strongarm players who want to keep their setups up-to-date to pay out. It's ugly, and that's all I'm going to say on that.
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I decided to save Erandur, only to discover that he's a priest with no magicka. I found a mod on the Nexus that changes him quite a bit, but the only thing that immediately updated when I installed this mod was his facial appearance. The new skills or stats did not update. Not wanting such a big overhaul anyway, I jumped into the creation kit and just created a new class for him based on his old one (Priest -> PriestErandur, to prevent it messing with other NPCs with Priest as their class) and tweaked his skill and attribute weights to better suit his background story. I tested these changes with a new save game and found them to be very satisfactory. However, in my MAIN SAVE GAME, I can not get him to update, and I can't find any instructions on how to make him update. I took him back to Nightcaller Temple and left him there, and then went to the Dawnstar Inn and waited 3 days (72 hours) and that did not appear to work -- can someone give me proper instructions?
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Claralux has never seen my current save game (and I don't believe it's even ever seen my current install of Skyrim). The crashing shown in both of these logs is actually occurring in Riverwood, usually as I attempt to go over the bridge or in any way go near the water in front of the bridge. The FCadditemAndDelete errors seemed to have gone away the moment I removed Improved Fish, so I really think its the culprit. I am going to test this particular mod multiple times and then report it to the mod author, as I actually really like that mod and would like to see it stablized. I did not think to clean the fishing mods because BOSS didn't tell me I needed to -- are the messages from BOSS actual active detections, or are they reports that people have provided from the BOSS database? (If it is the latter, then I suspect I have a LOT more cleaning to do. D: ) I now have repeatable errors in Riverwood that look like the following (post cleaning): It's far more manageable now, however.
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They happen exclusively in the world space, outside. I do use BOSS for load order. The way I install my mods, I allow NMM to DL and unpack them for me (unless its a particularly fidgety mod), and then I fire up Wyre Bash. I use Wyre Bash's shortcut to BOSS to dictate load order, fix the unrecognized plugins, do a bashed patch, then run the ASIS program to update. I reduced some crashes just by cleaning all of my mods using the tutorial linked in BOSS. Crashes were greatly reduced after removing the mods which add birds and fish (skyBirds and Improved Fish). I'm not entirely sure why these mods would create crashes, other than maybe overtaxing the system when I walked into a spawner. I'm going to look into ways to optimize them. I am currently working on redoing my Texture Combiner 'mod' (done with Texture Pack Combiner) to use somewhat lower, less-intensive textures where-ever possible. (I have a very beefy machine, but that nevertheless doesn't fix the problem with Skyrim just refusing to use more memory.) I chose to try this after noticing that the game will consistently crash on hitting 2.8GB of RAM.
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Problem with creating a Custom Follower
AmericanJackal replied to Kanarus's topic in Skyrim's Skyrim LE
Are you sure the NPC is not wandering away? Did you give them any kind of AI packages that may (inadvertly) lead them to try and go somewhere? (Such as you directly copied some AI packages.) You can try to forcibly move the NPC to your location (check for the console moveto commands, I don't know them off-hand), or you can try to move yourself to where THEY are to figure out where they are standing and why. -
Problem with Skyrim after modding
AmericanJackal replied to elegantexcalibur's topic in Skyrim's Skyrim LE
First of all, you may want to make sure that it is not the mod creating these issues. Start two new test games -- one WITH the mod, and one without. (Make sure you use NMM to uninstall the mod for the one without.) If the problem persists after uninstalling, then you know you have a problem with Skyrim. If the problem persists only on the games WITH the mod, then you know there is something faulty with the mod. If you know it is the mod, your first step should be to go back to the mod page where you got it, and read the description to make sure the author didn't provide any troubleshooting instructions or warnings about the issue. Then, check the comments section and go back a few pages to see if other users have had similar problems, and if a fix was recommended. If you really want to use the mod, I suggest getting a copy of your Papyrus logs (the tail end should do), and provide it to the mod author in their mod thread or comment section, and explain your issue (politely). They may have a quick fix. -
With Frostfall 2.0 about to roll out, I want to get my Skyrim installation as ready as humanly possible without having to kiss some of my more beloved mods goodbye. I am having issued with phantom CTDs that occur every 2-5 minutes or so, and of course, I know its because of mod conflicts. :( I'm hoping the community can help me weed out the worst offenders and give me suggestions on how to correct salvageable mods that are causing problems or are known to cause problems, or even suggest more stable alternatives (so if you like to really sell a favorite mod, now is the time to do it!). ASIS Setup -- Checked Items - Perks, Spells, Potions, AI I have the entire SkyRealism array of mods included as perk exclusions in the Perks config because for some reason it causes catastrophic CTDs. MOD LIST: Here are two logs from CTDs occuring within the same area moments... the second log includes lines which appear very often with MOST of my crashes, so I really, really want to run them down -- LAST CRASH -- SECOND LOG, with COMMON ERRORS: Any help that anyone can provide would be very, very appreciated.
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Is there a mod out there available that can fix the "hard plastic" or "wet solid" look of khajiit fur? (If it also tackles other 'heavily furred' animals like wolves, too, that would be a great bonus.) The textures look fine and I have CoverKhajiits, but it doesn't solve the bizarre issue with having very shiny body parts. As an aside -- are there also any mods that replace the 'claws' on Khajiits in first-person mode? In third person, they have their claws, but in first-person, they have human fingernails.
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[WIP] Atvir Dres: The Last Prince of Tear
AmericanJackal replied to JanusForbeare's topic in Skyrim's Skyrim LE
Is it normal that Atvir doesn't recognize other Dunmer? (On my dark elf character, he essentially assumed I was a 'pale skin'.) I know this is only alpha, but also that the feature for him to recognize races is planned. Just don't know if it was implemented yet. -
Is it possible to place variables inside dialogue strings without writing a hundred different dialogues and then linking them all individually? If not natively supported, is there some sort of modder's framework that could allow this? I am working on a mod in which the player "barters" through dialogue for an item. However, the resulting price actually relies on a lot of different variables, including race, quest completion, favor, disease, etc. I want all of my mods to more accurately reflect racism in Skyrim. The result is that there could be a few dozen outcomes, and the only difference is the number in the string. I would prefer if I could do something like, "Yeah, I will sell that to you for {cost}." ("Cost" being a variable in the dialogue's quest.) Just looking for ways to do less work. :)
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Still looking for help or suggestions. I don't want to "force start" the quest using the console or anything, I want to make sure it will trigger naturally, but I can't find any information on what makes this quest activate (Favor001).
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Transferring NMM Mods to a New Computer
AmericanJackal replied to nixysixx's topic in Skyrim's Skyrim LE
When I use NMM, it downloads the zip or 7z files to my computer in the 'download' directory that x specified when I first installed NMM. This may or may not be the same for you. (For me, it's in the Data folder itself -- Steam/common.../Skyrim/Data) If they are not in the same folder, you can just do a search on your computer for a familiar mod name. If you have never deleted these archives, they should still be there. You can copy and paste them all into a new folder and put that folder onto a disk, thumb drive, or any other media (or even just email it all to yourself). Then dump them directly into Data folder on your laptop. You can then use NMM to re-install them all. The downside to this is that you may not have the same kind of support in NMM as you do with your desktop -- for instance, it may have trouble finding out if there's been a new version and linking to respective mods. This is a very minor issue unless you update obsessively and have 200 different mods. (Even so, I've noticed many of the most popular mods work flawlessly anyway.)