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Everything posted by MarkusFox
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My custom music files do not play in Fallout76
MarkusFox replied to fustru's topic in Fallout 76's Discussion
I'm trying to figure this out too. They used to work fine, but something changed between August 2019 and Wastelanders. I updated my mod to match the expected path and name, but it still wants to play the vanilla Wastelanders main menu theme. At least the Atom Shop music I swapped in my music replacer still kicks in when I browse that store. -
With any luck this will get sorted out pretty soon.
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Regardless I loaded up and did "coc dlc2ravenrock01" from the title screen and ran there the long way. With That one specific script won't let me collect salmon from Bujold's Retreat using that default test character (which is a clean character that hasn't done any quests nor has any items). The only thing I can think of that messes with things is Omletter's Harvest Overhaul mod and all that does it allow harvesting of multiple items from a source (IE: say, 1 clam meat from an oyster or 2 salmon meats + roe from a salmon). ...Yeah looks like I haven't quite tested it thoroughly. The base plugin for Harvest Overhaul (HarvestOverhaulDawnguardDragonborn.esp) breaks harvesting fish with critter.pex in the scripts folder. Its literally the first plugin I enabled in the second testing phase besides the unofficial patches, Immersive Patrols and SkyUI (and Immersive Patrols doesn't mess with fish while the unofficial patches might since they use an older version of the script). Will need to test it against the other "base" options for that mod since it has plugins for vanilla skyrim, dawnguard, and dragonborn on top of the combos for people with different arrangements of DLC. If it breaks with anything else in that mod then maybe poking Omletter with a stick will be needed soon. Edit Yup. Harvest Overhaul's dragonborn plugins and critter.pex don't like each other. When Harvest Overhaul isn't active, it behaves as its supposed to. But the moment any harvest overhaul plugin that messes with dragonborn is installed, those fish at Bujold's Retreat break. Time to inform Omletter I guess. Thanks for the fixes, the rest of them do well to keep the papyrus logs from getting too messy, new game or not (in which case, those files won't get messier).
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I've identified an issue with critter.pex for players using this script file on pre-existing saves. The issue is that on one file I tested it on, I took a character in Solstheim that was at the skall village and took it down along the eastern coastline until I saw salmon in the water to my left (not far from Nchardak). I tried to "catch" them and while the critter vanished like it should, I got zilch from it. " gained" was all the game said. There were river betty a little swim from there and those worked, so the script broke that spawned group of salmon in the ocean...which makes no sense but at the time I was busy tracing this down. If I used just CritterSpawn.pex, the spawned salmon in the ocean at that spot worked dandy and I collect salmon meat from them. If I throw Critter.pex into the mix, the salmon wont give me anything. I'm not sure if this is a problem that will exist on new saves due to the time it takes to get to solstheim and my lack of knowledge of what coc points I can use to warp there from the title screen. I'll research that and come back if it works as intended for new save games (which is what its meant for anyway). EDIT So I used a coc command from the title screen to get to raven rock and ran to Bujold's Retreat which is at the camp the "Thirsk hall rejects" plant themselves. The salmon spawned in the water near the boats and as expected I couldn't harvest them. Critter.pex seems to be broken somehow if it has to mess with the fish spawned in by critterspawn.pex. Unfortunate. This means new characters will get this problem too (at least if they go to solstheim and visit Bujold's Retreat to go fishing). May be other places it doesn't mesh well with the Dragonborn DLC.
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NMM bug fix release and download hacking problems fixed
MarkusFox replied to Dark0ne's topic in Site Updates
In response to post #7640124. #7640508 is also a reply to the same post. It disables your antivirus when it can. That's the brutal part. It roadkill'd mine and I had to find external scanners and offline tools to rip the blasted thing out of my computer. Avira (my antivirus) needs to be more on the ball with this thing. -
NMM bug fix release and download hacking problems fixed
MarkusFox replied to Dark0ne's topic in Site Updates
Ah. The FBI moneypak virus. I had to purge it a while back and it took a neighbor's PC and Google to get info on what it was and how to kill it. Its a Trojan AND a scam. It finds its way into a computer and sets up a fullscreen splash saying that the user's PC has been locked due to suspected illegal activies and in order to unlock the PC the user must obtain a moneypak card (or use credit card information) and pay a "fine" between $150 and $500 within a time limit or the FBI will come knocking down the door. But even if you pay the fake fine, you won't get use of your PC back. The programmer went to great lengths to make it look legitimate, even coding the splash so that its on top of EVERYTHING, even the task manager. You can't alt-tab out and it sets itself to run on startup. Further, it cripples your anti-virus software so even if you get into safe mode, your antivirus will not function properly and will fail. >_> The nexus servers either a slip in their antivirus guards or someone allowed it in, that's the only two ways possible. The common way is for this virus to gain access by user consent, usually by disguising itself as a benign application or file that the user assumes is part of something they're doing (not paying attention to the things they're downloading) so they just click the "yes" button which is when it goes to work. -
Persistant CTD in Game Menus / Save Bloat
MarkusFox replied to MarkusFox's topic in Skyrim's Skyrim LE
Reporting back. I don't know what the heck I did, but I've managed to play for an hour and a half on one of the affected backup saves (from before the bloat) without it pulling a CTD. Went from Skyrim to Soltheim, fought a Legendary Dragon, and did a starting side-quest for a new Greatsword. The quicksaves responded faster as did standard saves. ... And the only thing I changed was my SKSE. Deleted all the scripts it installed, then the main SKSE files, and updated to 1.6.7. Its anti-bloat feature doesn't work on my already bloated (37 MB) save though since that is stuck in infinite loading screen hell. But this is an improvement and I could certainly proceed with my video recording with the backup save I did get to work. Loading screens still take some time though, between 10 and 50 seconds. Will look into the texture optimizer when I figure out from the readme what method to use for the vanilla textures and the mod textures. -
Persistant CTD in Game Menus / Save Bloat
MarkusFox replied to MarkusFox's topic in Skyrim's Skyrim LE
I admit I know a tiny bit about folder structure. But not where it keeps the textures exactly. As such the linked compressor has me confused. Edit: Okay so it has presets as I read its description. Should help cut down on a few CTDs, huh. By extension it may help reduce purple texture issues (tar-black skin for female NPCs) I guess, since they're compressed. A good idea to help out until I buy another 8 gigs of RAM to add onto what I've got. Any other advice? Editing seems to be acting up too. It turned my edited post into a mess of HTML text twice now. -
Persistant CTD in Game Menus / Save Bloat
MarkusFox replied to MarkusFox's topic in Skyrim's Skyrim LE
Texture mods. Well I used to run Brown Mountains & Rocks along with Quality World Map... But I stopped using them in an attempt to keep things fairly stable with my 3.25 GB limit (until I can get more memory). The only active texture mods are a follows: UNP Body 2.2 (2.4 causes a CTD in Helgen during Unbound) Fitness Body Glowing Ore Veins (I love this. Don't have to worry about passing one because they no longer blend into the rocks) And I think...Glowing Arrows. If that's a texture mod? Just makes the arrowhead and fin glow with a colored light depending on the type of the arrow. Orange for Steel and Orcish for example, blue for Daedric. And maybe SkyUI counts, but its a UI replacer, not a texture pack. And finally UNP Female Armors and the Heavy Armory mod (to give light/heavy counterparts to the vanilla armors on top of new weapons like spears and halberds). But now I have an idea why it takes longer than I am comfortable with sometimes. Gotts solve the bloat now. Just not right for a file to go from 12 MB to 36.7 MB in 30 minutes. And fine-tune the CTDs to see what mod(s) are needing to be run through filters to remove their conflicts. :) They've become a tad less frequent now as above with the Papyrus logging disabled, but they still happen. -
Persistant CTD in Game Menus / Save Bloat
MarkusFox replied to MarkusFox's topic in Skyrim's Skyrim LE
Not every time. For example if I'm moving from Breezehome to Whiterun or Whiterun to breezehome or Bannered Mare to Whiterun, the load screens tend to handle it quickly. Usually because the cell is still in memory. But sometimes, usually in exteriors, it can and typically will "freeze" as above like this for 15 seconds to a full minute (the animation freezes, the window appends "Not Responding" to the title). I accepted this as normal for my load order, especially since I've had Climates of Tamriel for a while. And 47 mods isn't a ton, is it? Excluding the official DLCs that is. -
Persistant CTD in Game Menus / Save Bloat
MarkusFox replied to MarkusFox's topic in Skyrim's Skyrim LE
One of the affected saves for the CTD issue will load now, though it still will CTD at a random point. Doesn't have to be just menus anymore, it could CTD when walking around or after a load screen (but before the fade-in to the new cell). These I accepted as normal for Skyrim since they happen a lot. I am still needing to test my Lets Play character for some stability by loading its backup save and trying to run it through some menu checks and craft something to increase a skill level, as I noticed one problem was that after gaining skill boosts from a quests in another save that had this problem, it would freeze when I hit Tab or CTD. I have tested two saves so far out of four. Technically I have five but I haven't touched save #5 since Feb 6th which was BEFORE i activated Dragonborn. So I'm sure that one's fine and dandy. Will post back with updates. Responses and theories are still welcome on what caused this to begin with. And I've disabled Papyrus logging for now. To see how it goes. One thing that nagged me though. Since I play in Windowed Mode, is it normal for loading screens to "freeze" and change the game's window title to "Skyrim (Not Responding)"? This seems to happen whenever a loading screen would take more than 10 seconds to do its job. -
Persistant CTD in Game Menus / Save Bloat
MarkusFox replied to MarkusFox's topic in Skyrim's Skyrim LE
Oh, I do use that. In fact the patch itself replaces Headbomb's espo files (NMM asks me if I want to upgrade, and if I say no, it asks for conformation of overwrite) using its own with the exact same names. Also its not just containers and merchants, its the Items/Magic/Journal/System menus as well. So pressing Esc/J/Tab+A/Tab+A trips the CTD too. So...If it likes to crash in the Journal or System menus too, would that still point the blame at Headbomb's mod? Edit: I just noticed in NMM that Headbomb's mod wasn't activated but Shrilankan's patch was. Maybe that is what kept breaking that save file? Or something in addition to this. -
Issue #1: CTD's happening when I try to open the Journal, System Menu (for saves), Item, or Magic menus with a fairly heavily used character that's been played for close to 200 hours. Expected result: Normal gameplay is expected. The menus need to work as designed. Actual Result: Hit tab, fine. Go to Map, fine. Go to Skills, also fine. Open Items, Magic, Journal, or the escape key...CTD. CTD also happens when opening containers or talking to merchants. Details: I had to dig for an older save for my character after getting a massive save bloat when I installed Dragonborn (a bloat so big it made the file unplayable due to infinite loading screen). The older save works until I open one of the above menus. At first I thought it was SkyUI, but that was ruled out (despite vanilla menus working just peachy so far) through external testing by another player. I've got a suspicion that this has affected other saves too. The load order for the affected save is as follows in the spoiler button. I've found that even if I trimmed mods down to just vanilla and texture mods, the CTD's persist on my machine. Likely due to mods not removing their scripts correctly. Now since the character in question plays crash-free on another player's PC it can't be from scripts stored in the save. The Papyrus Logs show pages upon pages of repeating Errors for critterDragonFly.psc involving the UnregisterForUpdateGameTime, Disable, GetParentCell and UnregisterForUpdate function calls. Issue #2: Save Bloat after installing Dragonborn. Expected Result: A playable save file. Actual Result: My Lets Play character who had about 200 hours of time on it had its save file increase from 12 MB to 36.7MB in the space of half an hour. Details: I thought nothing of it as I had just installed Dragonborn and was continuing my Lets Play from where I left off in a dwarven ruin (The Aetherium Forge quest). During play I noticed brief intermittent freezes lasting from 2 to 5 seconds. They continued up to when I went to Solstheim and reached the Temple of Miraak. I saved inside the temple. Came back later and found the save wouldn't load, it was stuck in an infinite loading screen. Then I went to Wyre Smash and checked the save file more directly. Instead of being the typical 12 MB, it was instead 37.6 MB. In less than 30 minutes of play the save bloated by 24 megs AND became unplayable. Reverting to older saves for the character only got my menu CTD's as described in Issue #1. Common Papyrus errors for the bloated file are as follows: warning: Could not find type cluxLightAdjust_PlaceAtMe in the type table in save warning: Could not find type sceniccarriagescarriagesystemscript in the type table in save warning: Function Critter..disableAndDelete in stack frame 1 in stack <number> differs from the in-game resource files - using version from save Of these messages, the last one takes up a good 70% of the log. The ones related to scenic carriages exists even after I disabled the mod from Breezehome through the Scenic Carriages Book (and disabled the mod in NMM). And I have no idea what the deal with Claralux is, I tried it out once and was "meh" so I thus uninstalled it months ago. The load order on the bloated save is in this spoiler: At this point the only thing I have to go on is the repeating errors in the papyrus logs saying a mod is misbehaving. So I'm scratching my head for ideas. Bad enough I might shelve the let's play character because of the CTDs and the bloat issue. Replaying 52 levels worth of content is not my idea of fun.
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Same thing happened here last Monday. But it started with the cultists not talking to me. Then they wouldn't drop their orders. Then the boat refused to sail. Then the lag spikes. Now the file gets stuck on the loading screen. In short something broke. I tried to backpedal to an older save and ran into an irritating series of CTDs whenever I open the item/magic menus, container storage screens, barter screens, and sometimes when I hit Escape to open the system menu. >_> Not sure if the crashes from the older save are related, but I can't make any sense of what's going on beyond theories of a misbehaving mod. Now the save file for this character is supposed to be under 15 MB (it is for the older saves) but the two Dragonborn saves that refuse to load (after the above lag spikes/freezes) are over 29 MB.
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Indeed. but this idea needs to roll that concept and the "realistic" concept into one mod with MCM support. No spells, no items to tinker with to configure it, just an MCM menu for players to set it how they want. :)
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Already believe I found it. Look above. Pinned it to a body mesh, or so I think that's the problem. I'm not sure why a mesh of all things would do this (maybe the mesh is mising something, who knows), but using an older version of it removed the problem. As much as I'd love to use the most recent version of that body mesh, I have to do without for now.
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LE [Req] Lore Friendly UNP Nevernude/Underwear Replacement
MarkusFox replied to Bridger's topic in Skyrim's Mod Ideas
MnNwr - I just came across UNP Female Armors which includes a non-nude base body: UNP Female Armor Haven't tried it yet, but hope that helps! But I have. The SFW "nevernude" version only contains meshes. As such it will overwrite anything you already have installed and it only comes in "Base". There's no Blessed/Curvy/Slim version yet that I know of. -
I had this issue. The author of SkyUI told me to reinstall SKSE by first deleting the SKSE files form my Skyrim folder (and Data folder) and redownload/install SKSE. That cleared it up right away.
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I had this issue. The author of SkyUI told me to reinstall SKSE by first deleting the SKSE files form my Skyrim folder (and Data folder) and redownload/install SKSE. That cleared it up right away.
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Suspected cause: UNP Blessed Body UNPB - With Optional BBP Breast Physics (http://skyrim.nexusmods.com/mods/14899) Reason: Not exactly certain. The most recent version (2.4 with High-Def textures) shouldn't cause trouble but in Unbound beyond a certain point there is a single female NPC you have to run by that's curled up on the ground in shock and bleeding to death. Since the mod deals with female body meshes, its possible that when the game spawns this NPC it looks for a texture or tries to position the mesh properly and fails. There may be other female NPCs in that area (imperial soldiers) nearby that spawn as well and the game breaks while trying to load somehting it needs but cannot find that is related to this mesh and texture set. Solution: So far downgrading this mod from 2.4 to 2.2 fixes the issue. I've run about 4 New Games in a row and have sucessfully made it past the trouble spot without a CTD rearing its ugly head. This comes down to either not using the latest version of the trouble mod for the entire playthrough, or just not using it until after you finish Unbound. Though it it makes the game die in Unbound, it has just as much chance of causing a CTD in other locations with a female NPC needing to be in a particular spot doing a particular thing.
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A month and a half ago I started to experiment with ENBs, starting with Project ENB for Climates of Tamriel. I admit being awed at what it did for my game visually. However at around that same time I started to see CTDs happen when I start a new game. The game would play normally up until a rather specific point and then CTD. Sometimes, though seldom, it would get just a bit beyond this point before it would CTD. Uninstalling/deleting the ENB files and the D3d9 dll looked like they fixed the issue, but today I've run into this again. The majority of the time the CTD happens in a very very specific point in the "Unbound" quest at the start of the game. The part where you've jumped down from the tower to the Inn and then to the ground floor. The locals yell at the kid to get off the road and Alduin lands seconds later. The dragon uses his Fire Breath and starts taking off. This is where the CTD happens. Not always at the exact same position, it varies a bit. For example it may CTD during the Fire Breath shout, or Alduin will take off and you'd begin hearing Hadvar saying "still alive prisoner? Stick with me if you want to stay that way", and on occasion it will get as far as Hadvar getting into the alley between houses yelling "stay close to the wall!" before the CTD ocurrs. I've no idea what is doing this nor do I know why. It makes starting a new game much more frustrating and difficult. And as I said above, I thought it was the ENB at first, but this makes me think its something else. So far I've unloaded several memory heavy mods such as "Moonpath to Elseweyr", a soundpack, and so on. I've even gone back to my Skyrim.ini and SkyrimPrefs.ini and deleted them to obtain fresh ones. The crash still happens. However, I will note tweaks I tried after forcing the game to generate a new inis: I've increased the autosave count from 3 to 9 and I've lowered shadow resolution from high to low. I've managed to complete Unbound 3 times out of 20 so far. Older saves still work with their "normal" behaviors (they CTD at random but I usually can get a good 30 minutes out of them before they crash). I'm planning to upgrade my OS to 64-bit sometime next week, but I don't believe that will solve this problem. I think its a combination of mods, hardware, and ini settings. Attached screenshot (resized form 905 KB to 50% of original resolution) is the approximate point in Unbound that the majority of CTDs happen. Anyone have some ideas of the causes? Do I need to post pap logs or a mod load order?
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That's why Convenient Mode exists. I did say not everyone is going to enjoy the idea of going back to X location to grab their stuff. Its a roleplay/immersion thing, purely. And its also why Realism Mode at least has an offered option of you talking to someone to have them go grab your stuff for you and bring it back. Perhaps they'll give you a shirt to wear while you wait. They will jog/run to get your stuff and if the person is not your follower or a "friend", you'll have to pay a fee for their trouble. :) EDIT I don't mind either or both being turned into a mod in the long run. I just got tired of the whole "oh hey I'm naked and have to manually put my crap back on" deal with werewolves. And from a roleplay point of view I like the idea of having to find some clothes to wear ASAP before I go get my stuff or have someone get them for me. That and it puts you in a vulnerable state if you aren't a magic thrower so you gotta avoid fights as well while you're getting your stuff back..
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I have this mod idea for Werewolf Players. It won't work for everyone since some people don't mind how it currently works, but this is intended to add immersion and also logical "realism" to Werewolf gameplay. In Vanilla Skyrim when you become a Werewolf you unequip everything and esentially become "naked". When the transformation period ends you revert to your normal form "naked" with your inventory intact. The only exceptions are quest NPCs which auto-equip their gear once their scripted Werewolf TF ends. This is not "realistic". Its convenient, but not realistic. This Mod idea has two modes. Realism mode and Convenient Mode. Realism Mode When beast mode (werewolf form) is activated, the game drops all of your non-quest inventory on the ground exactly where you stand. Stacks of items will remain in stacks to the best of the game's ability and any Gold you carry will be in a single coin purse. Logically when you turn into a Werewolf you'll be too big to wear your equipment and you don't have anywhere to keep your stuff on your body so you can't carry it anywhere. The items themselves can be stored in a special container at this location to help prevent them from the random "fall through the world" bug that can happen in certain locations (such as when you are hit with a Disarm shout in a dungeon and your weapon falls completely through the floor). How will you get your stuff back? That can be handled in a few ways. The first is a Quest Marker so you "remember" where you were when you turned Werewolf and can travel back to get your gear. Second, you can ask the nearest guard to send someone to get your items. Third, your follower can do it for you if you ask them to do it. Once you get your items back your previously equipped armor and weapons will be re-equipped automatically like they do for Vampire Lord, provided you have them marked as favorites or something. Convenient Mode For those that like the "vanilla" method more. Your inventory stays with you. Once you return to human form, your equipped armor and weapons will re-equip automatically much like they do with Vampire Lord provided the items are marked as favorites or something. This might require SKSE and in fact I support its use especially since I wouldn't mind seeing an MCM config menu for it in SkyUI 3.0. That would be awesome. So, anyone have comments on the feasibility of this idea?
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Are you having constant exterior CTDs? I've FINALLY found your sol
MarkusFox replied to yafi's topic in Skyrim's Skyrim LE
Maybe. Might remove the Carriages, though the Predictable CTD when Fast Traveling to Whiterun was the entire reason I put it in. So somewhere I may need to toss a mod. The hard part is which. I haven't bothered building a house in Hearthfire so I don't really need those little kiddo add-ons (though they are neat). Don't think those are responsible though. Might remove the Daedric Elven Armor/Weapon mod too. And maybe disable the Skyrim Soundtrack Expansion (BOSS tells me it has 1 ITM record and people on the nexus are trying to get the mod author to clean it). Maybe Followers Can Relax to round things off (perhaps just replace it with the UFO) By VRAM I assume you mean the RAM on my video card? Oh yeah, base specs: AMD Phenom II X4 980 @3.7 GHZ 4 GB (3.25 usable) DDR3 RAM Seagate Barracuda 1 TB HDD (7200 RPM) XFX Radeon HD 6850 (1 GB GDDR5) Windows 7 Professional (32-bit) Used these specs for a little over a year now. Waiting for a video card that gives me more than a 30% performance boost. I don't know if these short specs will have anything to do with finding the culprit of my CTD's however. I do know I get "purple textures" (sometimes black on a humanoid NPC's skin) on random actors/objects after an hour of play (assuming it avoids random crashes) or when I reload a save. The texture issues are a RAM shortage problem. The game doesn't have enough memory available for it to store the textures, despite the really large chunk of HDD space (somewhere between 2 and 4 gigs) I set aside as a page file. I also ran my latest 3 saves through Wyre Smash and did a little cleaning of listed "dependencies" that weren't present anymore. Now they show as purple highlighted check boxes (the best kind apparently). Think that may help stability and avoiding CTD's? -
Are you having constant exterior CTDs? I've FINALLY found your sol
MarkusFox replied to yafi's topic in Skyrim's Skyrim LE
Early on I saw no direct issues with mods found via Steam's "Workshop". It is my belief that the mods there are for the most part made straight up with the Skyrim Creation Kit with some exceptions (CBBE Body is available there as an example). That doesn't rule them out completely however. That and as far as I know, Steam Workshop mods for Skyrim are strongly discouraged from using "loose files"and strongly encouraged to be straight up complete esp plugins. Scenic Carriages: I grabbed that in an attempt to get around the CTD I kept getting when Fast Traveling to Dragonsreach, Whiterun City and the Whiterun Stables. Thought that if I just use this mod for the scenic view along the way, I'd avoid the loading screen and can just walk into Whiterun no problem. Unfortunately one route I took (Markarth > Whiterun) runs into a CTD about halfway through the trip. Another thing I thought about. Is my PC to blame? Windows 7 32-bit with 4 GB (3.25 usable) of RAM? I've been considering getting an SSD and mooving from 32-bit to 64 on the SSD as a new boot drive.