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nt5raham

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Everything posted by nt5raham

  1. Actually, I confirmed all of that the first time the error popped up. But please understand: I'm not having trouble with 95% of the downloads I've been doing. This is something that has popped up 3 or 4 times over the past 48 hours, and a simple retry corrects the issue.
  2. Vortex 1.9.5, SSE 1.6.640, 1Gb fiber internet, Download via CDN I am experiencing intermittent and random download failures for various mods. It is not a game stopper; all I have to do is retry and it works. But I thought I would provide the info in case you needed to know. Thanks! :)
  3. @showler, I usually use a link as well. But I've seen several images posted directly, and I've never found a way to do it. If Locked to Index did not affect things in-game, there would be no reason to have it. The whole point is to create a stable game. :)
  4. Problem solved. Somehow the Locked to Index option got enabled. Thanks to all!
  5. Also, can you please explain how to post images directly into this thread? I've never been able to do that successfully.
  6. Sure! What images would you like? In-game console images? Vortex images? You name it!
  7. @diziet glad it's working for you. But you're talking decimal and a count that includes all plugins whether enabled or disabled. I'm talking hex, the Mod Index which includes only the enabled plugins. Your Load Order could include 76 disabled plugins (or fewer since you have "all creations") early on which would put your LotD.esm at Mod Index 08 (or higher w/all creations), right after USSEP where it is supposed to be. That's not an apples to apples comparison. And it is not the "number" that is the issue, but rather the position relative to other plugins. @Zanderat, thanks for the reminder, but in the context of Master plugins I'm talking regular (non-master) plugins here, which is why I specified that LotD.esm is properly flagged as a Master. I am watching flags and not just extensions. Loading 29th out of 31, there are only two plugins loading after LotD.esm, and there are 11 light plugins. That means there are at least 9 light plugins loading before a Master.esm, which, as I understand it, is strictly not allowed except in the case of core game files (CC).LotD.esm is master to some of the light plugins loading before it, like various dbm_xxxx_patch.esp files.
  8. Vortex 1.7.8 SSE 1.6.640 Legacy of the Dragonborn 5.6.5 I'm working with a small test profile which has 20 Active and 11 Light plugins.As I was troubleshooting a texture problem, I noticed a mismatch where the in-game BaseID for a shield (10xxxxx) does not match the Mod Index of the light pluigin (FE007).Upon further scrutiny, I saw LegacyOfTheDragonborn.esm loaded at index 11, after SEVERAL regular plugins, placing it at relative position 29 out of 31, very nearly the end of the Load Order.All of the other Master plugins are where they are supposed to be, immediately after the core game files.LotD.esm still has the default group assignment, it has no rules other than Loads After USSEP, and it is correctly flagged as a Master.I have uninstalled LotD, deleted the archive, and installed again from scratch. Same result.I have shut down Vortex and rebooted my PC. Same result.Is LOOT having problems? Thanks! :)
  9. Thanks, gents! That was it! It was correct in Skyrim.ini, but had the "old" location in SkyrimCustom.ini. Is it possible BethINI might have done this? I was having to adapt my laptop video settings to a hospital room TV around the date of the SkyrimCustom.ini last modification (06Nov2022). I certainly did not do it on purpose... and I can't think of any other changes being made. My load order hasn't changed in over a year. Any suggestions on what might have changed it so I can prevent future problems? Thanks again! :)
  10. Vortex 1.7.8 Skyrim SE1.6.640 Problem: When using a profile, the save file location presented by the profile does not match the actual save file location. The folder being utilized is from another profile that has been deleted. Question: Is there a configuration file that can be text edited that contains the path information for Save Games? Thanks for your help! :)
  11. Good discussion! Thanks to both of you for the feedback and explanations. I've been in/out of the hospital so haven't had much time yet to put it into practice but will the first chance I get. I knew that there was script data stored in the save. That's why we can save when a character is mid-sentence and then reload back into the same conversation. I had no idea that's where the bloat was originating. At least I can stop obsessing over objects and start looking in the correct area now. And just FYI, this problem has had a long time to build in my case. I've got over 2K mods installed, and I've got literally thousands of hours into the same save/game. Lots of heavily scripted mods, and since I don't change mods mid-playthrough it means I'm using a lot of outdated versions where improvements and fixes have already been implemented by the author. The straw that broke the camel's back was Act 4 of Vigilant. That's where I first noticed that saving in different cells provided a workaround; I simply could not save up in the Central Tower without exceeding 128MB. @scorrp10, thanks for HeelsFix and FG Slot Handler! Those will come in handy for my next game.
  12. Yes, @Billy1969, it's a tough situation. I've been able to milk my game a bit by teleporting to a tiny cell with few items to do my saves, then teleport back to where I was to continue the game. I wish I knew more about the details. I'm going through all of my chests and selling off excess inventory, but I'm not sure if it is helping or not.
  13. source or it didn't happen. I concur with @Billy1969: source or it didn't happen. I've been playing 1.5 on an i9-11900K for over a year, granted with 128GB 3600 DDR4. I can't see where switching to DDR5 would cause the game to fail. "1.6x came out when i9 and DDR5 were released." i9 came out in 2017, years before DDR5 came out in 2020 (Wikipedia). Not sure where you got your info, @Stormchaser1.
  14. 1. Is there a way to push beyond the 128mb save file limit? -OR- 2. Is there a way to reduce the size of an existing save file? I have already confirmed that ClearInvalidRegistrations=1 is in skse.ini. Is there anything else I can do? This is for an e-x-t-r-e-m-e-l-y long playthrough in an otherwise stable game. Thanks! :)
  15. 1. Is there a way to push beyond the 128mb save file limit? -OR- 2. Is there a way to reduce the size of an existing save file? I have already confirmed that ClearInvalidRegistrations=1 is in skse.ini. Is there anything else I can do? This is for an e-x-t-r-e-m-e-l-y long playthrough in an otherwise stable game. Thanks! :)
  16. @Zatheral and @Bashiron, have you tried the advice of @Samish05 just prior to your own posts? @Baily tried that solution much earlier in the thread and it did not work, but it seems to work for some people. If that doesn't work, try going into your Nexus account settings (on your web browser, not in Vortex) and change your download server. To find the option, starting from this Forum page do the following: At the top left of this page, click on your avatar/name From the list of options, choose My Proflie From the list of options, choose Nexus Profile At the top right of the page, click on your avatar From the list of options, choose Site Preferences Click the down arrow by Premium membership preferences Click the down arrow by Preferred download locations Note which server is currently selected, and please post that in your response Choose a different download server located geographically near you and try your download again The Download location "CDN" allows the system to dynamically choose the best server location for you based on current load, availability, etc. However, the particular server it keeps choosing for you may have a certificate problem of its own. The Nexus support staff will eventually find and correct this problem (a simple server reboot usually fixes it). But for a temp work around, if you manually choose a different server, it may temporarily correct your problem. But ultimately, after all of this is over, I would suggest going back to CDN.
  17. I'm guessing since you were doing this scientifically (avoid changing test conditions) that you did not install .NET Script Framework (and thus do not have a crash log to show for it yet). I don't know of Vortex "intentionally" keeping other processes aside, but who's to say that isn't happening as a result of general Windows 10 background functioning? Vortex is a big "boat" and when it sits in the water, it is going to displace. There are too many variables. It may be that the short-time crash will still happen via the desktop icon once .NET Script Framework is installed and then you will have a crash log through which you may browse. On the other hand, the crash may be caused by a known condition that is fixed by one of the several utilities I suggested. :)
  18. Had you been playing through Vortex at the time the crash may have still happened, and you would be saying, "Ever since I switched to starting SKSE via a shortcut it has never crashed." As the saying goes, "The world may never know." :smile: On a more serious note, in theory, once your configuration is set by Vortex then the \Data folder is set until you change something. IOW, starting with Vortex and starting from a desktop icon produces the same game. If you started with Vortex and it worked, and then you started from the desktop then it should also work. So as long as you didn't change any configuration files (.ini files), make graphics adjustments, etc. then it should be the same. The best, "What just happened?" help you can get with scripts specifically and gaming in general is to install .NET Script Framework at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Please note that it has a requirement that must also be installed. It cannot help you with what happened before it was installed, so the crash after playing 7 minutes is water under the bridge. But from the point you install this it will generate a Crash Log in ...\Data\NetScriptFramework\Crash that has useful info. If you can't make heads or tails of its content, usually someone else can help. There is also a general error message guide (it's not a mod) being developed here: .NET Script Framework's Common Crashes and Fixes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) The author of .NET Script Framework, meh321, is not an amateur, and the code is solid. The goal has been primarily to overcome Bethesda's shortcomings (possibly the cause of your crash). His mods are generally not going to have a traditional plugin (.esm/.esl/.esp) but are directed at the game engine itself. The following are also highly recommended: Bug Fixes SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Address Library for SKSE Plugins at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) (Required by other mods/fixes you will want.) Actor Limit Fix at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) SSE Fixes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) And a must-have from aers, another non-amateur author: SSE Engine Fixes (skse64 plugin) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
  19. Why do you need to run SKSE through Vortex? Has someone told you that you have to do it that way? SSE/SKSE work perfectly together without Vortex, and it saves computer resources. It is a win-win situation without Vortex in the background hogging resources (RAM, CPU time, etc.) that could be used to make your game run more smoothly.
  20. Sorry for the late response. I see you have Add Item Menu installed, which tells me you don't mind manipulating the game. Do you also have something similar to Jaxonz Positioner installed? (I looked and did not see it in your load order, but I don't recognize all the mods.) With Jaxonz Positioner it is possible to pick up an NPC or other object and put it into your inventory (an animal is still an NPC). Then you can drop the NPC or other object in another location and it will spawn there. Perhaps you are hitting the hot keys to do this and are not aware? Look here where I picked up Jarl Balgruuf, right off of his throne. My general point is that what you experienced is not unheard of. I do it all of the time, and I'm sure thousands of others do so as well. But in my case it is intentional, using an installed mod. You just need to figure out what is triggering it in your case. p.s. How did you put the screenshot directly into your post? I've never figured out how to do that. No matter what image type I use, I get, "You are not allowed to use that image extension on this community."
  21. Apologies if I am off base here, but it sounds like you are starting Vortex, and then using Vortex to start Skyrim. Is that correct? If so, try leaving Vortex closed and just run Skyrim. Normally speaking, playing Skyrim should be done without Vortex. Running Vortex all the time is adding unnecessary overhead to what can be an already stressed system. I run Skyrim through Vortex only when I already have Vortex open for management or troubleshooting, and the SSE or SKSE tools are merely there on the Dashboard as a convenience (not a necessity). All of my actual game play is done with Vortex closed. I realize this doesn't fix the problem from the OP, but as a workaround it is better than not playing. Also, this is really not the correct forum for this problem. It may be better served on the Vortex Support forum. Relevant to correcting the problem described in the OP are the questions asked by HTR that never got answered: Did you install SKSE with Vortex? If so, did you uninstall SKSE with Vortex, or did you just manually delete it? Because so far, when Vortex keeps looking for something that isn't there anymore, it's been because people have moved Vortex Folders or deleted files OUTSIDE of Vortex, instead of using Vortex to mobve or Delete them, so Vortex thinks the Folders or Files are still there.
  22. @Leeker, here's a link with a brief but precise explanation. The floating objects at cell 0,0 (above Bleakwind Basin) are actually not part of the original discussion for this thread. The floating objects there were introduced in this thread as a possible side-effect, but then after further discussion it was ruled out as only possible by a MOD deleting a reference that does not belong to it (specifically in Creation Kit). A player using markfordelete or disable will not cause floating objects above Bleakwind Basin. However, having a large number of objects floating there would be unusual. This is usually something that happens with a few isolated objects because not that many mods cause this problem. By your description of "...walls and random objects there . Also a ton of trees..." I would suspect that you have uninstalled/reinstalled/installed one or more mods during a playthrough. Is this correct?
  23. I do keep a copy of plugins.txt just in case, but technically with Vortex I don't actually copy the plugins back. You know about those dreaded checks for "external changes," right? All I have to do is "deploy" in Vortex and it will detect the missing plugins, and choosing "revert" will automatically recreate the hardlinks for the plugins in \Data\, and in the correct load order.
  24. It is my understanding that Skyrim SE has a hard limit of 2K plugins, enabled or not, at any given time. This comes straight from aers, the chief author of SSE Engine Fixes. Even then, I suspect the more plugins that are present in the Data folder, the more strain is placed upon the engine & will cause lag/stutter/slow-downs in-game... Agreed. I've been involved in a couple of lengthy discussions on the Engine Fixes posts page. The problem is I had 1,932 total plugins which is below the 2,048 limit stated by Michael (GamerPoets) and aers. Something else must have combined with my 1,932 to put me over the 2,048 limit, and I've read speculation that SKSE plugins also count toward the limit. It would be nice to have some hard facts so we know for certain what types of files will impact this issue.
  25. Yes, I could do that, and it would not really make the batch file any more complicated (simple search and replace operation). The only drawback is that merge maintenance is a reality, and the plugins need to be in \Data\ to do it. I am really hoping for a solution from Vortex, but still getting my ducks in a row before I submit a feature change.
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