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RaulCuevas

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Everything posted by RaulCuevas

  1. When I change from third person to first person camera in my game, most of the time it behaves like I entered a double input, meaning I only press the key to switch camera once, but in-game it switches to first person, then a second later it switches back to third person. This also happens when I use the hotkey mapped to trigger the free camera (via Sexlab): it triggers the free camera, and a second later the game returns to the regular controls and character movement, even though I only pressed the hotkey once. This happens a lot of the time and is pretty annoying, but I can't pinpoint the cause and google search haven't been to helpful. Do anybody know what could be the problem?
  2. I have the exact same problem as Darkana and the exact same fix: sometimes, totally at random, my character will have her feet sunk into the ground. It's like the game "forgets" the adjustment of HDT heels with them on, and then after unnequiping them the lessened height persist. I fix it either by loading from the main menu/restarting, or by adjusting height in the Racemenu. I'd like to know the reason it happens and a permanent fix, 'cause it's annoying.
  3. Regarding the mention of the Crash Fixes plugin: Should I use it if I have a very stable game (rare crash upon loading only, very, very rare when changing cells), or could it have some negative effects if I don't need it with urgency? Also, I need to tweak every fix in the ini according to my system, or can I leave as it is? Also, is it advised to use the UseOSAllocators instead of the SKSE patch?
  4. I'm pretty sure this is some sort or problem due to lightning settings. I can tell because I used to play on a laptop in mid around settings (no ENB) and the issue wasn't there. Recently I upgraded to a gaming PC which can run Skyrim modded at Ultra settings (Nvidia GTX card, btw, latest drivers). I started with a fresh new game in said settings (I don't use any lightning mod) and then the problem arose. I thought maybe some ENB would fix it, but I've tried a couple and the issue is there. Thigs is, the problem isn't that NPCs have black eyes all the time; in broad daylight and in most angles their eyes look normal. But whenever I'm in a interior (no light from the sun, I guess, but lanterns, torches or so) their eyes look TOTALLY black. I'm aware there are difference in the lightning in exteriors and interiors, but this effect is ridiculous. It seems like they are some kind of ghouls. Can anybody tell me what could be the issue or some fixes I can try?
  5. Many mod authors advice against using it as a crash log. Also, certain scripts repeat themselves hundred of times and it doesn't mean anything particular. I've found the test made by disabling plugins 5 or 10 at a time MUCH more useful and accurate. Anyway, as I said, the issue did arise with the change of PC, and so, the specs. I'd appreciate advice on configuring the enblocal ini file.
  6. The papyrus log isn't mean to be used as a crash log, actually. That practice tend to send gamers in goose chases looking for faulty mods when the reason might be far from the script activity in the log. Also, not all crashes are script related. As I say, I'm almost sure the issue is memory related.
  7. Recently I migrated all my data, included Skyrim, to a new system. My specs are as follow: Intel i5 3.2 ghz 65000 Nvidia GTX 970 4 gb 16 GB Ram SSD 256 GB for Skyrim Windows 7 64 bits Anyway, I used my same mods and my FPS went Sky high even on Ultra, and my sluttering disapeared. Problem is, I'm now getting totally random CTDs in normal gameplay, when I used to have them like, once a week or something. I'm using all the official plugins properly cleaned, the USLEEP and in general all guidelines for a stable game (yes, I checked my load order is the same, I copied the files in the Skyrim folder in the Appdata directory). Now, I'm guessing it may be a problem with my settings in my enblocal.ini file. I use enboost but not enb, and in my past system, I remember sometime I was crashing like crazy in my old system due to bad setting in the ini. I'm hoping somebody could help me, telling me the recommended numbers and settings according to my specs. I got the VideoMemorySizeMb value using the calculator (the one where you have to sustract certain number from the result). Any help would be appreciated. My ini: [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=d3d9B.dll [GLOBAL] UsePatchSpeedhackWithoutGraphics=true UseDefferedRendering=false IgnoreCreationKit=true [PERFORMANCE] SpeedHack=true EnableOcclusionCulling=true [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=128 =11734 EnableCompression=false AutodetectVideoMemorySize=false [THREADS] DataSyncMode=0 PriorityMode=0 [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [WINDOW] ForceBorderless=false ForceBorderlessFullscreen=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 ForceLodBias=false LodBias=0.0 AddDisplaySuperSamplingResolutions=false EnableVSync=true VSyncSkipNumFrames=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=false FPSLimit=60.0 [iNPUT] //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num / 106 KeyShowFPS=106 //print screen KeyScreenshot=44 //enter KeyEditor=13 //f4 KeyFreeVRAM=115 //B KeyBruteForce=66 [ADAPTIVEQUALITY] Enable=false Quality=1 DesiredFPS=20.0 [ANTIALIASING] EnableEdgeAA=false EnableTemporalAA=false EnableSubPixelAA=false [FIX] FixGameBugs=true FixParallaxBugs=true FixParallaxTerrain=false FixAliasedTextures=true IgnoreInventory=true FixTintGamma=true RemoveBlur=true FixSubSurfaceScattering=true FixSkyReflection=true FixCursorVisibility=true FixLag=false [LONGEXPOSURE] EnableLongExposureMode=false Time=1.0 BlendMax=0.0
  8. I'm trying to edit the esp of a custom race I use, in order to get a "exclusive armor path". The general idea is to edit every ARMO/ARMA entry in the esp of my custom race. I searched the web and found the instructions in order to do so: "How to achieve what you want: -In the data/meshes/ folder, make alternate folders for you race's armor/clothes. -Chuck all the vanila version nifs in there. -Overwrite those with the modded versions you want your race to use. -Open Custom Armor in CK -Goto Armor -Open one of them(ARMO), double click it's ARMA/model. -In the ARMA, change the race at the top to the one your making a custom Armor&Clothing set for. -In the rightside column, remove all but the vampire version of that race. -Change the location of the used nif for male/female to where you've placed the race's version of the armor/colthes. -Rename the new ARMA, click OK and save it. -In the same ARMO, change the race at the top to the one your editing. -Delete the default ARMA it uses. -Add the new one you made. -Click OK and save the ARMO. -Rinse and Repeat for every Armor/Clothing you want separated for that race" Problem is, I follow all the steps without fail, but when I try to add the custom ARMA in the ARMO window, it won't show in the little window that shows it (I deleted the current one, right click, click "add", I select the custom one from the list, click OK, and then when the pop up closes, the list of ARMA is empty). If I save and load anyway, it won't work in game; the edited armor is invisible. I also have tried setting my custom race on top of the Armor window, and then selecting only the vampire race in the arma window, effectively editing the arma instead of creating a new one; same result. So what I'm doing wrong? Is there any step or addiotional tweak I have to do for the custom ARMA to show in the window in the ARMO tab, and then work in game? How can I assign a specific armor look for my custom race? I'm aware there is a mod called "Exclusive armor path", but that one is designed to use scripts every time the player picks and armor, to "swap" it for another existing version. I'm looking for some way to work in the esp of my race to achieve the effect without the use of scripting. Thanks!
  9. Nope, the mod isn't master file or related to any other mod, and no NPC's are using any of its added hairs. Neither my character; I had the file activated without notice, as dumb as it may sound. So then, I'll uninstall it and keep playing, hoping stability isn't affected at all. Thank you for the answer!
  10. Hello. I've known for a long time the advice that you should never uninstall a scripted mod, since doing so may damage permanently your save, and even though today we have some tools for clean save files from orphaned scripts, it is always adviced agains doing so. And I have always followed that rule. Thing is, I've heard some people claim that unistalling ANY mod can damage your save, not only scripted ones. Some people say this only apllies to, say, more complex mods that, for example, add or edit cells/races or so, while other people say that ANY UNINSTALLED MOD WILL CAUSE PROBLEMS, no matter how small. Recently I tried an hair pack for females, I didn't like it so I unticked the esp and continued playing, but forgot to delete it from my data folder, and at some point, I guess when opening Wyre Bash, the esp ticked itself without me noticing, so I continued playing with a unnecesary hair pack, at the bottom of my load order, that I don't need. I played like 20 more hours and I just realized it. My question is, since the mod is only a hair pack that doesn't messes with anything more in the game, is it safe to uninstall it? I have a pretty stable game after years of learning the correct way of moddind and tweaking, and I don't want to risk unstability for something so small and stupid. Thanks, and sorry for the bother!
  11. I did; technically, I wiped out every trace of the game from my system, including all those folders and even getting rid of my old saves. I wanted to start clean in every aspect. So, no, no leftover files present to mess me up.
  12. Reciently I have started a new game from scratch, checking everything works fine in order to have a stable gameplay finally, 'cause CTD's were driving me mad. I made a total reinstallation, scrapped useless/old mods, arranged my load order, checked BOSS tags, cleaned suggested mods with TESVEdit and also checked carefully every esp to avoid possibly conflicts, installed SSME and ENBoost, and well, everything I could think about to enjoy a decent playthrough. Now, problem is, after eight hours into the game I'm crashing constantly upon entering the hot springs area near the Rift, where there is a Dragon Wall and many fossils. It's 90% sure I'll crash near a giant's camp in the area, or if I'm lucky and can pass through it, I will CTD in the next minutes. I've got as far as Shor Stone and then I crash. I've checked my mods, and I got any who alters those cells in any way at all; also, it's not a memory related issue, since my usage of RAM doesn't even get near the limit, and the max amount of mb used by the memory blocks are 195/133, so no issue here. Also, I used the Save Game Scalpel to check if there is any error or incorrect script running, and also, no issue there. In short, I'm desperate 'cause I can't seem to find any clue about WTF is wrong here. Finally, I have enabled the minidumps option in SKSE and I got some files. Problem is, I can't open them; I have used a couple of programs, Blue Screen Viewer and Minidump view; first one won't open any minidump file, even when I set it to only load one, and the latter won't even open. I also heard you can download a window program pack in order to read mimidumps, but I always get an error upon trying to install with the exe I downloaded in microsfot page. In short: I'd like to get help opening the minidump files, and maybe also some guidance interpreting them, as I'm guessing it won't be as easy as "this file made you game crash". Any help, please? And sorry for the inconvenience!
  13. I was wondering if a this time of the year, anybody did found some solution to the constante crashes in the island of Solstheim. I get constant CTD's and freezes all around the land, and my papyrus always shows these errors of script loops: [11/19/2013 - 09:34:40PM] Error: (030143A8): does not have 3d and cannot have an effect shader played on it. stack: [ (0302ADEE)].EffectShader.Play() - "<native>" Line ? [ (030143A8)].dlc2standingstonefx.OnCellAttach() - "DLC2StandingStoneFX.psc" Line 19 [11/19/2013 - 09:34:46PM] Error: Cannot call HasKeyword() on a None object, aborting function call stack: [11/19/2013 - 09:34:57PM] Error: (03026EEC): does not have 3d and cannot have an effect shader played on it. stack: [ (0302ADEE)].EffectShader.Play() - "<native>" Line ? [ (03026EEC)].dlc2standingstonefx.OnCellAttach() - "DLC2StandingStoneFX.psc" Line 19 [11/19/2013 - 09:34:57PM] Error: (030143A4): does not have 3d and cannot have an effect shader played on it. stack: [ (0302ADEE)].EffectShader.Play() - "<native>" Line ? [ (030143A4)].dlc2standingstonefx.OnCellAttach() - "DLC2StandingStoneFX.psc" Line 19 ------------- and ------------ [11/19/2013 - 09:27:02PM] Error: (0303A118): Actor did not have a valid Animation Graph Manager. stack: [ (0303A118)].DLC2RieklingBarrelAmbushScript.SetSubGraphFloatVariable() - "<native>" Line ? [ (0303A118)].DLC2RieklingBarrelAmbushScript.OnCellAttach() - "DLC2RieklingBarrelAmbushScript.psc" Line 64 [11/19/2013 - 09:27:02PM] Error: (0303A118): Actor did not have a valid Animation Graph Manager. stack: [ (0303A118)].DLC2RieklingBarrelAmbushScript.SetSubGraphFloatVariable() - "<native>" Line ? [ (0303A118)].DLC2RieklingBarrelAmbushScript.OnCellAttach() - "DLC2RieklingBarrelAmbushScript.psc" Line 65 [11/19/2013 - 09:27:02PM] Error: (0303A213): Actor did not have a valid Animation Graph Manager. stack: [ (0303A213)].DLC2RieklingBarrelAmbushScript.SetSubGraphFloatVariable() - "<native>" Line ? [ (0303A213)].DLC2RieklingBarrelAmbushScript.OnCellAttach() - "DLC2RieklingBarrelAmbushScript.psc" Line 64 [11/19/2013 - 09:27:02PM] Error: (0303A213): Actor did not have a valid Animation Graph Manager. stack: [ (0303A213)].DLC2RieklingBarrelAmbushScript.SetSubGraphFloatVariable() - "<native>" Line ? [ (0303A213)].DLC2RieklingBarrelAmbushScript.OnCellAttach() - "DLC2RieklingBarrelAmbushScript.psc" Line 65
  14. I can't get Farkes to give me the quest; in fact, he won't give me ANY quest, the option to take a work from him never appears after I finished one radiant quest he gave me. It dissapeared from his dialogue. So, you problem had nothing to do with the log... that error doesn't seem harmless to me, since it spams the log and it seems to slow down the game when it triggers...
  15. I really don't get why the issue arises in the first place, it makes no sense that the game "tries" to start the quest when nothing commands it to do so (I guess that's why it says it's "attempting to start event outside of story manager". What do you exactly mean, you completed purity, then it did fix the issue, but it triggered the error for MQ301, or that is another independent problem? Just to know if the solution would be simply to do the quest Purity. But I have another problem, I can't seem to get the quest, no matter how many radiants I do for the Companions. Also, using the console to start/finish the Quest does nothing. How did you get the quest? I've heard it has lots of bugs, and that you need to have Glenmoril Witch heads in your inventory before trying, but the item is bugged. Anyway, thanks for the answer!
  16. If you use XP Maximum Skeleton, you will face that issue. The skeleton is designed to make corpses weight more "realistic" (whatever that is supposed to mean), and so, you won't be able to lift them. Use another skeleton, like one of SkullTyrant, and the issue will be gone.
  17. I've seen various posts about this issue scattered in the web, but in the end, none of them present some kind of solution or workaround. Problem is, I'm getting my log cluttered with errors pointing to the script of the Companion's Quest "Purity" (CR13). I know this quest is buggy as hell, but thing is, I never even attempted to iniciate it. It all started when I finished the Companions Questline, all I did was ONE radiant quest for Farkas (I believe "Animal Extermination"), and then the errors started to appear in big quantities in my log. The recurring error is as follows: [CR13 (000E3163)].cr13questscript.SetCurrentStageID() - "<native>" Line ? [CR13 (000E3163)].cr13questscript.SetStage() - "Quest.psc" Line 124 [CR13 (000E3163)].companionsradiantquest.Setup() - "CompanionsRadiantQuest.psc" Line 41 [CR13 (000E3163)].cr13questscript.Setup() - "CR13QuestScript.psc" Line 26 [CR13 (000E3163)].QF_CR13_000E3163.Fragment_10() - "QF_CR13_000E3163.psc" Line 57 [08/20/2013 - 04:14:42PM] Error: CR13 (000E3163): attempting to start event scoped quest outside of story manager.[CR13 (000E3163)].cr13questscript.SetCurrentStageID() - "<native>" Line ? [CR13 (000E3163)].cr13questscript.SetStage() - "Quest.psc" Line 124 [CR13 (000E3163)].companionsradiantquest.Setup() - "CompanionsRadiantQuest.psc" Line 41 [CR13 (000E3163)].cr13questscript.Setup() - "CR13QuestScript.psc" Line 26 [CR13 (000E3163)].QF_CR13_000E3163.Fragment_10() - "QF_CR13_000E3163.psc" Line 57 [08/20/2013 - 04:14:42PM] Error: CR13 (000E3163): attempting to start event scoped quest outside of story manager. This appears no matter where I am, even if it's far from Whiterun and I don't talk to any member in my entire playsession. Most of time, when I experiment short freezes in game, I check my log afterwards and it fits with the time of the log errors. Also, sometimes I think this leads to CTD when the errors become massive. Question is: is there a fix for this? Be it in game, or maybe with some script replacement (I've found other here, like fixed scripts for bluepalacearena, lvlpredatorscript and others). Any help would be appreciated. I hope I don't have to live with that annoying error forever, specially since I've never even did the mentioned quest. Thanks!
  18. I know this really doesn't have that much to do with the subject, but I was wondering if by some chance you have some bug fix for the script CompanionsRadiantQuest.psc, with the log errors related to the quest CR13, "Purity". I've seen many people having this problem, but without any fix. My papyrus is filleed with this errors: [CR13 (000E3163)].cr13questscript.SetCurrentStageID() - "<native>" Line ? [CR13 (000E3163)].cr13questscript.SetStage() - "Quest.psc" Line 124 [CR13 (000E3163)].companionsradiantquest.Setup() - "CompanionsRadiantQuest.psc" Line 41 [CR13 (000E3163)].cr13questscript.Setup() - "CR13QuestScript.psc" Line 26 [CR13 (000E3163)].QF_CR13_000E3163.Fragment_10() - "QF_CR13_000E3163.psc" Line 57 Are you familiar with this issue?
  19. I see you uploaded the final version of the scripts. If I was using the version that eliminates most bear encounters, can I switch to the final version with no problem or risk?
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