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Vashra1

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Everything posted by Vashra1

  1. In response to post #105414483. I'm not sure that this is compatible with openmw, but I dunno. Otherwise, make sure you installed the textures and meshes that came with the mod *AFTER* any/all other mesh/texture modifiers. Also make sure you activated the plugin. If none of that works, be see the posts below about Wrye Mash. I *think* there's something similar in MO2 for correcting the whole "can't find the masters" bit, but I don't recall if MO2 disables the plugin over it or not.
  2. Since I don't know how Skyrim (or any other game) parses the data in nif files to begin with, I can't imagine how this floating hair would show up as properly attached to the game once loaded. The fact that it apparently *does* show up properly in game is quite interesting. I still think a good answer might be to go find some other mod (look around in follower mods or something) with nifs that have face/hair data - and do a compare of values - if you can find a mod that has hair that shows as properly attached in nif scope (and that works in game) ...and compare how its data is similar or different to the data of this mod...it might grant you some insight.
  3. Is there some secret "you must be at least X level" to make random dragon attacks happen in vanilla Skyrim? I'm running around on a lvl 5 Player...and I deadheaded it to the "go get the horn" part of the quest (which is how I'm still lvl 5 -- barely fought/touched/blah anything)...and there are no dragons. Like...none. Anywhere. I'm used to the dragons "turning off" when you try to get the horn and it's not there and go and talk to Delphine etc....but before that there are usually dragons. Not many..not strong...but still...one...two...run around without fast travelling everywhere and I'm just used to seeing dragons. But this is the first time I've just *beelined* (no crafting, no nothing) through the main quest...so I was wondering if there was some sort of hidden minimum level for the random dragon attacks to start. I don't think I've ever been less than about level 10 before going to Hrothgar (that I can remember). Just curious.
  4. Reminder: verifying your files will return all four of your Skyrim esm files to their dirty state, and you'll need to clean them again.
  5. So...how are you determining that it's not running? I mean...are you typing "getskseversion" from the console and getting a response that leads you to believe it's gone? Mods requiring SKSE that suddenly decide not to work could be a problem with that mod/those mods and not with SKSE. When you press the escape key to bring up the menu where you can look at Quests and System and all that, is there no SKSE version number at the bottom left of that window? ----- The only thing I can think of is that it kinda sounds to me like something (memory manager? game optimizer? antivirus software?) is pulling down SKSE64. ...Things I would try...and if you're going to troubleshoot, I'd try ONLY one of these at a time: 1. Uninstall SKSE64 *completely* and reinstall it *manually* (bypass your mod manager, it doesn't count towards your mod list anyway) to your data folder and the main directory. I don't think you'd have any mods that would have overwritten SKSE64's script files, but I could be wrong. As you copy in the reinstalled scripts though, pay attention to *each* overwrite. If you're just overwriting SKSE's scripts, the file dates should be the same. If some mod replaced one of SKSE's scripts, the file dates will be different. See if that fixes the problem. If not... 2. Maybe look into disabling your antivirus software while playing Skryim. Some of the hook functions of SKSE might, I suppose, be considered "fishy" by AV software set on "high alert" (?) - that one's a long shot though...still might be worth trying. I'd do the clean install of SKSE first in any case. 3. Along the same lines, some memory managers or game optimizers might theoretically "kill" a process that SKSE needs, but that should only be an issue if you're actually using one, and feels like even more of a long shot than #2. Other than that, I'm pretty stumped too. If SKSE has ever decided to just stop working on me, I've not noticed it. I think that would make SkyUI cease to function immediately, and I'd definitely notice that rather major change to my interface.
  6. I don't do nifs, but perhaps if you examine Rustic Windows nifs in nif-scope - compared to a nif from a window mod that didn't work, you can see which values are different and go from there?
  7. All I can tell you is what I learned watching Dirty Weasel's tutorial on nif optimizer. He taught that when you optimize a head/face nif, you have to do that nif by itself, with no other nifs. Then you check *all four* boxes: Head Parts Only Clean Skinning Calculate Bounds Remove Parallax Supposedly this works, but I don't know.
  8. Thus far, I have been told by mod authors of various levels of notability: 1. Loose files are the Devil. Skyrim was designed to load esps and bsas and not. ever. loose. files. 1.5 #1 but make an exception for SKSE64 scripts (and maybe PapyrusUtil scripts?) 2. Meshes and textures that are *replacers* don't matter...everything else needs to be in a bsa. 2.5 Meshes and Textures in mods without scripts don't matter, whether they are replacers or new. 3. The only thing that really *needs* to be packed into a bsa are scripts - you can leave the rest hanging out there. 4. This utterly does not matter, though of course a bunch of loose files means a fairly messy data folder, which can make uninstalling any given mod a pain. 5. Loose files are *better* because you can pick this file from mod a and that file from mod b and *really* customize. ...Votes? Suggestions? Rants? The way some people have responded on Steam and Reddit and such...I kinda feel like I'm asking about folks religions.
  9. New video card is supposed to arrive today. On this old one, I'm averaging about 24 fps....in utterly unmodded "low settings" vanilla Skyrim (outdoors). I agree about preferring slightly blurry shadows. I've never seen a shadow in real life that was the sort of crisp and clean that is possible in games -- and of course that's a huge drain on performance to make them so crisp. Godrays are quite overrated in my not at all humble opinion. IF they were just pure beams of light coming down out of the sky, that'd be awesome. But they aren't. High, Medium, Low, Ultra -- they all have image space shaders that put additional coloration over...everything. That's not a *ray*, that's haze ;) The yellow tint to them has me leaving them off in Skyrim, just like Fallout4 (and Fallout3 and pretty much every game that's ever had that effect that I've ever played), but I'll give them another quick look when I get the new card. Yeah...that footstep tracing is a huge part of .. everything.
  10. I dunno what you mean by "weren't there before." I suppose it's possible that LOOT didn't catch them or that xEdit didn't catch them at some point? I know both of those apps have had updates to their functioning over time. AFAIK Skyrim has *always* had crap in Dawnguard.esm that needed to be removed that the autoclean scripts of xEdit don't pull. They were left in there by Bethesda developers who apparently needed more coffee or something. If you steam-verify your game files and get the four "original" update/dlc esm files again, you'll find all those wild edits are back. They're just a part of the crappy "I can't bloody believe you let this go to production with this much rubbish that should have been fixed" Bethesda way of doing things. Even *after* you remove all the trash there are still a few test cells and such that don't *really* need to be in the game...at all, though CK 2.0 has taken up using a couple of them for tutorials *sigh*. In fact, I keep a stash of the four properly cleaned files in an archive separate from my game files, so I can quickly plop them back into my data folder every time I do something so egregiously stupid that I have to just burn down my install and start over to make SkyrimSE work again.
  11. Ok that completely contradicts what I was told, but also makes *much* more sense than what I was told :) Thanks for the reply. Also...this means I spent *hours* trying to "find the mod that's freezing your VM because it's broken and your VM shouldn't freeze...that means your scripts can't run" ... when it wasn't necessarily broken that way at all. Gawd, lol.
  12. I recommend you find the "modding Skyrim" tutorials by Dirty Weasel over on Youtube. Some of his information is almost certainly out of date now, and there are a couple places where I'd dare to dispute his expertise with SkyrimSE (can't speak for Oldrim), but they will get you off the ground. First rule is you *cannot* just pick the mods you like, load them up willy nilly, and expect to do anything but crash to your desktop in a blaze of fascinating errors. I learned this the "fun" way :smile: I've only done SkyrimSE on pc...so some of Skyrim protocol may be different...but you're going to probably need to clean your master files (https://forums.nexusmods.com/index.php?/topic/2667094-guide-manual-cleaning-skyrim-master-files/) before you even *start* modding. And to clean your master files, you need to download the x_Editor: https://www.nexusmods.com/skyrim/mods/25859 Be bloody careful what you poke and prod with that thing. It lets you change, add to, and *erase* records in the actual game files. If you blow something up, you can just use Steam to validate your game files, but seriously, follow the tutorials on cleaning masters *carefully*. I managed to make two whole (really gimply pathetic personal-use I will never publish these) mods using that program instead of CK....which means you can also use it to tweak the wrong thing and wholly corrupt your game files :wink: Luckily its makers put up a big huge "Are YOU SURE?!?" warning when you start messing, but I've managed to have been sure...and wrong...more than once lol. To get your mods in the right order (and you need them in the right order *before* you try to go inside them and resolve conflicts), get the newest version of LOOT https://www.nexusmods.com/skyrimspecialedition/mods/1918/ (that's a SkyrimSE link, but when you install it you can set it up for old Skyrim too). Once you've read enough tutorials and tried enough things that you feel confident sometimes challenging LOOT's load order (and your experiment results in you NOT crashing,) you'll know you've "leveled up" in modding :wink: You'll probably end up needing Wrye Bash and/or to learn how to balance out mod conflicts in that Editor you used to clean your masters. Good luck and God bless :wink: I show over 200 hours "playing" SkyrimSE on Steam and I've never got past taking the stupid horn back to the monks because I've been tweaking mods since I installed it almost 2 months ago. If I've spent 10 whole hours actually *playing* the game, it was probably to make "clean saves" to mess with mods! (not that I'm obsessed or anything). Granted, I'm trying to make it work on a below specs vid card. I can't tell you what to do with Vortex...I've been deliberately avoiding the creepy "not even out of Alpha yet" mod manager. Mod Manager 2 crashed to desktop for me out of the box, and Wrye Bash as a mod manager apparently requires some kind of bloody engineering degree. So...Nexus Mod Manager FTW! - but not the version still hosted on Nexus. Go pick up 0.65.5 here https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases and grab the security update if you need it here https://www.nexusmods.com/site/mods/4/?tab=files One of the first things people told me that proved to be largely true was that Windows security/permissions make having Skyrim (or any other game you want to mod) in your Progams86 folder a pain in the rear. I had to uninstall *completely* and reinstall to "C:\Games\Steam\steamapps\common\Skyrim Special Edition\ to get the game to fully accept and implement mods. You can change your install path from the Steam interface. - I'd *seriously* consider doing that reinstall before even trying to get the bazillion mods to work. Second rule is find the Unofficial Patch (Patches?) and put that as your first mod. It fixes a LOT of broken things (yes, Skyrim is broken right out of the box for PC) and many mods *depend* on those things being fixed in order to work. I think SkyUI *requires* SKSE - so go get the latest version of that too (you'll need it for a LOT of mods: http://skse.silverlock.org/ be sure you pick the right one) Once you've got Skyrim vanilla working, and you've got SKSE working (to check, manage to get to the load screen and instead of loading up a game just pop the console command key (usually ~) and type "getskseversion" without the quotes - if it gives you a valid answer and not some version of "dude WTF command was that?" you're good), AND you've got the unofficial patch loaded in...you can *start* one. mod. at. a. time. (make a clean vanilla save or download one of the many on nexus...I'd advise being as close to start as possible without having to crawl through the whole Helgan tutorial again) to create your hopefully-stable load order. Welcome to modding for Skyrim! The only thing I've upgraded since I started trying to mod this bloody game is my whiskey budget. :wink:
  13. Maybe someone could tweak this one in CK or SSE Edit so that rather than negate fall damage, it would just lessen it? https://www.nexusmods.com/skyrimspecialedition/mods/2033/?tab=files
  14. So...should the VM be freezing on "fresh out of the box" vanilla Skyrim install? I've done *nothing* but clean the masters according to the Nexus guide....but then Windows barfed out an update.... Despite this log, I can load up a save (or start a new game) and play, but I thought a frozen VM was "all sorts of bad" because it borks script loading or some such? [06/08/2018 - 04:43:23PM] Papyrus log opened (PC)[06/08/2018 - 04:43:23PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[06/08/2018 - 04:43:23PM] Memory page: 128 (min) 512 (max) 153600 (max total)[06/08/2018 - 04:43:26PM] Cannot open store for class "DLC1testPhilVortexSCRIPT", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "dlc1testPhilVortexTrigSCRIPT", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "DLC1TestPhilAtronach", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "dlc1scwispwallscript", missing file?[06/08/2018 - 04:43:26PM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?[06/08/2018 - 04:44:40PM] VM is freezing...[06/08/2018 - 04:44:40PM] VM is frozen[06/08/2018 - 04:44:40PM] Log closed I'm used to seeing everything except the last two lines.
  15. TBH, while it's an immersion-shattering pain in the backside, you could just Go do your bit with the trainer, and then if that levels you, just hit the console command input (the ~ key) and type "player.setlevel X" without the quotes..where X is whatever level you were before. Dump the 10 points you got for "leveling" into whichever pool you're most willing to alter and then, if you want to, set *that* back down too. So..if I was level 1 and trained 5 points in Alchemy, it would almost CERTAINLY get me to level 2, if not 3. I'd probably pick Stamina because I'm a carryweight hog. I'd take the levelup like normal... And then I'd type player.setlevel 1 player.setav stamina 100 (down from 110, which is what it would go up to when I leveled my player from 1 to 2) Being a dirty cheater at this point, I'd totally keep that carryweight upgrade :wink: .... Honestly though...I don't enjoy playing too unbalanced a game, myself, and having an Archery skill of 60 on a level 5 toon is game-breakingly unbalanced. If you're that intent on "seeing all the content" before outleveling it, do NOT train with the trainers. Go play the game. Find the dungeons, use your skills, and level up *while* you play :wink: If it's just "I want to get my Alchemy/Smithing/Enchanting to 100 without suddenly being a very gimped level 19" then bite the bullet and just set those skills to 100. Skip the potion exploits and the grinding. As long as you buy your *perks* in order (grab a perk providing mod like Perk book or Perk potion or whatever), just setting your skill level doesn't seem to break anything. Player.setav Alchemy (or whatever) 100 Done.
  16. It cannot be localized to training with an NPC *specifically* as far as I know, because all the NPC is doing is incrementing the experience you would get if you swung your sword or whatever enough times to level up one skill point. So if you set it, then you're not going to get any player experience from leveling that skill. Period. (At least till you change the ini again?) Uncapper gives you the ability to mess with that for every skill separately. Most mods are more of a wide-spread change in leveling. But you *can* tweak the Uncapper ini file so that your skills level -- but that skill leveling does not affect your *player* experience at all. You might try https://www.nexusmods.com/skyrimspecialedition/mods/17751 - but it has artificial skill caps for the sake of "balance" that may get on your nerves. Alternately, you could try https://www.nexusmods.com/skyrimspecialedition/mods/17286 ... but that's a brand new mod and I haven't tested it (but it's *so* on my list right after I fix this latest mysterious crash).
  17. I read on a 6 year old thread on another forum ( :) ) that Skyrim "really only wants to see Fuz files" ... does this mean if I've got a mod with sounds, I should be converting and packing my wavs into fuzes...er fuzs...fuz files? I'm ... fuzzy about the necessity of this extra work <ducks>.
  18. I don't know that any modder's ego was involved. Go look at the file extensions. Lanterns is an esm (light master). Patch is an esp. Loot will *always* put an esm above an esp. The only reason you *can* move Lanterns down below the Patch is because the patch is an esp that acts like an esm -- you'd have to ask the mod maintainers of the Patch why they did it that way. I already explained the most likley reason the authors of Lanterns did it. .... Looking in SSE Edit, the *only* "conflict" shown for Lanterns - on full "show me all the evil" filters - is a height data change for one little piece of Tamriel, which is being carried though by all the DLC's, pretty much every decent mod I've ever seen with that record in it, and the Patch. Even after moving that height data over to Lanterns (which interestingly enough wasn't the sort of change which required the Patch be added to the master list for Lanterns)...LOOT still wants Lanterns above the Patch. It *really* doesn't matter which one you put above the other, though since Lanterns *only* adds landscaping and lighting data (to the whole bloody world), but the Patch also fixes items and quests and gameplay and sounds and textures and weather and so on and so forth and on and on....it actually makes *more* sense to keep Lanterns *above* the Patch and above any and all mods that could be borked by a big thick lamp post suddenly being where none was before :P So...do as you will, it works for me either way. It's *highly* unlikely you're going to mod Skryim and not have *some* mod that goes below both the Patch and Lanterns that carries through that height data change, if you choose to both put Lanterns below the Patch and not carry over that change.
  19. "Do ya wanna lag out to a CTD, becuase that's how ya lag out to a CTD ;)" Folks used to deliberately run by in the Tunnel and drop umpteen copper coins on the ground to lag people out back in Everquest....good times. I usually manage to create some house/room/area that I can't freaking move around in...pretty much in every game I ever play that lets me move the Things. I've learned that in *some* games, locking the items down so that they are no longer movable can help a lot before you reach critical failure- because while your graphics card is still barfing skinned kittens trying to render it all, at least the physics engine doesn't have to track movement on them, and often (not necessarily in Skyrim...haven't tested) making an object static also apparently pulls it out from under the lighting/shadows stuff too. In StarWars SWG, I was able to pack a player house *full* of crap....if I locked it down hard (which at that particular iteration of the game meant "this is now effectively permanent and to undo it you have to actually disable the entire building and start over") Either way, it made for unstable gameplay in those areas (didn't matter if your house was in the middle of nowhere, but on a pvp server you were *going* to die if you stepped outside because it was like it took the game a minute to "unregister" all that crap as you zoned). In most cases though...you're looking at maybe getting someone artsy to make you a custom mesh/texture object that is a "pile of gems" but is really only one thing. Then maybe place five or six of those for the pit look. As far as I understand Skyrim (which is minimal and potentially inaccurate), even static items still count towards "over all crap bloating your save file" -- so a bazillion shiny things on the floor would be a bazillion shiny things lagging you to death...movable or not. Might be worth testing though. As for the mechanics of adding the pit - You could probably boot up your favorite player home mod and tweak in a pit in CK. I've not seen any player homes with pre-made pits...my guess would be you might find one if you look around the mods that are geared towards um...more...uh....adventuresome (shudder)...virtual activities. Rule #34.
  20. I'll look into Razer Cortex, thanks. I'm ... depressed ... by the FPS that the Steam Overlay is showing - and also somewhat disbelieving of the numbers (because if they were *that* bad, I should have *some* stuttering or game lag or something, and I honestly don't. That sort of movement stutter drives. me. buggy. and I could *not* notice it. Anyhoo - off to find something more reliable than Steam, because if I'm getting this kind of smooth gaming on under 15 FPS and also showing a flat 15-20 FPS no matter where I go or what's going on (I mean...if I were *really* getting 20 FPS in a cleared out Blackburrow, I should be slowed to a dead crawl in the middle of Ivarstead during a dragon attack). Clearly, I have performed some kind of mystical voodoo and everyone should use my hardware/vid card settings....or Steam sucks at reporting FPS. Either is honestly possible as I'm squeaking Skryim onto a substandard *barely* min-specs video card, and running that on "mostly Ultra with some weird tweaks."
  21. I've been told Steam's overlay FPS monitor is rubbish. So...FRAPS or is there something better/else? Additionally...anyone wanna save me the tedium of crawling though all of Skryim/Prefs ini STEP looking for the setting that forces the rare loading screens to pop up more often?
  22. Um....are you accidentally hitting the SkyrimSE.exe instead of the SKSE64 launcher? Unless you create a custom launch - NMM and probably other mod managers just launch the vanilla skyrim.exe If you accidentally load up from inside Steam, like right after a Steam Update or going to your library from another game or whatever - that will launch the Skyrim.exe instead of the SKSE64 launcher. I think you can put in a custom link in the game settings to direct it to the 64 launcher instead to fix this. If you go in from Nvidia's gaming home page thing, that definitely only launches vanilla. I don't think it can be fixed.
  23. Good to know. I'll look into CBBE and other major overhaul mods *after* I upgrade my graphics card. I'm squeezing SkyrimSE into functioning on an Nvidia GTX 740...theoretically SkyrimSE needs at least GT 470 to run......
  24. It's flagged as a proper light master, so LOOT shoves it to the top, even over the USLEEP because that is an esp pretending to be an esm or some such technical poodoo. I don't remember finding any conflicts between the two either way, so I left it where LOOT put it and went on with my life. Generally you want it shoved up as high as it can go, because you*want* it to be overwritten by any other mods that put in buildings or people or whatever on top of lantern locations.
  25. Does this mod do what you basically want? https://www.nexusmods.com/skyrimspecialedition/mods/2177 I wonder if Bag of Trash is portable to SE....
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