Jump to content

CaptainPatch

Members
  • Posts

    513
  • Joined

  • Last visited

Everything posted by CaptainPatch

  1. Thanks! I wasn't sure just how user-friendly the process was.
  2. Probably a stupid question. I've got NMM 0.46.0 installed. Starting it up, I get a notification that my version is no longer supported and to use it, I must do so offline. That being the case, how do I update my version without losing all of the data (mods installed listed and categorized) which my current version of NMM is managing?
  3. Tempus fugit. It's amazing just how many odd things seem to affect _only me_. Makes me feel like the primary test subject of the Gods of Whimsy.
  4. When I first start Skyrim and Load or Continue my modded game, I get a a "SkyUI Error Code 1" message. And if I push on, sure enough the UI is glitched. BUT if I Quit out of the game to Desktop, and then restart the game, it comes up just fine, no error message, no UI problems. Any clue as to what is going on? Obviously I apparently have a usable workaround, but it would be nice to know what is causing the initial error.
  5. Done. Thank you for replying to the query.
  6. For some reason this keeps on happening: I login at the Nexus forums (as I am right now, obviously). I go over to the Mods section where I select a mod and start the download process. Either initially or in the download page for that mod, I select "download with Manager". The NMM starts to load. Up pops a page that states "You must login to the Nexus website". (Which I already am!) So I input my username and password. Whereupon I get the message "Cannot reach the Nexus login server." What's going on? Why can't the NMM see that I'm already logged in? Why the disconnect between NMM and Nexus? I know that as an alternative, I can download manually, but doing it that way is a pain because then I have to play hide-and-go-seek in Windows Explorer and then have to put this file here, and that file there, etc. And it should be entirely avoidable because I'm already logged into Nexus in the first place! Am I going to have to delete the current installation of NMM and then download it all over again? Does something have to be tweaked?
  7. This is rather odd. I recently had to reinstall Skyrim + mods + utility programs after a system lockup required me to reinstall Win 7 (64-bit if that matters). (I should mention that I have about 100 mods installed.) Overall, pretty much everything is working just fine. My system specs are fairly top notch -- quadcore Intel, 8 Gb RAM, GeForce GTX 650 w/ 1 Gb video RAM, etc. But for some reason that I can't fathom, opening a container or looting a body takes a very consistent 5 second pause before the container/body Inventory shows. Now, 5 seconds may not seem like all that much, but that hesitation wasn't there before. And the very precise time delay of 5 seconds EVERY TIME suggests there is something very specific causing the delay. Anyone ever hear of something like this happening, and if so -- hoping, fingers crossed -- do you know what would cause such a delay?
  8. My file directories have become seriously tangled because of several installations of Skyrim and the various utility programs. [First, a motherboard needing replacing, then later Win 7 needed to be reinstalled.] I've been unable to locate the original SKSE_loader.exe file, so I didn't think that I'd be able to connect back to my well-used installation of Skyrim with its @50 mods. I managed to find BOSS and TES5Edit, but where everything else is eludes me. I reinstalled the most recent NMM, and surprisingly it reports on all of my mods, while the fresh Skyrim install has none. Conversely, BOSS only sees the fresh Skyrim install, as does TES5Edit. Is there any way to get BOSS, TES5Edit, and NMM to show where they are pulling their data from?
  9. THANK YOU! Ran Wrye Bash and saw that there was only ONE red checkmark. (Honestly, I was expecting to see a LOT more than just one.) It was the Harvest Overhaul calling for attachments to mods that weren't there. My bad; I added them in the installation checklist thinking that I would be adding those _eventually_. Thanks again to all of you. You collectively make this learning process doable. Left to my own devices, I would have thrown in the towel a long time ago.
  10. @vlaka -- Here's the load order: @pmzq -- Where do I find/how do I generate a TES Mod Manager report? I've got NMM, BOSS, BOSS Userlist Manager, TES5Edit, and Wrye Bash all installed (even if I don't understand much of what they do).
  11. Like a junkie needing a tech advice fix.... The wife finally surrendered to the inevitable and decided to start from scratch. (Mainly because she can't get past a Diplomatic Immunity glitch to finish the Alduin quest line.) So Uninstalled EVERYTHING and started the tedious process of reinstalling EVERYTHING. This time around, I kept the mods down to those that are in my mix and working OK (more or less). Even BOSS is working fine: The current problem is that the game simply will NOT start: Splash screen, "boom, boom-boom" audio, then CTD. Never even make it to Main Menu. The CTD occurs whether I use the Steam shortcut or the SKSE_loader.exe shortcut. (But the Steam shortcut at least opens up the Steam Skyrim panel (the one with Data files). Here's the NMM Mods list: I seem to have been here before, but I can't find the solution to this problem in the My Content history.
  12. Different item for Wyrmstooth, so separate post. Something of a glitch/oversight perhaps. There's a bloody note lying next to a dead Thalmor wizard in Haetar's Cave. Meanwhile, over in Chillbone camp, Fjeimir's Note lies next to Fjeimir's body. His note is identical to the Thalmor's note in Haetar's Cave.
  13. Wouldn't that sort of defeat the purpose of My Content? It's useful to be able to just one-click to see what's happening on ALL of the threads you've been active. Not so useful to have umpteen email notifications cluttering up my emailbox.
  14. Not even close. During the main mission, I was practically guaranteed a CTD every 5-20 minutes. After the mission concludes and the mercs go their own way, I can play for _hours_ w/o a CTD. (Usually these seem to occur during complex graphic moments, like moving while a spell effect is happening. So they seem more like graphics overload than anything else.)
  15. It adds a couple of metals, refined brimstone and refined wyrmstone, but I haven't quite figured out what you can do with them. Also a couple of Alchemy ingredients like elf caps and bog beacons, which likewise I haven't figured out what to do with them. Other than those things, the rest of the NPCs and activities could be anywhere in Skyrim. So, essentially, a mostly familiar setting, just off on an island.
  16. Odd. With your post, suddenly ALL of my missing posts and threads have reappeared in My Content. The change is almost like the Fairy Godmother waving her wand and making the problem go away. Or maybe like the squeaky wheel getting greased? Whatever the reason, I appreciate not having to play hide-and-go-seek to see if there were any responses to queries I posted.
  17. I finished the main mission of Wyrmstooth and am now just exploring the island. Since finishing the main mission -- and dispensed with the assigned mercenary "help" -- the frequency of CTDs has dropped waaaaaayyyyy down to about the normal frequency of CTDs in Skyrim in general. So now I'm wondering if it was those mercs that had been causing the frequent CTDs.
  18. I just started Wyrmstooth version 1.8 just a few days ago and have been enjoying it immensely. My wife also has version 1.7 on her PC. However, while we are actively _in_ the mod -- have some of its NPCs in our party -- we have a CTD about every 5 to 20 minutes (at most). Of course, both of us have our games heavily modded (@50+ mods installed), so the potential for a conflict is pretty high. From what I gather from chatter about Wyrmstooth, certain _sounds_ can make it do a CTD. But not always. I guess it has to do when the mod is "multitasking" several operations at once, then it _may_ have a "nervous breakdown". Whatever the problem's root, the mod is _still_ very much worth playing. Just Save _often_, so you don't lose too much progress. (And create New Saves fairly frequently.) In particular, Save whenever you're about to go through a door; I find that CTDs seem to occur more often when you're crossing a threshold.
  19. This seems to be happening to me a lot lately: I start a thread (for whatever reason), or add a post to an existing thread. Immediately thereafter, I can see the post/thread on the appropriate forum. But when I come back the next day and check "My Content" under my avatar's menu, the post/thread is gone and I can't find it where it had been the day before. Have those missing posts simply vanished into the Twilight Zone ether? Did a mod move them to some undisclosed location that "My Content" can't find? Or simply deleted the post/threads because it was posted in the wrong location or because it needlessly duplicates an existing post/thread, and didn't bother to notify as to why the post was being deleted? In the absence of any communication as to what is going on, I really have no idea _why_ I seem to keep on losing posts.
  20. I downloaded 1.8 yesterday and am presently @halfway into Wyrmstooth Barrow. I must say that I really, really like the look and _feel_ of the mod in regards to visuals and character behavior and dialogue. However, there are several tweaks that I might suggest: 1) At the point in Whiterun where the EEC factor says that I should rendezvous with him at the Solitude docks. I step outside f the Inn and fast travel to the EEC docks. I arrive, but where is the EED factor? Checking the Journal quest map, I see he's only at about the Whiterun Watch Tower. He's _running_ all the way to Solitude. I had to cool my heels for nearly two days before he finally showed up. I can fast travel; why can't he? It would help to keep the player's mind on the quest instead of wandering off to do other things. 2) By 10th level, figure that MC has at least _one_ housecarl/Follower. Given that the player is obviously using mods, there's a good chance that he has several. (Me at this point, I have 5.) Then the EEC factor saddles the MC with himself and three or four mercenaries. Indoors, things get downright crowded -- even if the MC were to dismiss all of his Followers, it would _still_ be crowded. But the worst of it is that the EEC's mercs insist on LITERALLY stepping on the MC's toes. And heaven forbid that the MC gets stuck in a place with a merc in front and a merc in back -- they refuse to move! And if you try to push them out of the way, they react like you've attacked them and counterattack. Many times the only way I can get around them is to Teleport past them. Given that my Followers are BMFs in their own rights, wearing Falmer Heavy Armor (armor rating = @600-800) and are wielding potent weapons, I really have no _need_ for the factor's mercs. So either work in some kind of "Move out of my way" command, or give the MC the option to dismiss the mercs. They're really more bother than they're worth. 3) I don't know if both me and my wife (each playing on our PCs) as just unlucky, but we have been experiencing a LOT of CTDs. It may be coincidental, but it feels like they are occurring when the MC is paused going from one room or zone to the adjacent room or zone. I've learned to NOT pause next to doorways, but the CTDs still often occur when I'm crossing a threshold. Anybody else experiencing something similar? But even with the plentiful CTDs, this is still very much an enjoyable mod.
  21. This struck as being peculiar in a consistent sort of way. I'm wondering if anyone is familiar with the phenomenon. I'm inside the Wrymstooth Barrow and I have gone from CTDs once in awhile, through a period of acceleration (frequent) to almost certainty. What is peculiar is that the CTD seems to be linked to a change-of-state for the MC. For example, at my most recent Save point, I can Load the game and I appear in place. I can do a 360-degree sweep of my surroundings, no problem. But if I take a step in any direction, CTD. If I drop into a Crouch, CTD. If I arm/disarm my weapon, CTD. I'm wondering if this is occurring because where I'm at for that Save is going from one room/area to another. That is, I'm essentially standing in a doorway/transition point. Previous CTDs were in a similar state; arming a weapon or proceeding into the next room/area. According to BOSS, my mod mix is "clean" with no dirty edits present. Prior to starting Wyrmstooth, CTDs were rare. I can post a Papyrus log if that I might help. (But I haven't the foggiest idea what the log is telling me.) Is anyone familiar with any Known Issues for Wyrmstooth? Are there any other mods that it really dislikes?
  22. First, I've already played this mod before, so I know what to expect in how well it works. However, I had to reinstall Skyrim (+ mods) and start a new game, so I wanted to play this mod a second time. Buttttt, I can't start the quest because of a graphic glitch. Furthermore, it's the same glitch my wife encountered on her PC when she tried to start the quest. The basic problem is that having installed the mod changes the graphics of the Dead Man's Drink Inn. Prior to the mod installation, when entering the inn, there is a length of wall to the right of the door with an Alchemy setup in the corner. When the mod installs _properly_, a door appears in the right-hand wall that leads to the barn where the Khajit caravan is located. But what both my wife and I have encountered is that with the mod installed, the entrance is now in the corner with the right-hand wall _immediately_ next to the door (and the Alchemy table is totally absent). Further, after having asked the Khajit to get permission to join the caravan, the quest indicator arrow appears _IN_ the wall directly opposite the entrance. That supposed exit is where the far wall middle table had been, having been displaced by a pair of walls consisting of two ceiling support posts the size of telephone poles with something like a jail cell barred "wall" with each post joined at the back wall where the door _should_ be (but isn't). Now, I had installed Moonpath when I first started the game, and my mod mix eventually became more-or-less trouble free. But as soon as I entered the Dead Man's Drink, I could see that I had the same glitch my wife has. So I uninstalled and deleted the mod, started the game again and entered the inn. Without the mod, the inn looked just as it should be. Then I re-downloaded the mod and activated it. Then I ran BOSS to confirm that both moonpath.esm and moonpath_questdata.esp had dirty edits. Those I cleaned with TES5Edit, ran BOSS again and saw no complaints, and then started the game again. Per the instructions for the mod, I Saved a game, then Loaded that Save before entering the inn. But when I entered, I could see that the glitch had reappeared along with the fresh installation of the mod. Given that I'm seeing the exact same glitch on two different PCs, each of which has its own mod mix (about 50% of which are the same on both PCs), it seems like the mod itself has an inherent glitch. If the glitch is related to a conflict with a specific mod (or mods), I don't know which one(s) that might be. But given its consistency, I would expect that the mod-maker would have posted a Known Issues notification. Failing that, I would expect others that have encountered the glitch to voice their complaints in these forums. (Or, very likely, just dumped the mod and downloaded something else to play.) Has anyone seen or heard about this particular glitch before? Was any kind of workable correction been offered anywhere?
  23. As I said, that doesn't seem to control the downloading. Upon investigation, I discovered that the designated address was where the _extracted_ mods were -- and NMM couldn't "see" those mods because they were extracted instead of zipped. The game was nonetheless still functioning, despite NMM's blindness. Once I found where the unzipped mods were being downloaded, I changed that line to the correct address. But note that downloaded mods were being sent to the actual address, despite the fact that the Skyrim tab had the wrong address. That indicates to me that you actually saying "Look here rather than elsewhere". And if NMM doesn't recognize the content, the only effect is that NMM reports a blank Mods tab. Apparently, at some point after the most recent mod was downloaded, _something_ changed that address, making NMM look in the wrong location, and therefore no longer recognize what it was seeing. What still puzzles me is how just simply Validating the Steam files would cause an address change.
  24. Now, that's not entirely accurate. That address is where NMM _looks_ to find what mods you've downloaded. (Mods tab) If the zipped files are elsewhere other than that location, as long as the _game_ knows where to find the UNzipped files, the mods will be active and functional, but NMM will be reporting "I can't find any mods at the location specified!" and the NMM user gets a blank Mods tab. (leastwise, that's what I've been experiencing. I replaced the address with the one where the zipped files actually are, and now NMM is functional again. BOSS, however, still is _not_ working. I uninstalled it and then reinstalled, but still no joy. However, looking at the Error message more closely, it's saying it can't find the _game_. ISTR that that is because BOSS needs to be installed where the TESV.exe file actually is, rather than blindly accepting the suggested default address the install routine uses. (Which is what I do most of the time when installing software.) Given just how convoluted this Skyrim installation has been, it's unlikely that TESV.exe is where the BOSS install expected it to be. Given that I'm correct about the BOSS placement, I suppose what I should to is Uninstall it again, then reinstall, but manually place in in the same folder where TESV.exe resides. (Or should that be where the SKSEload.exe file is?) I'll wait for a confirmation someone more knowledgeable than I on the BOSS reinstall before I potentially screw things up even worse.
  25. This one is easy; Skyrim is the ONLY "big" game the wife has on her PC. (I've got FO3, FNV, and Grimrock on my PC, but I only do mods for Skyrim.) I'll start looking into FRAPS sometime in the near future. Might not even be necessary if my hide-and-go-seek clears up NMM's confusion. AHA! The files in the Skyrim Mods folder are all already extracted. If I understand correctly, they should still be in their zipped form. How do you ascertain where the Nexus mods section is sending the downloaded mods to?
×
×
  • Create New...