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Dwalin2012

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Everything posted by Dwalin2012

  1. Got a problem in my current playthrough: in vanilla Oblivion, when you kill the shaman of one of the named goblin tribes, the other goblins stop attacking you and become completely passive. However, in my playthrough they continue to be hostile even after their shaman's death. I tried to deactivate all the mods I have installed, and then even tried a fresh Steam installation on another PC, without any mods at all (apart from Alternative Beginnigs, to avoid going through the tutorial dungeon every time). No luck, the goblins continue to attack my character even if I kill the shaman through console, without touching any other goblin in the cave. I know that with non-tribal goblins this trick was never supposed to work, but I tried it with the NAMED tribes (like Bloody Hand, Sharp Tooth, Dust Eater etc), and they all seem not to give a damn about whether their shamans are dead or alive. Does anyone else have the same problem? Could it be a bug in the Steam version of the game maybe? If I remember correctly, when I played the dvd version years ago, it worked correctly, the goblins became passive without the shamans, as they were supposed to.
  2. Sorry, but answering questions with questions is the perfect way to kill any possible discussion. If you were really interested why it is immoral, you would have asked it before I asked my question. And besides, I already said why I think it is immoral in the earlier post: because it's disrespectful towards people who already paid for the game. Unless you intend to ask why being disrespectful is a bad thing to do, there is nothing much left to say.
  3. You still haven't explained why do you think they have MORAL right to do what they did. Your condescending attitude is ridiculous.
  4. Even though I have updated both Address Library and SKSE after the latest Skyrim update, some mods depending on Address Library still don't work, even though some people keep saying that these mods don't need an update, and that updating Address Library is enough. Don't know, but in my game it definitely isn't enough, the dll's from these mods keep giving me errors. Even when I tried to uninstall every mod that added dll's to the SKSE plugins folder, and then adding them 1 by 1, every time I added one of these mods, the error on start keeps reappearing....Here is a screenshot, would be really grateful if anyone could help.
  5. What they are doing may be legal, but it’s absurd to say that they are MORALLY right. Their actions are extremely disrespectful towards the players who paid for their game. If you got a cut from their money, your position would be somehow understandable, but if you don’t, then what you said is just gratuitous (and groundless) subservience to Bethesda’s whims.
  6. After updating Skyrim, Wrye Bash gives me the following warning on start: "The following plugins have header versions that are not valid for this game. This may mean that they are actually intended to be used for a different game" Could somebody help please? What does this even mean? I didn' get any errors while updating through Steam, what's this warning about "header versions"? Sorry if it's a newbie question...Here is a screenshot:
  7. Honestly, Bethesda doing this to Skyrim AGAIN is like a maniac repeatedly attacking (to avoid saying worse) the same victim repeatedly for years...The game has been released in 2011, and in 2023 they still won't have enough of it... How can anyone even approve and defend these decisions? It's one thing to say "Oh well, there is nothing we can do about it", it's another to insult whoever feels upset by what happened (and many people do just that, unfortunately).
  8. Sorry, I made a mistake in the topic title, I meant "adding esm flags", of course.
  9. Hi everyone, I am starting a new playthrough with quite a lot of huge quest mods installed, to the point that even at the start of a new game I already have almost 780000 references loaded. I read that a little more than 1000000 is the absolute limit, after which the game starts crashing or doesn't save or load at all. I also read that a solution to this problem would be adding an esm flag to the mods with the biggest number of references, therefore lowering the number of the temporary ones; however, many people say that sometimes this can break quests, like for example "A city on a hill", in "Helgen reborn", unless some characteristics of quest NPC's are changed to persistent (I am not good at modding though, so I didn't really get this part of the explanation, unfortunately). However, it seems it doesn't happen to everybody and depends on each people's specific playthrough... Could anyone please help and tell me which mods are safe to "esmify" without breaking the quests? Apart from Helgen Reborn and Moon and Star, which can cause problems, I didn't find any specific examples or a mod being "safe" or "unsafe" for a "esp to esm" flag change. Here is my load order with the number of references for each mod, could you please tell me if there are any reference-heavy mods that could be changed to esm without problems? I am especially wondering about "Qaxe's questorium" which has over 100000 references or "Clockwork" which has over 30000, so it would be quite helpful if I could lower their number:
  10. I had already tried with Enboost before, but unfortunately it didn't help as much as MoreHeap which seems to be slightly more effective. Will try OSR with different heap sizes again, but I thought Enboost and Oblivion Reloaded aren't recommended to be used toghether? But you say you never had even 1 crash after optimizing? I didn't think it was possible with a heavily modded game....How many mods are you using in you playthrough? I currently have 198. Currently my load order is this:
  11. EDIT: please delete this topic. I had asked about modifying a script, but accidentally missed the warning written on the mod page about it not being allowed. Apologies.
  12. I have about 200 mods installed (including big ones, like Order of the dragon, Better cities, Unique landscapes etc), to the point that my save file is already 8mb right after exiting the tutorial sewers at the beginning of the game. Until recently, the game crashed to desktop about every 5 or 6 cell changes, fast travel, exiting and entering doors etc. However, this almost stopped after I started using More Heap with DefaultHeapSize=1024. The question is: is there any other plugin/program that allows to use even bigger heap sizes, like 2048? If I write 2048 in More Heap, then after starting the game, it reverts back to 256, while if I try this for Oblivion Stutter Remover, the game simply doesn't start. My graphic card is GTX 1080, 8gb.
  13. Just installed Skyrim Flora Overhaul and there doesn't seem to be any change, even though I inserted the line iMaxGrassTypesPerTexure=7 into the Skyrim.ini In the description it also says: Make sure you are using Archiveinvalidation Invalidated (use the Nexus Mod Manager instead of installing manually or you will have too google it and find an alternative solution). Click "reset Archiveinvalidation" in NMM.. If the .ini changes does not seem to make any difference (e.g grass still looks very sparse, dont see many different grasses) you are problaby not editing the correct .ini. Please notice that some of the mod organizers seems to have their own .ini's which the game prioritize, then you must change them and not the usual ones. But how am I supposed to turn this option on if I don't use NMM but Wrye Bash?
  14. Could anyone please suggest a mod that changes the negotiations during the game, so that at the end Riften stays under Stormcloak control, Markarth stays under Imperials and Falkreath switches from Imperial to Stormcloak? Since in the vanilla game Riften automatically goes to the Empire if you are pro-Stormcloak and Markarth automatically goes to the Stormcloaks if you are pro-Imperial or neutral, is there a mod that allows to sort out the outcome of the negotiations differently or to obtain this result in some other way? I am asking because I have a strong dislike for Maven, Siddgeir and the Silverblood family characters, so I would prefer to keep their opponents in charge of the respective cities.
  15. Yes, I have the original Skyrim on Steam (bought it in 2014), but it seems it's not legendary edition, although I don't remember anymore, at least the title doesn't say "Legendary edition". The thing I am worried about is : will the mods for Legendary edition and the USLEEP patch work on it even if it's the original Skyrim? Or do I have to search for the Legendary edition elsewhere? I mean, I understand the Special edition is different from Legendary, but is the Original different from Legendary (apart from the expansions being paid and downloaded separately)? Differences like glitches, bugs, patches needed etc
  16. There is one thing that I am worried about: I have the original Skyrim on Steam (with all expansions) and the Special edition. However, I want to play mods that are working on Legendary edition only, not the Special one. Since the Legendary edition isn't available on Steam anymore, is the original one with all the DLCs good for them? And, especially, will the USLEEP patch work on it? I mean, is there any difference between Legendary edition and the original Skyrim with all the expansions and the texture pack downloaded?
  17. Could please anyone suggest a mod/utility that would help to identify objects, NPCs etc while playing? I have a lot of mods installed, so it would be really helpful to have a way to identify the belonging of various objects and characters to specific mods while playing, to avoid confusion between different plots etc. Something like the FormID-finder in Oblivion or the console "ori" option in Morrowind. Not sure whether such a thing exists for Skyrim though... The FormID-finder in Oblivion also tells the player which containers are safe for storage, I would be grateful for a suggestion about this too.
  18. I just tried the mod "Aspiria's curse", it seems quite promising from the description, already has a sequel etc, but I have suddenly run into a problem: this mod makes the cursor and all markers on a local map disappear, if I am in an outside cell. If I am in an interior space or inside the walls of any city, it's ok, and the global map also works ok. But, if I am in the wilderness / any outside space, or in a village that isn't surrounded by walls and isn't a separate cell, then there are no markers on the "local" map, only the shapes of the buildings or other objects. Could somebody please help? I read this "cursor / marker disappearing" problem is usually caused by the edits of the vanilla cell (3,3), so deleting it from the mod sometimes helps, but when I load the mod in Construction Set, this cell (in the Pale Pass world) isn't marked by an asterisk, unlike any space modified by the mod, so it must be something else.... I thought it might be a problem in the translated esp file, so I tried to load the original German one, but the same thing happens. Could somebody please help? I would really like to play this mod, but without markers it will be difficult, and even if I finish it in this state, I will have to delete it afterwards to avoid having the same map problem in other mods I have installed, although I don't really like deleting big mods after having played them, especially if they have unique artifacts to put in display cases in houses etc, and anyway, imo big mods make the Oblivion world richer. If necessary, I will delete it, but hopefully somebody could help to fix the problem. Thanks in advance.
  19. The mods I have are many, here is the list of the esp and esm files Active Mod Files: And this is the list of the archives (since some esp and esm files can be from the same archive, therefore are part of the same mod). The ones below number 57 aren't installed, they are in the "Oblivion Mods / Bash Installer" folder, but I have yet to play them: Bain Packages: P.S. I haven't installed the Shivering Isles patches as you see, as I haven't yet even played that expansion, as crazy as it may sound :smile: It's just with all those big mods I never had the time, since most of the days I could only play a couple of hours.
  20. That's true, in fact I thought about trying without compatibility after reading a post from last year, when somebody said his game ran good on Windows 10 without any compatibility, so it was good that way already back then. I don't remember why or when exactly did I start using the compatibility mode at all, to be honest.... Could be, but maybe the fact that, by exiting the sewers at the start of a new game, the save size is only 6,2 mb, is because it's just the beginning of the game, the character is still level 1, has only 2 spells, barely any equipment, no quest progress (neither the vanilla ones nor the mod ones)? I can't be sure, but maybe with time the save would become big anyway, since I see that even with a new game starting, it becomes bigger almost every time (or at least every 2 or 3 times) when I save. Only slightly bigger (2-3 kb or so), but nevertheless. Since my last save in my playthrough is numbered 7844, and there have been constant additions of very large mods that were continuously being updated, could this be at least partially responsible? Unfortunately, the only way to verify that would be to re-play everything from the beginning, but that would take another decade :wallbash:
  21. Yes, I did this, I patched Oblivion.exe and OblivionLauncher.exe too just in case. Don't know whether these ones were necessary though, but if obse uses the Oblivion.exe process, maybe....I am not sure how exactly it works.
  22. Yes, I use the 4Gb patch, but there are so many big mods that at the current state of the game it doesn't help by itself, only in combination with Enboost v259. Without that, even with the 4Gb patch the game crashes after about 3 (maximum 4) teleportations, fast travels or entering / exiting doors. I don't remember well. When I just started using this patch, it helped more (probably because I had less mods, and I didn't know about enboost yet), especially in Bravil, which was the place where I had more crashes. When I use both 4Gb patch and Enboost v259, then I can play without crashing for quite a long time. Now, while the game runs more or less ok, Bravil (along with Cheydinhall) is still the more "crash-rich" place, followed by Chorrol. By the way, maybe others could find this useful if they have the same problems: while the wrapper version of Enboost simply didn't work for me initially, crashing the game at the start before even loading the main menu, and I used the injector version with the exe file (even though it's supposed to be for laptops), this happened only when I played with Windows 7 compatibility. After the latest update for Windows 10, the game sometimes stopped seeing Enboost, increasing the crashes to desktop therefore. Other times, it continued to see it, but I couldn't figure out the logic or "rule" when it did and when it didn't. However, when I turned off compatibility and administrator, even though the injector version doesn't work any more, the wrapper one suddenly started working perfectly! Anyway, the important thing is that BOTH the 4Gb patch and Enboost v259 work, only that gives enough RAM as it seems. One minor thing, but still rather important to mention imo: for some reason, I can't enter the lowest level of the Goblin Jim's cave, when I have Oscuro's Oblivion Overhaul turned on. Not that I reallty need to, as I already cleaned it up before (without any crashes), but still, it's weird....When I needed to check a chest later, placed there by the "Kragenir's Death Quest" mod, I couldn't do it because of this "entrance crash", so had to teleport the chest out of there. If I turn OOO off, I can enter the place without crashing, but the point is that earlier I had OOO TURNED ON, yet still was able to clean up the area without any crashing at the entrance. I never managed to identify neither the reason nor the precise moment when the area started triggering the crash. And 2 things related to the mods: there is the mod "Guards of Cyrodiil" about the Swamp Moth legionnaires, I tried to uninstall it after finishing, but the game "refuses" to save if I try to do so with this mod disabled or uninstalled. I mean, I am able to start a new game without it, but, if I load a save where it was present and try to save again with it being disabled, the saving process crashes, no matter what I try. No re-installation, console commands or bloat removing helps. Once, I managed to get the game saved with it disabled, but only when I keep the "Druid mod remade" disabled as well. No idea why, what would these 2 mods have to do with one another but, since the Druid mod is one of my favorites and I have completed all the quests in it, it's an easier choice to keep the damn "Guards of Cyrodiil" as well, rather than replaying it from the start. However, none of this makes any sense to me, I quote it as an "illustration" of how unpredictable can mod combinations be. And another one: a German mod called "The Order of the Dragon" ("Orden des Drachen"). I haven't yet played it, but want to, as it seems very interesting from the descriptions. However, when I tried to install it, the game became so "heavy" with frequent crashes and freezes, as if it didn't have enough Ram even with both the 4Gb patch and Enboost. Although the last time I tried this mod was still with Windows 7 compatibility, I haven't yet tried it after the latest Windows 10 update and discovering that the game works better without compatibility. Will have to try it yet, but I keep it as the last one to play, as it's the biggest of all the mods I haven't played yet. Sorry for the excessively long post, it's just I thought it was better if I explained in more detail, in case somebody else has the same problems.
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