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piperman123

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  1. So I'm using the witcher 3 mod manager and I ran the mod merger then script merger and I've got everything working fine except armour mods aren't working (I'm not entirely sure any of the merged texture mods are to be totally honest) and I've added custom inputs for search radius for the AutoLoot AIO mod as per the instructions in the comments on the mod page (tweaked a bit). I've set it to "IK_Pad_LeftThumb=(Action=AutoLootRadius,State=Duration,IdleTime=1)" which works but then geralt won't move. If I get roach near me and mount I can move but pressing the left thumb will loot and force me to jump of roach and then I'm stuck again. Relevant excerpt from input file: https://pastebin.com/TXHSSFnA I've also manually merged the scripts, seem fine to me but perhaps there's something I'm not understanding and that's causing the issue? https://pastebin.com/wiPnNNt2
  2. Thanks for the replies. Yeah... I was aware of those methods @BloodyStigmata mentioned but I was looking for something to speed things up and save me the time I'd need to invest learning/messing with CK etc. plus, that would quickly become pretty inefficient when mods are adding tons of items and I need to check dozens of items to see if textures and meshes are working correctly. Also, I was pretty curious if there was a way to do it all in game and what everyone else was doing. In case anyone else ever stumbles on this looking for an answer though: I ended up using AddItems2 (which needs a bit of fiddling to make work for SSE, easy enough), made life waaay easier. Doesn't help with testing the levelled lists but I'll trust MatorSmash/WryeBash to handle those for me. I spawned some Frost giants which seemed to have the most varied mod added loot and enough was being distributed that I trust it was working correctly. Also, I plan on using SkyAI eventually, which although not adding to the enemy leveled lists it does distribute everything into the game. Those two things in combination make for a much quicker, easier and more streamlined means of testing.
  3. So I'm trying to merge a bunch of mods and just sort my load order out overall. But I'm struggling to test some of these mods. InsanitySorrows weapon mod, more weapons please and expanded weaponry for example, how can I test it? I've tried making sure everything is in my leveled list and I've gone and spawned a few dragons some necromages, storm mages, bandits and chiefs but most have the same stuff, and none seem to be dropping the weapons I'm looking for. I managed to get a dodgy bow from insanity pack when I merged it, I know it was that because it didn't show up. I've doing "help insanity" to no avail. So what do you guys do to test, are the some specific enemy ID's you use specifically for this purpose? Is there a mod out there that makes this easier and I've just not found it?
  4. In response to post #47493580. #47500655 is also a reply to the same post. I can't second this enough, making it so we can share modded games without depriving modders of their downloads would be sweet AF! Would also be a tremendous help with troubleshooting I imagine. Letting more experienced modders or mod authors tweak certain things or quickly produce patches, reproduce and narrow down user issues etc. As for people using tweaked esps, no reason why after the manager downloads that mod it can't copy (or the users can manually share) the tweaked versions or direct each other to mods downloaded from elsewhere which is probably far fewer than those used from here anyway. Plus I spend weeks messing with mods and it would be great to be able to share some of my 'ultra modded' setups with friends who aren't as experienced or willing to put the time into learning or setting things up but have seen my version of Skyrim and would like to play it too or even help troubleshoot and test things as they play more than I do or while I continue to play about with modding further. +1 for sure!
  5. Ok, thanks for the ideas. No, it's definitely reanimating the fish or whatever. Disabled RotE and the SkyMo patch and it worked fine. So I've taken that out of the game and started using other mods that do similar things. Must be the patch letting RotE use something from SkyMo that it shouldn't, can't remember if RotE caused the issue by itself though, I'll check again tomorrow. And the fish definitely do start moving, so maybe it's like you say and them being out of water makes the game have a fit.
  6. I'm getting a CTD when this effect appears on screen: Appears to be some sort of conjuration spell but I have no idea what. After troubleshooting I think it is something to do with; Revenge of the enemies, SIC and/or SkyMo v.13. I believe I have all the patches. Using all these seperate Revnge of the Enemies Patches. Not using the patch from SICs installer, using a bashed patch too. So far I've only been using this one encounter to test as it consistently crashes here and I can get there instantly with Live Another Life so easy to troubleshoot. EDIT: Further testing, I saw it reanimate one of the dead fish that on the table... I think. If that helps at all. EDIT 2: OK narrowed it down further to RotE and SkyMo. Load Order: Using Mod Organizer. If I've left out any important information let me know and I'll add it. Edit 3: Crash Dump: Think that's the relevant information.
  7. No, if you've moved requiem to the bottom as suggested then you're right to put the patches after it. Removing ETaC shouldn't cause a CTD unless you still have some of the modules or patches for it enabled. As for your update I have no idea what might be causing that. I can't see any mods that affect arrows or armour ratings, is it perhaps an intentional change by Requiem? Don't kow what to suggest about the meshes, I can't imagine why they'd be missing unless you were supposed to let SoT overwrite those files. I'd honestly recommend Mod Organizer though, it makes resolving and even seeing these issue far easier. For example it would show you what mods are overwriting each other and which files specificly and let you rearange them (essentially change the install order so nothing actually gets overwritten. It's so much easier and tidier. It can also sort them out so they get put in the correct 'install' order, it will tell you if your missing any master files (The CTD with ETaC and the SoT patch) and a number of other things. As for the guards not talking I'd suggest running over to the GDO mod page and check the comments or FAQ and see if it's been mentioned on there. Perhaps this "reactiveguards.esp=1" is conflicting with it, try moving GDO after it or disbaling it to see if it fixes the issue?
  8. Try without ETaC? Prettty sure they won't work together but I'm not sure if that would cause CTDs or not. Otherwise I'm not sure what you're unsure of with regards to patching, you seem to know everything you need to. Is LOOT putting all those patches at the bottom btw? Not tried requiem but that's a heck of a lot of patches for it, I wonder if you could just merge them with Mators Merge Script? EDIT: Noticed you're only actually using two lol.
  9. Sorry to bump again but I can't for the life of me get this merged patch to create without errors. Also all the Perkus esps and it's required mods esps are spewing out tons of errors in TES5Edit, not sure if that's normal but it's making it impossible for me to tell what is causing the issue in the patch. Searching for the ID that comes before the error comes up with nothing. Anyone know what I should do here? I followed Mators video on fixing errors and got rid of some in the Death alternative addon for Live another life which I thought was to blame but that hasn't helped either. Also, I can't find anything more detailed/in depth about fixing errors in TES5Edit so I'm really stuck.
  10. Saying that will get you insta banned, you've just broken the nexus' terms or whatever. We're not allowed to help, sorry.
  11. Yeah, what dummiesboy said. Also, Spike is outdated, the mods that used it no longer do and should you have all those different versions of jump higher? I would have thought you'd need to pick the one you want and remove the rest.
  12. Haha, not sure if you're joking or not :P But if you've disabled all your mods check there's nothing odd in your data folder in case somethings found it's way in there or something. Also, is it there when you play other games? Might be worth checking what programs you have running, might be another program all together?
  13. Ok good. Sorry to ask the obvious but have you checked nothing is overwriting either mod? Try checking the data tab to the left in MO and finding the ini files, hover over them and it will show which mods are adding/overwriting it.
  14. Ok, so I tried with all my mods 'cept skyproc stuff and it loaded ok. Tried with my skyproc patches and it wont get past the dragon logo... is it the MergedPatch do u reckon or have I just overloaded skyrim? The skyrim process is using 30-40% of my CPU while it's sat there on that logot though so it's not crashed and I have the memmory tweaks. EDIT: Hmmm... Getting all these errors. Think I'll try making a basic setup to test this stuff out and sw what's what:
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