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Thedudeistt

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Everything posted by Thedudeistt

  1. Chances are that it's a textures replacer causing this. The only time I've gotten full purple textures was when I downloaded LEGION HD textures without the legion master file OR the patch for skyrim at war legion which expands the number of troops. So, either you're missing a master file for the textures that are being upscaled, replaced, etc., or they're not being activated and overwritten. Or it's trouble with the mod itself that's either got a bug or is missing compatibility with another mod you have. Check to see everything that affects the vampire cattle textures in your game and look through the requirements for all the relevant mods. Also check to see if you have everything you need enabled and whether LOOT says anything. It usually tells you if there's a patch or master missing.
  2. Oohh, nevermind, yes that's the one I know about and also use. It's quite interesting because you see a group of them wandering around the roads of Riverwood as you walk out of Helgen.
  3. Huh, haven't seen immersive followers.
  4. The history in vortex is really helpful in times like this, honestly.
  5. Doesn't flowergirls cover this? I have it installed and it has bi and gay mcm options.
  6. Uhh.... okay. Weird bug. Not as weird as that time that my character was missing his head and only had eyeballs, though. Missing gates, that means the doorway itself, right? That would mean missing meshes. So look for anything on models and textures; cities, towns, villages; environment; and perhaps even smim? That looks like an old version, because when I downloaded SMIM the file had a different name. SMIM works to replace every single mesh in the game that isn't interactable with something more detailed. So yeah, I'd go for anything that changes meshes(as in, textures, models), environments, and towns, whatnot. I can't tell you which one exactly this is happening from, but I'd start with those. Read the mod details for any mod that deals directly with solitude and doors. Skyrim fixes seems to edit something in the blue palace, which is related to solitude. So yeah, read up on the mesh-related mods and see if you can pinpoint something that alters them. If you find something, good job, if not, start shutting off those mods one at a time to see. Or all of them, do it on a dummy save and different profile on your mod manager. Easiest way to do it is to see all the mods you think might be the issue, and write them down on notepad or something, then move them whenever you're finished checking them. Gonna be honest, personally, to me, it doesn't look like any of your mods other than SMIM could affect the gates of solitude. Thankfully, you only have about 80 mods to look through, so it should only take you a few hours if you disable them 5 at a time. Then start the game, use the coc solitudeorigin console command to teleport to solitude and see for yourself if it's fixed. For the sake of efficiency you'll have to start a new game every time you do this, so it's a good thing you have alternate start. Although, alternate perspective is a much faster way to get out into the world and be on your way. Considering the exact circumstances of how it's happening... yeah, no, it's super weird and I have no idea. Maybe not just mesh mods, but quest mods as well?
  7. The main difference between the two programs is that there's a lot of combat-related animation mods that are solely made for nemesis, and fnis doesn't support them. In reverse, there's a lot of NSFW mods that fnis supports that nemesis does not. In terms of which program runs more animations altogether, I would say nemesis, as many of the animation modules being made today are based on nemesis more often than not. But in terms of combat-related modules, a lot of people are switching over to DAR, dynamic animation replacer, completely cutting off any need for nemesis. However, a lot of animation mods, when working together, are simply patched by nemesis. I don't really understand how it works, but I do know that nemesis does not hurt animation mods that don't use it, thus I don't mind it being there. I do run skysa, motion revolution, and dar, along with nemesis. These mods together cover all of my animation-related needs, and so far I haven't run into any fnis mod that nemesis has been unable to run, barring sexy moves that apparently requires some work on the user's end. But yeah, people are quite clearly trying to move on from both fnis and nemesis altogether. UNDERDOG, a mod for idle animations much like EVG, does not require either of them, either, I believe.
  8. Chances are that nemesis doesn't support one of the mods you have. Something might want to consider is searching for a patch for them, or a different version that does the same thing. I personally don't see how nemesis, an animation manager could control draw speed, except the animation itself. As the person above said, you'd have to manually change the load order to see if maybe that fixes your issue. When you run LOOT, it often mentions and links you towards a mod's compatibilities page and explains all the little finicks that mods have with each other. Those compatibility pages might be a good place to start with for you. Unfortunately, I don't use the mods you've mentioned as I prefer the smaller animation-related mods. CGO is simply too involved and buggy for my tastes. It's the kind of mod where if you just do one thing wrong, your character is broken and you have to do something to fix it. Archery overhaul, I've never tried. I'm sure I'd have better advice if I did use them, but this and what Davin said are your best bets.
  9. I'm confused. Do you mean that your favorite quest mods have become patches for other mods?
  10. Passive NPCs populated skyrim reborn (There's like 5 different versions of it, so you'll have to see for yourself. I can't remember why I stopped using this one. Think it was because of JK's and Dawn.) Children of skyrim warriors in training (adds extra children to cities and arms all children as combatants. I recommend also adding some killable children mod so that they don't become immortal warriors.) Also, both JK's Skyrim and Dawn of Skyrim add npcs to inhabit the new locations added. Cutting Room Floor also adds some npcs, but it adds a lot of other things as well. Immersive College NPCs adds npcs to winterhold, along with all the college overhauls. College Students adds even more students to the college. Aggressive NPCs Skyrim at War (Adds 2000-4000 civil war npcs that duke it out across the map. Note that this one drops fps overall.) Warzones (and its add-on, Warzones Assault) (Same as above, but they only spawn in once you reach the target locations that will be shown on the mcm.) Immersive Patrols (Guard, thalmor, civil war patrols. There's also a simplified patrols version that simply removes patrol types that you dislike. But this one is needed as a base.) Massive battles and patrols ( Adds all kinds of patrols, more varied than immersive and npcs have simplistic names like 'peasant, adventurer, etc.' It runs perfectly fine with others. You need to open in CK to update header form, it's in form 43, but that's all you need to do.) Extra Guards (Does exactly what you expect it to.) Tagged as follower mods: MINPCS (travelling npcs with followers.) Companions and followers essential(travelling npcs that are also followers) There's probably more, but I use all of these together with no issues other than the expected fps drops when there's more than 60 npcs on-screen.
  11. Candle Lag fix ; Also a part of a modpackage called FPS Galore:Alternatives https://www.nexusmods.com/skyrimspecialedition/mods/18774 Just another thing to consider.
  12. mihail has mentioned in some of his posts on various mods that he's working on them and setting them to hidden whilst they remain unfinished. If it was what puppy said, then mihail would have deleted them rather than set them to hidden. Mod authors tend to set their work to hidden when they find themselves or the players displeased with bugs or unfinished content or whatnot.
  13. There is a possibility that the idles aren't able to play due to the way that animation mod files are numbered. The bigger the number, the more they overwrite. It might be worth checking the numbering on the idle animation files to see if that's your issue. Your testing supports this for the sole reason that they seem to work only when nothing else works, which means the game is reverting to vanilla for everything except the idles. The reason you don't see this is that animation file overwrites usually don't appear on mod managers unless they're the same exact files for the same exact animations. But idles work a little differently as they temporarily overwrite other idle animations while they're playing. Hmm. The way to know for sure would be to test it would be to disable all the animation mods and to see which exactly is preventing idles from working, after which you can figure out your own solution, possibly, again, changing the numbering of the file folders. Since you don't have all that many animation mods then this shouldn't take too long. My bet is pretty combat idles and maybe sexy move? Anything that affects how your character stands. Something I found out somewhere later down the line is that if there's two animation files for the same exact thing running at the same exact time, then your character does their best to reenact an epileptic, or simply reverts to vanilla. This however, only happened to me when I had a full animation package called awakened greatsword warrior and used a separate animation for a combat idle that was similar to it. Which caused the idle animation to keep moving the warrior's arm between the two stances. However, that animation package is quite buggy on its own so I may be wrong. I've moved on from that anyway. and PCEA seems to to contradict that as it allows you to use animation packages on top with smaller, more specialized animations on the bottom that have no problem overwriting the other, incidentally lower-numbered ones. My bet, personally? The conflict is the pretty combat idles, because they have your character in an animated pose while idle. Thus, the idles would have to overwrite this in order to play at all. Again, something that can be fixed by increasing the number on the animation files for these presumably temporary idles. I'd say just go into the folder for any idle animation folder and add a few zeroes to them and I reckon that will fix all your issues in this regard. As far as I know, pcea doesn't work with idles, idles definitely need to be lower in your load order than any other animation-related file, and the numbering should be bigger. Try this out. You can easily check which animation files touch upon the idle animations by looking through the mod directories. Thankfully, the naming for the individual files is universal so you can just see if they exist in each mod. I don't know what will happen if idle animations are numbered higher than active combat animations, but I'd reckon that they're scripted to not happen during combat anyway. An example of all this would be a conversation on the posts in Nexusmods for UNDERDOG idle animations. There was a whole scramble there because other animations were overwriting underdog. What I've mentioned so far was the solution that everyone used, including the mod author when they updated it.
  14. There are a couple of dragon overhaul mods out now that are quite worth looking into. Zim's immersive dragons, Serio's dragons, deadly dragons, etc. Fairly certain that your SMIM is outdated, as well. Also, I suggest you look up the bugfixes genre on nexus and look into all the new and most highly endorsed ones which cover a lot of interesting things and issues you never knew you had. Also make sure that you chose between scrambled or engine's fix on enchantments. Additionally, high poly project now has a new version out, called high poly project 2.0. And with any texture/mesh replacers for npcs I highly recommend a mod called 'face discoloration fix' which seems to reload meshes after the fact, fixing the black face bug in the absolute majority of cases. Generally speaking I'd look up every single mod you have on nexus to check for updates and whatnot, and then simply browse for a few days or weeks to see what else is new. There are times when you go crazy finding new mods, and then there is the time to consolidate and pick between what you finally have. There are tons of new optimization and lightening mods that streamline the way skyrim functions, which by extension increases the potential load you can put on it with heavy load orders.
  15. In this case, the adversity in question as far as I'm aware, is that mods placed on nexus can't be taken down once placed, therefore putting up the question of ownership. Mod authors are feeling threatened by this. How exactly do you combat this kind of adversity except by pulling out and proving a point? Of course the only way it would be proven is if a significant number of mods were taken down as a result, and I highly doubt that it will lead to any results except for issues for mod users like ourselves.
  16. I'm not really missing anything myself. I haven't been using most of the mods that got taken down, fortunate for me, I suppose.
  17. Maybe one of the immersion-related mods? They have funky stuff like this, I think. Like immersive interactions and whatnot. Most of them add things, but most of them are toggleable and they may involve toggling pre-existing vanilla content as well. I don't know any specific mods but this seems like a good place to start looking.
  18. I'm not a modder, but I'd reckon that such a huge worldspace would have a massive amount of associated scripts. That could potentially cause script lag—especially for people that enjoy many mods that they can't let go—as well as script errors that could lead to things either... not happening at all or crashing the game. Additionally, if you make something that huge, it would be more on the scale of something like enderal, completely replacing skyrim as a whole as there is simply not enough room in the game for something like this unless you severely limit your creativity. In which case, there's no point in making such a massive but empty worldspace. I took a look at wrath of the lich king, and I read over the description. I never tried it out, although I kind of wanted to. But I'm one of those people that have a lot of mods and I am currently in the midst of struggling to get it all smoothed out. My advice is to not overwork yourself and to not be too ambitious. Your goal is to make everything work as flawlessly as possible whilst also not limiting yourself. That means that you don't make it bigger than it has to be, only as big as required. This reduces the risk of pretty much everything. It also makes compatibility patches easier. Don't shoulder more than you have to, especially considering that your friend seems more like the backseat gamer or planner here. Accept their ideas but take them with a grain of salt and realism. You're the boss here, remember that. Oh damn, he closed his account. What a shame, I loved the idea of his original mod.
  19. Do you have any mods that are altering the map? In most cases, whenever I'm missing textures anywhere, it looks like neon purple or literally just a missing section of floor or wall. Through which I can fall through and respawn without actually dying. Haha. So yeah, it looks like a missing texture to me, you might be able to fix it with a clean reinstall of whatever mod is doing so, if there is. If there isn't, maybe verifying file integrity through steam if that's where your skyrim is from, if you're missing vanilla texture files. There could also be a seemingly unrelated texture replacer that's messing with them, which would be the next place you should check, I'd reckon.
  20. It was mentioned somewhere in a guide that I could use ssedit to look at cells that are being modified by mods. I've noticed that by clicking on a mod that edits cells, along with the esms, shows every mod that does in fact, edit that particular cell. In my case, most of my CTDs seem to be caused by specific locations during certain quests, some mod-added, and some vanilla. I'm wondering if there's any form of guidance for this sort of thing. I'm vaguely aware that papyrus logs can be somewhat used to troubleshoot in the case of it being a script issue, which is what these issues seem to be related to due to them happening only during certain quest stages. At least, to my untrained eye. However, I also have no idea how to read papyrus logs, half the issues that crop up on my logs are actually from scripts on mods that have been deliberately shut off, like the dynamic health script that seems to exist in 'dynamic magicka and stamina'. Trying pick apart thousands of lines in papyrus is something that would probably take me... well, a long time, not to mention that I don't know how to trace back which mod each script is coming from. So yeah, any guidance? Or sources of guidance? I'm not entirely certain on the right way to troubleshoot this as I have tons of mods on top of all that. On a sidenote, how do I find out where each cell is? For example, the tribune labyrinthian area. I don't know the formids for everything. Haha.
  21. I'd reckon that any mod that lets you summon or reanimate more than one creature at once can do that. I know that 'the dark arts' lets you reanimate up to 10 undead, but also seems to work for daedra and atronachs. Could be a mod conflict or something, though.
  22. Kinda hilarious. Maybe this is one of the gazaillion small things that got patched by 'modder's patch' and 'unofficial skyrim patch'? Maybe it's not the grass itself, but something that's affecting physics?
  23. Any mods that stop the dialogue interruption from standing too close to someone? Or mods that include it? I knew I saw one somewhere that had this as a side-feature, but for the life of me I can't remember.
  24. I personally prefer the newer version, 'immersive amazing follower tweaks.' But above even that, I prefer the newer follower overhaul called 'multiple follower framework'. It's actually an extension of the vanilla follower system and thus the least buggy of them all, in my opinion and experiences so far.
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