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SoulReaver911

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Everything posted by SoulReaver911

  1. Oh yeah, running that optimizer can be troublesome for MO. If you're going to to use it, make sure to do only one mod at a time so that you know which original folder to put all those new files from the overwrite folder into. About the error, you might want to start another thread after giving it another try to see if it's still spitting out an error (optimize just one mod at a time). People more savvy with that program can probably help you better if you post in the "Mod Troubleshooting" Subforum ;)
  2. I'm glad to help, and even happier that you're closer to being able to play the game :-) Happy gaming!
  3. It's a good idea to go ahead and reinstall all of the SKSE folder if you found even a single file missing. About Wrye Bash, I can empathize with your frustration over what's it's doing, this happened to me when I used a texture optimizing program set to optimize loose files. It moved everything out of their original folders and into the overwrite. But this only seems to be a program dependent occurrence. For instance, with TESVedit, it does replace the .esp when edited, but it keeps it in the original folder that it started in, and only adds back-up .esps to the overwrite, (which are new files of course.) I can say that I have made a bashed patch recently using the latest versions of MO and Wrye Bash (using the installation version which works better in my experience,) and it did not send any files except the new ones that were created to the overwrite folder. It's possible you're using old versions, and because of this it's causing this terrible bug? Also, I don't believe I had Wrye Bash set in any way that would have it change the original .esps, as I only wanted it to make a new bash patch. Are you trying to modify the original .esps through Wrye Bash, or just trying to make a new bash patch.esp? Also, you might try making a completely fresh bashed patch, instead of updating an old one. For the future, if this happens again, that is if any program moves all your esps to the overwrite folder instead of keeping them in the virtual locations, the easiest way to fix it I've found - is to reinstall the mods it happens to, which you can do by right clicking on it in the left window pane. This will only work if the zips for the mods are in the same placed you originally installed them from. Perhaps there is another option, and that would be to Sync those files with their respective mods (which it should be doing in the first place, but isn't working in your case.) I'm not savvy about this, as I think it's still in-development. Putting overwrite files into their own mod is for the exact reason you describe, to protect it from overwriting something else, and in turn being overwritten. In your case it might be helpful to make 3 separate, albeit temporary if you like, mods for each of the 3 programs you expect to leave files in in the overwrite folder (by running one program at a time and making their mod before running the next), so that you can see if any of them overwrite anything among each other, and if they do, then you know if you need to run those programs in any specific order. About your merged plugins, it would be better to install them through MO, and you can do that by zipping up those esps, and adding them like any other zip file by clicking the top left button in MO. This way you can disable them without having to delete them, or update them if the need arises. (Make sure that MO sees the files in the green when installing! If you think this has happened to any other mod you've installed, you can inspect it by right clicking/information/file tree to insure that anything that is supposed to go in the Data folder is top level.) About having SUM and SkyProc installed through MO - do these programs have files that are supposed to be installed outside the Skyrim\Data folder? (Like SKSE or Wrye Bash or TESVEdit?) If so, then installing them only through MO will not work. So far, MO is only capable of installing mods that add files only to the \Data folder. All other mods (like SKSE, FNIS) must be installed manually, and then you can tell MO where their executables are in the dropdown list near the top right of MO. It's okay to run FNIS after or before LOOT, because the files it makes are not overwritten by LOOT. To update your custom FNIS mod folder, the only way that I think is working currently is to sync it manually, which you can do by double clicking the overwrite folder, highlighting the folders within it, then dragging them to the correct mod folder in the left panel. That is really strange that you hit a wall at 232 plugins. If you still have NMM installed, is it possible that it and MO are conflicting? Maybe NMM is adding enough .esps such that it goes over the cap? If that's not it, maybe Skyrim is hitting the wall because of memory issues? For instance, that SKSE.ini that was missing needs to be set up correctly to allow for memory management. (Make sure you have the latest version, and check out this link for a quick install, and or comparison: http://www.nexusmods.com/skyrim/mods/51038/?) Also, Skyrim.ini and SkyrimPreferences.ini may need to be set up again to suit your computer. Try deleting those two files in \Documents and running the original Skyrim splash screen after validating your game files through steam. I do recall that even just opening the Skyrim splash screen once in a while can resolve the most miscellaneous of problems.
  4. With the extra 25 .esps enabled, is the game crashing on startup, or when you load a save file? This may sound redundant, but either way, make sure you're actually running LOOT every time you install a mod (or after multiple mods), and make sure that you are running it through Mod Organizer, otherwise it won't be changing anything. Even if you run LOOT outside of MO and it actually finds plugins to reorder, that doesn't mean that you changed the load order within MO, as it has it's own load order cache. Now If the game is crashing on startup, there's usually two ways it happens, either it just outright quits, or it has a windows crash report. If it outright quits, then one of the many mods you're using is missing a master, and this should be evident if it's the case, as MO will have a red triangle in the load order next to esps that are missing a master. If it has a windows crash error, then one of those many mods, may be installed correctly. Here's my suggestion if the last one is the case. NMM, and other mod installers of the past, are dirty because it's hard to cleanup the mods after installing them. Mod Organizer keeps everything that can go in the Skyrim\Data in a virtual location. With NMM, you need to uninstall everything first, or just completely wipe NMM, and your Skyrim install off the harddrive, and start again. It's an annoying process, but that's the point of using MO. MO makes this process more feasible, because next time you come across this problem you're having, you won't have to go through so much trouble cleaning it up. Even with a single mod install, MO is so much cleaner, as it doesn't affect the folders of other mods, it just overwrites them in the order you tell it to on game load (which is temporary and doesn't overwrite files on the hard drive.) So simply put: 1. make sure all programs are up-to-date 2. make a clean Skyrim install after the mess NMM left behind, 3. reinstall all your zipped mods individually in MO, 4. check which mods and esps you want to use, 5. order with LOOT in MO, 6. Manage your mod order (which is different from .esp order) on the left side of the screen and then 7. run Skyrim, or SKSE through MO. All other steps with other programs can be taken after this. Now if it's your save game that is crashing, and you're sure that the actual Skyrim\Data folder is clean, and you've double checked everything I've mentioned so far, then use SaveTool. http://www.nexusmods.com/skyrim/mods/52363/? This program needs to be run inside MO as well, and it is capable of getting rid of scripts that can cause save game crashing. I've used it many a time to save a game that others would have given up on. Wrye Bash has never done to me what you describe, and I've only ever used it to bash patch, so I'm not sure what the problem is. But I can tell you, it's safe to not use it until you get everything else working. Don't worry about the bashed patch until you've got everything else working. I'm also unfamiliar with SkyProc and SUM, so I can't help you there either. Now about the overwrite, folder - it may be helpful for you to put the loose files that SUM, SkyProc, and FNIS make into their own "mod". I suggest keeping them in the same "mod" folder if you do. The upside to this is that you can disable all those loose files or update them manually without the aforementioned programs overwriting them automatically next to you run them, but otherwise it is unnecessary for the functionality of MO, it's more a cleanliness issue.
  5. I can answer some of your questions, but not all. You can run Wrye Bash and TESVedit through Mod Organizer, and it will see all the esps you have installed in MO. When you save in either program, it overwrites the original files that are in each mod folder that you edited. In order to run these programs (and other programs) you have to add them by clicking on the big dialog box near the top right of the MO which has a drop down list. Click edit, and add your program locations. You also have to add SKSE's location too, to even run the game through Mod Organizer :D When MO warns about overwrites, all it's really saying is that HEY! There are two or more mods which have the same exact files, and they overwrite one another in a different order than you have their esps listed in the load order! So, before messing with the order too much on the left side of the screen (which is what the warning is talking about) make sure you have you plugins on the right side of the screen in the correct order first. Then you can order the mods on the left such that they overwrite each other in the manner you prefer. Last thing, I almost always use manual download when downloading from Nexus, but as I understand it, you can use the automatic installer still, you just have to select Mod Organizer as the program that will install it, while you are downloading from your web browser. Seriously though, if all else fails, manual downloads have always work. You just have to make sure that when you add a zip file through mod organizer, that you have the data level set correct, which it will ask you to do in the dialog that pops up when trying to install. (This is because most people package their mods in different ways, and Skyrim needs the data to be uniform, that is the folder "Data" needs to be the top level.)
  6. I know this is an old thread, but I have another solution, and seeing how I found this thread through a search, maybe someone else will need this info in the future: If a Dwemer centurion, or a giant refuses to attack you, open up the console with the " ~ " key and click on the enemy so that you see their reference. Then use the "disable" command and before deselecting the enemy, use the "enable" command to bring them back. This has fixed it for me every time this happens.
  7. Two words. Lost. Spires. Baby. Couldn't help myself with the third one :tongue: http://lostspires.com/ I've been meaning to check this out too, as it sounds interesting: http://www.nexusmods.com/oblivion/mods/36336/?
  8. This link should help out. As far as I've used blender, you do need a "material" set first, so make sure to follow that step in the guide :wink: http://www.katsbits.com/tutorials/blender/basic-applying-material-texture-images.php Also, you should be able to use NifSkope to set any textures, and actually you might need to have it anyway to make sure that the textures are in the right folder on the harddrive P.S. I made sure this tutorial was for 2.49, which is the only version that I'm aware is working for Oblivion tailored nif export. If you're using a later blender version, you'll need a different tutorial
  9. Good to hear it's working! A clean save sure can do wonders :)
  10. I'm not a programmer, but it seems to me that there is a mod conflict. In the time between the old save and the the one with the errors popping up, did you go into any modded world spaces, especially ones you haven't entered before? This can even be interiors if you're using the indoor weather filter. If it is a mod conflict, it would be one that probably adds either a new weather type, or changes the ones that were already there - so you could see if a part of All Natural is being overwritten in Tes4edit - and that will help narrow things down a bit In any case, it wouldn't hurt to "Remove Bloat" from the savefile in wrye bash as a possible quick fix.
  11. If that doesn't help right off the bat (I've never used FormID Finder) - here's another way: Make sure you have obse installed, and while in game, select the missing mesh in the console. You'll know you have it when it comes up with a reference id at the top. That number won't actually help that much in finding the mesh, but if you keep that selected anyhow, obse has the command "showbaseobject", so type that into the console while you have the mesh selected and it will give you the actual number you can use to find the messing mesh. The first two numbers are entirly dependent on mod load order, so if you pull up Tes4edit, or presumably FormID finder, you'll want to make sure to load all the same exact mods you had running at the time of writing down that number - before you do a search for it. Tes4edit is useful in that once you find the object that matches the base ID, it shows you a path on the harddrive where it is supposed to be, so you can determine if there are spelling errors or what not
  12. I'm aware that this topic is old, but I came across it through a search, so I wish to give an answer to this question. Baurus was all messed up in "Path of Dawn" at stage 20, where you're supposed to meet him at Luther Broad's tavern. Most times he would get through the dialouge while sitting on the stool, but every time after he went into the basement and the other guy followed, he would just freeze, and then he was broken, and the other guy never attacked him. 1: So what I did was pulled up the console 2: selected Baurus's reference by clicking on him with the cursor 3: then typed After that, close the console and attack the baddie. Now Baurus is back in action. I haven't gone much further with this quest yet, but I don't expect this to happen again, though I very much want to know what mod must be causing this. Also, here's hoping this is a rare occurrence.
  13. Oblivion Stutter Remover is capable limiting the fps. You might try setting the cap to 30, so that when it drops, it's not as noticeable, and over time, your eyes will adjust. And thanks for all the console tips FiftyTifty, I'm going to see if two of them will help my setup. Edit: Also, lowering the Specularity slider will increase performance when it comes to lights and how far away their effects can be seen.
  14. @ Windwhistle What similarities does your game have in comparison to Boiler's?
  15. Fose is compatible with the steam version. It doesn't alter any game files so try and install it then give it a go, and you'll see that it works. (Remember to launch Fose_loaded.exe instead of Fallout3.exe to use fose.)
  16. http://forums.nexusmods.com/index.php?/topic/145116-animated-prostitution-wip/?p=7316841 This post describes what you'll need to do. As the poster desribes, If everything else has failed, it's probably a mod conflict. Using FO3edit to narrow the search by filtering out everything except the "idle" grup will return with a list of mods that may or may not have the "knockdown" idle animation. You'll want to delete this reference using FO3edit or TESsnip. Known Conlficting Mods: Playthings Umpa Animations
  17. For any who are seaching for an answer and found this thread: http://forums.nexusmods.com/index.php?/topic/145116-animated-prostitution-wip/?p=7316841 This post describes what you'll need to do. As the poster desribes, If everything else has failed, it's probably a mod conflict. Using FO3edit to narrow the search by filtering out everything except the "idle" grup will return with a list of mods that may or may not have the "knockdown" idle animation. You'll want to delete this reference using FO3edit or TESsnip. Known Conlficting Mods: Playthings Umpa Animations
  18. It's looks like Freddy_Farnsworth already answered your question is great detail in the posts for that particular mod. It's a massive overhaul that includes what looks like about 100 mods. The modder who made it personally customized it on his comp and then with the permission of each original author for every mod, uploaded it to the nexus. (I agree, the description was very confusing.) Actually, if you don't have too many mods you don't mind uninstalling, this might be perfect for you to try as it cuts a lot of the work that one would have to go through to get all these mods working. If you've got FOMM, it's pretty easy to uninstall all your current mods with the packager, but I suspect My Utility World is just too big for FOMM to handle. What I would do if I wanted to use this: 1:Uninstall all current mods 2: Once I have Fallout3 unmodded (vanilla) I would manually install My Utility World 3: Try adding on any extra mods you want to use one at a time Optional: 4: If I wanted to uninstall My Utility World, I would uninstall the entirety of fallout3, and after having done that I would wipe the drive of anything left to do with it. That includes the install folder and the My Games folder. 5: I would reinstall Fallout3 and then mod it normally.
  19. What Prensa said, and also even more importantly, did the test mod (a completely separate .esp file that does not have your home mod as a master) work at all? If a simple test mod like the one I created Has the same problem as the current mod you are working on, then I would be highly suspicious of another mod interfering. If the test mod does work then I would be suspicious of something inside the home mod that is interfering.
  20. does your dead npc have any packages? This indicated to me that Boiler has the SandBox package, and he really shouldn't because dead bodies aren't supposed to be eating and sleeping
  21. Well, I'm not entirely sure what's going on here with your esp. So I decided to make one of my own, just a simple dead npc placed in an interior cell. Here's my step-list after loading up the geck and all necessary files: 1: Create new npc by right clicking over any already-made npc in the object window under the NPC header and selecting new 2: after giving it an ID and a name, I made sure to check the box "No low level processing" and left everything else unchecked. 3: went to the stats tab and gave the npc a base health of zero 4: saved and reloaded mod to ensure there was no errors before putting in game world 5: inserted the npc into the render window and floored it with "f" 6: used the "g" key to raise him up 5 times so that he would hover a little 7: used the "run havok sim" in the drop down menu list labeled "world" to make sure he looked dead enough 8: saved the esp and loaded in game He appeared good and dead. Maybe you missed a step here or maybe you didn't but this method worked for me. If for some reason you already did all this perfectly then I would suggest making a separate esp as a test. This esp will be just the dead body and all the stuff you want him to have. Try loading up the esp in game without your original esp to verify that it isn't some other mod affecting your work. Try loading up the esp with your original mod and see what happens.
  22. Try downloading the separate installer manually, and running it using windows instead of NMM
  23. Wall of text or no, I appreciate you putting in your experience, even if I did by chance cause some irritation on your weary soul (sorry bout that.) Its true I always read your posts a couple of times, but it's mainly because you're talking about things I'm not accustomed to. I can't speak for others, but from where I'm reading, your posts are illuminating. I'm looking at your experience with this game and it's really making me think. Is it really worth all this hassle? I was just looking at suggestions online for modifying the page file to try and accommodate for some of these memory leaks you mention inevitably happen when you've got more than a gig of mods loaded in game, but this doesn't fix the actual problem (though the page file could probably use some tweaking anyway.) I enjoy the game as I use it now, and I feel I've eliminated many a problem yet I have a long road ahead if I want to go it all the way like you did. That is simply Incredible that you managed to get the size of your installed mods down to a fortieth. I will consider your warning carefully.
  24. (So do you use master-update with 3.0.15?) That's a big NO. never. Flipping the master flag on .....on plugins deals with knowing what the plugin will do once converted. If you do that and did not know what will happen? it's is the source of the biggest headaches I have ran into. If you download My anchorage tree mod, and use master update on it, you will not have any tree's, what you will have is Bloatware ! LOL. 75 % of the mods every where will end up as Bloatware because the esm factor treats the data in a different way, it's the opposite of a function. A tool to allow it's use"(esmify)" is a method used to discover if the coding done to the file you create will work correctly or not, it was intended as a tool, for developers, mod authors to decide which way they want to publish. TESedit has a long, very long history, and the authors of the-latest version will flat tell you, "you better know how the program works", read the manual, get an understanding of it's purpose first before you jump into that pool, there may be Purana in that pool. Well the first time I started using FO3edit was when I read Miax’s Tome of FO3Edit. In it he shows how to run the master update and master restore mode for FO3edit, but he doesn't really go into very much detail explaining what this does, so I suspect he doesn't really know. Do you support this guide? Either way, I'd be curious to know another resource that can explain some of the finer details regarding FO3edit, so I'm don't end up asking you too many unnecessary questions. From your standpoint, I've been misusing the program. I've been using masterupdate since I started reading the guide, as it seemed like a good idea at the time. I have every single esp turned into master, (and apparently masterupdate "injects" parts of some esps into others which leaves me questioning why I should be using a merge patch to begin with.) and also, I've got the merge patch master updated. Since then, I know that if I masterestore and try to run the game, I will get crashes, that is if I can even load it up to the main menu. I'm not sure if this would be happening if I never used masterupdate to begin with, but it's certainly possible. If I can get the load order right and create a merge patch that has all the overrides I want, then why should I even be bothering with this masterupdate? (I'm guessing what you might be thinking. This guy has a lot of cleaning up to do. :P) EDIT: Almost forgot - http://newscalea.com/pics/help/optionsfo3edit.jpg Is this the setting you're talking about? --------- Also, thanks for the heads up with AQFH, I will only run one at a time.
  25. Yeah, I agree, it's best to set ugridstoload around 5, but the option is still there for those who wish to use it. The esp you showed me is doubly useful cause now I'm not getting crashes when I set Lod object and tree distance really high (above the "official" maximum). Beforehand, I was getting crashes even when I was below and near to this supposed cap. I'm thinking that this method you taught me is not applicable as a download. I'm thinking some wouldn't read the docs that come with it too closely and perhaps not make backup saves and when they change their settings back they can't play their save game. I've been contemplating writing an all-around troubleshooting guide that I can post on the forum and as a download on the Nexus. So I'm thinking I want to add this info there instead, and I'll make sure to give you full credit. I've been making a lot of BORG esps ever since I hit that cap where the game can't load textures correctly because there are too many esps/esms. (I'm dreaming up a way to make ONE single ESM, but this is daunting.) This fixes up the problem right quick (as far as I can tell.) But I'm not sure what you mean when you write that borging esps can save many gigs of hard drive space (and thus game processing time) because all the esps and esms I'm using combined equate to less than half a gig (though I agree, there is still bloat in there. Working on it.) Yeah, the armor mods are generally pretty easy to combine, but I can't even begin to touch heavily scripted mods without losing functionality. Not really sure why, but I'd like to know.
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