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Deleted58783396User

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Everything posted by Deleted58783396User

  1. CCOR is Not a Hard Requirement Simply put, Immersive Jewelry will work perfectly fine with out CCOR For Reference, i have never downloaded/used CCOR, but i have used Immersive Jewelry for a very long time on both Skyrim SE as well as Oldrim. and have never had any issues with it. with that said the other mod that granted the ability to equip 2+ rings (it actually granted the ability to equip rings on every single finger + thumbs) would be Dovahbling, however this mod is not available on Skyrim SE. 1 thing to note, Immersive jewelry includes an insane amount of Jewelry mods, so it pretty much covers almost every single Jewelry mod their is on the nexus, so if you like bling, you will very much like this mod.
  2. First of all Run LOOT LOOT: https://www.nexusmods.com/skyrimspecialedition/mods/1918 Load Order Optimization Tool *LOOT* let it sort the load order (by clicking on the very first button on the right hand side, looks like some type of statistics icon), then ensure their are no issues it will mentions if applicable once you have done that, now is the time to create a bash patch Wrye Bash: https://www.nexusmods.com/skyrimspecialedition/mods/6837 run it - on the left pane window - scroll right to the bottom, right click on bash patch,0 - click on rebuild patch - on the window that popsup click on skip - on the next window click on build patch report back here exactly what Wrye Bash Says (incase their are issues it mentiones i would like know) if anything. do the above in the order as listed, so run LOOT first, then Wrye Bash report back here with any thing that both LOOT and Wrye Bash says if anything, we are looking for Errors/Dirty Edits mentioned from LOOT (again if applicable), and any potential issues mentioned in Wrye Bash such as form 43 mods, or mods missing master files. make sure you read everything carefully in both Wrye Bash and LOOT, (In Loot, check their is not errors, or mods that require patches, that means you then check all mods, to ensure none are in yellow/red by scrolling through them all) then report back here again if their are any problems. once you have followed and done all of the above, and their is defintely no Errors/Dirty Edits, or any Issue mentioned in Wrye Bash, now is when you start a brand new saved game. then lets us know if the problem returns should problem return after doing all of the above, then we will look into advanced problem solving (which will be checking each and every mod, as well as Conflict Resolution) basically we then use xEdit. Note: Doing all of the above, will eliminate a lot of potential issues, so their is a good chance we may not have to proceed it more advanced methods. so that is why i am not mentioning it now. (the advanced methods that is)
  3. defintely an unusual crash, potentionally script based, as this location is part of the main quest. so potentional causes are: 1. quest based script issue, or simple script issues as a whole. 2. Spawn crash (this location is also if remember correctly. very close to a forsworn camp, i have actually not played skyrim for a very long time with regards to the main quest, so i am guessing here mainly) 3. Spawn Crash #2 (dragons spawn near this area) so it could be either the forsworn or dragons could be causing the crash, or simply you are having script related issues, given the fact that this location is part of the main quest, as the only way to get into sky haven temple is via the main quest. so to get a better understanding of the situation, when fast traveling are you attempting to go to the exact same location everytime or are you testing many different places ? 1 thing you can try is download fallrim tools and see if you have any orphaned scripts, if so you can clean them with said program Fallrim Tools: https://www.nexusmods.com/skyrimspecialedition/mods/5031 so yea download it, and clean any orphaned scripts if applicable, then report back here if the problem persists. Note: Spawn crashes could be caused by Corrupted Nifs used by said entities or leveled list based issues, since you do not have a bash patch, the leveleds lists will be overriding each other which can cause issues, if you happen to be using mods that modifiy the vanilla leveled lists. should the above not solve the issue, i will then take a good look at your mods, and advise further, as that will be another potentional issue if the 3 i listed are not the cause. lastly: are you using any mods from oldrim that has not been ported to Skyrim SE ?
  4. nope due to engine limitations however that issue will only be in specific locations, not enough to warrent abondaning ELFX i would Strongly Suggest keeping ELFX and putting up with the bug. ELFX is too good to abandon for situational lighting bugs
  5. are you using any mods directly from Oldrim ? the issue with the hand texture, would again be caused by a different texture or mesh for a different body type, such as using UNP based Meshes or Textures on CBBE will cause these texture bugs. that applies to: Body Textures, Armor and Clothing mods specifically made for a Different body type to the 1 you are using, Tattoo Mods etc etc anything that defines a bodytype in its title, will not work with another body type, Example: UNP, Seven base, etc etc will not work on CBBE and vice versa. especailly applies to armor and clothing mods that was made for a specific body, as they would include a reference body, which will cause issues with a different body type, for example, gloves will use the hand mesh of the current body type, which will not work properly with a different body type. also applies to Tattoo mods, that are applied directly to a texture for a specific body type. You will need to Check all of your Relevant Mods to make sure They are Either Specifically Made for CBBE or Fully Support CBBE. completly uninstall CBBE, then Re-install it again, and allow it to overwrite everything when Asked, then install your body and face textures for CBBE. and again allow it to overwrite when asked. make sure your body and face textures are specifcally for CBBE.
  6. the issue is then most likely ELFX it self, creating too many shadow casting lights. to test: Disable ELFX and see if that solves the issue.
  7. the issue is not the hardware, its the game engine itself, 1 must remeber all bethesda games are console first and foremost, consoles cannot have the same power a high end pc has, not too mention their games are not optimized properly for High End Pcs Bethesda target audience is Console Gamers, which use greatly inferior hardware as opposed to a high end pc, hell even mid range pc will dominate a console. this is exactly why unmodded fallout 4 runs better on xbox then it does on a high end pc. its exactly why its the mod authors fixing performance issues, rather then the actual game devs, and yet even then theirs a limit to what a mod author can do, as they will not be able to fix the engine, only bethesda can fix. it does not matter if you had an artificial intelligence grade computer (a computer so powerful it can run its own fully self aware artifical intelligence), you will still hit the engine limitations, which will destroy performance and other related issues. the more powerful of a computer you have, the more ovbious the engine limitations become, same applies to using more intensive mods. their should be absolutely no reason at hardware level, why mods like Verdant should destroy performance of a super computer, and yet it does. the reason is because of the bottleneck that is the old gamebyro engine. a Grass Overhaul mod, should not bring a 1500 pound processor and equally as expensive GPU to its knees, it would be ridiculous to think that an extremely powerful GPU and CPU will struggle with something so basic.
  8. its very possible. the 2 other crash dumps i see from 2 different users who both also has HDT physics, both had the exact same offsets listed mentioned (referring to aaf49 and aafa13) so yea. i would say that HDT is indeed the cause for the CTD. it cant be a coincidence that now 3 different crash dumps from 3 different people have the exact same offsets for the crash. i knew this was the case to begin with, but to be fair i am bias against using HDT Physics, simply because i know for a fact this was causing many issues for me and many others back in Oldrim Days. it is still in beta, and is bound to have issues. not too mention that CBP + Ni override exists which literally replaces HDT with a far More Stable out of the box alternative. works absoluty perfect for me unlike hdt, they do not require work arounds, such as back in the day to prevent HDT spamming Magic Effects, via its Cloaks method, somebody created the HDT Physicx Object, to bypass this fatal flaw. but even that was not a sure fire solution. as that in itself would also cause issues.
  9. probably not, as both scripts would need to be applied to the same actor, this will inevitably cause a conflict. regardless of what the script is called, both of them scripts would be applied to same record entry, so whatever mod is lower in the load order, will override the 1 higher in the load order. you could of course potentially duplicate the werewolf actor, but then this would require you to open the respective mod, and point to the new actor.
  10. going to assume this is the mod you are refeering to: https://www.nexusmods.com/skyrimspecialedition/mods/5336 Immersive Jewelry (linked mod) grants the ability to equip rings on multiple Fingers.
  11. looks like you are using a Custom Body Texture for Vanilla body, your issue is also connected to missing Eyebrows, which is result of same issue. i notice your CBBE.esp is disabled. try enabling it and see if the problem persists. i am going to assume, that CBBE is not installed Correctly, but you have a CBBE based Body and Face Texture applying to Skyrims Default Vanilla Bodies, this will cause the issue you are currently Experiencing most likely. so yea. first of all Enable CBBE.esp, and see if the problem persists. if it does try Re-installing CBBE. Out of Curiosity, what Mod Manager did you use to install your mods if any ?
  12. provide your mod list, all potential issues you mention could easily be caused by the chosen mods. also i pretty sure Racemenu Does not Require an ENB at all, that would make no sense. what it does require however is SKSE (which means you would need to launch the game via the skse_loader, not Skyrim.exe). other info that would be very helpful will be: Hardware Specs Skyrim Video Settings (such as Antialiasing, Shadow Quality, Draw Distance etc etc) windows OS other causes can be: Antivirus Software Windows Security and pretty much any software that is resource intesive. also ensure your power options for both your GPU and Windows is setup to use maximum Performance (by defualt both of these are set up to use Optimal Power, which is not good at all for a high performance Desktop PC)
  13. i will state, that i do not have a lot of expereince in debugging, but i do have expereience in programming (however this was a long time ago), so all the information i am offering, is snippets from a faded memory, as i used to program 15 years ago. and then stopped due to lack of interest, but debugging and programming is connected, however it is very hard to remember perfectly what happened 15 years ago. i would highly recommend learning a programming language first (Preferably C++), before jumping into Debugging as that will offer a lot more insight, and would make Debugging much more natural :)
  14. the issues you want to be looking for will be at this offset: faf49 in the call stack look for offsets starting with said offset above, what ever is happening at said offset above, is causing the compiler to crash. disable Hdt Physics and see if the crash continues. debugging it, is only good if you yourself can fix the program. otherwise, the information you are reading, wont help (for the most part). Debugging is mainly for Program Creators to fix their Product. it is not really good information to have for End Users as you would not know how the Program Was Created (you would not have the Source Code, or information on how it is programmed). well techinically it is good information to have, if the cause for the CTD was Client Side, however if the program itself is causing the Crashing, then their will not be much you can do, unless you can fix the program yourself. basically i am saying Debugging can take a very long time. where as simple disabling the program (which only takes a few seconds), should suffice. so it can be hit or miss. i suppose it is good idea to debug programs, but as said you really need to understand exactly what you are reading. Debugging is Proffesional level Problem Solving. which has no simple solution. their can be many reasons why the program is causing the Crash. with that said, i will say,The Cause for this particular CTD is not End User Side, it is the program itself causing the Crashing (however this only applies if said issues you listed are in fact the reason), something End Users Cannot Fix, without having the Source Code to Said Program. so if that is correct, then this issue is down to the Author of HDT, since they failed to Define a Variable, which is apparently causing the Compiler to Crash.
  15. this looks like the shadow light limit engine Limitation. the only solution is to remove the mod that adds new light sources. can be caused by using a mod that adds too many Shadow casting Lights, or 2 or more lighting mods are conflicting, such as ELFX + RLO + any other mod that modifies/adds new lights Skyrim SE has an Engine limitation of 4 Shadow Casting Lights per cell. Exceeding this limitation will cause lights to disappear in close proximity, exactly as your video shows. however the same issue can also be caused when you are using 2 or more mods that edit the same cells with regards to lighting. <-- example: Enhanced lights and FX has a hard conflict with Realistic lighting overhaul, both do the same type of thing which are completely incompatible with each other, 1 of them must be deleted in favor of the other, else you will experience this issue everywhere or simply the lights will not work at all.
  16. ah you have Mod Organizer, that is probably an issue in itself. an issue i can not help with. i know specific mods do not work properly when installed on a virtual drive rather then Skyrim's Own Data Folder. thats pretty bad design if it does not let you overwrite files between 2 mods. unknown how it works, but that would most likely make conflicts a much bigger and more likely issue. which leads me to believe you probably would not even have this issue, if all of your mods were installed via another mod manager, or manually, both leading to Skyrim's Data folder.
  17. Skyrim Re-Engaged (ENB) + Obsidian weathers (Weather Mod) + ELFX and its Enhancer (Lighting Mod for Interiors), is a very nice combination. Skyrim Re-Engaged does have a performance option as well Installing ENB + Weather Mods + Lighting Mods
  18. Either Caused by Antialisiaing, or incredibly Low Draw Distance or simply Draw Distance Issues if you have an Nvidia GPU another way to solve this issue, is to Enhance your AA through Nvidia. doing the above will highly likely fix most AA Related Issues (such as the 1 in the video and also Distance Flickering). else if its Low Draw Distance, you can increases this beyond defualt max values, by using Beth INI and inputting higher Values.
  19. before we get into the gritty solution: can you completely uninstall FISS to see if your crash continues, so we can see if your NTDll is not corrupt. should that not solve the problem continue reading below: to problem solve this, is not simple (if you wish to problem solve based on the Crash Report) you will be required to download a dissembling program (such as Windbg), or Visual Studio, you will need windows symbols, and will need to understand the Call stack, this means you will need to be able to Read Assembly *ASM* for short. you will be reading the same language that your hardware understands Low Level Programming language the Call Stack will tell you all the information you desire, especially what caused the crash, however understand, that it is completely written in Machine Code the crash log you have, already gives you a massive helping hand, as you would then go to the Offsets it listed (the Exception is the Offset you need to go to) then read all information before it got to the Fault Offset to understand the process that lead to the Crash basically this is advanced problem solving. this is a guaranteed way to problem solve an Application, but also the hardest as you need very good knowledge on Low Level Programming. which a typical computer user would not have (Generally Speaking).
  20. Total character makeover does indeed include tintmasks for every single race, as well as vampire. said mod seems to do more then what other Body + Face texture mods do. it really depends on what order you installed both mods (you would have got dialogue boxes asking you to overwrite the files from 1 mod with the other)
  21. completely not necessary, as the manual method works perfectly fine.
  22. cant really comment on a 4k monitor, but the game itself has limitations, regardless of how powerful your hardware is, sooner or later you will hit a bottleneck with the game itself. but with that said, i have my game fully in 2k + 4k textures and some 8k Textures. and everything seems fine. the only thing that hits performance on my end, is JK Skyrim. and that is due to Skyrim's Engine Limitations. nothing to do with mod setup or hardware. these perfromance impacts are from viewing said towns + villiages from a distance, however actually entering the towns + villages, runs perfectly. skyrim still has that issue where viewing certain things from a certain distance tanks framerate. another thing that hits framerate hard, is Grass and Tree Overhaul mods. for some reason, using said mods just annihaltes performace. with that said, i am using all of Mathy279 mods, which runs perfectly fine, its only when i use mods like Verdant that destroys performance, unknown why. again i would imagine this to be an Engine Limitation.
  23. Now that you have the conflicts, you will need to click on the plus sign next to each mod in Red, and find out what record entries are conflicting, Keep clicking on the plus sign next to each record in red, until you get to the final record entry, then report back. DLC Intergration Project, edits leveled lists, so the conflict may be Leveled Lists, a Bash Patch will fix this conflict if that is indeed the conflict. Wrye Bash: https://www.nexusmods.com/skyrimspecialedition/mods/6837 Open it, scroll all the way to the bottom on the left pane window, Right click on Bash Patch,0 - Select Rebuild Patch - Click on ok on the window that popsup, then on the Next Window, click on Build Patch. as for the other conflicts, let us know what Record(s) is conflicting.
  24. Does this mean that an ".esp(.esm) heavy" setup doesnt have a lot of impact on the games performance/save file? nope is does not mean that, it means that eliminating scripted mods (cutting down on them, so you are not running so many, or simply using none at all), means you eliminate the likelihood of Save Bloat. ESP + ESM that Do Not Use/ Edit or Add Scripts, can also cause performance issues and game instability, however this is more to do with Load Order, Mod Compatibility, Game Limitations, Hardware Limitations and last but not least, What the Mod actually does. Save Bloat is not a simple problem, and almost always results in more severe issues, Save Game Corruption being the end result, which is not easily fixed, 9 times out of 10 this literally means you are forced to start again from the beginning (elimination of mods, and start a New Game). Mods that do not use Scripts, are more easily solved, as to solve them would be to fix the: Load Order, Mod Compatibility, and ensure that both The Game and Your Hardware can run them properly, Such as Massive Overhaul mods (Towns as an example) can impact performance, but this is usally to do with either Game Limitations or Hardware Limitations. ENB can also have a massive Impact on Performance, but this is exclusively Hardware Limitations. Save Bloat on the Other Hand has far More Severes issues, Such as Severe Performance issues, Crashing, Freezing, Termination of Saved Games, and Infinite Loading Screens, Script Latency issues, such as Massive delays in Quests updating. ESP + ESM not Do Not Use/ Edit or Add Scripts At All, have a far less liklihood of reaching these problems, and if they do it will almost always be Load Order or Mod Compatibility.
  25. ESM files are Bethesda Master Files - typically used as mod requirements. every single mod that contains an esp will require at least 1 of Skyrim's Master files. Most ESPs will modify the content from ESM files. ESM files are always placed at the very top of the load order, and cannot be moved down past ESP files, this means ESM files always have low priority, as they are designed to be overridden by ESP files. Scripts are Small Code Snippets. scripts are placed inside your skyrim data folder, in the Scripts folder, no program will tell you how many you have, you would need to check yourself. Mods that use scripts are as follows: Quest Mods (will include a lot of scripts, these mods are supposed to be run as stand alone, basically meaning you should run as few quest mods as possible per playthrough to get the full benefit from them and to eliminate possible issues caused by running too many scripts), Fully Fledged Custom Followers - And other mods that add stuff that typically could not be done via basic Creation Kit Edits. to know if you have a heavily scripted setup would be to check all of your mods, look in the Preview files for each mod, and see if any mod has PSC or PEX files <- these are scripts + source respectively. or typically they would be placed in a Compressed Archive. Generally big fully fledged mods (Quest Mods are 1 such mod) will include a lot Scripts. Running a lot of Big Fully Fledged Quest mods, will greatly increase the amount of scripts your game will be running, this can cause all sorts of issues, due to potentional of overwhelming the Papyrus System, which is fragile. Scripts Heavily Affect the Saved Games. this is why they can be classed as dangerous, because they have the potential of destroying your Saved Games forcing you to restart from scratch. However if you stick to a minimum of Scripted mods, you should be perfectly fine. Bare in mind, that Skyrim itself and its DLC Already Includes and Runs a lot of Scripts.
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