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Rhaskos

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  1. I do not have FNIS installed (only Nemesis), and I am seeing an XP32 error concerning FNIS in my Papyrus log: [09/27/2020 - 05:37:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1 [09/27/2020 - 05:37:13PM] ERROR: (0001A699): cannot fetch variable named FNISaa_sprint of type int, returning 0. stack: [ (0001A699)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ? [Active effect 6 on (0001A699)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622 [Active effect 6 on (0001A699)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628 [Active effect 6 on (0001A699)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1259 [Active effect 6 on (0001A699)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line 255 [Active effect 6 on (0001A699)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [Active effect 6 on (0001A699)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line 222 This error occurs for the following variables: FNISaa_sprint , FNISaa_dageqp, FNISaa_shout; twice each. I am getting this before a CTD, but not sure if it's related. Whenever I open a crafting station (forge, smelter, tanning rack, armor bench, alchemy table, enchanting table), a few seconds later I crash. IIRC the crafting stations do some scaling of the character so that the animations of the crafting station look fine, which is suspicious given the errors. If I open the console (~) and pause the game, the crash never happens, so even more likely that it's script-related. Is there anything special I need to do to get XP32 to work purely with Nemesis instead of FNIS?
  2. Even if you free Stormcloak prisoners, once you change cells, they are despawned. To get them back you have to use the "enable" command on you. It's pointless to add them as a follower through the console because they'll just despawn every time you move cells. It'd be awesome if there were a mod that added purpose to freeing these prisoners, preferably allowing me to make them into followers. Civil War Overhaul kind of adds a purpose to it, but that mod results in a lot of crashing, and even a couple of stat boosts for freeing prisoners isn't very fun -- it doesn't feel like I'm saving actual people.
  3. Creation Kit, Skyrim/Update, and Dawnguard are all up-to-date. I also have the latest version of Race Compatibility installed. Whenever I try to load Race Compatibility into the CK though, I get the following error: http://i.imgur.com/Pq4IN9L.png When I ignore it, this pops up: http://i.imgur.com/OzjpADo.png When I click "Yes to All", "Creation Kit has stopped working" pops up, and I'm forced to close the program. I have already changed bAllowMultipleMasterLoads to 1 and added Dawnguard.bsa, Dragonborn.bsa, and Hearthfires.bsa to SResourceArchiveList2 in SkyrimEditor.ini. Is there anything that I've missed that could cause loading RaceCompatibility to crash the CK? I'm only loading RaceCompatibility -- nothing else (aside from its masters, which automatically get loaded. I have all of them installed.)
  4. I recently started another playthrough of Skyrim, and used only mods I deemed essential for me to enjoy the game, staying away from flashy mods that only added a gimmick here or there. At the start of the game, I really only had issues with crashing when I opened a container and loading saves (some saves would always crash when I tried to load them, but if I coc'd into that cell from the main menu and then loaded the save it was fine), but recently when I went into Shriekwind Bastion I've started crashing just by walking around and not by opening containers. I had previously been killing everything in dungeons, quicksaving when I was done, and running back through the dungeon gathering loot after I had saved, and I could deal with crashes that way, but now I have to quicksave every room just to get through dungeons without losing progress. Skyrim is unplayable at this point. This will be the last time I ever touch the game for a long while, or even forever, unless I can find a way to stop these crashes, so please, let me know if you see anything I did/have that is known to be troublesome. I'll make sure to filter out as much unnecessary information as possible (i.e. texture only mods). Some things to start: I use Mod Organizer, and have used its built-in LOOT functionality to sort my esms/esps I have cleaned Update.esm, Dawnguard.esm, Hearthfires.esm, and Dragonborn.esm by undeleting and disabling references and removing identical-to-master records I have the latest version of SKSE installed I have the latest version of ENBoost installed (graphic effects disabled -- just have the patches / performance upgrades) Here is my load order for plugins (esm/esp files) Here is my install order (left pane on Mod Organizer) Does anything stick out as a potential problem?
  5. Occasionally I'm able to press and hold E on a follower and it's a shortcut to "I need to you do something..." and saves me the trouble of having to go through dialogue with them. Sometimes though it doesn't work, and I've experienced this issue time and time again every since I got the PC version of Skyrim. Is there anything I can do to prevent this from happening?
  6. I'm well aware of what you meant, but you're mistaken. Hits allowed isn't related to that. If you tweak the friend/ally hits allowed inside and out of combat to 0 in SkyTweak (under NPC tab), they don't attack you when they see you. Hits allowed is completely separate from the attack on sight, and since they're separate, if I change hits allowed for non-friends/allies that won't change enemy NPCs attack on sight behavior.
  7. That has to deal with aggression. Bandits and Draugr attack on sight because they're set to aggressive/very aggressive. What I'm interested in are the unaggressive NPCs, which don't attack unless provoked. I want to make sure non-friend, non-ally, unaggressive NPCs don't get provoked until two or three hits (in combat)
  8. SkyTweak only allows the tweaking of ally/friend hits. I'm looking for increasing the number for people I don't know (not friends nor allies with). Unless I'm missing something, there isn't any setting for that in SkyTweak: http://i.imgur.com/PwP5JVX.jpg
  9. Skyrim, of all RPGs, probably has the worst aggro system in combat. You accidentally hit a guard/soldier and oops now the entire army is after you. Are there any mods that rectify this? Skyrim gives you x hits on allies and x hits on friends in/outside of combat before they turn hostile. Is there a mod that tweaks the in-combat number for non-friends/allies? I have to quicksave before each battle where not every NPC is an enemy because one of them always ends up walking in front of an arrow, shout, sword swing, etc.Most recently, a dragon picked up someone in its mouth, I shot it with an arrow, it moved the person it was biting, the arrow hit them, and then every person in the town started fighting me.
  10. The playerhome mod I'm using now, Sjel Blad Castle, has each room of the castle split off into its own cell, I guess to help with performance. I go back and forth between rooms frequently though, so the constant loadscreens are a bother. I might have to do a bit of tweaking to prevent rooms from clipping, but I'm pretty sure my rig can handle all of the rooms in one cell, so I want to test how it handles with them combined. I tried drag-selecting everything in the CK (it froze and took a good while, but it eventually came to with everything selected) and then tried to cut everything with Ctrl+X, but then the CK permanently froze and didn't recover. Are there some settings I can change in the CK that makes the render window super low-quality (I assume it froze when I cut the entire cell because it was trying to calculate render effect changes)? Is there a way to cut/paste them into another cell without using the render window (and having it disabled so it doesn't try to calculate any changes)? I realize that cut/pasting entire cells into others isn't really normal behavior, but my only other option AFAIK is to manually cut/paste chunks at a time which will be slightly annoying.
  11. Sometimes for whatever reason, mod authors decide to hook up their followers to a scripted follower system instead of utilizing the default follower system. This means that I cannot use EFF to manage these followers to set their combat style, separate their equipment from their inventory so I can give heavy armor to a follower wearing light armor without having them equip it, etc. This is extremely frustrating, and even if I try to make them a follower from the console (i.e. Serana), I still cannot manage them with EFF. I might be able to find a mod that fixes Serana specifically, but then I'm left with the same problem for my mod-created followers running on scripted follower systems. Is there a mod which forces NPCs into the default follower system? I'd like to be able to mange all of my followers on scripted follower systems with EFF. It'd also be nice if I could use that mod on generic NPCs (i.e. Nazeem, guards, etc) so that I don't have to manually set them as followers from the console and have to update their level manually whenever I level up (which I often forget to do) (because if you make someone a follower from the console, they don't autolevel with you)
  12. If you're not CTDing when you open the escape menu, inventory, or other menus (which would likely be the fault of Safety Load) and are just crashing as you wander the open world of Skyrim, it could be a number of problems. If it doesn't happen in the same place over and over, the most likely cause is something that spawns in at random. Your bird mod spawns birds in, doesn't it? I don't remember which bird mod I used in the past, but I remembered that I would CTD every time I looted the dead body of a specific bird near Whiterun. Corwin noted that SkyBirds has issues, and if it was in fact the mod I was using that had issues, that's even more reason to believe that the mod has more than a few issues. Disabling didn't fix your infinite load since that was Skyrim's problem, but SkyBirds may be causing the CTD problem -- try disabling it. I use Immersive Creatures with 0 issues, so I wouldn't think it would be that. It might also be something related to leveled lists where Mod A tries to insert an item from Skyrim into an NPC's inventory, but Mod B has a dirty edit that deleted that item. Gopher has a wonderful tutorial on cleaning mods if that's the case. If you CTD in the same exact place over and over, it could be conflicting ESPs. Similar to the leveled list issue, you might have one mod which removes a particular lavender bush from one place and replaced it with something else, and then you have a second mod trying to modify that lavender and oops it's deleted. Cleaning your ESPs and undeleting + disabling items will fix that problem as well. Once you narrow down what type of mod is causing it, make sure to look through the comments of mods that match that description to see if other people are having similar issues. The person who made SSME is wrong, but you're right. Got it. The irony is your last sentence is painful. Just because what is on the mod page now is mistaken does not mean it is completely wrong, and does not mean it was wrong when the mod author posted it. It may be that the patch works in most cases, but for some odd reason it doesn't work in every case for every machine and those people still require SMSE, which is not affected by the problem that causes the SKSE patch to not work on some systems. If that is the case, it's impossible to verify that without reports from other users, and judging by the small number of threads on the topic of the SKSE patch not working, people probably generally assume the problem is user-error. You also need to think back to how long ago that mod description was updated. What he said could have been true then, but then that fact changed in a later build.
  13. I am giving him accurate information. You two are making baseless accusations based on what you've read rather than what you've tested. I'm using the most recent stable build of SKSE, and without SMSE, I get infinite loading screens with a mod loadout that doesn't involve many texture/mesh upgrader mods. With SMSE, I no longer get these infinite loading screens. Next time you want to call someone's information inaccurate, make sure you verify it yourself first.
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