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Rhaskos

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Everything posted by Rhaskos

  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.
  14. SMSE was made obsolete long ago by updates to SKSE. Like I said, I haven't used Safety Load, but it doesn't "cause CTD issues on the escape menu", full stop. If it automatically did so, it wouldn't have 33,000 endorsements. No it wasn't. Myself and numerous other people still experience infinite loading screens with the SKSE patch while we do not with SMSE / Safety Load.
  15. Currently Skyrim has really annoying behavior where when you drop an item and move it, its location is reset to where you dropped it next time you enter the cell. This can be fixed by dropping items, leaving/re-entering the cell, and then moving the item, but that becomes an extreme hassle when "oops! I tried to hold an item but accidentally added it to my inventory. Gotta drop it and re-enter cell!". You'll end up sitting through a bunch of load screens because you have to re-enter cells so frequently. I'd prefer if this buggy behavior was fixed altogether and I didn't have to re-enter a cell to fix it, so I was considering scripting a mod to fix this annoying behavior. Is this something that can be fixed through Papyrus? If so, what in particular should I be looking for?
  16. Safety Load causes CTD issues on the escape menu (confirmed myself) and sometimes other menus. I uninstalled it and replaced it with SMSE http://www.nexusmods.com/skyrim/mods/50305 and have had no issues since.
  17. Try "dispelallspells" in the console
  18. Really liking the concept, I installed TK Dodge, but the input delay is just atrocious. The mod author states that the ScriptDragon version is faster, but I've heard bad things about ScriptDragon. I want to use TK Dodge though, so I might be willing to take some risks. To determine if it's worth it, I need to know the answer to these questions: How much faster is TK Dodge on ScriptDragon compared to SKSE? Is there any noticeable input delay? What issues can ScriptDragon cause with my game, assuming TK Dodge is the only ScriptDragon mod I have installed? I would test it myself, but I wouldn't want to think everything is okay and then start having serious issues with my save after I hit level 20 and then RQ from Skyrim for half a year.
  19. I was having problems with infinite load screens, so I installed Safety Load (with EnableOnlyLoading set to true), but I had issues where I was getting CTDs when I pressed the escape key. Apparently this is a common issue with Safety Load, and people recommend you use alternatives to Safety Load. SKSE is supposed to come with something that replaces Safety Load and SSME, but I'm using the latest version of SKSE and I'm still getting infinite load screens. In my SKSE.ini, I have this: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 That's supposed to fix infinite load screens, but it doesn't. I get 80 fps in most outdoor cells, and I'm not using any texture/mesh replacer mods. The only things that could potentially be causing issues are my mod followers. They all have hi-poly armor with HD textures, but even with only four of the followers I still get infinite load screens. I would like to think that a meager four followers couldn't cause infinite load screens. What can I do to stop infinite load screens without using Safety Load? Here's my load order of ~60 mods if you need it: http://pastebin.com/SuKGH5L2
  20. Right now I'm only using Populated Dungeons Caves and Ruins, but I noticed that the mod author removed it from the Nexus. Is there something wrong with it? Should I remove it? Is there a better similar mod that I can use?
  21. The mod author of Sjel Blad Castle forgot to add some collision panes in the vault of the castle, and I've had items flung into the cliffs because there wasn't a collision pane to stop it. (Yellow lines are collision panes -- you can see where some are missing) I'm not complaining though -- I was planning on just modifying the ESP ad adding them myself, but I wanted to make sure my items would be safe first. As you can see, I have items lying about as well as chest-containers (not referring to the static ones) throughout the vault. If I modify the ESP to add those collision panes, will it reset the cell and get rid of all my items / clear containers, or will they be fine? Also, sometimes when I drop items they are placed below the floor and fall down into the cliffs, and I have to turn off collisions and go fetch them. I can't always find them though, so it's kind of annoying -- I've lost a couple swords and books to this bug. It's not the mod author's fault that this happens AFAIK, but I would like to turn collisions off for the cliffs so items fall right through (right now they just sit in the crevices and are hard to find) and are teleported back to the origin of the cell / are easy to find if they don't teleport to the origin and keep falling in an infinite loop. How would I turn off collisions for a static object that has collisions?
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