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Savalric

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Everything posted by Savalric

  1. I've got a 3GB OC 7970, and when I ran the texture optimizer in the past, I didn't really notice a difference. But now that I think about it, Footprints has been running since I started modding skyrim, and I've always had ctds, although they did go away for a time when I was down to like 50 mods. I had no clue it was that script intensive. I'm going for a paladin build so I hope I don't have to get rid of SmartCast, so I'll start with Footprints and hopefully I can play for a few hours without issues. I really hope it's not Morskom Estate, because I just installed it recently and haven't even had the chance to try it out.
  2. I'm gonna give that program a better look later when I wake up, but I'm not sure why fraps recorded such high frames. enblocal.ini has the limiter on already.
  3. So, I have a lot of mods. nearly 200 at one point. I've narrowed down to 129 total plugins, and one/a few of them are causing CTDs roughly 10 - 20 minutes into the game. I've been trying to cut down as much as I can, but a lot of what's on mods list is stuff I've come to see as essential. Honestly, I can't look at my mods list objectively anymore, so I need an outside opinion. What mods do you think are causing my CTD issues and what mods do you think are causing my low FPS? I usually have anywhere between 40-120, but I get highs of like 187 in the field outside whiterun and lows of 12 in Riverwood. While I'm hoping it's not, I do believe ETaC might be causing it, but I'd rather not be rid of it if I don't have to. So, without further ado, here's my load order and mod list, obviously, mods that have a "= 0" next to them aren't activated, and some are follower mods I'm working on (also not activated.) If you see something that should be active and it's not, let me know. I've been going over this list for days now and it's all starting to blur together. (also, I have tamerial Reloaded ENB. And fps isn't such a big deal, but if you see something that's known to be an fps killer, let me know. )
  4. It was something to do with one or two animation related mods that were conflicting with one another or something. I uninstalled them all and reinstalled a few and I can load it all up now. Now the question is which mods should I disable, as some of them have high vram usages and those are leading to freezes, but that's a different problem for a different thread. If I make one.
  5. Well, after much deliberation, while the mod Spell Chaining and Spell charging aren't wrapped as the mod I intended to create, it does what I wanted to do so, this mod is moot. I will, however, still be making a quest line involving Labyrinthian and the wooden mask, because it's genius. I'm just not sure what I'm going to do with it now. Although I'm certain Alduin is involved somehow.
  6. Actually, that is pretty much what I was thinking of... How did I not know about this mod? I'm reconsidering whether or not my mod would still be needed now...
  7. Well, I made a mod request post with a similar title, but didn't get help with it. Turns out, most of the components of the mod I had in mind are actually mods of their own i.e. Animated Enchantments Overhaul, Colorful Magic, etc... So, the current plan is to ask the mod authors for permission to use their resources (and of course give credit where credit is due) and combine certain aspects of their mods into the mod that I had in mind. Which brings me to this post: What I do need are people that are experienced using the CK and (I'm only assuming since I have no experience with textures/animating) nifskope/blender. The scope of the project is to make the Spellsword in the glass cannon it's meant to be. Essentially, you'd use a spell in your left hand (or right, but for now the left is the focus), and a sword in your right. But a true spellsword knows how to combine might and magic, letting him use a sword and a spell in one hand, by "casting" the left spell onto the right handed sword. Since I'm not great or even aware of how papyrus scripting works, I assume the author of Colorful Magic, 184Gesu, made an enchantment that casts the MGEF effect of the spell whenever striking an object/character. Assuming that's the case, I can't imagine it being hard to detect the left hand spell and attach a poison effect (since it has duration, can be applied to weapons, and is usually damaging the NPC in some way upon striking) or by attaching it to the PC directly for a duration, and simply having the animated effect on the weapon run at the same time. Another potential idea would be to have a lesser power pause the game, open the enchantment menu, and let you enchant the weapon right then and there, using whatever enchantments (or spells) you have. The lesser power would still consume a soul gem, with the strength of the enchantment still dependent on the soul size. When the effect expires, the sword gets wiped of it's enchantment/spell. In this case, the imbued weapon is stronger than an equivalent enchanted weapon, since enchanted weapons are permanently enchanted (normally) and this is temporary. This method wouldn't consume extra magic/stamina to balance (described below) since you're popping soul gems like 4 hour energy shots. The major caveat to this idea that separates it from portable enchanting is the fact that each spell would have a different effect on the weapon, depending on what it is. the basic Flames/Frostbite/Sparks spells would be like normal enchantments, but the others would be vastly different. The original idea was very ambitious because I was very excited when I originally came up with the idea, but as of right now, I'd just like to get the basics down. (If interested, here's the original mod request info on the matter: Balancing: Obviously, this would make the Spellsword immensely overpowered, since you'd be able to have an enchantment, a poison, an "imbued" sword, and a spell in the left hand, I had a few ideas in mind. The first being to disable spells in the left hand (or just altogether, temporarily) , letting a spellsword block with the sword, and essentially be the equivalent of that of casting flames while your character stays in the same place while swinging. Each swing would drain magic and stamina, and your health would be depleted the longer you kept the effect active. At about 10% health, you'd get a major boost in effectiveness , letting you ride the edge of death in exchange for more power. [insert Glass Cannon Trope] The other idea is to simply make it a replacer for enchanting, with the enchanting skill governing how well you can imbue weapons. This would eliminate the need to carry multiple enchanted weapons, since you could carry one daedric sword (or an iron one, I'm not judging), and apply a temporary enchantment. This would probably be more balanced and lore-friendly, as I'm certain charging your sword via USB cable and already having it docked in the iHome goes against your limited warranty. The last idea I had would be a combination of the two, but since I haven't made such a mod yet, I can't test to see just how balanced this is. Lore: The Dragonborn is depicted as a spellsword in most covers right? And Nord? Thus, the Nord Art of the Spellsword is born! Eventually, I want to make each character archetype more unique like this, but for now, the Spellsword gets some love and attention. Essentially, it's like stealing fire from the gods; The Divines have been known to bless and enchant weapons on the spot, without the use of an arcane enchanter, this mod would teach the Dragonborn via a short questline how to do it himself, albeit no where near as powerful as the Divines, which is why the "imbue/enchant" runs out. What help I need: All of it. Joking, I plan on making the questline, the NPCs, the areas involved in the quest, and maybe get a voice actor or two to assist. I've got the story all planned out: The only way to learn this lost art is to go back in time, convenient since we already have two methods of doing so in game already. I was thinking of using the wooden mask and simply recreating Labyrinthian and using it as a staging ground for the quest. Sounds simple when I place the word simply there, but it actually should be a little harder. The other would be going to different places and using an Elder Scroll, but that may get a little harder to do than Labrinthian All I'd need are someone who could create the actual effects necessary, combining them from different mods assuming I get the permission. I can learn any scripting necessary, but seeing how much of a nuisance scripting seems to be to skyrim, I'd rather not get SKSE involved if I don't have to. Eventually, I plan on adding simple animations like touching the spell to a sword to active the effect, a one-handed version of the master spells (since I'm fairly certain that I can replicate the basic master spells, maybe use another animation to make the Spellsword version special, and just leave the sword in the PC's hand since I think it would still look pretty good that way (I'm imagining the Mystic Knight mod's master spell animation, but with a sword being clasped in the PC's hands). I'll update this whenever I accomplish something. Any feedback is much appreciated, assuming you read all of that ^. Any help is also appreciated, as I don't intend on getting paid or being a famous skyrim modder that people whisper about in the dark corners of the world. I just want to enhance my game. I'll also probably come back and make this all look a little neater (maybe) but aside from attracting help, this is just a post, I'll make the actual mod description the greatest thing since Star Wars used scrolling text.
  8. Well, i'm pretty used to CTDs with the huge amount of mods I usually run, but after running roughly 100 mods for several hours (at one point, the game itself was running for 2 days accidently), It's really hard to go back, knowing my CTDs are probably caused by an errant mod or two that I could probably live without. It started simply, every 30 minutes or so, the game would freeze, and I'd have to manually close it with the task manager, but now it won't even load the game, CTD at startup. So what I ask of you nexus posters is this: Of all the mods I have active, (like 130 or so), which is probably causing my CTD issues. UPDATE: I should also mention that after re-installing the game, I have no idea what mods I was already using on my last install (it's a long story that involved updating NMM and not saving config files). So, I sort of just installed all of these at once, most of which I'm positive I was already using with no issues, some are new, but it's been so long that I can't remember which are which anymore. I'd like to avoid redoing the whole process over again, since I just did it last time and thought everything was peachy (turns out, it's not). my mods are as follows, (I believe in this order):
  9. Started small, created Aeroloth, the Spellsword. I'm gonna see if I screwed anything up. UPDATE: I did. He won't use spells, I figured that out, now he just keeps switching cloak spells.
  10. ((Before we begin, awesome title right?)) UPDATE: I forgot the other ) in the title, it's not awesome... UPDATE: Okay, rereading my post after a good nights sleep, I've come to realize that it's a lot to do with one mod. While I pretty much planned it all out in my head as I was writing it (if that wasn't apparent), I didn't account for the fact that it wouldn't be all that simple. So, I'm going to have a crack at it myself, although it'll take some learning. Although, I'll still need someone to do animations, I have a programmer's mind, not an artist's. All jokes aside, I was wondering if anyone has come up with simply allowing a spellsword type to cast spells onto their weapons or shields, enchanting them temporarily for battle (typically in a manner similar to Dark Souls 2). This can come with one of two variations: Nord Art: Essentially, you dip your sword in a fire source (hit it) and the sword lights ablaze, ready to sear your enemies, but extinguish after some time. Alternatively, one could swing in water and the blade freezes instantly, causing cold and stamina damage (like I ever noticed that being useful :tongue:). Lightning would be difficult, but essentially, there'd have to be a storm (or storm cloud) overhead and raising your blade into the air (He-Man style yo) would cause it to electrify (alternatively, against a shock spell would activate it as well). In this case, the hit would be a one shot thing, but powerful enough to justify the one hit, the fact that you could only use it outside (or against shock spells), and the fact that you'd take a small amount of damage in return. In order to increase the intensity of the literal spellsword, A workstation of sorts can be added that lets you improve the material/potion in the sheath/quiver. The same workstation could be used for giving the weapon the effect in the first place. Activated by a power (explained more below). The Lore - I was thinking a small quest line (two or three, it's still undecided) could introduce the concept, with your character learning the art from an old spellsword. The frame work for the quest line would be: Proving - Training - Final Test - Final Lesson. Everything is self explanatory, with the Final Lesson being the method of smithing the potion/material into the sheath of the sword, dagger, quiver, etc that would attract the lightning, light the fire, and freeze the sword. The Spellsword Art: In this sense, you just use a spell and it charges the sword. This would be a little more dynamic, with the type of spell determining it's effects (essentially, the sword would just cast the spell each time it's swung, or a power attack necessary for the master level spells). It would be a power that activates the spell in the left (or right if you like that sort of thing) and casts it in the weapon on the left. Bows and two handed weapons are gonna take some sort of cleverness to figure out, check back at the end of this section, I'll probably have it figured out by then. : Conjuration: yeah, it gets it's own spoiler. Essentially, all of the spells would raise in strength with your skill in the school, unlike actual spells that lower in cost with each cast. They would be of limited duration, like, 120 seconds, and is more or less a pre-battle sort of preparation, although talented spellswords will find a way to use it during battle. The Lore: The same Spellsword teaches you the "Art of the Spellsword", in the same manner. I was thinking of having the spellsword be mute, and simply lead you down one of three paths, the left being spellsword art, the right Nord art, and the middle a sort of arena where you face the final test. Implementation in game: Well, I told you I'd figure it out by the end of the section! The effect would be activated by a power, using whatever spell is in your left hand as the clue as to what to do. The master level spells would get their own power at level 100 in each of the schools (not all of them, just depending on which one you want to use.). For two-handed weapons, i was tempted to just drop them, as spellswords usually use swords... But wth, let's throw people a bone. Two-handed weapons would open a small menu where you select from your favorites which spells to cast. Since there are a lot of different weapons in skyrim, the mod would be ongoing, starting with the basic sword, and then releasing each vanilla weapon type in packs. Somehow, I'd like to include popular weapon mods, maybe allow authors to make patches or make them yourselves, as I have no experience with the CK (I made Lokir's tomb but... I never finished it.) Why would the Nordic way be less stronger and varied than the Spellsword way? Because Nords are simplistic and want to be a spellsword without casting magic. (Those weirdos.) P.S. I'm bored, so I wrote a lot. Like, a lot a lot. Preferably, I'd like this to be done in the next 3 hours, but I'm a reasonable man. Make it 3 and a half hours. (<--- Joking of course. ) P.P.S. Or am I?
  11. All I know is, this mod sounds great on paper. And I want that paper... I want that paper so bad!!!
  12. it might also be the fact that I had 3 mods that each adjusted arrow speed, although I don't know if they conflicted or just increased it 3 separate times...
  13. I find that if you move slightly to the left or right and then back to your original spot, the computer will lead you and miss entirely. I usually just do this when being shot at by anything. I think the only thing you'll have trouble with is shock spells, since they're supposedly instantaneous.
  14. I tried to look this up on my own but I couldn't find the right google search terms that would lead to what I want AND returning results. As the title suggests, my saves are being corrupted. Based on what I know (which isn't much) saves are corrupted because of mods (removal/installation), ini changes, excessive porn, etc... I had a few mods that I thought were causing lingering effects so I made a batch file for all the levels and armor/weapons/spells/gold that my character had at that point, deleted all of my saves, and made a new one. Then, I ran the bat file. As expected, everything worked out great (mostly, i put sneaking instead of sneak). A few minutes later, I went to test if my save was clean because, well, I'm cool like that. I tried to quickload and it told me my save was corrupted... which is not true... it's impossible... (clearly it is, but I have a flair for the dramatic.) What do you think could be the problem? I'm thinking a particular mod (maybe Jaysus swords... I always get some error from BOSS about them), but I'm skeptical.
  15. well, if you look at the timestamps, it's every 2 or so seconds. I took quite a long break to eat and clean up a little with the game still paused, it's actually once every 9 seconds or so throughout the actual playtime. Which, is not a conservative check when you realize that these checks are rather rapidly close to each other in checks of about 10-20 at a time. The better question isn't "Why are you worried about a vanilla script?" But "Why is that vanilla script needlessly trying to run... constantly. Solstheim has never been accessed nor has any quests related to Dragonborn been started. That's all I was asking and all I wanted to know. Like I said, it's running so often that it's probably a coincidence that it happens to be running when I CTD, but I didn't rule it out because in experience, anything that does anything fast and often is gonna mess up eventually. That goes from computers to sex and from reading to living.
  16. My apologies. based on what I've read, logs don't usually give that detailed a report on what caused skyrim to crash. So i didn't post the whole log, just proof that I wasn't exaggerating on the number of times the script ran. This is the latest log, much shorter, but following the same pattern of having that script run multiple times preceding the CTD. Now, in previous logs, the script was ran before and didn't cause crashing, so I personally think that it's a coincidence that it's running (attempting to) right before I get a CTD. On this log, I got an error with frostfall (which I don't have installed nor had installed on this save). Perhaps I should use a save cleaner...
  17. I've recently come to notice that my papyrus logs indicate Skyrim trying to run a particular script a lot. And I mean a lot. If you bother counting, that's 311 times in the course of about 2 hours (i took a break to eat and clean) Granted, it was also trying to and failing to run various other scripts like some Rielking hireling quest scripts, but this is the most prominent (i deleted about 28 pages of the log). There's got to be something going on that causes this script to run, especially since I haven't even gone to Solstheim in over a year (never on this install of windows 7, nor on the pc). I get random ctds and this is always the last script to run (probably a coincidence since it runs so often). Any ideas as to why it's running and any problems it can cause?\ Active Mod Files: EDIT: I've added my load order above.
  18. Well, whether or not actors are added should depend entirely whether or not that cell is even loaded. you could (theoritically) have it set to a thousand, but it wouldn't matter if the cell isn't loaded, which is controlled by uGridstoLoad. Sorry for necroing this topic, but thought I might just throw that out there for anyone else to come by this page.
  19. I'd hate to necro, but did anyone figure this out since last year? i'm literally in the exact same predicament except I'm not having issues with the weapons, I just don't want 100 or so odd swords/axes that I'll never use and look awfully alike.
  20. Right, like I said, I currently don't have the expertise to do this, but if someone could help me out, I'm sure we would all appreciate it.
  21. I was actually referring to swatting the arrows away with like a sword, ninja style. I understand blocking and running. But if that blacksupernova can make an arrow bounce off a sword, then the only thing left to be skilled enough in timing to hit it. I didn't expect it to be easy to hit. I'd imagine it being a simple If-else statement: If contact = 1 //the mod would go here else // what normally would happen. btw, I never actually looked at any of the coding so I couldn't tell you if it would even look like that but the concept seems simple enough.
  22. I think that a mod that allows you to deflect arrows by hitting them with a sword would be amazing. I'm not sure, if it's been done or if it's even possible but we need to make it happen. So... yeah, go team!
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