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Sacremas

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Everything posted by Sacremas

  1. People will say to get Project Nevada, and that's probably a good bet, but personally I prefer JSawyer Ult, which isn't compatible (even with the patch, really, it was meant to be played without, and there's replacements available for most PN features). I suggest you check out both it and all of PushTheWinButton's mods here; https://www.nexusmods.com/newvegas/users/13822205?tab=user+files This isn't a mod I've played with, but will probably be pretty good to enhance the general immersion of the world, as well as to provide actual gameplay once you mix in raider attacks and monster attacks (like from PushTheWinButton's Mojave Raiders and Mojave Wildlife mods) if you want to save a few of the travelers; https://www.nexusmods.com/newvegas/mods/64623 The Solid Project is amazing in terms of gameplay addons, but as of this typing it's set to Hidden along with the author's other files, hopefully because he's updating them, but here's a link anyway; https://www.nexusmods.com/newvegas/mods/63239 Also check out Sinitar's channel on youtube and some of his videos on great new mods and mod lists and features, like this one;
  2. In response to post #67937096. #67941336, #67941861 are all replies on the same post. Not entirely sure if it's even possible, but instead of an actual collection of mods to download like these usually are, how about a profile of mods to download into Vortex, you activate the profile and Vortex automagically downloads/updates the mods in the profile, with notifications and instructions if anything needs to be done manually, and a pre-set load order included? That way individual author pages still gets the individual download counts, and users not quite ready to start picking things on their own (the main thing I hear from my friends and in youtube comments alike on why they don't use mods) will still get a done install out of it.
  3. Yeah I'm on a Samsung Black SSD, with a i7-6700k processor and a GTX 980 with 16 GB RAM, so even with 241 active plugins and 566 installed mods I don't expect to run into too much freezes. Before this started and I got endless loading times suddenly I was playing flawlessly 3-4 hour sessions, however I ran into an issue that forced me to change my load order a little and uninstall some mods mid game (yeah I know you really shouldn't do that, but generally these were "harmless" non-scripted mods). I just wasn't sure if that or the 40 MB save was what was causing my crashes, as I'd really prefer not to lose my character and progress. Vault 88 I meant the Vault-tec Workshop DLC, it happened as I was clearing out the radioactive caves with the scorpions and swapping in and out of build mode to remove the uranium. That started freezing over and over again forcing me to shut the game down and load it before starting that section.
  4. I've been running a heavy modded Fallout 4 game with a lot of settlement building (inclduing Sim Settlements) and new quest mods (Fusion City, Tales of the Commonwealth, etc), and I noticed that suddenly I was constantly freezing on autosaves, be it fast travel or just exiting the pip-boy. I checked my save games folder and noticed that my save was currently around 40 MB. Unfortunately I had been using almost exclusively quick, auto and exit saves and the last hard save I had was Fort Hagen just before confronting Kellogg on level 15 (at this point the save game was 21 MB), where in my game I level 51 (with a 50 % xp reduction mod) and built 10+ new settlements since then and cleared 50+ locations, so I have little progression growth of saves to look at between those spots, not to mention I added a few extra mods between then to fix isses I ran into. I first started getting these freezes in Vault 88, hadn't noticed them at all before then with the game going more or less flawless with 3-4 hour play sessions before then, but unfortunately due to a mess up on my part I don't have a auto save from before then other than said Fort Hagen save to compare to either, nor did I think of to look at the save game size at that point... I am mostly just wondering what the normal "acceptable" save game bloat with Fallout 4 is considered to be, if 40 MB on a relatively advanced game likely means a dead game and I should start over with a different load order, or if it was just the good old autosave issue rearing its head and I should get a save game manager? Thanks for any replies.
  5. In response to post #56092771. You could just donate to them directly. I've done that in the past for some authors who's works I've used extensively. Other authors have Patreon sites and the like.
  6. In response to post #56081816. #56081971, #56082201, #56082696, #56082916, #56083201, #56083376, #56083496, #56083506, #56085356, #56086431 are all replies on the same post. There's some good points here. Let's take Bijin Warmaidens, likely the most downloaded (495k uniques) appearance overhaul type mod overall, featuring 22 characters in 1 esp, where under these rules it would have been more tempting to release each of them separately on 22 pages with 22 esps and tell the user to merge them themselves if they wish, aside from the hassle of setting up those pages and such of course. Though on the other hand the fact that it's 22 characters probably contributed somewhat to the high number of downloads. There could also be some incentive here to abandon popular mods and make a new one with varations instead of updating the existing one if the mod author is someone who could likely regain a lot of that popularity. And ironically I've been wanting EnaiSiaion to do exactly that instead of completely revising Ordinator (again) for quite some time now...
  7. Ah, thanks, that was probably it. NMM profiles thing and Wrye Bash ghosting messed up my mods badly so I'm reinstalling stuff now using MO, where most of my previous experience was in. I'll pick up that plugin and run it regularly.
  8. Playing a heavy modded SSE, mods like Wet & Cold, Open Cities, various Birds mods, 4k textures on everything and ENB, Falskaar+Bruma+Nocturnal+Elsewyer, etc., with 450+ plugins. Game is going fine with only a single crash in about 15 hours play so far, but I have this weird issue with vanilla events having a very strong delay. When I got to Riverwood I wanted to do the good old smithing intro quest, I craft an Iron Dagger, and the quest doens't update, I head into Riverwood Trader and the quest updates as soon as the new cell is loaded, I go out and give it to him, he hasks for temper and same thing, except this time I had to finish all of bleak falls before he would accept that I had tempered the damn dagger, crafting the leather and hide helmet works once I go into Riverwood Trader each time, while tempering the helmet works instantly when I hammer it. When I finish Dustman's cairn and return Vilkas waits for me fine the entry into the Companions proper works fine, but then Kodlak doesn't have the post-joining dialogue about werewolves, and doens't tell me to go get my skyforge steel. I haven't tried going back to him since. At the same time I'm playing Amorous Adventures which has of course a lot of similar events, look a small chest then talk to companion, talk to several characters and have them to each other, etc, and it's going off without a hitch. Convenient Horses intro quest likewise, worked fine, all mod events in general go off without a hitch, as do certain events like absorbing words. But with the large delays in vanilla events I'm figuing finishing vanilla quests like graybeard tests, which I'm on my way to now. Note that Helgen sequence went through in it's entirety without a hitch, as did talking to Gerdur after escaping with Ralof. Anyone have any idea what could be the issue here, how to troubleshoot something so specific and how to fix it? EDIT: Tried removing several mods on another play, still no luck. Adrienne in Whiterun is the same way with the blacksmith tutorial, and if I try to challenge Uthgert to a fist fight she takes my money and walks away, if I start combat after that I unequip my weapon as clearly the game thinks it's time to brawl, if Uthgert is in the same area still she comes after me to punch me, but even if I punch her out she doesn't have the dialogue about the fight.
  9. Having issues with an endless loading screen problem. Or rather I never get to the loading screen to begin with. It occurs if I load a game inside an interior cell, like Temple of Kynareth or Sleeping Giant Inn, if I try to exit the regular fashion through the door like a normal person, I am faced with a dark screen with the loading screen never appearing at all. If I in the same game enter the Sleeping Giant then do my thing there then go out through the door, it goes without a hitch. If I do via consoles "coc riverwood" which puts me maybe 20 meters away from where going out the door would have, the game loads fine, so it seems it's the loading door itself and only on games I load inside the interior. I am using SKSE, Crash Fixes with it's mod preloading via the DLL in base Skyrim folder, an ENB and a properly defined ENBoost (4096 for playing in Win 10). I have high quality graphics with Vivid Landscapes, Noble Skyrim, all of Gamwich's mods and Kountervibe ENB on a decent level system running a GTX 980 that usually run at 60 FPS and can play for several hours at a time, so it's not performance related almost certainly, it just seems to be something odd about those load doors, and I'm tired of having to use console commands to leave dwellings I have saved inside... Going to try with AlignHeapAllocate=1 and CustomMemoryBlock=1 now.
  10. Don't know if this has been suggested, but how about an automation script to add tempering recipies to armor and weapons from mods that do not have it?
  11. In response to post #41268885. #41269455, #41269515, #41270195 are all replies on the same post. The site is usable on smartphones now, I used it during my holidays a week ago, made a post on Ordinator's pages and all. It just requires a LOT of zooming and messing around. And yes, typing can be painful, especially with autocorrect enabled on another language. X(
  12. Having a weird and ugly graphical issue, there's a T-posed shadow of the characters often around them, very visible in shadowy areas like in the sewers during the prologue, or infront of SFXes like fog or a fireplace, such as the soldiers sitting around the fires in the camp in the very beginning, which you can see below. There's a disjointed shadow of some kind around characters, not a solid shadow even but basically chest, then gauntlets, then head, in a T-pose, with no connecting them. Anyone have any idea what is going on here? http://images.akamai.steamusercontent.com/ugc/261586443458164507/0D34C624CFBE25D7837A2606F11E40C92EA039BB/ No ENB/Sweet FX, all settings on Ultra running GTX 980, Win 10/DX11. Tried disabling blur and depth of field as well as reducing shadow quality, no effect. Have a few mods active, but mostly either texture based (changing color of mage's trousers, etc) or XML based (Weight Watchers).
  13. Hey I'm looking to start a new game up in the near future (within a couple of months) preferably using the After War Nevada overhaul. However one set of mods that I really want to try out becuase I have never actually played through any but the start of the first one is Someguy2000's New Vegas Bounties series and other mods like The Inheritance and Russell. Hence I was wondering if anyone was working on a AWN patch for these mods? Because I have not played them before I would prefer not to have to make them myself, I can if no one else intends to but that will involve digging through the files and changing stats on NPCs and weapons I have never encountered in the game and thus potentially ruining the plot for me. Hence I really hoped someone was either already working on it or wouldn't mind providing a patch.
  14. Errr... tell me you don't mean for every NPC entry. Because UNO covers almost every single named NPC in Skyrim, male and female.
  15. So I did some basic searching on this. If there is an obvious informaiton I have failed at life, let me know so I can commit seppuku. Okay I'm working on Ultiamte NPC OVerhaul which is great but has like a dozen dependencies, and almost every other mod I have only needs maybe Apachiihair. I want to keep using UNO, but I want to reduce my amount of plugins by merging hair and eye mods when possible, like make Apachiihair+male+female one mod. I can use the merge plugins tool to merge said plugins together, use Wryebash to ESMify my plugin and add it as a master to UNO (if the ESM thing is even needed that is), but how do I then remove it's old masters? I tried clean masters in TES5Edit but that just cleaned my new mod, not the unmerged ones. And, err, also if this just doesn't work like that and the mod would not be able to find the assets it needed in my new merger(s), do let me know so I can just abandom all hope.
  16. SkyTweak. Change friend and ally hits during combat to what you want instead. Then look around the other settings and go "oooh" and "aaaah, I can do that?"
  17. It seems like the Rats in riften (not the thieves guild, not the Skeevers, the tiny rats) have decided they really really do not like me, whenever I enter the normal Riften town area cell every rat shows up as hostile on my compass, and I'm unable to smith or other functions you can't do when there's a hostile actor nearby. Moreover they respawn at a very high rate, I've slaughtered every rat 5-6 times and still new ones are spawned in every 2-3 minutes, and they are automatically hostile. The guards usually assist me in killing them as do NPC's I've aided such as Balimund and I saw Maven Black-Briar funnly enough run after a rat with a dagger while tossing lighting bolts. During the day the market is in chaos as everyone runs around thinking dragons are attacking or whatever when it's just 3-4 rats across the city running around hostile but unable to do anything about it. So is there any way to add me to whatever faction governs 'harmless' animals like rats, rabbits and foxes who normally do not have an attack form even so they don't show up as hostile? This is basically the only bug I have that's of any note in my playthrough, and such faction changes seems to be my only option. I'm using SkyTEST Realistic Animals and Predators, I'm not sure if the load order on that is correct however if that matters. I'm also using ERSO's EFMS but rats isn't on the list of things it governs and I had this problem before I added that mod. I'm also using PerMa but however all-inclusive that damn PaMa patch is I can't imagine it bothering with rats... EDIT: Note by the way it's only the Riften rats, rats in Solitude, Whiterun or even the Riften Ratway is not hostile.
  18. Hey this mod sounds like a great idea, I'm looking forward to it regardless fo what it ends up as. Some input however if I may; Windhelm has one Altmer merchant in the markedplace and is pre-Thieves Guild being harried by a gang of all-altmer thieves, thieves just wouldn't be able to operate in Windhelm if they got attacked so much regardless and had problems doing buisness. During that quest with Linwe and his gang it's specifically said that the thieves didn't kill the nord there, just robbed her corpse, so they don't sound like the kind of bloodthirsty gang that we've seen in real life among threatened minorities. My suggestion is to make Nords slightly likely to attack elves in general (dark elves in Windhelm especially going by the first encounter there, Bosmer less so), more likely to attack altmer in particular, and a near guarantee to attack altmer wearing elven armor (including mod added armor with the elven keywords), using elven weapons or wearing thalmor robes. However these attacks should only happen outside cities, and in Windhelm at night, some semblance of order must be held and the guards should at least pretend like they're doing their jobs. Be an Altmer and wear Elven armor infront of a Windhelm guard though and he might just toss you out of the city for being a likely source of contention... where you'll soon get attacked. If possible however an elf wearing an amulet of Talos should get the race relations swapped around and get attacked by Thalmor and negate the Nord/Stormcloak attacks, but otherwise have no other issues. An Altmer who's managed to join the Companions likewise might get better responses, and an Altmer using either the Shield of Ysgramor or Wuuthrad migt even get treated as a Nord considering at that point you're known as the Harbinger of the Companions. However to make up for the elven penalties how about making Altmer capable of demanding aid from city guards and legionarries under the White-Gold Concordant excuses? Turns out there's actually some benefits to being basically Nazis in occupied territory. Make it an Intimidate check for 'presenting proper authority' and lasting for an hour or two while rooting out Talos worshippers or whatever you were doing. Doing so should get you a big to the point of being auto-attacked bounty in Stormcloak territories however, so make sure to watch your battle lines in the civil war... Altmer and elves in general should have a hard time to join the Companions considering their history and that Athiss had problems joining. One idea is to require them to rescue Thoralf Gray-Mane from the Thalmor first to prove their allegiance. On the other hand elves and bretons should be welcomed with open arms at the College, and might skip by Faralda quicker (minor issue), but Nords and Orcs are disciminated against and might face harder entry requirements than tossing an apprentice spell at the floor. Dunmer, Kajiit and Argonians should either have no penalties if they normally have penalties or bonuses when dealing with Thieves Guild members and merchants, but brutish orcs are probably not welcomed among the thieves guild. What with the Morag Tong being a recent memory Dunmer might ave problems at the Dark Brotherhood, but none others are treated different among murderers, but considering that includes a single vanilla merchant you might ignore it. One idea that I'm not sure if is viable at all considering the main quest is to let a Nord Dohvakiin in particular get benefits that those of other races wouldn't, considering Nord Tongues and all that, such as Nord NPCs becoming friendly if you demonstrate the Thuum near them and might give you gifts like NPCs give to friends. An Altmer Dohvakiin might be targeted by assassins and bounty hunters much more frequently however, and shouting in cities might incur an automatic low bounty rather than the normal warning, Nords refusing to accept that their folk hero could be of the hated ones. Nords will be hard to balance because on the one hand it's Skyrim so they should have bonuses, but as pointed out aside from blacksmiths there's actually very few Nord merchants. And while the idea of freebies to Nords is a nice one, considering what would happen to the echonmy if say every WASP in America got that treatment just for being in America, I don't think it'll work or be realistic. At the very least those blacksmiths should give very good prices however, including if possible Eorlund giving you more training in Smithing than normal, especially so if you saved his son. Kajiit, Argonians and Elves should all demand more money from Nords otoh, figuring all nords in SKyrim that aren't bandits are rich probably, as should Bretons in Markarth for obvious reasons, but bretons outside Forsworn areas shouldn't care, Belethor doesn't give a skeever's butt about it. And that Nazeem comment made me smile. Nords might skip the whole initiation quest for joining the Stormcloaks, its' a Nord and he survived Helgen (regardless if you're playing Live Another Life...), put some armor on his back and send him on his way to kill elves. Nords might be able to request help from Nord members of both the Stormcloaks and Legion and related Hold guards, up until joining either side. Pick a side 'against your people' in any country and you'll probably be more hated than the ethnic miniorities depending on who you're talking to, the Civil War shoudld be felt especially strong as a Nord once you pick a side and and hit up an enemy hold. Orcs should have the same problems as Kajiit and Argonians, except with Blacksmiths and Imperial aligned merchants, due to the Orc's skils and long history in the Legion, where they are actually welcomed with open arms. Orcs also have a fearsome reputation (see berserker rage) so some might discriminate against them not because they're disgusted by them, but because they're actually afraid of them... but the end result is pretty much the same. Elves should discriminate against orcs in particular. Despite technically being Mer, Stormcloaks shouldn't care that much beyond general price switches and bad comments, and a Orc Stormcloak should be viable from the get-go aside from dirty comments initially by Galmar. Dark Elves should have a lot of the same penalties but to a lesser degree as Kajiit, Argonians and Orcs, hell even Altmer hate Dunmer (see Ancano vs Brelyna). Dunmer should get worse prices from everyone but dark elf merchants (who give cheaper wares) and College of Winterhold trainers (who's got a Dunmer Archmage). Dark Elves should have a higher chance of getting attacked at night than anyone but altmer wearing thalmor/elven armor in Windhelm and Eastmarch. I don't know if it's possible but considering how the Nord-dominant guards of Windhelm feels about Dunmer you might have them get much higher bounties in Windhelm. However for that first encounter on entering Windhelm, note "And you refuse to help the Stormcloaks", indicating they wouldn't actually mind a Dunmer to actually join the Stormcloaks. Dunmer who have joined the Stormcloaks might even (if possible) get the whole race thing swapped around in Windhelm, possibly making it contingent on them actually wearing stormcloak armor, if so then just cancel out all the negatives and make random attacks impossible. Also one simple idea that's easy tio implement is to simply give Dark Elves an automatic 50 gold bounty in Eastmarch from character creation, it's not enough to attack and can be considered instead 'entry fees' to Windhelm who thinks they got enough dunmer already, and as a bonus the guard will automatiacally confiscate stolen goods and illicit materilas the suspect dark elf may be carrying. Wood Elves and Nords actually have a bit of a kinship in most lore, the elven discrimination should be lower towards them than Altmer or Dunmer. Hunters might give Bosmer better prices. I'd suggest making all hunter's sites open to Bsomer but they're alraedy open to everyone, one idea instead is to have Hunters be able to sell Bosmer (and those with high Archery) the location of hunter's stashes and to mark hunter's camps in the hold on your map if asked. Altmer should consider Bosmer as basically a slave race, considering the Malborn comments and how hard the Thalmor hit Valenwood. The few Bosmer merchants might give Altmer bad prices just like Nords. Yes Altmer actually dislike all the other Mer races, and all the other mer races dislike them, in truth they're only out to prove the superiority of Altmer over everyone else. Speaking of slave races, thats basically what the Dominion has turned the Kajiit into; Kajiit should be extra hostile towards Altmer and might even attack them, if caravans refuse to trade with anyone it's Altmer, not Nords. Otherwise your Kajiit notes are great. Argonians on the other hand shoudl give Dunmer bad prices and comments, and vice-versa, the two races have been against each other for a long time culminating in the Argonians actually chasing the Dunmer out of their homeland. Hatred of Argonians is probably one of the few things that unite the Dunmer and Nords of Windhelm. Argonians in exterior areas might assault Dunmer, and the other way around. Exterior specifically to keep the Bee and Barb couple from attacking a dunmer thief and make joining the thieves guild impossible. Imperials... might be the neutral thing actually, no positive or negative qualites, sure the Stormcloaks are fighting the Empire but they're actually fighting the Thalmor, who the Imperials dislike even stronger than the Stormcloaks do considering what they did to the Imperial City. Actually this one I'm not sure about at all, considering Heimskrr's speeches and the strong positive/negative sentiments. Howevr Imperials might be able to skip the joining quest for joining the Legion, an Imperial in the Legion should be obvious. Imperials might be able to use a Persuade option to get help from Legion and Solitutide forces, like Altmer can demand with Intimidate. Traditionally Imperials are seen as very charming and cosmoplitan, they might get bonuses in cities, with Windlhelm being a likely exception. For Bretons the big issue is the Forsworn thing, being a Breton in those areas should be very interesting, a Breton wearing Forsworn gear might even get ignored and no longer attacked by the Forsworn, and if you're using the Old Gods set given by the King in Rags, might even have some nice benefits. Weariing such gear in sight of Nords in that area however should lead to automatic attack and bounty from guards. Anywhere but Markarth and environments however, Bretons should be pretty neutral, maybe a minor bonus for dealing with their own kind and a minor penalty for dealing with Nords. There's the Manmer issue of course but I don't remember anywhere in lore where Bretons and Elves had good or negative relations. Redguards... is an interesting issue. There's redguard NPCs like Nazeem and Amren being natural parts of the landscape (swap those two to Nords and you'd never notice the difference if you never met them before aside from names), and then there's the fascination with curved swords. Historically however Hammerfell and the Dominion is actually still at war, the redguards never gave up, and actually chased the Dominion out of Hammerfell. Hence redguards and altmer should be on knife's edges. Considering the scarcity of Redguard NPCs in the game however aside from randomly generated bandits, I'm not sure how much effort should be spent on them. Traditionally Redguards are considered Tamriel's finest warriors (1H at least), so the Companions and Legion might be positively inclined towards them, but not much more than just a basic attitude adjustments. Nazeem should be very friendly towards Redguards however... and Saadia automatically disgusted in her fear that you're there looking for her, unless you help her. Other than that there's really just Nazir and Isran in the game of named NPCs of any impact, and considering both of them have unique voices I doubt they can be changed much. In all cases of attacks, no Essential flagged character should ever become hostile obviously, and keep in mind that Essential flag gets added around a lot by mods. so don't rely on it only being those who are essential in the vanilla game. If identifying said essentials becomes impossible with that criteria, have attacks spawn random hostile unnamed NPCs of the triggering race rather than make the actual NPC hostile, and put a timer on the respawn of those to keep armies from showing up (obvious you'd think but I have fought armies added by other mods before...). Finally for those of us using custom races, such as several different Nord related races (Temptress, Ningheim, etc), how about a script that fires once on changing race and checks if you're a non-standard race, if so pop up a dialogue box and ask if any of the vanilla races resembles your race strongly, if you pick No then you don't get any adjustments from this mod at all, but if you pick Nord for example then the mod treats you as a Nord. For big bonus brownie points making this mod a near must for any custom race users, make NPCs think you're that race in dilalogues as well, with Galmar being happy about that Nord (Temptress) joining the Stormcloaks for example. No idea if that's possible however.
  19. Okay for some reason Vampires just totally dig my Werewolf. Every vampire cave and ruin I enter all vampires and their thralls in there are friendly, even if Gargoyles jump out of the wall and attack me they just don't care. I can even murder their friends infront of them and they never turn hostile until I attack them personally. This is regardless if I'm in werewolf or human (nord) form. Note that it's only vampires, bandits, draugers and so on still attack me as normal. On the other hand entirely at random intervals guards when I'm in human form tend to go berserk on me, and not all the guards, just individual guards that I pass by who then jump out and attack me, get their heads cut off, and then their fellow guards who was watching the thing wander over to the body and go "I'm going to get whoever did this!" despite standing just a few feet away observing the fight, and I never get a bounty from killing these (I do get a bounty if I attack the other guards). I've been telling myself they're dark brotherhood assassins in disguise. (No I don't have any mods that actually adds disguised assassins or the like.) Additionally Militia patrols (not sure where they're from, either Immersive Patrols or ERSO - Erikel Real Skyrim Overhal) almost always attack me on sight, first time was almost comical, we were heading to the western watctower to kill Mirmulniir and the Whiterun militia went hostile on the entire group (me, Irileth and the guards) and killed all of us. Epic fail. Note that I was already a werewolf at this point in case it's related. Also twice now on the same save I've had NPCs go berserk on me for no reason at all, once I entered Dragonsreach and the Jarl was hostile, second time some 20 levels later I entered the Bannered Mare and Uthgerdt and Delphine (there after Dragon Rising before returning to Riverwood) went crazy... and got murdered by a mr Sam Guenevene who apparently really really want to get me drunk and play with his staff, not sure I trust that guy... Both times it was solved by reloading outside, waiting a couple of days then returning and everyone had forgiven me. Anyone have any idea how this came to be, or how to fix it? I'm a werewolf as said, I don't have a bounty (none except companions have seen me shift), and I'm using Moonlight Tales latest version to make wolves and werewolves friendly to me. That may have caused the vampires to get friendly as well if they're in the same faction (Vampires often have wolves in their lairs), but I have no idea what's up with the guards and random NPCs freaking out on me. I'm using Perkus Maximus but I'm not using Masquerade or any faction armors, but I was able to use it's 'hug' feature in Speech to make a Vampire Nightstalker random NPC a follower since they were friendly, she's currently hanging out in Paradise Valley getting a tan... Also I'm not using any illusion spells or the like that could change factions, I'm almost pure warrior+thuum.
  20. I'm using Realvision ENB and all the mods he suggest (ENBoost set up for 8 gig Vram), plus a ton of scripted mods running in the background (Frostfall and a dozen others) all of which strains the system. I know from Papyrus logs that it wasn't the scripts crashing it, and the crashes were random, I'd crash walking halfway from Riverwood to Whiterun, reload and start the walk all over again and this time crash at the Whiterun gates, etc, completely random and not dependent on me making any changes on what I did. Last time I had random CTDs the solution was to increase heap size to 768, that stopped them entirley, but as said I'm using more mods now. I tried increasing it to 1280 but like past attempts at increasing it the game crashes soon after the ENB starts to load up in the left corner on the start screen. I tried increasing second heap to 512 but that had no effect on the crash. Anyone know a stable medium to put it on without crashing on start up, or what I should put the second heap on? EDIT: Okay I got it to start up on the following values; [Memory] defaultHeapInitialAllocMB=1024 scrapHeapSizeMB=768 Let's see if that's enough... EDIT2: Manged to reduce ScrapHeap to 384 and not crash at start up, that seems to be the one to go with. even with scrap heap on 768 or even 1024 however I was unable to get to defaultinitial 1280. Additionally it seems my game is a lot more stable if before I start it up I restart the computer and shut down as many background programs as possible (firefox, utorrent, and whatever I can get with file manager), after doing that it runs for longer without CTDing. If Firefox is open on just a few pages the chance for CTD goes up by a lot however. Before I added multiple script mods I was able to keep multiple Firefox windows as well as play music with Win Media Player in the background and still get a perfectly smooth game, but of course by now I can't remove those script mods without ruining my save. Something to keep in mind for next install.
  21. I'm using the SKSE Memory Patch, and currently I have defaultHeapInitialAllocMB=768, however I've been having CTDs lately of the type that vanished earlier when I increase the heap size, but since then I've added a lot of mods. So in interest of trying to stop this permanently, what's the maximum possible Heap Memory size I can put that value on? I have 8 gig RAM and VRAM.
  22. Okay so I'm using Mod Organizer and several different profiles, including one 'over the top' profile with flying and superpowers and skimpy unrealistic outfits and one 'realistic' profile with needs mods and the like. On the first profile I've used XP32's animations and skeleton for onehanded swords and daggers on the back including the drawing animations for those and numerous other animation packages ('cute' and 'anime' style animations), however for my second 'realisitc' profile I wanted to keep the normal Skyrim positionings for those, leading me to have several skeletons and FNIS behaviour files installed. Now here's my problem, even without XP32's animations or the skeleton with swords/daggers on the back in game everyone has kept the animation for drawing weapons from the back (however all of the anime animations are gone). I've tried deleting the mods, using different sketons, redoing the Generate FNIS for Users and so on, it doesn't matter, the sword hangs from the hip in normal Skyrim position but in third person and on all NPCs it's drawn and sheathed to the back two-handed style. Anyone have any idea how that happens or how to get rid of it? I play almost entirely in first person so it's an annoyance only at this state, but still a immersion breaking one when I see an NPC doing it. The skeletons I'm using are Custom Skeleton Repalcers SOS Version, basic 17 for 'over the top' and basic 11 for current profile. In Generate FNIS for Users I've only tagged 'Skeleton Arm Fix' and let the program sort the rest out.
  23. I'm having a script run in the background that I don't know which mod is from (Google was worthless) that's spamming my Papyrus log a lot, I'm not seeing any script lag yet so I'm not sure if this is something to worry about. Can anyone tell me where the script xMASharedScripts.psc comes from, and if the below Papyrus log is anything to worry about? On a 3 minute in-save-exit log it's repeated probably over a hundred times. [01/06/2015 - 02:20:29AM] ERROR: Cannot call SetWeight() on a None object, aborting function call stack: [xMASharedScriptContainerQuest (BF01F427)].xmasharedscripts.updateItemWeight() - "xMASharedScripts.psc" Line ? [xMASharedScriptContainerQuest (BF01F427)].xS2__QF_xMASharedScriptContai_0401F427.Fragment_11() - "xS2__QF_xMASharedScriptContai_0401F427.psc" Line ?
  24. Okay I don't know have an SKSE log, but here's my SKSE ini, it's very bare bones; I don't know how to enable SKSE logging, or if it's a Mod Organizer specific version of that. Found it; I've run SPM and got the graph but I don't know how to post it or export it from SPM. I ran it until I hit an infinite load screen during a teleport from Caranthir Tower to Winterhold interior. I tried specifically to crash the game while running it by flying (Flying Mod + Dragon Wings) all over the northern part of SKyrim and picking up three Stones I hadn't discovered yet, no crashes mid flight, then back to Caranthir tower after visiting solitude, killing bandits on the way, then it crashed after over an hour's play. Overall I'd say my game is fairly stable by now.
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