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Silvermistshadow

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  1. In my experience, whenever the game crashes that early in startup, that means a mod is missing one of its masters. Use Wyre Flash or a similar utility that can tell you what a mod's masters are and also clearly indicates if a mod is missing one of its masters. If it's not that, I'll take a closer look at your mod list in a bit.
  2. Yep, the topic title is pretty much what I did. I'm in the process of reinstalling the game now because I saw no other way to fix the game, as the last time it crashed on any attempt to make a new game, it didn't matter what I did anymore. After reinstalling last time, I was able to figure out which mod was responsible for Skyrim crashing that much. It seemed to be an alternate start mod, or at least disabling it caused the issues to cease. So, here's more detail of the mods involved this time: Enhanced Character Edit shows up in the mod manager as having an update. I install this update, and start a new game. I check my mod configuration menus and one of them is showing that the skeleton mod I use (http://skyrim.nexusmods.com/mods/26800/? ) has been screwed with and no longer has the proper nodes that another mod uses for its own purposes. I then tried to reinstall said skeleton mod over the character edit thing. After that (and resetting FNIS and other stuff), the game just started crashing on any attempt to make a new game. It'd get to the screen with Alduin on a word wall, then presumably start actually trying to render the game world and stuff, and then just crash. No error message or anything. Like I said, the last time this started happening, the only solution was a full reinstall of Skyrim. Steam is going to be spending the next few hours doing that, which means I got off the account that has New Vegas on it for.. absolutely nothing. I'm just posting this trying to figure out what went wrong. I reinstalled several mods that use skeletons in some way (Schlongs of Skyrim and UNP more or less), but no matter what order I did them in, no matter which I allowed to override the others, it resulted in the same crash. I'm not even certain what the real cause of the crash on new game is. All the mods were in the same order they were in before (though SOS failed to put its stuff back in the same place), and it just.. didn't work for no reason that I can tell.
  3. I really don't know why. It's in the list of DLC I have, I know I've played it before on my account, yet Steam will not download Dawnguard, instead letting me sit here with 2/3 of the DLC on my list ready, which also means some of my mods will not work. I did recently upgrade my machine with a pair of new hard drives, so Steam is in a new place and stuff, but I don't know why that'd effect that. I did have to already verify the integrity because update.esm was missing, so it should have noticed that it failed to download Dawnguard while it was doing that. Any suggestions as to what to try next? EDIT: Actually, when I search my data files, it's there. Just Wyre Bash doesn't see it, so it's complaining.
  4. Incidentally.. did I really type Steam when I meant UAC in that first sentence?
  5. Even with steam off, there are some residual protection functions inherent in that directory. Either uninstall steam and reinstall it somewhere else or give full access (except 'special permissions') to the steam folder to everything.
  6. It's on D:\. The reason I know that UAC doesn't matter on a different drive is because I can delete any folder on D:\ and it will go through without it begging me for a password (unless you have a test that can prove that it's still active in some way) Try that on C:\, anywhere that isn't user-specific is protected by an admingate. And no, it didn't fix the eyes, I'm still not seeing any new eyes on a new character (I usually use Imperials to test initially, since they have the large majority of eyes, while trying argonians next because it has had issues before with not actually making the argonian eyes used) Anyways, if I do end up having to reinstall everything, at least I didn't delete anything to make space on the disk, because FCOM's requirements keep getting harder and harder to find. (Hey, while we're on the subject of FCOM's requirements: Can I take say, OOO 1.33, extract it to a folder other than the game, and then just copy-paste the patch on top of that and then put it in the game folder, or would that somehow screw up something? I did exactly as told this time, but I do wonder if it's really necessary sometimes.)
  7. Re-merging the patch using the python didn't do anything to stability that I'll be able to see, since it is still crashing whenever I complete the sewers or whatever alternate beginning mod I pick on attempting to get to the mainland.
  8. I might try that.. However, I have never launched from Wyre Bash, certainly not this version since it likes to do this instead: close_fds is not supported on Windows platforms Used Path: D:\Program Files (x86)\Bethesda Softworks\Oblivion\OblivionModManager.exe Used Arguments: Traceback (most recent call last): File "D:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 13602, in Execute subprocess.Popen(exeArgs, executable=exePath.s, close_fds=True) #close_fds is needed for the one instance checker File "C:\Python25\lib\subprocess.py", line 552, in __init__ raise ValueError("close_fds is not supported on Windows " ValueError: close_fds is not supported on Windows platforms
  9. I consider the troubleshooting forums for each game to basically be a support forum.. What do other users attempting to give a solution to a problem also give? Anyways, I found what I'm looking for on the Bethesda forums and now I just have to wait a while.
  10. Question: If a support thread goes unanswered for a length of time (I use 72 hours from the last time the topic poster posted in the thread), is it ever appropriate to bump the thread?
  11. Nope, nothing as complicated as that, though it is still complicated. Basically, this thing takes all of the models and allows you to put them where you need to. A few minutes with the interface and you should be able to figure out what to do yourself. It also does a lot of other data-related tasks, but you shouldn't need to touch anything but the race data in there.
  12. Well, now that I've just let that issue be (and remove the files that are missing masters from the patch) I've run into an issue where it crashes after attempting load to the main world. I've tried it both with an alternate beginning mod and without, as well as trying before I had fixed the bashed patch to only include what I had files for. Any ideas?
  13. I voted 'maybe' as in 'haven't played it or seen enough of it'.
  14. Put the folder Mopy inside the Oblivion main folder. It can't detect the path of the game because it wasn't put in the right place.
  15. First: I set up all the data to be merged within a bashed patch. I then set them to only be merged, not active (activating BP seems to result in all the eyes going missing). Problem is, only the default eyes are showing up. My key to administrator access (required to install the construction set and put the non-default eyes where they belong) will show up tonight, but I was wondering if any of you had a fairly quick, possibly painless solution that doesn't involve the construction set or other tools that will require installation. (If you'll forgive me, I realize that 'import' does not equal 'merge', but both, in effect, cause the files to be used by the bashed patch.) Here's the load order: (symbols are standard dump from Wyre Bash, nothing was modified) (If you see any unrelated problems with this load order PM me, I used BOSS to sort it, but kind of used 'select all' on some categories while doing the patch, so the bashed patch probably includes more than it should anyways.)
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