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primem0ver

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Everything posted by primem0ver

  1. I have a problem. I rebuilt one of my merge modules in my current save game. Normally this doesn't present a problem but apparently i changed the form id for something in one of my player containers. So whenever I open the container, it crashes the game because one of the items is no longer valid. The BEST option would be a utility that removes invalid items from containers in a save game. Short of that, I need to remove all items from a player container WITHOUT transferring them to my inventory. I just want to reset the inventory of a player container to empty. Does such a utility exist or is this possible?
  2. Thanks for posting this. Extremely annoying problem was driving me nuts. Every time I charge a weapon or wait. (On top of crafting since I modify my hotkeys).
  3. UPDATE: It may have something to do with you progressing through the quests. I saw in another forum where someone had the same issue but found they could sleep in the hall of countenance with all the teachers. I can as well. My new/additional room is now on the second floor of the hall of countenance.
  4. I am having similar issue. Except I actually hear the person asking me to leave. It is Onmund.
  5. Oh cool. That is perfect! I assume I would use the corresponding UnregisterForLOS when the quest advances. Is it possible to do a distance to player check as well? I don't want the user to see it from way across the room and miss it because they don't know what they are looking at. Is there a function reference for looking up stuff like this? The function reference seems to be a tutorial on writing functions, not what functions already exist.
  6. Ok. Yeah. That might work. Except what event do I do the check on? I don't want to bog down the system with constant checks.
  7. The short answer is YES. Too many mods can cause serious issues leading to CTD's. I used to crash all the time with too many mods and I have a GOOD system. However, this has changed with some new utilities. The problem is that Vanilla Skyrim has some memory allocation issues. However, SKSE versions 1.6.??? and later have fixed this issue by allowing you use memory allocation settings that are different from the way Vanilla Skyrim does it. Like others who have posted comments here, with this fix installed I am running over 350 mods (100+ combined) with very few problem. (I think a conflict is causing some minor crashes every couple of hours or so but it is too inconsistent to troubleshoot). You might want to Google SKSE memory allocation fix or some such keywords if you haven't looked into this problem yet.
  8. I am building a quest in a mod where the character is supposed to search a room to see if they can find clues to a conspiracy around which the quest centers. The "clue" is fairly obvious if they search the right part of the room but I don't want to give where to look away using the object aliases that they will need to use in the next part of the quest. So how would I cause the quest to advance once they are close enough to the "clue" to see it? My guess would be to use some sort of room trigger object (like the kind use to trigger events when you walk into a room). But I am uncertain if this is the best way and how to use it if it is.
  9. I already started a new game. I told you that. As for your preconceived ideas, some of them are incorrect. I am hoping this will help: I know about the mod limits. You are not limited in how many deactivated mods you can have. I have over 400 esps in my combined data directory. (I use Mod Organizer which builds the data directory for each game when it is run). I have never had a problem with inactive mods. I actually have over 350 mods installed. However, over 100 of them are combined into custom merged files (Using Tes5Edit). This has NEVER been a problem except with a few rare textures. (Textures aren't always merged properly) As I have told you, the problem lies in a mod I have already installed, not in the new mods I downloaded. I have narrowed down the problem through some troubleshooting and I think I know what the issue is. I have to test it to make sure. NOTHING is ever truly random. It just appears that way.
  10. Do you actually try and rename them? If not that is strange. The first thing that comes to mind is whether or not you have write privileges to the data folder. However, if you installed the mods that seems unlikely. Are you using Mod Organizer?
  11. Hello Kimberj, Sorry to hear about all your troubles. And sorry I misjudged you. Here is another conclusion that can be derived from my problem. Remember I said that I added 7 new follower mods. One o f them is a brand new release. It doesn't matter which of them I activate, they all break the game if I activate two or more. Activating one seems to work fine. Since the mod I activate doesn't matter, it stands to reason that one of my existing mods is the problem. Not one of the new mods (unless there really is a limit to the number of resources that can be used).
  12. it has nothing to do with liking you or not liking you. If I didn't like you I would have been much more curt (less patient) in my PM. It has everything to do with the fact that you really don't seem very familiar with how the game actually works or with troubleshooting that is relevant to a particular problem. This is simply an observation based on advise you have given. Another observation is that you seem to be young. Not sure. Just a guess. That is not a bad thing. Everyone starts somewhere. But I would really like to encourage you to learn more about how the game works and the tools available (and how they work) before giving advice you aren't qualified to give. I have a background in programming and several years experience, including working with games. So a correction to your post: Nothing is locked in a save game. The programmer can choose to save whatever he wants in a save game. This is what makes SKSE saves possible. It is normally easy to add mods without a hitch. It is possible to successfully remove mods without a hitch as well. The only time this does not occur is if there is no programming provided by a mod programmer or a lack of following correct procedure by a mod user for a specific situation. For example, if a mod programmer creates a mod that does not provide cleanup functionality for uninstallation or a gamer does not follow the correct procedure for uninstalling a particular mod, a script that has been attached to an object can be left behind when a mod is uninstalled. Since the mod is no longer functioning, the script can refer to things that no longer exist. Or call a function that has been replaced by another function (during the reordering of mods). This is where things "glitch out" as you say. Now... to answer your question on what is happening (again... more clearly). The problem is not with the save game. There has only been one in my test game. The problem is that something is occurring in the mod load process that causes the process to completely fail without crashing the game. Usually in programming when a process fails, it returns a fail code so that a programmer can provide functionality for different situations. The fail code in this case prevents ANY mods from loading. In such a case, it looks like the game only loads Skyrim.esm and Update.esm. It doesn't even load any of the official expansions. I own all 3 and all 3 are set to load. So when SKSE runs its initialization code it only detects two loaded modules: Skyrim and Update and that is all it reports. I have never seen this behavior before and so far no one else who has read this post has either. At least not that they have reported. Until someone who has experienced this reads this post, I am stuck. About the only thing I can do is disable mods that are likely interfering (which only consists of a few). The other thing I might do is try testing my theory regarding resource overload. I can do this using a working game and adding a bunch of different mods that have hair and eye resources. But that will take some time. I am hoping someone will have an answer more quickly.
  13. My antivirus is ALWAYS painful (I have BitPretender...). However, in the case of Skyrim, it has never happened before with mods and my Antivirus has been totally silent about it.
  14. I just looked up SkyEdit. Why are you asking me to test the game using a mod editor? Or did you mention that to test load order? (which I have already addressed) Can I even load a save game? How will that help if I cannot load a save?
  15. I appreciate your trying to help but... you really need to pay attention to what I am saying. I have already explained to you that the game loads all the way. Problems due to missing masters occur BEFORE you load a savegame. (You said as much... so why bring this up?) I use mod organizer so I already know there are no inherent conflicts in my setup (other than possible incompatible mods). Mod organizer warns about conflicts that will cause 99% of crashes, particularly of the types you mention. I have already logged thousands of hours in Skyrim. 95% of it using 200+ mods. I am an experienced player and mod enthusiast. I constantly add mods to my game. I have found that this does not normally cause problems as long as the load order is re-done using BOSS/LOOT. It is REMOVING mods that generally leads to issues in a save game. Even if adding mods caused problems, the game has only been saved once. (Again... game 139 is a NEW GAME. THERE ARE NO OLD SAVES!). There has been no chance for additional mods to cause "corruption" to the save. I appreciate your suggestion regarding Skyedit. I will look into that.
  16. There are several mods out there that do not allow the traditional starting sequence in the wagon to function properly. I have gotten in the habit of deactivating all mods I don't absolutely need in the beginning of a new game. (Climate and ambience mods don't usually fall in the trouble category so they are not likely the issue). (The best way to do this is to make a copy of your plugins.txt file and save it in a backup folder. Then deactivate most of your mods. When you have escaped Helgen cave, save the game. Exit. Copy your backup over the temporary plugins.txt (with fewer mods). Then restart Skyrim and continue where you left off. All your regular mods should then start without a problem. VM usually stands for virtual memory. It is odd to have memory issues with so few mods but evidently something is causing a problem. When you start getting large numbers of mods (and possibly even now) you may want to get a version of SKSE that has the memory allocation bug workaround. That fixed nearly all CTD's for me and I generally use over 300 mods (obviously a good number of them merged). However, it seems you may have some other issue since 10-15 mods hardly constitutes a memory issue unless you have a low end computer. You may want to check to make sure you hard drive is not full. EDIT: And what Nozzer said lol.
  17. I am not sure your logic works. But perhaps I am not understanding it. Are you saying my save is corrupt? Because it loads fine if I do not activate the "new" mods. All previous mods load without a problem. But once I check two ore more of the 7 new mods I installed (it does not matter which ones) NONE of the mods load at all. I can't get a stable game if I want to load all 7 mods and there is no reason I can think of why they shouldn't work. I have other mods like them (follower mods) already installed. So why should 7 more cause a problem? Let alone one that causes ALL 200+ mods not to load? You say it would "no doubt go corrupt." Why? Why should another 2 follower mods cause corruption? And what do you mean by "glitch out"? Have you ever heard of one extra mod causing the entire mod loading process to be skipped? Because I haven't EVER seen that happen. And I can't find any other articles that describe this problem. If I could find out why the process is skipped then I might be able to understand the problem (and hence how to fix it). One question I have that may be related: is there a limit to the number of resources that can fit on a race menu slider? Is it possible that if that limit is crossed, the game does not load any addons to prevent a crash? It is possible that if their is a limit, that these new addons may cross it. Here is why: I have all 3 Apachii Skyhair mods. I have 4 race mods that include hair styles. I have several (standalone) follower mods that add hairstyles. The new mods I just downloaded are also standalone and probably add their own hairstyles. It is quite possible that all the hairstyle resources combined are crossing a limit (if a limit exists). The same pattern repeats for eyes (though there are probably fewer eyes than hairstyles).
  18. I have been trying out some new follower mods recently for a new profile in MO. After adding some new ones today I am getting a weird problem. At first I tried using the mods in my relatively new game and had issues like my head disappearing, followers going missing, other NPCS going missing, and all out crashes. Then I tried a new game to see if that would work. If I activated more than one mod, all of my extra races I have added in this profile would disappear. I finally figured out what was going on by looking at the SKSE log. Here is the bottom line: If I activate more than one of the new follower mods, NONE of my mods load at all. This makes sense considering the symptoms I am seeing (like walking into an empty sleeping giant... empty except for the two innkeepers). Here is the section of the SKSE log that shows this: save name is Save 139 - Prisoner Skyrim 00.06.18 full save path: C:\Users\Matthew\Documents\My Games\Skyrim\__MOProfileSave__\\Save 139 - Prisoner Skyrim 00.06.18.skse dispatch message (2) to plugin listeners sending message type 2 to plugin 14 dispatched message. loading co-save Loading mod list: (0 -> 0) Skyrim.esm (1 -> 1) Update.esm Loading menu open/close event registrations... Loading key input event registrations... Loading control input event registrations... Loading mod callback event registrations... Loading crosshair ref event registrations... Loading camera event registrations... Loading actor action event registrations... Unhandled chunk type in Core_LoadCallback: 4E494E55 (UNIN) dispatch message (3) to plugin listeners sending message type 3 to plugin 14 dispatched message. cleared save path Normally the "Loading mod list" is as long as the number of mods I have installed under this profile. Note this save is in line as a prisoner at the beginning of the game. What would cause this to happen? FYI, plugin 14 is nioverride.dll
  19. I am not sure what acceptable values are for that setting but if "zero" means zero shadows, then you have a problem. Performance should increase without shadows. Can't say at this point if it is hardware or just your video card settings. Something in that category is wrong though. I would recommend what camaro suggested except that I am not sure how valid it is. I do not have an nVidia card and as far as I know Skyrim is locked at a max 60 fps (unless some setting changes this).
  20. There is another setting that I didn't realize wasn't in that list that may help. This also belongs in Skyrim.ini. I currently have this set to 1 but play with that as well. Before I put all those other settings in (above) I had this set to 2 and it seemed to help. (See below my post. That was on my old computer). My ATI card has a higher performance rating at higher AA's than your card so that may account for some of the difference. But if you are unmodded and haven't installed any high resolution textures (even the the official ones affect fps a bit), you may have a hardware issue if these settings don't fix things. (Keep in mind that textures don't require an esp to replace the default ones). I also play on Ultra settings. So... that means something very well could be wrong with your hardware. If I remember correctly, disabling all addons, with only some high res textures still in effect, I was able to get a framerate of 45-50 fps around Riverwood on ultra. It may have gone down as low as 42-43 in some parts. EDIT: One other thing. Are you using an ENB? If so, that will eat up some fps. Quite a few if you are using all of its features. ENB inis also have the ability to limit your framerate in outside cells but that is a setting you would have put in manually. (I limit mine to 35 to allow the computer some extra time to deal with scripting). [HAVOK]iNumThreads=1
  21. The only thing relevant on that page is my load order/mods. I have already described my issue I already know that my system can handle what is being thrown at it and this isn't a performance issue so the details are unimportant. Mods and load order are below. Several mods have been merged but that is unimportant because I did that recently and this has been happen for a good 5-6 months at least. I will give you my educated guess (95% certain) as to where unrecognized mods start in the list because I resorted the merges by hand. (They are obviously not recognized) and so are out of sort order. (BOSS normally puts unrecognized mods at the end). I also put Adura's merchant mod at the end because it never works where BOSS puts it. All merges have that in the name. I also have many mods installed that are NOT on the load list because the esp's aren't being loaded. SkyMoMod and Immersive Creatures are also off the list because they are currently deactivated due to the troubleshooting mentioned above. Update.esmDawnguard.esmHearthFires.esmDragonborn.esmFalskaar.esmApachiiHair.esmAzarHair.esmSkyrim Project Optimization - Full Version.esm3rdEraWeaponsMoS.esmClimatesOfTamriel.esmCoD Waking Nightmare II.esmETaC - RESOURCES.esmKet_ARMONIZER_v2.esmmannyBlackRock.esmmoonpath.esmORS_SolitudeGate.esmSanctum of the Fallen.esmSPERG.esmSPIKE.esmLCOA.esmHjakhtraevarrTomb.esmHiResTexturePackMerge.espBrawl Bugs CE.espFixedEyeAdaption.espUnofficial Skyrim Patch.espUnofficial Dawnguard Patch.espUnofficial Hearthfire Patch.espUnofficial Dragonborn Patch.espUnofficial High Resolution Patch.espWeapons & Armor Fixes_Remade.espChesko_Frostfall.espBetter Dynamic Snow.espMorning Fogs.espSplashofRain.espExpandedSnowSystems-CoT.espbardsoundsmalukah.espImmersive Sounds - Magic.espRooster At Dawn v1.0.espmintylightningmod.espFurther Dark Dungeons for ENB.espfantasy music overhaul.espfantasy music overhaul - unique town music.espSMEMMerge.espTradeBarter.esp83Willows_101BUGS_V4_HighRes_HighSpawn.espBabettesFeastBalanced.espBellyachesNewDragonSpecies.espBirdsHFclean.espBirdsofskyrim.espBLESSINGS - Altar Descriptions.espCatsofskyrim.espChar Your Own Skeevers.espChesko_WearableLantersMerged.espCookingExpanded.espDead Body Collision.espDogs-of-Skyrim.espDD_Dawnguard Additions.espDD_Dragonborn Additions.espDogsofskyrim.espQuieterDogs.espdragonsoulstoperks.espDungeonQuestAwareness.espfFastTravelSpeedMult_4.espFishingInSkyrim.espImmersiveSpells.espImprovedFishBASIC.espMore Salt Please.espMore Salt Please - Dragonborn addon.espMoss Rocks.espMVABasic.espMVAIvarstead.espMVARorikstead.espRabbitsPlus.espRadiant and Unique Potions Poisons and BOOZE.espRealistic Wildlife Loot - Realistic.espRealistic Wildlife Loot - Realistic - Dragonborn patch.espRedMountainErupts.espShootingStars.espSkyrim Flora Overhaul.espSmoking Torches.espWetandCold.espWetandCold - Ashes.espWild Horses of Skyrim.espRaceMenu.espRaceMenuPlugin.espSkyUI.espiHUD.esphothtrooper44_ArmorCompilation.espR18Pn - Eisen Platte Armor.espTorchArrow-Dawnguard.esp3rdEraWeapMoS-lvlList.espXAC.espDr_Bandolier.espImmersiveArmorsNPCs.espFinewearMerged.espMergedArmorWeapons.espSmithing Perks Overhaul - Balanced.espDeadlyDragons.espERSO 03 - Mighty Dragons DD.espERSO 03.3 - Mighty Dawnguard Dragons.espERSO 03.4 - Mighty Dragonborn Dragons.espDeadlyDragonsArmory.espERSO 03.5 - New Dragon Super Loots.espMIDFollowMeCloser.espAshenguard.espAuroraVillage.espBreezehome_Fully_Upgradable.espCoD Waking Nightmare II.espConvenient Horse Herding.espCornerofTheSkyrim.espCZHCAD.espCZHCAD_DG.espCZHCAD_HF.espelvenwood.espEpicBossFight.espFortHeljarchen.espHearthfireMultiKid.espHearthfireMultiKid_LastName.espHunting in Skyrim - No Perks.espLakeview_Extended.espLakeview_Extended_Basement.espmoonpath_questdata.espMy Home Is Your Home.espMzarkWonders.espOwenHoliday-HearthFire-WindstadManor_Fortify.espRabbitHole.espRun For Your Lives.espWhen Vampires Attack.espSolstheim - The Lost Levels.espSyerscote.esptarjekin islands.espThe Paarthurnax Dilemma.espTundra Defense.espUndercity.espwhiterunMarket.espWyrmstooth.espZaBorski_2_3.espAcquisitive Soul Gems.espAchieveThat.espAppropriately Attired Jarls Redux.espBetterQuestObjectives.espDistant DetailHF.espDiversePriests.espDynamicMerchants.espFalskaarDawnguard.espGuard Dialogue Overhaul.espHorsesGoneWild.espJM_BetterAlchemySatchel.espKet_ARMONIZER_LListsNPC.espRebirth Monster.espSkyFalls - Distant Waterfall Overhaul.espSFO - Expanded Diversity.espConvenient Horses.espTheChoiceIsYours.espTheChoiceIsYours_Dawnguard.espUnreadBooksGlow.espETaC - Villages Complete.espHelgen Reborn.espNerniesRangerPack.espPinewood Village.espSolitude A City Of Trade.espWhiterunAlivePiano.espAIMP - Antz in my Pantz.espEnvEffectsMerge.espSkyrimSewers.espSoS - The Dungeons.espSoS - The Wilds.espSoS - Civilization.espClimatesOfTamriel-Sound.espRealistic Lighting Overhaul - Dawnguard Interiors.espRealistic Lighting Overhaul - Major City Exteriors.espRealistic Lighting Overhaul - Major City Interiors.espRealistic Lighting Overhaul - Minor Cities and Town Interiors.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espFogAndStormsMerge.espRoostersSoSPatchMerge.espApocalypse - The Spell Package.espMidasSkyrim.espMidas Magic Expanded.espEnchantmentOverhaul.espFortify Enchanting necklace.espBetter Stealth AI for Followers.espUltimateCombat.espSoul Gems Differ - E.espSPERG.espBrows.esp3DNPC.espRealisticNeedsandDiseases.espDisease Descriptions_RND Compatibile.espCooking Expanded - RND Support.espRNDPatchMerge.espSPTConsistentOlderPeople.espFFBosmer.espFFNords.espKhajiitChildren.espMy_Little_kitty_non_replaced.espmarriagemod - alpha v3.espSpousetocustomhome.espFollower Trap Safety.espHugMe.espAmazingFollowerTweaks.espAlternate Start - Live Another Life.espBetterQuestObjectives-AlternateStartPatch.espBetterQuestObjectivesAddonsMerged.espImmersive Interiors.espgetSnowy.espRealisticWaterTwo.espRealisticWaters2merge.esp Unrecognized ModsBlacksmithforge water fix Vanilla.espBlacksmithforgeWaterFixMerged.espDiversePriests_ConsistentOlderPeoplePatch.espBTRH_PrivateSquad.espstarling plugin.espDragonFallsFortress.espRWL_Megaloceros_LVL.espCraftable Black Soul Gems At NIght Standalone - Daedra Heart Version.espTravel By Boat.espFFImperialBixham.espAIOFMerge.espSkyrimEstates.espadura_skyrimmerchantmod.espShadow of Morrowind.espw2salem.espLCOAUpdate.esp
  22. Riverwood is a major crash area since it has a lot of objects. Even if you "disabled" your mods, if you installed any of the high res mods, these could be causing issues since they don't all install esps. Instead, some only install replacement textures/meshes.
  23. Sounds like a mod issue of some sort. If the black areas are appearing in the landscape when the map screen is not there, then it is probably not a map issue. All the same, if you disable all your mods (to troubleshoot) and it is still happening, I would remove the map addon.
  24. Perhaps a sound issue? Is sound working on your computer? Do you hear other sounds in game? Check the sound levels on characters/voice. Perhaps it is turned down.
  25. I had an issue like this as well a long time ago when I first got my new computer. Turned out to be partly due to a hardware issue (I had both my memory and mbd replaced out of the box). I have a very similar set up (the only difference being the video card and my processor is a 4770 (no k... I don't overclock so I didn't get the overclockable one since the 4770 had a slightly better non-overclocked performance rating. My MBD is also by ASUS). I have the ATI equivalent to your nvidia so we are evenly matched hardware wise. The other side of the coin is that you need to make your hardware available to your software. Even with all the hardware you have, it won't help unless all the hardware is used by the Windows AND the game. First, Windows 7 often does not use all your CPU's be default (see step 1 below). You must also explicitly add settings to your Skyrim.ini in order to use all the hardware. testingone's post is only relevant if you play with lots of mods (like me). But you still need to do the following in order to make use of your hardware: Unpark your extra CPU's. Your computer may only use 1 CPU by default (a windows issue...) You can find several articles on Google on how to do this. You should have a total of 8 CPU threads available to you when you have completed this step. Add some lines to your Skyrim.ini file to enable the extra CPU usage for the game. Here are the entries that I have for this (keep in mind that I got this from someone else and this is personalized a bit for my machine.). Note that I have two CPU threads specifically set aside for rendering (iRenderingThread's). With your hardware and no mods installed you should be guaranteed 60 fps in most areas of the game. (Highly wooded areas may be an exception). I get between 20-30fps but I have a HUGE amount of high-res texture and vegetation mods. I am not bothered by 30 fps since that is the normal tv frequency anyway. [General]sLanguage=ENGLISHiNumHWThreads=8iHWThread6=7iHWThread5=6iHWThread4=5iHWThread3=4iHWThread2=3iHWThread1=2iRenderingThread2HWThread=1iRenderingThread1HWThread=0iAIThread2HWThread=3iAIThread1HWThread=2uGridsToLoad=5uExterior Cell Buffer=36sIntroSequence=DISABLED.BIKbRunHighLevelProcess=1bMultiThreadMovement=1bUseThreadedParticleSystem=1bUseThreadedBlood=1bUseThreadedMorpher=1bUseThreadedTempEffects=1bUseThreadedTextures=1bUseThreadedMeshes=1bUseThreadedLOD=1bUseThreadedAI=1bUseHardDriveCache=0
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