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ymf331

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Everything posted by ymf331

  1. the animations should either be from a) xpmse, configurable in the mcm menu or b) pca. reinstall with standard hip animation options and run fnis anew. dsr doesn't come with any animations
  2. hm, maybe try this skeleton and make sure the plugin loads after the ragdolls and force one?
  3. it looks like you had added user metadata before loot updated for sse. it says in the first line what's missing from your 'userlist.yaml' file and where. if you can paste the contents here i can probably help you pinpoint your problem.
  4. you don't need to tick any of the xp32 patches for that mod. only if you install those ones individually. if you installed the skeleton with the animations (looks like you did) you may need to install ragdolls and force before you run fnis again.
  5. this is gonna' be a pretty long post, but hopefully there's something in here that helps. i had similar problems. had been using mods for quite some time, and knew the ins and outs of how the files fit together in a general sense. everything would work right, then i'd install a couple more mods, or reach a certain point in the game and KABOOM! assuming it's not a minor oversight, i can tell you how i got to a point where i can always 100% of the time have a functional game with zero crashes (except for the odd skse plugin bugging out). i've been able to replicate this multiple times starting fresh and not only that, but i've seen new content from mods i'd used for years which was previously overwritten and buried in a tangled web of conflicts. anyway, this is what i used to do: 1. should go without saying, but always be sure to have all the basic stuff you need for a stable vanilla skyrim first. having all the tools installed (i use mod organizer and tes5edit for pretty much everything). cleaned dlc masters and properly installed skse, crash fixes, project optimization, and enboost. maybe not an absolute requirement but i don't see any reason not to use these textures too. 2. meticulously going through skyrim.ini, skyrimprefs.ini, and enblocal.ini, using the step wiki as a reference. 3. once that's all working great without crashing, then i download all my mods and carefully arrange them so that the wrong assets aren't being overwritten like normal. 4. probably just rehashing stuff you already know by this point, but finishing up with any skyproc patchers, loot, running fnis and crap like that. all that's great and there's a good chance that the game might run without just immediately crashing. i always wound up with a seemingly un-fixable problem eventually, though. so i started taking these additional steps: 5. mostly due to a graphics card bottleneck, i always go through all my mod textures and standardize them, based on how much space they'll take in-game, using optimizer textures. it may not necessarily be for you, but for stability's sake i reduce my textures for larger objects to 2k-1k, and smaller objects to 1k-512. 6. i fire up tes5edit and spend multiple days meticulously going through each and every plugin to both make sure my load order is correct and to patch every single conflict in them. it's an undertaking, and whether or not you're willing to do it might just depend on how big of a nerd you are. i'll explain how either way.
  6. there's an update in the fnis downloads for tk dodge 3.0, if you haven't tried that
  7. the cart will jump around sometimes if you forget to run fnis after adding an animation, but there might be other reasons too. mo does have some assembly required as a trade-off for the extra features, which i guess is why different mod managers exist. to a certain extent, modding can be a lot of effort, and you're right that the point is to have fun. my labor of love very well could be your nightmare from hell. i'd much rather have been helpful than burn people out on modding, so feel free to take my advice with a grain of salt.
  8. not sure if it will help, but i remember a question that popped up not too long ago that had to do with collision. https://forums.nexusmods.com/index.php?/topic/5685157-if-anyone-could-help-im-having-trouble-with-static-object-collision/
  9. well nobleskyrim is only a texture replacer, so there wouldn't be anything to show in the skyrim launcher (if that's what you mean). i'd say, find a good guide that tells you how to set up a mod manager and all the tools you'll need, and get the vanilla game stabilized. by starting on the right foot, you can maybe avoid some troubles down the road. here's the step guide (up to and including 2.c) beginner's guide on this very forum *also, if those guides don't mention it, always install this mod, carefully following the instructions in the description.
  10. http://www.nexusmods.com/skyrim/mods/59721/? this can help, especially if you grab enhanced vanilla trees as well. something i notice, realistic water two would be better off at the very bottom of your load order. it changes water types for the broader worldspace, and then other plugins that change records inside just wind up overwriting it with vanilla stuff needlessly.
  11. it is a lot to take in all at once, which is why i was just recommending it as reference for your troubleshooting needs unless you want to dig into it all. http://www.creationkit.com/index.php?title=TES5Edit_Documentation has a chart in section 4.4 the olive-looking ones are usually an itm record overwriting something and usually need fixed, but sometimes i've even had to make a green plugin red when i was patching mods.
  12. i like this one and there's even a version made to go with immersive creatures too if you use it.
  13. if the values are ok to begin with, you could just put the plugin name in the "blocklist.txt". anyway, you can put something like this in your "Armor.xml".
  14. i bet if you go through and do 2k compressed textures with 1k normals you shouldn't take much of a hit in quality. by copy/pasting the textures somewhere and typing "! *_n.dds" in the explorer search box you can delete everything and run ordenator again like that. also you can download vanilla textures here that are already done and include the unofficial high-res patch. i got a graphics card bottleneck, so i've taken some pretty extreme measures to get enb running well.
  15. not sure if this will really work or not, but i just commented out the parts in the script that cure the vampirism. hopefully you could skip the quest but i haven't tried it. http://www.mediafire.com/file/r30men3p4y6i6na/vampire+cure+quest.7z
  16. elfx ain't a model and texture mod, but those actually wouldn't have dlc requirements. game should run fine no matter what odd assets you throw in with the files. if you wanted to use it badly enough, though, you could go through the plugins and remove the dlc records. i'd even tell you how.
  17. it works just fine for me, but i don't use the ck if i can help it. i just went in and patched the leveled lists (made a new plugin to overwrite them) by hand in tes5edit. if you think about it, if a plugin could only use records from a .esm then a bashed patch wouldn't work too well in the first place. i wouldn't esmify it, and i'm pretty sure you don't need to. ok, i've been throwing together a new mod list, so i haven't gotten around to sorting and patching the plugins yet (because there are 230 of them and i've been putting it off for a week) but i went in and did a sublist really quick with some boots from amidianborn content addon and the book of uunp. the masters for it are skyrim.esm and both plugins i took the records from like this. not sure if that helps somehow, but i'm positive it works, anyway. http://i50.photobucket.com/albums/f310/like100ninjas/test_zps4mdcw8gy.jpg
  18. do you have crash fixes set up in the .ini with useosallocators set to 1, and the preloader .dll in your skyrim folder? are you sure you're running the skse loader with the '-forcesteamloader' argument? one other thing that helps a lot of people is enboost, if you're not already using enb.
  19. i can make everything look real good on a 1gb video card, it's just a lot of work. anything fairly recent will do fine as long as you're smart about it. main things are getting reasonably sized textures and having the correct settings.
  20. nmm aside, did you make sure any files that you had put in your actual game folder were in there after you validated? like skse and all that.
  21. the one file thing is normal. if you haven't removed any mods, are you sure they're all active in the launcher or your mod manager?
  22. well an automated script that merges records from 100 plugins is probably going to screw something up. loot and automated patches are easy, so they're good for slapping a few mods on, but once you get into that many you're looking at a fairly time-consuming process if you want to be sure not to ctd. first i'd recommend carefully setting up enboost, crash fixes, and project optimization. there are some special instructions so the descriptions are fairly important, but it'll make things more stable to begin with. if you still crash after that, you may have to look through the plugins and do some manual sorting. at the very least if you still want a merged patch i'd look and make sure it's not merging anything it shouldn't. sorry, but i already typed this a little bit ago so i'm gonna' copy and paste it for ya'. it's just a way for you to pinpoint any problems you have in case nobody else can tell you, like one of those "teach a man to fish" type of responses. i'll try to answer any questions if i can though.
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