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Everything posted by Fractalbase
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Walking up an incline is no problem, same as expected. Walking down a decline is a different story. My player character stays at the same height was at without walking down on the decline. If I save and reload, my player character immediately falls to the ground. But continuing to walk down, gravity won't be in effect. I've tried several researched fixes, including reduce frame rate from 144hz to 60hz, but to no avail, as well as adjusting papyrus logs for a supposedly similar situation, also to no avail. I'm hoping someone has experienced this situation and recommend a solution? also, without modwat.ch, I'm unsure of how to post my load order, as I don't post on nexusmods forums too often.
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For Skyrim SE/AE. I've researched the topic on the web, with no results found. I've tried disabling every mod that has something to do with candles, yet no solution found. examples of the odd effects: https://imgur.com/a/candles-with-odd-effects-that-breaks-immersion-vctrCry I'm just going to ignore the effects and play the game. If anyone can help though, I'm all ears.
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my load order. I'm inquiring max amount of mods or plugins to allow better/best FPS what types of mods/plugins to not use or remove to allow better/best FPS anything else that anyone is willing to mention that will allow better/best FPS I have a heavy mod order, but am looking to slim down to achieve smooth buttery FPS. peace.
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my mod build evolves from time to time, in the most recent iteration, seems map markers don't get discovered when you approach the particular area for a map marker. I'm completely unsure as to why this is happening. I'm attempting to test with fewer map/marker mods to see if the issue will resolve itself. I'm hoping someone has run into this mod build bug and knows of a solution. If not, perhaps someone can look at my mod list and suggest one or more potential areas to investigate. https://modwat.ch/u/fractalbase0
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a few months ago the time from game program start to main menu with my modded sse was 4 minutes. since the recent sse version updates, including backported extended esl support, time from game program start to main menu has increased to about 17 minutes. I know, one suggestion is to get rid of a bunch of mods, I have too many. But there must be something more to it? 242 active plugins, 4007 light plugins, 900,000 references, etc. I had similar counts when booting the game to main menu only took 4 minutes. is there a possibility that the number of formid's could indicate a longer boot time? is this an infinite main menu issue that happens to get to the main menu after a while? loading when switching areas in game is relatively quick, so that I'm not worried about. Suggestions for mods in general or where to look for mods or plugins that can cause longer boot time?
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User Profile and Direct Messaging Improvements Beta
Fractalbase replied to JustThatKing's topic in Site Updates
filtering with "skyrim special edition" seems to be a missing option from the game filter dropdown. otherwise, looks great. -
the settings contain a sensitivity setting for "look", which maps to either movement of the mouse, or the right stick on the gamepad. however, there doesn't seem to be a sensitivity setting for "move", which in one way doesn't make sense if you're playing with mouse and keyboard, as the WASD buttons have no variability to them. however, on a gamepad, "move" is handled from the left stick, which *does* have variability. seems like adding a sensitivity setting for "move" would be a good idea. thanks for reading.
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TL;DR my modded skyrim se/ae has some kind of issue that causes repeatable CTDs at specific points of time, and the crash logs don't seem to provide any relevant information regarding the crashes. Sometimes starting a new game causes saves to be created as corrupt and without a skse co-save. essentially, my modded game was playing fine and generally stable, but I keep updating mods in my mod order and occasionally adding new mods to my mod order. I should mention my modded skyrim is... heavy, having many mods and plugins. Here is my modwatch. recently, my game started to exhibit random CTDs within 10 minutes of loading a save and playing. So I decided to start focusing on a new game and eliminating crashes from there. sometimes starting with alternate start will freeze indefinitely; this happens sometimes, but restarting the game usually works around mentioned issue. generally there are several freezes from starting a new game, but the freezes only last a few seconds. usually starting a new game results in several minutes of the VM being overwhelmed with low FPS (2-10fps). Then the game catches up with itself and I'm getting around 60-70fps and the VM no longer being overwhelmed. although this is a point where sometimes the game will create abnormal saves, where instead of saves being around 12mb to 16mb with a skse co-save, the saves are 32mb to 40mb with no skse co-saves created. Attempting to load these saves will show the "save file is corrupt and cannot be loaded" error. The only thing to do is to close the game and start a new playthrough. This issue started happening today, but usually doesn't happen. After completing alternate start: live another life, and generating normal save files with skse co-saves, I select my starting condition from the Mara statue. For testing purposes, I tend to pick the same option: I own property in one of the holds, Breezehome (whiterun). Moving my character to the prison bed, I make a save, and then click on the bed. The game starts loading but then immediately crashes. I was pulling my hair out today bewildered by this, because the crash logs don't seem to indicate anything related to the crash, just information that was there due to the game state. Here are the crash logs and analyzed reports that I tend to get. Nearing the end of my headache debugging session for today, I essentially got to a point where: either after starting a new game, the game would crash after clicking on the prison bed before entering breezehome. Or, the game would successfully proceed to Breezehome, but instantly crash if I attempt to click on the front door to exit Breezehome to Whtierun. This CTD has me pulling my hair out, perhaps largely due to the crash logs not seemingly providing helpful information. another TL;DR my game crashes a lot after starting a new game and the crash logs don't help. Anyone who can provide some further insight into my situation is greatly appreciated. Hopefully suggestions to return to vanilla can be avoided; also suggestions saying I have too many mods can hopefully be avoided; suggestions specifying what mods to not use anymore will be take seriously. I'm aware of the general divide-and-conquer approach to finding faulty plugins, and will consider this strategy when I have free time and I'm somewhat sane again. But any information that you can provide from your experience with CTDs in similar situations will be greatly appreciated. Again, thank you for reading this far. I appreciate any help that you can provide.
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My modwatch. I normally have 40-80 active effects near the beginning of the game and ongoing throughout play. My mod list is rather gargantuan and probably open to bugs. Currently I have a very stable game. I previous tried the mod "Active Effects Menu Declutter". Which seems like a logical cause of the problem. The trouble is that I haven't had the mod enabled during my current play through. Currently there are maybe 4 active effects displayed, and my character's health is lower than it should be on my most recent save, but there are no active effects indicating a drop in health. So I believe one or more mods that I have installed are causing many active effects to not be displayed on the active effects screen. I've been working with the mod AIT (Aura's Inventory Tweaks) and most of the associated mods (many of which have colorful acronyms). But I haven't seen anything mentioned on the mod pages for those mods regarding missing active effects. I've also done a fair amount of research on the web and haven't had any luck finding a similar situation or a potential cause. TL;DR I'm missing many active effects listed in the active effects section, and I'm hoping someone can provide potential insight as to why. thank you for reading.
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Vortex isn't letting me unistall any mods
Fractalbase replied to SirTomatnik's topic in Vortex Support
Well, I found the file, deleted it, then started the purge of the mods and the purging has been going on for a few hours. I'm guessing it's not supposed to take this long even if I have over 200+ mods installed. Am I supposed to just try and wait this out or does this present yet another problem I have to resolve? EDIT: Ok so I tried to wait it out, but vortex eventually lagged and just closed itself. Should I try to purge again? or am I just screwed? And honestly I can't really tell if anything happened but I can still find the mods in the files so I'm guessing this means didn't happen and I should keep on trying again? I've just now run into a similar situation, and fixed the issue by renaming the "Skyrim Special Edition\Data\vortex.deployment.json" to "vortex.deployment.json.previous". Then purging mods in vortex. Then deploying mods. -
I figured out the issue. The file "Skyrim Special Edition\Data\interface\fontconfig.txt" referenced a font file swf that did not exist.
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Screenshots of the error: https://imgur.com/a/8GgH7Zl Error seemed to start after I installed the mod "Scribes of Skyrim": https://www.nexusmods.com/skyrimspecialedition/mods/50008 How can I resolve this error? The new error popup in Vortex is always there.
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The Bijin fixes mod has Bijin overhauls covered. There are old physics hair patches for individual pandorable mods, not sure if any of those actually worked. Using the Pan AIO seems to be the way to go. Hopefully a physics hair patch?
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Essentially I have tons of mods in vortex where I have multiple copies of the mod, usually in different versions. Vortex "stacks" or rather collapses into a list these different downloads/installs/versions/etc. The problem that I'm encountering is that there is no easy way to bulk remove/delete older versions of enabled mods that are included in mod stacks. Combined with the fact that with tons of mods installed, Vortex is slower, and attempting to perform 4 or more remove/delete operations is a pipedream and you're limited to 2 at most, this would be a grueling long amount of deleting individual mod downloads. Is there or can there be a simpler solution?
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I think Vortex rewrites the usual location with the file from the profiles location each time you switch profiles. That's how it maintains separate load orders per profile. Do you actually have 4200 ESP files? Even if almost all of them are ESP-FE's, that's gotta be breaking something. as long as you maintain a maximum of 254 active and 4096 passive, that amount of plugins is fine if tailored correctly. I've had a pleasantly bug-free gameplay experience... until recently with oddness. I'm currently cleaning out old mod versions in Vortex to see if I can figure out the issue.