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Fractalbase

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Everything posted by Fractalbase

  1. 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?
  2. filtering with "skyrim special edition" seems to be a missing option from the game filter dropdown. otherwise, looks great.
  3. 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.
  4. 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.
  5. 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.
  6. I have SSE Display Tweaks installed. turns out my NVIDIA Reflex settings was capping FPS at 60. Game runs at a much higher FPS now.
  7. Been tinkering with skyrim.ini, skyrimprefs.ini, enblocal.ini, SSEDisplayTweaks.ini, also web research, and no matter what, FPS is capped at 60. Any help or advice, please?
  8. 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.
  9. I figured out the issue. The file "Skyrim Special Edition\Data\interface\fontconfig.txt" referenced a font file swf that did not exist.
  10. 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.
  11. 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?
  12. 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?
  13. with active plugins, there are 2 reserved values -- FE (255th) or light plugins (thus ESP-FE), and FF (256th) which I'm not entirely certain but is for the active gameplay session. So that means 254 max active plugins. The light plugins don't have such reservations, so 4096.
  14. Thanks for the advice. Like performing an enema on my SSE game folder. Not only has the original problem gone away (starting skyrim se with all the mods I had previously works), but there are a few noticeable performance improvements.
  15. 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.
  16. my LO is/was stable, it just seems that SSE or at least SKSE isn't loading any plugins for some reasons. Any ideas as to why?
  17. I've appreciated using Vortex for my mod managing requirements. But lately, things haven't been going well. Firstly, now Vortex is complaining that certain folders can't be removed or deployed. (Sorry for the lack of specific messages.) I end up deleting the staging folder for the mod I want to remove through windows. I've noticed SKSE64 detecting updates in the game folder, which is odd to me. And now my modded skyrim se isn't loading. I'm trying to debug to see the issue. Yesterday, with all SKSE DLLs temporarily removed except for CrashLogger.dll, EngineFixes.dll, and SSEDisplayTweaks.dll, the game would load, but as if no non-vanilla/native plugins were deployed. Which is weird, because most plugins are enabled in Vortex. It seemed SKSE wasn't loading loadorder.txt or plugins.txt from C:\Users\crichmond\AppData\Local\Skyrim Special Edition Then I learn of a profile location for loadorder.txt and plugins.txt at C:\Users\crichmond\AppData\Roaming\Vortex\skyrimse\profiles\rybIzrzw3 which is news to me and I don't know if is used anyway. Basically, I think I messed up Vortex somehow and SSE isn't loading properly. I'm cleaning my staging folder through the Mods tab of Vortex as much as possible. But I'm looking for a solution as to why SSE is acting weird and how to return SSE to a "vanilla" state so that I can re-apply the mods I use through Vortex. Or ANY other nuggets of wisdom for my situation.
  18. I recently discovered the folder C:\Users\crichmond\AppData\Roaming\Vortex\skyrimse\profiles\rybIzrzw3 being a potential location for plugins.txt and loadorder.txt, but I'm used to the folder C:\Users\crichmond\AppData\Local\Skyrim Special Edition being where at least Vortex maintains plugins.txt and loadorder.txt. Is there a reason why two locations? I'd prefer that SkyrimSE use the appdata/local location instead of the appdata/roaming location.
  19. I strongly disagree, I've spent years using Vortex and SSE does or at least did use those files. Something recently changed, I know my Vortex got a little borked, and now those files seem to be ignored. How else will SSE know what plugins to load?
  20. I've gone through my entire mod/load order and have come to the conclusion that my install of SSE (with AE) is now for some reason ignoring the files loadorder.txt and plugins.txt. I'm using Vortex. First, my modwatch. As an example of how I can verify this, here is the crash log that happens after ENB caching where, at the bottom, there is indication of 0 plugins: crash log. I cannot for the life of me figure out how the heck this situation happened or how to resolve it. Perhaps there is a nifty Vortex command that will fix this. But I've tried so much of everything... Any advice?
  21. fixed the adoption issue. Went to breezehome, cast the bless home spell, showing 4 children beds. Then went to Windhelm, found Sofie, and followed the directions mentioned in this article.
  22. I have the mod for Eli's Breezehome, and another enhancement mod (I'd have to check) that sets the children's room to have 4 beds (two bunk bed pairs). The first two children adopted fine ("I have a house Breezehome in Whiterun"), being Lucia and Blaise. Then I attempted to adopt a 3rd child, Sofie from Windhelm. The problem is that Sofie never moves into Breezehome, and sticks around Windhelm selling flowers. I believe the mistake was that I used the vanilla method for adopting instead of using the "Bless Home" spell and then adopting saying "I have a new house in Whiterun". I'm rather far past the point where I adopted Sofie, so I'm wondering if there's a method to unadopt and then readopt Sofie the right way?
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