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Fractalbase

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Everything posted by Fractalbase

  1. 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?
  2. 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.
  3. 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.
  4. 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?
  5. 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?
  6. 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.
  7. 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?
  8. So far this has happened at the inn in Ivarstead and the Sleeping Giant Inn in Riverwood. I pay to sleep for the night, go to the particular bed, click on the bed to sleep (it isn't owned), and nothing happens. I've successfully been able to sleep in Breezehome. Here is my load order. Does anyone have any ideas? I did a search on the web and didn't find too many occurrences of this issue, or any answers.
  9. I've encountered this bug which seems to be a bad game state that my playthrough sometimes gets into, although this time the bug happens every time I go to Bleak Falls Barrow (location irrelevant afaik). Once in the bad game state, this bad game state gets baked into any news saves, and doesn't appear until loading the save. Once I attack, my character is no longer able to move or attack in first person. I can still rotate, but slowly. My character can still move and attack in third person, but I prefer to play in first person and this bug shouldn't happen anyway. I'm not sure what's causing the bug, or if the bug is due to a specific mod or an incompatibility between two mods. Two mods that I've installed recently that might have something to do with this, but I'm unsure, are "True Directional Movement" and "Arena Movement - Modern Combat Overhaul". My modwatch is below; has anyone encountered this and possibly know the cause or how to fix this?: http://modwat.ch/u/Fractalbase
  10. I thought I've read everything, but it is not clear to me. I have JKs Skyrim and Dawn of Skyrim. I'm adding Open Cities Skyrim to my load order. Do I just need the combined "JK - DoS - OCS Patch.esp" patch? Or do I also need the individual patches "JKs Skyrim_Open Cities_Patch.esp" and "Dawn of Skyrim Director's Cut - OCS Patch.esp"?
  11. I was referred to the following mod: https://www.loverslab.com/files/file/16174-skyui-resort-a-mcm-patch/ (NSFW) It's a modification of SkyUI that expands the MCM maximum by 9x to something over 1k menus max. Turns out I had well over 200 MCMs. With the mod I linked I can see them all successfully now.
  12. Great, okay thanks for the information. I've gotten a lot of mods to work correctly and together well, this will take some careful planning and research on my part to reduce my mcm count.
  13. Yes I've added mods during a playthrough. But this also happens after starting a new game. Basically, not all of my MCM items appear. I know that the plugins are in fact enabled. I used to use MCM Kicker, but I think that doesn't really help. I've tried "setstage ski_configmanagerinstance 1" and the MCM list resets. But what is available will change. Some missing items will appear there, some will not, some previously appearing items will no longer be there. And this will literally change each time. There's always at least 1 MCM item not appearing. Most of my MCM items do appear... but this is annoying to know the mod is active and working, but the mod's MCM is not in the list. I've done a fair amount of research and the usual solutions are what I described... make sure the plugin is enabled, try mcm kicker, try the console command. None of these really resolve my issue. Has someone encountered this issue and/or know what causes it and/or how to solve it? Addendum: when I see the notification "Loaded XX MCM menus" (whatever the text is), a lot of time the largest number I've seen is 128. Since that is a power of 2, I wonder if that is a hard limit to the number of MCM items SkyUI can display and I simply have too many mods with MCMs and that's what's causing this.
  14. It was "Deflection - Dynamic Combat Overhaul" v1.7. Supposedly this issue is fixed in v1.8.
  15. Here are my mods and plugins: https://drive.google.com/drive/folders/1pKNn5YlqLhGLyh_CXY16KywcPVvf_CP4?usp=sharing Basically, undead (draugr, anything that uses draugr resources it seems) after being killed will float in the air and usually continue walking. This is quite annoying. This issue doesn't seem to happen to humanoids/elves or other creatures, but I'm unsure of the extent. In the past I had Ultimate Combat and FNIS and undead would t-pose and not move. This only went away when I didn't have Ultimate Combat installed, or after I upgraded to Nemesis. I've read the Ultimate Combat page and I've seen this issue mentioned in two of the bugs. Some comments suggest that people got rid of this issue by uninstalling UC. My situation is that this issue appeared when I did not have UC installed or used its Nemesis patch. I do have Ultimate Combat Creature Compatibility installed, and I've used the Nemesis patch, because I get an error with Nemesis if I don't have UCCC installed. I've seen people also mention Sands of Time as a culprit, and I have been trying that out, but the issue still exists without SoT. I'll try without UC again and see what happens. But at this point I'm ready to try the old fashioned method and disable plugins until the issue stops. My one concern is that the issue isn't due to a plugin but some kind of loose file(s) I have installed. TL;DR -- has anyone encountered this weird issue before, and if so, how did you solve it? If you haven't, can you offer suggestions to me on how I can figure this out?
  16. Well, SSE Engine Fixes will fix the false save file corruption bug. But if you don't have SKSE, then you obviously can't install SSE Engine Fixes. Sounds like you have a much large modding issue then merely the false save file corruption bug. Please start your own message thread.
  17. https://www.nexusmods.com/skyrimspecialedition/mods/17230 follow the installation instructions.
  18. What fixes the bug is installing the mod SSE Engine Fixes. It has to be installed correctly to work. There are 2 parts, 1 part can be installed with your mod manager, and 1 part must be manually installed. If you follow the instructions on the mod page for SSE Engine Fixes, you should be fine. Load order is important, but was not relevant to the false save file corruption bug. Usually using LOOT (or a mod organize like Vortex which has LOOT built in) to sort your load order will help in that regard.
  19. I believe that command is for solving another issue, from what the mod author wrote.
  20. Use PageUp and PageDown to scroll through the console window. Sorry I cant be much more help than that, but good luck with your issue! There is a mod 'Extended UI' for oldrim which works in SE with a little conversion which will let you make the console window bigger, and it weill also tell you what esp a thing was created by/last changed by, which is really useful. The PageUp and PageDown worked. I found what I believe is the correct quest id. Thanks. Unfortunately using setstage didn't resolve my issue.
  21. So I've gotten the blacksmith's special hammer from Silent Moons Camp that Adrianne the whiterun blacksmith is supposed to use to free Yuriana from her chains. However, when I picked it up, I didn't get a quest notification. Looking at my quest log, the quest Buxom Wench Yuriana indicates that I haven't yet completed "get the special hammer". But I have it, twice in fact. And there's no dialog with Adrianne the blacksmith for me to give her the hammer. I have several patches, here are my plugins, does anyone have any idea?: https://drive.google.com/drive/folders/1TBX7Sq6FE2trDTd47s1DXlNRMDreLfrW?usp=sharing I'm hoping someone knows the quest id for this quest so I can use setstage to register the hammer I have with the quest objectives. I tried " ShowQuestTargets" in the console, but I have too many quests and it doesn't appear on screen and there isn't a way to scroll in the console window as far as I know.
  22. The original issue I posted was due to me not originally installing "SSE Engine Fixes" correctly: https://www.nexusmods.com/skyrimspecialedition/mods/17230?tab=files First of all, my original issue can occur if you don't have SSE Engine Fixes installed. It can also occur if you don't install SSE Engine Fixes correctly. There are 2 parts, the first can be installed with a mod manager, the second MUST be installed manually. That is how I resolved my issue from this post.
  23. I think some of the confusion here is that generally, master plugins should always appear at the top of your load order, and while most master plugins have the ".esm" file extension, some do not. For example, the plugin "Unofficial Skyrim Special Edition Patch.esp" is a master plugin despite having an ".esp" extension instead of an ".esm" extension. (You can see that it is a master plugin by opening xEdit and looking at the plugin information. You can also see this information in Vortex if you use Vortex to manage your mods.)
  24. Somehow, VioLens is involved with this issue. When you have no crossbow bolts equipped, the normal behavior for a crossbow is for it to be swung like a 2-handed club. When you have bolts equipped, it is supposed to shoot them. I've encountered a problem where anyone (NPCs or me) will always just swing a crossbow if a crossbow is equipped, as if no bolts are equipped in inventory. I started troubleshooting this by disabling all of my combat mods in Vortex and starting a new game. Under these conditions, crossbows function normally and shoot. I've been slowly re-enabling combat mods in vortex and loading my save game from this to see if the weird crossbow bashing behavior happens again. The weird behavior happened again after I enabled VioLens. I current have version 2.22a. There might be an incompatibility with another combat mod that I have enabled. These are the other combat mods that I have enabled: Mortal Enemies SE (1.05) Critical Hit - Backstab and Parry in Skyrim Special Edition (1.2) Deflection - Dynamic Blocking Combat Overhaul (1.6) Wildcat Combat and Immersive Movement Compatibility path (1.0) Wildcat - Combat of Skyrim - Wildcat - Realistic Damage Plugin (N/A) Wildcat - Combat of Skyrim - Wildcat v700 (7.00SSE) Enemy ( R )Evolution of Skyrim - EEOS Installer (1.76.5) Enemy ( R )Evolution of Skyrim - EEOS - Spell Perk Item Distributor Addon - Mon Manager Hotfix (1.76.5) Vigor Enhanced Combat (3.2) Ultimate Combat SE (3.5) Weapon Arts 1.2b (1.2b) I believe the issue is not merely VioLens itself, but an incompatibility between VioLens and one of these other mods. I will continue my testing and report further details. However, in the meantime, if anyone has any information or insight on why this is happening, please let me know.
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