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Everything posted by Fractalbase
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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"?
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Not all MCM items appearing, some MCM items duplicated
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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. -
Not all MCM items appearing, some MCM items duplicated
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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. -
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.
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Undead floating in the air and walking after being killed
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
Yes, the mod author of DDCO fixed the v1.7 bug in v1.8. -
Undead floating in the air and walking after being killed
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
It was "Deflection - Dynamic Combat Overhaul" v1.7. Supposedly this issue is fixed in v1.8. -
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?
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fixing false save corruption bug and dialog errors
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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. -
fixing false save corruption bug and dialog errors
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
https://www.nexusmods.com/skyrimspecialedition/mods/17230 follow the installation instructions. -
fixing false save corruption bug and dialog errors
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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. -
trouble with mod quest Buxom Wench Yuriana
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
I believe that command is for solving another issue, from what the mod author wrote. -
trouble with mod quest Buxom Wench Yuriana
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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. -
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.
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fixing false save corruption bug and dialog errors
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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. -
fixing false save corruption bug and dialog errors
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
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.) -
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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I've tried disabling Ultimate Combat, Vigor Enhanced Combat, and my Smashed Patch. I've noted some other weird behavior, but no resolution to normal crossbow activity. All of my other combat mods I've had before with no crossbow issues. I'm not sure what else to try. Here's my combat mods if that helps: Critical Hit - Backstab and Parry in SSE Deflection - Dynamic Blocking Combat Overhaul Enemy ( R ) Evolution of Skyrim Mortal Enemies SE SCSI-NoFriendDamage Smart NPC Potions True Armor SE Ultimate Combat SE Vigor Enhanced Combat VioLens - A Killmove Mod SE Weapons Arts Wildcat
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I started a new playthrough several weeks ago with a different load order and most everything is fine and bug-free except with crossbows. NPCs with crossbows don't have normal shooting animations and don't shoot anything; instead, they appear to be attempting to swing with their crossbow from a distance as if it were a melee weapon. I didn't notice this much until I started the Dawnguard DLC at Fort Dawnguard when I tried using a crossbow and had the same behavior -- I couldn't shoot, and attacking with it caused me to try and swing it like it was a 1-handed weapon. It even had the sound of a sword being swung. Has anyone seen this behavior before? Here is my load order: https://pastebin.com/8xgtV2Yt (Modwatch doesn't support Vortex yet AFAIK) I did install a number of new mods before starting my playthrough, including "Vigor Enhanced Combat" as well as some animation mods; I don't have any crossbow mods installed, but I do have a smashed patch so it's not uncommon to see an NPC with a crossbow. This isn't game-breaking at all, but it obviously nerfs any enemy wielding a crossbow. Any help is appreciated.
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I have Simply Bigger Trees installed for a long time and never had a problem with trees. I recently added some mods, and in the process, uninstalled and then reinstalled SBT and added a tree texture.Then trees in active cells were missing. As in the trees simply weren't there. I have saves with trees and when loading the saves, the trees are gone. I've even tried a new game and trees are simply gone.There would be trees in the distance, but as I approached them, they would disappear. I tried a lot of different things, including uninstalling and reinstalling SBT, the texture, etc., reinstalling Skyrim SE and my mods, no luck. It wasn't until I first successfully ran an older version of SSELODGen (from Nexus) that the trees came back. They were just there. Everything seemed fine.But my understanding is that this is a problem with the models or whatever in active cells, and not with LODs, so I don't know why that would have worked. Then I changed up my mods slightly again (because I'm finalizing my load order for a new playthrough) and trees in active cells disappeared again.I looked on the S.T.E.P. website and tried the recommended xLODGen beta and DynDOLOD, but the trees in active cells are still not back. Trees in the distance have always been fine. I don't have any mods I can think of that affect trees except SBT. I didn't have this issue with my modded SkyrimSE or SBT for a long time and then it just happened. And I don't know why SSELODGen would fix it if it only has to do with items in the distance. It occurred to me that, while I use Loot to sort mods (Vortex uses Loot), I might have to specify the load order for DynDOLOD.esm (after other esm's and USSEP.esp) and for DynDOLOD.esp (after all other esp's). But again, I've been told that that won't fix the problem. But I've tried reddit and found no help there. The SBT description says that any weirdness is due to a conflicting mod, but I can't find any mod of mine that affects trees at all except SBT really.I wanted to post on the SBT forum, and while there are recent posts, I don't have permissions to post there for some reason. I've tried Sheson's DynDOLOD Support forum, but they only help with LODs, and that's not the issue that I'm having. The advice I got from there is: "There might be an issue with the full model NIF or the full textures, because it seems there must be tree references, else there would be no LOD generated for them.You need to troubleshoot the mods affecting the full model NIF and/or placements/references and base records in the plugin(s) of the trees and ask in the appropriate forums for the mods involved." This seems to be the best and only place to find help. Modwat.ch only works for LE, and I use Vortex, and there isn't an easy way to list mods, but here is my current plugin load order: https://pastebin.com/5b4Xu0Mc Any help about the missing trees in the active cells would be greatly appreciated. I really want to fix this problem.
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certain undead form vanilla and mods don't move
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
Turns out the offending mod was Ultimate Combat SE. After removing that mod, the game works fine with no T-poses. -
certain undead form vanilla and mods don't move
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
Can anyone suggest why? I've made sure there are no leftover files from other mods. Skeletons, draugr, and certain other undead are motionless, standing with their arms outstretched. I've fun FNIS each time before starting the game. All other NPCs and creatures move without issue. I believe there is a mod conflict of some kind. Can someone look at my load order (in the first post)? -
certain undead form vanilla and mods don't move
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
Well I uninstalled Skyrim SE, deleted the folder, reinstalled Skyrim SE, added skse and associated manual mods, then used Vortex to re-deploy all of my enabled mods. The result is a clean install with mods that has no missing files and no extra files. Unfortunately, the result is still the same -- certain undead do not move and have their arms stretched out. This will make the game unplayable. I believe it to have something to do with my load order or perhaps incompatible mods that I have installed. If anyone can advise. -
certain undead form vanilla and mods don't move
Fractalbase replied to Fractalbase's topic in Skyrim's Skyrim SE
I suppose a fresh install of the game and mods couldn't hurt. I did try out sexlab, but don't have that in my current save at all. Don't mistake Amorous Adventures. But why would it require that? I'm not going to check for each mod file to remove. I use Vortex. -
I've been working on my mod setup for SSE for a long time now and I recently started a new game/save. The trouble I'm running into is that certain undead do not move, such as skeletons, some draugr, and some undead from creature mods (particularly Mihail's mods). The skeletons with tails also have their tails sticking straight back. I've tried uninstalling and reinstalling any associated mods I can think of. I've tried de-installing creatures in FNIS, and re-running FNIS. Nothing seems to work. Any help? my load order: https://pastebin.com/dNg1kTjK It looks like too much, but I have 253 active plugins... 254 is the max, and the rest are light plugins. Everything works except for this issue. Thanks.