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Everything posted by cronodevir
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[WIPz] Fallout 4 Script Extender (F4SE)
cronodevir replied to behippo's topic in Fallout 4's Discussion
I am using the latest f4se. When I run the game it says my game version is 1.10.26, but f4se expects 1.10.20, and then it disables MCM, and I am sure some other mods don't work now either, for example, none of the hotkeys for place anywhere work. So does f4se support the latest version of Fallout 4 or not? Edit: Wow, so, I did my mod setup yesterday like 30 minutes before MCM was updated to 1.10.26, and thats what the error was for. I had just missed it, heh.- 717 replies
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SSE Implimenting Dungeons
cronodevir replied to cronodevir's topic in Skyrim's Creation Kit and Modders
Yeah, I am thinking of doing a mega dungeon hub type deal. So there will be one entrance into the hub on the surface which may have like an npc or maybe a whole tavern type deal, and then from there would be various ways into new dungeons. Possibly connected to vanilla dungeons. ie. spider web dungeons. That way I only have to alter the world space once, and then add doors to a few vanilla dungeons. -
So, with SE out and things going smoothly I have decided its time to make and release something. I have always liked making dungeons in morrowind, oblivion, and skyrim, though I have never released anything. I am considering doing it for SE. But, my main concern is how to implement them. I like what Forgotten Dungeons has done; but that takes up a lot of real-estate in skyrim. I have thought of doing the same but just having smaller doors around. I have thought of modifying existing dungeons and adding doors to sub dungeons. I have thought of making all of the dungeons enterable via reading books you collect (thus using up no worldspace and making dungeons random in how you find them). And I have thought of adding dungeon entrances outside of the skyrim worldspace, that is, you walk the roads outside of skyrim and just past the gates would be a new bit of landmass (very small) with dungeons entrances. I have thought of making one entrance to a hub and the hub would have more dungeon doors as I add them, but thats kind of boring, however I could work with that and make a story out of it. ANother way to do it would be to do a system how the (forgot the name of the mod, I think a world of pain?) dungeon in New Vegas was with the various redoubts connecting to new dungeons and old ones. So you would have a hub with like 6 new dungeons that you could enter, but each dungeon would also have a second exit/entrance located within an already existing dungeon. So a big system connecting a few vanilla dungeons together via new intermediate dungeons I make. Some things I want to keep in mind are: -We are talking 4 maybe 5 dungeons (big ones, 4-5 big cells each), depending on how much I get done. -I want them all radiant enabled. Which is why the book dungeon idea may not work very good.. "Hey, can you go find my lost iron ingot? its located in the book "Joe's Booktrap Vol. II" .... which is sitting on a shelf in Muzlft." Though, another reason I like the book idea is because I fancy myself a poet and I would have a poem sort of describing the dungeon. There are pros and cons for all of the ideas I gave, but what would you guys suggest? By the way I am not the best at the CK, I can snap peices together with the best of them and I used to do level designs in the Unreal Engine so making dungeons is my thing. This means there won't be elaborate quests in them, just pure dungeon crawling.
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Are there any mods that let you adjust the XP towards leveling up that skills grant you? Example; I may want to level up blacksmiting like normal; but I don't want it to contribute to my overall level. Or I may want to level up slower overall. I know there was skse plugins that did this but there was also .esp mods (SkyTweak specifically) that may not have required skse. Do such mods exist yet?
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You saying I can just slap in version 2 and thats that? Worth a shot I suppose. Edit: It does say requires SKSE when you dl it, will try it anyways. ===== Okay, so SkyUI does work, for the UI. But you still cannot place items into containers using the mouse. :( I installed it without the skse plugin so I don't know what effect that will have.
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Is there a mod for Skyrim Special Edition which lets you put items in a container with mouse click (and not ****ing R)? Started up a nearly vanilla play through of Special Edition today; nearly rage quit when I go to a chest and spammed my alchemy ingredients with the mouse only to find that I <retracted> ate them instead of put them in the chest. Attempting to "equip" some iron ingots instead of putting them in a chest was the last straw. I won't be playing Skyrim again until there is some mod for this stupidity. It is even more tarded when you realize mouse click lets you take items from chests in the first place. Is this really how bad the vanilla skyrim UI was back in the day? I never played without SkyUI. Why would -using- items even be an OPTION in a chest gui?
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IS there a mod for Skyrim Special Edition which lets you put items in a container with mouse click (and not ****ing R)? Started up a nearly vanilla play through of Special Edition today; nearly rage quit when I go to a chest and spammed my alchemy ingredients with the mouse only to find that I <retracted> ate them instead of put them in the chest. Attempting to "equip" some iron ingots instead of putting them in a chest was the last straw. I won't be playing Skyrim again until there is some mod for this stupidity. It is even more tarded when you realize mouse click lets you take items from chests in the first place. Is this really how bad the vanilla skyrim UI was back in the day? I never played without SkyUI. Why would -using- items even be an OPTION in a chest gui?
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Enemies are terrible at reacting. Is there any way to fix this? I currently play a caster character, my form of attack is on-touch damage spells. I am pretty strong at it, I kill most characters in one hit (fire/ice/spark 20pts for 5s on touch (so, 60pts for 5s). So, its pretty nasty). One of the issues this has brought up is enemy reaction times. Enemies simply don't attack me until a few seconds after I am very close to them. I can even click on them and it says "this person is in combat".. then they become active a few seconds later. Normally if my spells were not 1 hit kills it wouldn't be an issue because they could react and attack before I kill them. Since I kill most npcs in one hit (I even killed Dagoth Fovon in one hit), there is no real engagement to be had. One of the mods I think may be bringing this issue out more along with my touch of death is that I am using a faster movement mod (only the fast option) so I do tend to get into melee range a lot faster than in vanilla morrowind. This would further shorten their reaction window. The game is by no means easy, I still die pretty easily, and my combination of mods gives most npcs some very nasty spells. (I can post modlist if need be) It is just that often times I can run up and slay npcs before they can do anything. If they are in a group then maybe they will get some hits off. Is there any way to make them react sooner? This goes the same for creatures as well. Bah, maybe magic is just too OP for this very reason.
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No uGrid stuff.
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I see, basically nothing can be done, heh. I did all of that before posting. Thanks anyways. I will enable papyrus logging to see if that gives any insight when the next crash occurs. Edit: Welp, I removed Safety Load and then this happened. Wow, every bug I have mentioned in this thread has occurred for the first time since skyrim has come out. I think some combination of mods I am using have updated to become broken or something. I have been using basically the same combination of mods since 2011. While the game is as stable as it has ever been, I am getting weirdness like this. Another example, in Bleakfalls barrow I was getting "warped" around a lot. You walk through a door way or something then suddenly you are "pulled" back a few meters over and over. I also kept getting "pushed" through the dragon claw door. Lots of weirdness. http://i.imgur.com/F6CYC6a.png Well, restarting skyrim fixed this texture problem. Strange. How can a program randomly fail to load resources sometimes and not other times? Edit2: Actually, no, that didn't fix it. Some weapons were missing textures on the second load. So now, my skyrim is failing to load all of its resources... because I removed saftey load dll. That is annoying. Edit3: This is also a thing, but it only happens around this area of the pale. (Near where Aamers Refuge is), some of the grass bugs out depending on which angle you look at it. http://i.imgur.com/eeeMxID.jpg
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Rather than start a new thread I figured I would stick in my current one. I have a new issue. Every once in awhile my game crashes when I -exit- my inventory. It isn't reproducible however I am very sure it only happens when I favorite an item and then exit the inventory. It happens maybe once per play session. (Each play session lasting 4-6 hours.) I have no custom mods that touch the favorites system other than SkyUI. Most commonly it seems to happen when favoring potions. As soon as I hit esc the game quits to desktop. Active Mod Files: I found this at the bottom of my skse.log [06:23:47.363] [SkyUI Active Effects]: Missing icon [06:23:47.363] elapsed: 0.01904296875 [06:23:47.363] magicType: 4294967295 [06:23:47.364] duration: 6 [06:23:47.364] magnitude: 0 [06:23:47.364] subType: 20 [06:23:47.364] id: 3641247600 [06:23:47.364] actorValue: 4294967295 [06:23:47.364] effectFlags: 270538757 [06:23:47.364] archetype: 1 Could that be the cause? Everything before this is just saving logs. I will change back to the default SkyUI icon set anyways.
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Nah, I got it fixed. I edited my post above. Thanks for your help though. Actually, I do have a bit more of a serious issue. The mouse doesn't work in the MCM, only keyboard. :/ Nevermind it just "fixed" itself.
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Don't have any of those mods in that forum thread (I have read about a dozen therads on here and reddit and step about this so far, still nothing.) I could try disabling mods but that is such a pain in the butt having to redo every patcher and the bashed patch every time I disable and renable a mod. That is easily 10 minutes per mod. This exact mod setup has worked, there is nothing new about it other than a reinstall. I guess I'll try it without the patches first. Edit: Well, that was easy, it was Grassification_SFO.esp ...right at the bottomish of my load order (hours of work averted!). It isn't missing any masters or anything so I don't know what the issue is. :/ Edit2: well, turns out I had it installed incompletely, didn't have the ini edits required. However, even after adding them proper it still hangs at the main menu. Dunno what else I can do. Will update if I fix it. This is actually one of my favorite [top 5] mods too :/ Edit3: Fixed it. :D Apparently I had the wrong SFO version, I downloaded the "no grass" version because it says that it should be used with grass mods... grassification is a grass mod. But, the normal version is required apparently. That is kind of confusing. Anyways. Game loads fine now. (Watch there be another issue when I start a new game...(Miniedit: heh, there was another issue, the light in RaceMenu doesn't work :tongue:))
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As the title says. My game comes to the skyrim emblem and then just sits there. I have let it sit for a good few minutes and nothing. Doesn't crash or freeze either. The main menu just doesn't load. Active Mod Files: I have cleaned what needed to be cleaned, ran through loot then altered it manually, wyrebash is all green (save for a few things which are orange and unavoidable). I have all the requires SKSE plugins, I have the memory allocation in the skse.ini done properly. I have tried with and without ENBoost. All of my patches and proccers were done without issues. I am playing on win7 in windowed mode and I have more than enough hardware to run this setup (but if you really want a report...) (Yes, I had posted about this issue a few weeks ago or so, but this is a completely new install done today.)
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Devil's Gullet Weirdness
cronodevir replied to cronodevir's topic in Fallout New Vegas's Mod Troubleshooting
I went to list mods in Wyre Flash and copy pasted it. The game worked fine and works fine now, aside from that issue I had before. I haven't even had any UI issues and I have 4-5 UI mods installed and that is where I usually mess up these things. The game loads at a decent speed, I don't get stutters, and I have not had a single crash... though I rarely crash in New Vegas. I think the last crash I had was in summer 2015. I do tend to get the infinite loading screen thing when I get 20+ hours or so into my save. But that is really kind of minor (and only about 50% of the time) and from what I understand nothing can be done about it short of removing mods. I use the 4gb patch (yours) as well. The information on how to manage and mod bethesda games is so conflicting. Half of the people say clean everything, half say don't. Half of the people say to make everything green in Wyre, another half don't. Half say LooT is mandatory, the other half say its useless. I have even seen people say you cannot mod the game at all unless you use MO, which is BS, I have been modding Bethesda games since Morrowind pre-expansions without such tools. Long story short, it works now so I won't fix what isn't broken lol. I don't know what the deal was with the load order I posted first. But the game certainly worked and ran well, again, aside from that devils gullet glitch. I have been using these same mods for years (well, as long as they have been out) so there really is nothing new other than mods being updated. -
Devil's Gullet Weirdness
cronodevir replied to cronodevir's topic in Fallout New Vegas's Mod Troubleshooting
Well, I did start a new game and the Devils Gullet issue was resolve. I had to start a new game because I actually removed some mods. As it stands right now I don't think the four orange boxes are a critical issue. I have put hundreds of hours into this mod setup without any real issues (other than infinite loading screens in the late game and the extremely occasional crash) and without clearing up the orange boxes in the past. I believe it should be fine this time around. However, if I can reorder the masters for those 4 mods and not effect my save game then why not? (Still can't get FNVEdit to work. My load order is how it is asking. It appears I cannot use it at all and there is no change to my load order that it will accept.) -
Devil's Gullet Weirdness
cronodevir replied to cronodevir's topic in Fallout New Vegas's Mod Troubleshooting
It is how Loot ordered it. How is it "massively" wrong? It came up with 0 issues in both LooT and WryeFlash. Is AWOP-momod the culprit? @Dubiousintent, I didn't add any mods, the load order has not changed since I started the character. Yes, I know about tcl. Another strange thing, the mobs down there can't be hit but they can hit me. Played this character several hours now and I have had no issues at all except this one small area. Could it be a nav mesh issue? ================ So, I went on ahead and cleared up most of the orange lines as well. 4 of them are impossible to clear up because they all require directly contradicting master load orders and I also want all 4 of them. I don't know why it was saying delinquent masters before, no masters were ever missing. The 4 orange files are: =Project Nevada - Rebalance Complete.esp =Project Nevada - All DLC.esp These two want directly contradicting load orders. =Russell.esp, wants a different DLC load order...which breaks everything. =Project Nevada - Cyberware Additions, same conflict as the first two, they all 3 want different load order of project nevada masters. I would clean the 2-3 mods that have dirty edits, but FNVEdit fails to load, and the error it gives makes no sense, it says: Loader: Fatal: <Exception: "Project Nevada - Rebalance Complete.esp" requires master "Project Nevada - Rebalance.esp" to be loaded before it.> The load order is how it is asking so I dunno what the deal is. Active Mod Files: Anyways, new load order and bashed patch means new character anyways. So, I guess this isn't really an issue anymore. Though, if there are any suggestions for my load order now I will take them before I start a new game. -
So, the devils gullet is weird. The cave down below is inaccessible (added by a mod) and all of the objects are non-solid (you just fall through) such as the ramps down and the ruble and part of the walls. Never had this happen before even with this mod setup, any ideas what might be causing it? Image of the area: http://i.imgur.com/DNQHH00.jpg Active Mod Files:
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Is there a house mod that has a house that isn't a huge castle, but has ALL of the crafting stations? And I mean all, chopping block, forge, smelter, tanning rack, workbench, sharpening wheel, atronach forge, staff maker, throwy spider maker, cook pot, enchanting, and alchemy lab. Preferably all in the same room, with plenty of storage. I need a house that has all of the functions I need close by. Pluses for being in a decent location, perhaps near a town to sell stuff. I have tried about 10 house mods and most were either too big, too far away, or were over powered. And none of them had every crafting station. So far my favorite is Whiterun Mansion, but it lacks an atronach forge, staff maker, and throwy spider maker.
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So, I have encountered a reproducible crash. It seems to be related to an interaction between OBIS and Skyrim Immersive Creatures, could there be a conflict? I couldn't pastebin the whole log so here is the last bunch of lines:
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I have never had any skyrim install without CTD's. So, I consider one CTD or so per 4-6 hours of game play to be fine. Which, currently, that's what it seems to be at. The papyrus log is always dumping out loads of errors, mostly "this" points to "that" which is not a valid "this" lol. Scripts calling for things that do not exist. But, I believe that is due to the mod itself, and not particularly any interaction between them. I feel what causes the most issues is asis to be honest. I think it tries to get npcs to use spells and perks [or give them AI that try to] that are not meant to be used by them.I am using skyre so all of the spells and perks are totally different. I have a few mods that add spells so aybe they are attempting to use them and it fails. Having said that I have been playing for a few hours, had some big fights [8-10 casters at once] with no crashes. However, crashes are always always always outside. I do not believe I have ever crashed in an interior cell. So perhaps its a memory filling up issue? Who knows. I run default textures and meshes as well. I know one of the sound mods made me crash a lot, I do not use it anymore, however, I do use sounds of skyrim, so perhaps that could be a source. Nevertheless, its running fine now and I am not too keen on messing with it. I'll rearrange the unofficial patches, though I am not sure what difference it will make.
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Well, I found a crash. It seems any time I open my favorites menu with falmer around the game crashes. It happened twice now, but it was the same spot so maybe its just that particular scenario. I have the customized favorites menu. I'll mess around and see what changes, see if it crashes without me using favorites, etc. I don't know what version of BOSS I have. Edit: It wasn't falmer, it was skeletal thalmor wizards. Though are immersive creatures mobs, no? I am still feeling that the crashes have to do with magic use by one of the mobs or something. Which may be an asis issue. Even in my logs on my previous build there was thousands of errors and they all had to do with magic related stuff. I will renable logging soon. Active Mod Files:
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I ran boss, then I ran asis, then I ran reproccer, I had to run reproccer in noboss mode because it kept running boss which changed the load order and broke asis, and when the reproccer failed to load asis it would fail. I had to manually place a master [skytest immersive creatures] before asis, but boss doesn't know where to put it so it puts it after asis. The same thing occurred with the staff machine. Then I ran WTF. At first I had [in asis] automatic spells and perks enabled, but I remember back in the day that was not a good idea with skyre so I went and redid all the patchers [in the same order] so that could contribute to the issues. I run boss with what ever its default settings are. I will try SUM. Does Skyrim still need a memory expander of sorts to use 4gb memory instead of 2? Will stuff like the following link still help? http://www.nexusmods.com/skyrim/mods/38649/? Update: Ran SUM, it failed because boss moved files around and broke the bashed patch. :/ Is there a noboss mode for SUM? I don't want my load order touched at all. -_- All of this is after running SUM: Active Mod Files: Update2: Re-running all of the patchers manually again, without BOSS. Of course, its working fine. I removed one of the enhanced weather system .esps I had. Otherwise, I don't really know what could be causing the crashes. I may remove OBIS and see if that helps. Also, I have never used bandit patrols.esp so maybe that is to blame? It does add many more spawns which is ususally a cause for crash in my experience. Update3: removed bandit patrols anyways, redid all patchers again [it was a master for asis, so I had to] and starting a new character. If I randomly crash now more than once every two hours or so, then something is up and I don't know what. I have never had a completely crash free game, it might crash once or twice in a 5-6 hour gaming session, but thats normal. Another note: I am noticing that melee is very powerful in this build. I am level 1 with an iron war axe with 6 levels in one handed, and I kill thalmore wizards in 3 hits. On expert difficulty. The axe reads as doing 43 damage. The fights seem a lot easier than my last build and magic doesn't even compete with melee. I have not changed anything with this with BYOG. The only other thing I can think of is, because I start with all stats at 0 the game is spawning super easy enemies? Even on legendary stuff like draugr deathlords and wights are nothing for me..and i'm level 3 with an iron war axe and less than 10 skill points in every skill. Update4: So far only one crash about a couple of hours. It crashed when it was loading the previous save after I died. When I went back in game the save loaded fine so I think it was just a one-off thing.
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So, I am still getting random crashes. I don't know what is causing it. Fresh install of everything. It only happens outside and I think it may be bandit related, though I haven't tried. It's only ever crashed when fighting bandits or looting bandits. So maybe OBIS is to blame? Or one of the procpatchers? I remade the propatchers twice. Active Mod Files: