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ed1990on

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Everything posted by ed1990on

  1. As I recall from earlier adventures with a similar "object over Bleakwood basin", that's what I was told to do. Mark the assets for deletion, in the same way you did. Actually, I found a solution. It's in the lower part of that post. Safe travels, land-strider.
  2. I have learned this the hard way too. After extensive editing with SSEdit, cause I want Meeko and Vigilance to function like "un-stagger-able" decoys, I have confirmed that there is no way to remove the stagger from a block bash. I have made my hounds immune to all other forms of stagger EXCEPT stagger from a block bash. I have yet to find a workaround, the Nine be kind.
  3. I use MO2 right now, and it has been working fine, until I hit around 240 mods, and then I started to realize significant increases in load times and the occasional vanilla "micro-stutter after two hours of gameplay" came back. I have never noticed this with my previous generation PC from three years ago that had weaker hardware and was using 280 mods with Vortex. Now, I'm a noob, but I think it would make sense that the read and write speeds would be more optimal if your software is accessing the physical drive directly rather than going through a virtual machine. I could be wrong about that hypothesis, but the first part of this comment is pure fact, pure experience. Make of that what you will. :geek: PS: Just in case it wasn't obvious, I happened upon this thread on the 20th of April, 2021 because I am contemplating going back to Vortex. The reasons I am hesitating is because of the convenient features that MO2 has, namely the INI editor that preserves the read-only flag, drag-and-drop plugin order manipulation, and the bsa packer/unpacker which are all awesome.
  4. Hello! I know this is taxing, but I had the same problem, and seeing as I am a noob, this was all I could do. I installed the wonderful mod "Jaxonz Positioner v2.0". I went to the tundra with my fingers crossed. I pressed "~" to open the console and type "tcl" to turn off collision. Now I sky-walked to the floating house above Bleakwind Basin then started using Jaxonz' mod to delete the meshes, in-game, one by one. It must have took only 25 or so delete commands to get rid of it all. The whole roof is just one mesh. The foundations are two meshes. I also tried the "disable" and "markfordelete" console comands and they worked too. I know it's not the "pro solution", but all I had with me was the humility to accept that I don't know and the patience to make fifty clicks. Talos bless you all. Stay safe and keep and eye on the sky. PS: And in case you were wondering why I didn't mention the fixes above, my so nooby answer is that I don't have "No Snow Under Roof" and still have the problem. ~ Update: So, I opened up SSEdit to see "POITundra18" and saw that the only things affecting it were Update.esm, USSEP, and ConvenientCarriages.esp. This floating house was present in another playthrough that didn't have ConvenientCarriages.esp but had Update and Ussep. Still digging... Update: So, I tried deleting "POITundra18" from ConvenientCarriages.esp and USSEP and the flying house is still there. That leaves Update.esm. I'll try deleting it from there when I get to my rig... Update: Reloading the game erases the floating house. It returns after an hour of gameplay. And it's not Update.esm cause the "placed object" entries in POITundra18 don't show any dwelling type entries. Still digging... Update: I jotted down the formID of each item in the floating house and other stuff, searched each formID in SSEdit, and they were from various mods, "Less Desolate Winterhold", "This is Riverwood", and "Fingerposts Fast Travel" among others. I did however notice that all of these formIDs were flagged as "DELETED". This is where I stopped cause I don't know what that means. Or why, if they were flagged as deleted, do they still show up, and why there, above Bleakwind Basin? Or, why when I right click these entries in SSEdit there is no option to 'remove'. Help is appreciated... Update: SSEdit QuickAutoClean has turned the 'deleted' flag into 'initially disabled'. Gone for now. Will test for longer gameplay times to see if the floating house returns... Update: SSEdit QuickAutoClean has turned the 'deleted' flag into 'initially disabled' and after several months, I have never seen those floating objects above Bleakwind again. Case closed.
  5. @LordRethan: "I guess I solved it. It was this line in my skyrim.ini: bPreemptivelyUnloadCells=1" My Lord, I have the same issue. I found this line in my skyrimprefs.ini. Is it in the wrong place? Or should this line be in both skyrim.ini and skyrimprefs.ini? Much thanks for this though
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