-
Posts
348 -
Joined
-
Last visited
Everything posted by Indio21
-
CR is Conflict Resolution, as in using xedit. Well it seems this might be your lucky day as I just finished a lot of time troubleshooting why I have lag in my game. My papyrus log showed three issues with skyclimb, even though the mod seems to work just fine in game. I also followed up on it and you can see it in the link below in the post for the directions on how to install it..........WAY down at the bottom of all those problem posts. I tried to reply directly to The Real Jon Doe, person who made the patch to keep it working, but I am not sure that is how nexus replies work on posts as his name was not tagged. It is here for you to read on the details https://www.nexusmods.com/skyrimspecialedition/mods/97253?tab=posts Disabling skyclimb, along with removing a bad patch, did the trick for me. Hopefully The Real Jon Doe finds my post and it helps him, as I really like that mod! Let us know if it works for you so others in the community can find it.
- 4 replies
-
- script lag
- script loop
-
(and 1 more)
Tagged with:
-
Mod For Casting A Spell While Attacking With 1H Weapon?
Indio21 replied to PrimitivexFuture's topic in Skyrim's Skyrim SE
Yeah, I am not exactly sure how that one works. I am doing my build and testing as I go, but added that mod awhile ago. In game testing they are quite close, next time I test I will try it more. Did you try it or read up on it? -
Mod For Casting A Spell While Attacking With 1H Weapon?
Indio21 replied to PrimitivexFuture's topic in Skyrim's Skyrim SE
Maybe I am not exactly understanding your intent, but if I do, I do it. I don't think it works the same if using both hands for spells, as one has to swing a weapon, so I don't 'think' one can do them simultaneously, if that is what you want. But I swing with one hand and cast with the other in battles. https://www.nexusmods.com/skyrimspecialedition/mods/92454 -
Are you using Bethini? Has ugrids to load been changed? Exactly 'how' did you put that mod build together. Have you been using LOOT. Did you do CR through the build as you went. What have you done for troubleshooting steps thus far. You can always turn off the mods in groups of like 5 to 10 and test along the way. When the issue quits, the problem is in that last group deactivated. Then, turn that group back on one by one and test after each until you find the problem one. This is kind of a last step after you already checked LOOT, etc for issues.
- 4 replies
-
- script lag
- script loop
-
(and 1 more)
Tagged with:
-
I'd suggest YouTube mod reviews for them. I found it the fastest over going through pages of search results here, at least for a beginning. I haven't added any myself yet to make a recommendation.
-
Those black face bugs, etc, are quite popular. I 'd try searching online for like Skyrim black face bug or floating eyes, etc. That will most likely lead you to the fix. I'd even try searching these nexus forums. Reddit is another one I seen mention of those kinds of bugs for solutions. Also, search the community forums on steam. Probably safe to assume someone somewhere has already had the issue and posted it with the fix.
-
where to go for modlist help? links broken
Indio21 replied to Deadfrosty's topic in Skyrim's Skyrim SE
If you give more info as to your exact problem you might find more help. IDK what you want from the title. -
Oh, I am sure it fixed more than one. The rest most likely you just hadn't found. For the know, LOOT is not ALL knowing for LO arrangement. It uses a Masterlist, that hopefully was updated to current (it should auto do it but worth clicking to make sure (link at top)). That 'masterlist' is just user feedback on the best combinations for LO of mods people found to work. So if your mod combination for LO is not the same, some areas might not sort correctly. So after sorting with LOOT you need to check it xedit. LOOT cannot detect conflicts of the game records, xedit does, but xedit will not arrange your LO. You will have to move the plugins that need to be yourself. For the conflicts you can set up the pseudo command in xedit to check for conflicts, or just launch xedit, then right click in the left pane and select "check for conflicts". A window will open asking which mods you want to check. Right click in it and "select all" if not already selected. This will check for conflicts across all the plugins you have active. When it is done you will see a lot of red, those are conflicts. In the upper right corner you will see a Legend link that will show you what the various colors of each row mean and the color of the writing within the row. Red row, with red wrtitng is bad. Purple row with red writing REALLY bad. All are worth checking, by expanding the drop down for each. Sometimes to get things to show in game you want a switch of position may be needed for even an override. Just keep expanding records and chasing the colors. Myself, when I am doing CR for LO arrangement, will unlock MO2 with xedit open (can be dangerous) so I can move the plugins in MO2 with out having to keep remembering and running xedit. If you do this just make sure you are not using more that the CR in xedit. Xedit has a LOT of functions and one can make mods just with it. We are only scratching the surface of this extremely powerful tool with CR. So I move a few then close xedit and will relaunch it to make sure moving those plugins did not create more conflicts in their new positions. If all is fine with the few I moved, then I move a couple more and repeat the process. At the top of xedit either in the Help link or it has its own, look for Tomb of Xedit. That is the official manual for xedit on all its functions and how to use them. Plus in that link you will see another to the Discord for Xedit. If you cannot find help here for it, post questions there and people will help. There are different channels with in the Xedit discord depending on your questions, like General questions on xedit use, another for Modding, and another for scripts. All pages have a definition at the top of the page so one can verify they are in the appropriate section for the best related to one's issue for help.
-
yes they are the ones to be cleaned and xedit is the tool that does it.
-
Even if not using LOOT to sort LO, it will still tell you which mods need to be cleaned with xedit.......and if you are missing patches, etc, for your mod build to work. If one is to do a successful mod build, LOOT, Xedit, and Bethini are a must in my book for tools.
-
And Gamerpoets on youtube has all kinds of vids on from installation in MO2 to using them, tools like xedit. He is quite thorough and if any part of his vids are even slightly outdated he stamps them ARCHIVED. Most times it is just subtle differences that one can figure out. He is a great resource for modding https://www.youtube.com/@gamerpoets EDIT: Always check his description for the video, under it. If he has a newer video on the subject he posts the link there.
-
No, your vocabulary is not wrong, and my apology if I came across that way. I was just trying to elaborate so the function is understood. It does exactly what you understand it to be, make mod A work with mod B, in its simplest. I used CRF because of what it is and does for an example is all. A "mod" is just a 'modification" to the programming. CRF is a mod that turns parts on, but also finishes and fixes what is not done, and therefore, within itself, patches that to work together. Yes, that is exactly what I am saying. And, once learned, can fix most everything to work together, but for now let's just focus on its purpose with CR (Conflict Resolution). Now, it will not help you to select the correct patch as in your example, but it will show you the conflicts. So when you have mod A and mod B and patch mod AB, then add mod C that conflicts with any of them, it shows you. Even if patch mod AB did not do all the records it will show you. Now most times, with what I believe you might be calling "bugs", is just a simple LO placement issue or missing patches. Either or, both xedit will show you as it detects the overrides and conflicts. Like with the USSEP, which is the Unofficial Skyrim Special Edition 'Patch', it overrides the games files. When another mod comes along and changes any of those same records as the USSEP, it is a conflict, as two or more 'mods' changed the same record. So with my example above, when mod C comes along and overrides records from like patch mod AB, you can see it. It, mod patch AB, might just need to be placed beneath mod C and conflict resolved........now you have shadows, just to relate. Because I too use EVLaS. So when you run xedit and you see conflicts, the ones to be concerned about as any mod or patch is an override to the game, between mod D and mod N you start looking for a patch on nexus, if simply moving it in LO does not fix it. Think of xedit like this, you know how MO2 will tell you conflicts on the asset side, left pane, well xedit is the conflict detection for the right pane, the plugins, the ones that really matter, as most the asset side can be quite flexible. I think that lack of understanding is what you are calling bugs. SSEEdit, xedit for short as it is available too for multiple games and versions with slight differences in name, can be downloaded right on nexus https://www.nexusmods.com/skyrimspecialedition/mods/164 The rest of the issue you describe is the same as all modders face. Unless one completely lays out how they want their entire mod build to be anyways. I face the same problem adding more and more mods and even got a suggestion in to vortex about it before I switched MMs. My idea is to add a FOMOD launcher. Something that would trigger all the mods in one's LO so we can get patches we didn't know we need then when we initially ran the mod. It is amazing what can conflict with what in this game. Things I never thought would can and do. When it happens that it affects game play only two choices.......live without one mod......or patch them. But, xedit shows us the conflicts and we know where to look. Now finding them, the patches, on nexus can sometimes be difficult. Depends how the person set up their page for it to be found using the search options. But the nexus search tool fiilter is quite powerful, and when that fails I just inquire to the community. That is if it past my basic patch making skills. So if not familiar with xedit, are you using LOOT to at least sort your plugin LO in MO2? How are you cleaning dirty plugins from mods? Not cleaning mods that need it will make "bugs" too.
-
Anyone know how to read these crash logs?
Indio21 replied to DarthZanos's topic in Skyrim's Skyrim SE
There is a mod to change the 'settings' too, for anyone looking into this info. Arthmoor explains exactly what is wrong and the required fixes in the posts section of his mod Alternative Start - Live Another Life https://www.nexusmods.com/skyrimspecialedition/mods/272?tab=posts See the 4th pinned post down the list, and he continues to talk about it and fixes, etc farther down with people. -
Your just looking at everything else of importance and missed a little thing. If you are set up with Bethini, shadow controls can be adjusted there. That is a possibility with my pc. My issue is the graphics card, everything else runs less than 45% on the #s. Yes, I too like Mari's flora and plants. I'm confused as you said in the same sentence you couldn't find it, then possibly did. Here is her page https://www.nexusmods.com/skyrimspecialedition/users/19071859?tab=user+files just in case You can keep and use both Cathedral and Mari's. I do and then use the base object swapper mods so the various designs they did are distributed around the game. I really like it because I don't have to pick one out of various designs they did for one plant or flower. EDIT: Ok, I am curious, why the avoidance of patches. See CRF is a mod and a patch, technically by my understanding. I am curious if the terminology of "patch" has influenced perception of it. CRF is actually the game. It is just what Bethesda never finished or turned on. They just left it in the programming. So, at the very least, all those small villages will never appear in game if you are not using CRF. IIRC, you already have something for Arthmoor's villages, which is the mod that uses some of what CRF turns on and or fixes and finishes, the villages in this example, to make changes to. So, in essence, every mod is a 'patch' to the game to make it do something different than programmed to. A program is no different than a machine basically. Each can only do what they are built to do. So when we throw in mods, the initial program just needs direction on how to use them together, patches. Otherwise the game will never know what to do with them. As a hypothetical example, because I haven't made it back to installing them yet, if you use the blended roads and skyrim bridges I spoke of. I 'think', iirc, they need a patch to work together because the game was never programmed to use them together. IF you are just going into game for a "test", and not using a tool like xedit to see conflicts, most likely even now, let alone keep adding mods, you are not seeing all the conflicts of not having patches. You could make it to level XXX and then suddenly not be able to complete a quest and have a pile of corrupted saves with no way to back up. Among various other possible problems along the way. So, why avoid patches?
-
NIce tips, thank you. I will remember them when and if I make it to adding an enb. I did not mean to follow up on GP's videos for references to mods. I meant it for learning to use the tools, etc to build a LO. This is the same with the guides. They are fairly updated resources to all kinds of fix mods, etc, and a lot of other good mods. Plus there is usually tips for getting them to work. Ugh, IDK anything about the COG version and now hesitant to advise, so hopefully another member using that version will get involved now that you have it posted. Some of your added notes I can comment on but do realize it is only my experience with SSE AE. Lightened Skyrim (I wonder if this is really usefull, i didnt see a difference ) It works well for me and I do see noticeable differences eFPS - Exterior FPS boost (I wonder if this is really usefull, i didnt see a difference and it uses patch) Same as above for me, but I question it some. Right now I focused on getting my ini settings established and get the best mods I can that work with my system. At the end I plan to turn them back on again and decide SMIMM - Static Mesh Improvement Mod (i wonder if this is still usefull, it seems outdated and not so nice) Still a good base mod to fix a lot, most times it is just overwrote by other mods that look better with textures, but this addresses the bad meshes. Which the pretty mods cover with their nice textures. Some do not come with meshes. Lux (needs patching for a lot of stuff, usefull ?) I researched compared to ELFX and thought with the video reviews it looked much better. As mentioned before, patches are not bad. Plus it is the latest and most popular out for support, etc Lux - Via ( I think i'll get this one out, I have problem with the roads I don't know where it comes from) This one did not impress me. I like the look of blended roads and skyrim bridges better. But it is needed to use Lux and Lux Orbis, so I just use the required resource pack to make the others work Particle Patch for ENB (noticeable for a normal playthrough ?) As I have read, pretty much a requirement with an enb.....or at least highly recommended Cathedral Weathers and Seasons (this stuff is annoying, i get to much rain) I am not updated on this one, but if like Seasons of Skyrim, it is script heavy and they warn about that with large LOs corrupting saves. From what limited research I have done, it is more a concern with a lot of script type mods. Obsidian Mountain Fogs (usefull or not noticeable ?) Another I been avoiding. My weather mod looks great and clear and why not having an enb, thus far, is not concerning. Mods like this, and weather, can be taxing on resources. Cathedral - 3D (multiple files for flowers and stuff, i don't think the list would be usefull, they are a bit to much but i found no others) Personally, these and Mari's mods I don't think I could ever go without, especially with the one mod author making the swapper mods for the various designs. They really make the flora come alive in game. So if you do not like these options, look up Mari's page. Unless you don't like flowers, you most likely will enjoy her work. She has several mods so just go her page and find them all there is my advise. That sums up what I can give you feedback on, based off my own experience with SSE AE. One last tip though, if all your "bugs" are not worked out, I do not think it is in your best interest to keep adding mods, unless they are patches needed for what you have. Some other mods you should consider adding, if usable with your game version, are: -Landscapes and Water Fixes; Cutting Room Floor (for WAY to many reasons); Scrambled Bugs, with their various fixes; Unofficial Skyrim Modders Patch; and I can just keep going on and on........OR, in that steam guide I pointed you to, it lists a lot of them Judging a book by its cover is never good. I take, and research, every pointer I come across. Just food for thought, blessed be!
-
I do like your cause, and am in somewhat the same possible situation as yourself. I am dealing with a ten year old mobile GC as my bottleneck. First, you do not say what kind of system resources you do have, just its a potato pc, nor what MM you are using. A well known member of the modding community is Gamerpoets, and he has a youtube channel. You will find it an invaluable resource to doing your build. So why is that bit info important, because he recommends one does NOT start a build with an ENB. To roughly sum up his recommendation, and as he shows in the video, an ENB will change the look of mods in game, on top of cost resources that could be used to have more mods. He says a mod could look very good but because of the use of the ENB, it makes it look different and one might pass on exactly what they want and or need for that area of the build. This is the advice I have taken concerning an enb. It is easy enough to change some settings for mods, and or add a couple mods to get an enb working. Then I know I got what I like and what is working the best for my system and can choose an enb that works with it, if I still have the resources. I am willing to trade some visual quality for more adventures any day, but that is me. Next, again going back to the "potato pc", if that is the case, mods like High Poly Project and high texture resolution mods are probably not going to be the best to start with. My build is almost back to the 300 mod mark and I just added HPP a few days back now to try. It uses enough resources of mine it is now deactivated in my MM. Like the enb, when I am closer to done, I will turn it back on and see how it all the numbers looks then. On top of reading the mod page descriptions, ALWAYS read, or skim over at the least, the first page or two of the mods posts section! MAs will pin notes there with more info about said mod, plus people will post problems there, and usually the reply for a fix too. To get some more GC resources available, look for mods with 1 or 2K textures. Personally, I been using mostly 1K and on this monitor I see no difference from 2K. Except for big distance things like mountains, which I test between 2 and 4K. Also, you can use mods to replace the vanilla textures with cleaned and or performance optimized ones. Again, personally, I went with the potato performance series ones. Most that insignificant stuff in the game I don't care about more than adventures and such. Plus, most gets overwrote by my mods like SMIM and Noble Skyrim. Those objects are what I want to look good, so cheapened out on the misc vanilla textures to save performance. Noble Skyrim makes look good what I want and it has a performance version too. Links below to the replacement vanilla textures. https://www.nexusmods.com/skyrimspecialedition/mods/38775 - Cleaned https://www.nexusmods.com/skyrimspecialedition/mods/58801 - Cleaned AE content https://www.nexusmods.com/skyrimspecialedition/mods/68055 - Cleaned/Performance Optimized https://www.nexusmods.com/skyrimspecialedition/mods/68264 - AE content for C/P Optimized Another resource you may find helpful is the Skyrim Step guide here https://stepmodifications.org/wiki/SkyrimSE:2.2.0 As I have found some outdated info in it, for my game version, just research its recommendations for mods (mod descrip. page & posts). Another to know about is Lexy's LoTD guide here on nexus. With that, it too walks you through a whole large LO build. One I started with, because of my AE build, and am still referencing (just harder now with a different MM) is here https://steamcommunity.com/sharedfiles/filedetails/?id=2944593951 Again, this author is also another known community member. Vlad also has several other guides for LO builds big and small for different game versions. Just click his avatar and look over his page. There are more guides available than what is shown on his avatar page, just have to look for the link iirc. These guides will lead you to any other game fix mods you need. Also, IDK why one would want to remove the alternate start mod, personally. IDK if it still exists with newer game updates from my last go at learning modding, but then one couldn't do the vanilla start with mods activated. One would have to do the game start until leaving Helgen, and then could stop, save, and activate the mods. Even with ASLAL, one can do the vanilla start, but with mods on, just select "caught crossing border" iirc. Right now I am doing so much testing I pretty much always use patron at an inn to start in a city, so not recalling back to when I first added it and tested it fully. BUT.......do know there is a LOT of patches that exist to use it. Seems like a good percentage of mods I want always need patches back to ASLAL. ASLAL does not need them, but other mods, to work with it, does. They are easily found just reading the mod page's Requirements section and the "Mods Requiring this mod" below it. So you cannot, or do not want to 'avoid' patches. Patches are great things, and the ONLY way to make a decent sized, to above, LO, otherwise might want to consider yourself about done with your build now. One can only go so far and mods WILL need patches to be able to work together. Its inevitable unless you only want a smaller LO. So again, patches are a great things. What is very bad about them, is NOT finding them!!! I got to get back to my own LO issue now and not much else coming to mind now that I can give you for info based off what I know from your post. Feel free to pm me if you have any questions, but some very knowledgeable people help in this forum, so you will get more feedback posting right here, and more is always best in my book. Hope it helps and your a nice aunt or uncle!
-
Umm....what? From what I understood, no, I have not heard of problems that make only the player be able to talk.......if I am understanding it correct. A one line sentence to cover ALL the various possibilities does not give us much to go off to help you. Just the amount of possibilities involving using dialogue overhaul mods is quite vast, let alone what else might be in your LO. More info into your situation would greatly help. Also, did you try to do some basic net searches. If a problem has been discovered, most likely it has been mentioned somewhere. Otherwise you could just have a LO arrangement problem or missing a patch.
-
Yes, I believe that was the exact kind of reply I read. They kept a vanilla profile for testing, one for their mod build, another for testing new mods for the build, and another for playing iirc for the last one. At the time I thought it might be overkill, but now seeing some logic to it. Thanks, I will look over lexy's and see if profile set up is covered and how they use them.
-
I am meaning if like setting up a profile for a base is something that is done. Like using one profile just to keep the mod list with untouched. Then create another profile to test and play with. Once more mods are added and tested, then transfer that to the base profile and keep adding mods. I thought I read about something like that being done. People keeping one profile just to house and protect the mod build. As I am not finished with my build, figured I'd look into doing it once I am done, but might be some pluses I am not aware of to do it now. Anyone heard of something like that being done. I only seen mention of it once.
-
Hello, anyone know if one exists? I have been completely unsuccessful at locating one. It is not doable with manipulating LO, it needs a patch. Unfortunately, it is a bit more complicated than a basic CR patch, and over my head. There is an exclusion patch offered for Fabled Forest https://www.nexusmods.com/skyrimspecialedition/mods/99137 but cannot find one for HLT. Thanks for reading.
-
The problem is I been making my mod build under the default profile setting of mo2. Using that default profile uses the default ini file location. So when I verified, that was updated. Guess I need to do something with creating a profile to gain some protection. Maybe just use the default profile and leave all vanilla, IDK. Anyone set up something like that or how do you use profiles? Thanks
-
Just playing with the CCC IDK how that works. Once the game is modded, launching from skse is pretty much required. It seems like it would auto detect if the content was present though.
-
Newbie at modding skyrim, game keeps crashing.
Indio21 replied to OneTastyChip's topic in Skyrim's Skyrim SE
I cannot read a crash log beyond skimming it for info I recognize to follow up on, but I do have some pointers that may help. First, you'd probably find more help if you posted in the specific game forum for help https://forums.nexusmods.com/games/page/1-welcome/ whether it be SE. LE, etc. You will find more people with the specific game knowledge. I just 'happened' to see this myself. There is a lady member there that can read a crash log and helps any poster she finds, that is for the SE forum, as I don't use anything else so not sure if she is in other areas or not. Next, a CTD is usually a sign that the pc cannot find info it needs, hence a missing master or patch. IDK what you are using for a MM, but some warn if you are missing a master. If a patch in LO is placed before any of the mods it patches, that will cause a CTD. Search through your LO and verify all patches come after every mod they patch, UNLESS the mod author specifically says to put it before said mods. Verify that on the mod page and in its posts section. Another is sometimes having X mods require a patch or they will crash, not just not display X or allow Y. Usually, and again, this will be covered on the mod page and or in its posts section. The next check to recommend is to run LOOT. If that combo is known about and not in your LO, LOOT will flag it for you to review. I'd also suggest you verify your skse plugins' status to the wiki log here https://modding.wiki/en/skyrim/users/skse-plugins Do note though, I have found some discrepancies in that list. Meaning, some it says are incompatible, I found worked. You gave no history of your situation like if you had the mod build working or not; did you download 1200 mods without testing and turn it all on; OR did you even test if skse is working, so if you didn't do that, and can get to the load screen, do so also for a check. If none of that proves fruitful, start at the bottom of your LO and turn mods off in groups of 5 to 10 and test. If the problem still exists, do not turn that group back on. Proceed to turning off the next batch and test again. Eventually you will turn off the group the problem is in. Once that happens, one by one, turn each of that group's mods back on testing after activating each. When the problem returns, that is a point to the problem. It could just be an out of date mod, etc or that could be the last in X amount of mods that needs a patch, OR various other reasons the more one has to go down the rabbit hole. Those possibilities usually cover a greater percentage of the possibilities though. Once you identify the mod, follow up on it as said above. Read the mod page, its posts, AND all related mods to it. If nothing turns up, then don't use said mod, OR learn how to make it work If a LO list had been posted, and more info on the situation, I may have been able to help more. Good luck and happy modding -
Ok, good to know, I will follow up on it. GP in his video mentioned that using it, the in game settings, would reset the ini files, but the video is from like 2017 or older. Unfortunately, I cannot find it now for reference as it was not the specific topic of the video. It was just mentioned in passing as info to know. I thought if it did, it would have been addressed in a game update or maybe something like the USSEP, but IDK. I will have to test it out to be sure then, but I sure hope you are right about it only editing that specific area. GP did show that all the in game settings can be adjusted via the ini files. I have not confirmed them all to what is in the updated game inis, but did find the brightness control in Bethini, see below. That is the one I am concerned about as would be a PITA to have to leave game to just adjust brightness. The Gamma in Bethini is for brightness. OMG, it seems Nexus reduced the file size we can use from like, IIRC, 125kb to 40.64kb. I have reduced this file to 15kb and it stil will not take it, grrrr. Well I cannot get it to take a 15kb screen shot of Bethini, but the Gamma in the Basics tab adjusts in game brightness
-
Great, thanks, so using the in game settings menu after the ini files have been manually edited is not damaging. I want to make sure I can use it. Adjusting the brightness is something I adjust in game at times to see areas. Leaving game to adjust it seems an inconvenience but will do it if necessary.