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LatencyRemix

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Posts posted by LatencyRemix

  1. I new to using the new vortex but wanted to give a try. I add some mod collection but now it wont remove them.

     

    When i click remove in the collection page, then tick also to remove both check box's it gives an a error

     

    ProcessCanceled: No deployment method active

    at undeploy (D:\Vortex\resources\app.asar\renderer.js:4752:57)
    at undeployMods (D:\Vortex\resources\app.asar\renderer.js:4759:46)
    at D:\Vortex\resources\app.asar\renderer.js:4768:87
    at tryCatcher (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23)
    at Promise._settlePromiseFromHandler (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31)
    at Promise._settlePromise (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18)
    at Promise._settlePromise0 (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10)
    at Promise._settlePromises (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18)
    at _drainQueueStep (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:93:12)
    at _drainQueue (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9)
    at Async._drainQueues (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5)
    at Async.drainQueues (D:\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14)
  2. Hey all, Wondering if some kind soul's will be able to help me figure out what is going on with my SSE and SMP crash I'm experiencing.

     

     

    I have SKSE 64 1.5.73 in the steam folder for SE. hdtSSE Framework and Physics 1.5.73 installed in steam folder as well as MO2. Body physics and standard armour's (CT77 replacer) are working just fine with no issue's. When ever i try to equip the hair styles from YunDao SMP hair, SE locks up and crashes and im not sure on how to fix it.

     

    I did have it working some time ago, but not sure what was done, or what im missing again as i deleted all installed mod's and downloaded archives and started again from fresh.

     

     

  3. This has been bugging me something fierce for a few day's, and cant seem to finger what the culprit is. The only new thing i have add'd to my game is a couple of TPOS patch's, and moved cleaned ESM's from a MO folder back into my steam folder for steam. But now there are specific tree's that are showing up as just a purple bush.

     

    The tree's in question all come from ( locate / define Skyrim.esm) and all share a similar base ID 000aae8e with only minor difference's in the ID

     

    Could it be a lod issue? a TPOS patch? Just starting a complete redo off all my lod's at the time of posting this aswell just to see if that doe's make any differences

     

    Steam Picture

     

     

  4. Having a bit of trouble with Ultimate Combat 3.0. When ever i block with my shield the game will CTD, and i can't figure out where the conflict is. I'm trying to find the exception address in TESV Edit but no luck so far.

     

    Dump log

     

     

     

    EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)
    ExceptionAddress: 590c12ce (UltimateCombat+0x000012ce)
    ExceptionCode: c0000005 (Access violation)
    ExceptionFlags: 00000000
    NumberParameters: 2
    Parameter[0]: 00000000
    Parameter[1]: 00000004
    Attempt to read from address 00000004

     

     

  5. Not sure if this is the same problem as the post here https://forums.nexusmods.com/index.php?/topic/6214856-mod-organizer-2-loot-xedit-skyrim-crashdont-work/ or different, it does sound somewhat similar.

     

    Im using MO 2 v 2083b, LOOT 121.

     

    The problem i cant figure out right now is with LOOT and MO seeming like there not really talking to each other. When i run LOOT from MO, it doesn't pick up that there is any esp's, not even skyrim.esm show's up. In total there's 54 esp's showing in MO. When i ran LOOT separate from MO it work's fine and show's the DLC.

     

    Also when running SSE with SKSE64 skyrim isnt picking them up as there installed either.

     

    I did change where MO2 files are located from its default install path

    F:/ModOrganizer208b/ downloads /mods /overwrite /profile etc

     

    Loot has got the correct path to my SSE

    F:\Steam\steamapps\common\Skyrim Special Edition\

  6. I'm not to familiar with the Nexus mod manager, i use MO. It might be an opportunity to swap over fro NMM to MO. With that many mod's installed all it would take is one wrong mod install overwriting something to cause an issue. If you use Alternate Start you should be ok to start your game with everything turned on, just don't pick the vanilla start. My Alt start works fine with 360 mods's/merge pack's installed in.

     

    *edit*

    To set up your SKSE.ini to generate dump log's. Edit your skse.ini and add the following lines. Then when your skyrim has a CTD it will write a dump at location "My Games\skyrim\SKSE\Crashdumps" After it's generated you will need to upload the file here http://www.osronline...fm?name=Analyze and after a few minutes it will spit out the content's and hopefully shed more light on the problem's

    [Debug]
    Writeminidumps=1

     

    Skyrim Crash Fix's - https://www.nexusmods.com/skyrim/mods/72725/

    SKSE Pre Loader - https://www.nexusmods.com/skyrim/mods/75795/?

  7. Hi there, I hope what i have to add will help you out.

     

    My first thought's is to remove open cities and try again with it disabled in MO. When i tried open cities it was real nice, but would conflict with other mod's i had installed.

     

    2nd would be to install Crash Fix if you haven't already done so, it's an invaluable tool to have.

     

    3rd is to set up your SKSE.ini to generate dump log's. Edit your skse.ini and add the following lines. Then when your skyrim has a CTD it will write a dump at location "My Games\skyrim\SKSE\Crashdumps" After it's generated you will need to upload the file here http://www.osronline.com/page.cfm?name=Analyze and after a few minutes it will spit out the content's and hopefully shed more light on the problem's

     

    [Debug]
    Writeminidumps=1
  8. As in my title, i'm having some trouble with the DoF when using TAZ. DoF is working but it seem's to be stuck on a fixed distance. So when in 1st person holding my bow out is super blurred, as well as npc face's.

     

    All the other ENB preset's ive loaded thru the manager work fine with DoF adjusting, i just cant figure out why this one is giving me trouble on it.

  9. Hey all, Been a few month's since i played and kept upto date on my Skyrim mod's and info. Trying to update a few mod's but downloading them has not gone well. Is anyone else experiencing horrid download speed's? or did Nexus make some throttling changes while i was away?

     

    7.2 KB/s - 19.7 MB of 43.4 MB, 56 mins left

     

  10. Did some googling and seems sweet fx and nvidia aren't playing nice with 2 files dxgi.dll and dxgi.fx. It was weired because just a few hours ago skyrim was running fine with Saraan Su'um ENB untill i did a pc restart.

     

    Skyrim will run after removing those 2 files but will look really bad. Is there some fix for this?

  11. I really need to move my MO folder, know i noticed while watching GP's video it said it was ill advised to do so with out good reason.. Clicking hard drive i suspect is a good enough reason to move it all to a new 1TB SSD.

     

    How badly will id funk my stuff up? Or better of to do a new install after copying mod's over?

  12. Made my first Bashed Patch today, it took a huge chunk out of my ESP when it told me it had some that it would merge for me, awesome, let's go. I have watched GP's video on Wyre Bash before getting started.

     

    It's made the files in MO, done the usual next step's, Skyrim run's like nothing was missing.

     

    Just want to query this log window at the end of the patch and see if it's something i should look into solving, or if it's something that can be ignored?

     

     

     

    Vividian - Weather Patch CoT.esp: Unexpected subrecord: 'WTHR.~ZF\x00'
    Error loading 'WTHR' record and/or subrecord: 01053568
    eid = u'CoTFogRIFTEN_1_T'
    subrecord = '~ZF\x00'
    subrecord size = 20038
    file pos = 339083
    Error in Vividian - Weather Patch CoT.esp
    MasterEnchanter.esp: Unexpected subrecord: 'ENCH.DESC'
    Error loading 'ENCH' record and/or subrecord: 00072674
    eid = u'EnchStagger'
    subrecord = 'DESC'
    subrecord size = 20
    file pos = 254
    Error in MasterEnchanter.esp

     

     

  13. Update

     

    running around skyrim doing a few things tracking it with the performance monitor, a few stutter's here and there but overall pretty smooth, with out any CTD's whilst playing or on game exit. And then a new issue comes about. Some NPC's, mainly female's when loading through door's will have a warp effect similar to the old star trek warp. Start's off at a huge distance transparent until everything catch's up.

     

    I don't think I'm ruining out of vram.

     

    specs

     

     

    As per SPM is telling me

    Video Card: Nvidia GTX Titan Total Memory: 8,130MB

    Total VRAM: 6,144MB

     

    Current: Average Maximum

    VRAM: 3,310mb 3,573mb 4,381mb

    Memory: 764mb 850mb 1,045mb

    CPU: 7% 14% 33%

     

     

  14. Re-tracing step's and mod folder's as you suggested, and trying quitting from menu with out loading or making a new game that did not cause a CTD i went back and took a double take at the .dmp file and found the possible culprit for it. It was right down the bottom of the print out covered by a load of "stack text"?? the hdtPhysicsExtensions.dll.

     

    Searched my MO/Mods directory removing all trace's and then re-downloading the V14.28 extension. With only a quick load in, walk around quit game it seem's to have solved the CTD on quit game.

     

    Thanks for help

     

     

    Add'd this in just in case it was need'd

     

     

    STACK_COMMAND: ~0s; .ecxr ; kb
    SYMBOL_STACK_INDEX: 1
    SYMBOL_NAME: hdtphysicsextensions+9c20
    FOLLOWUP_NAME: MachineOwner
    MODULE_NAME: hdtPhysicsExtensions
    IMAGE_NAME: hdtPhysicsExtensions.dll
    DEBUG_FLR_IMAGE_TIMESTAMP: 583b3b49
    FAILURE_BUCKET_ID: INVALID_POINTER_WRITE_SHUTDOWN_c0000005_hdtPhysicsExtensions.dll!Unknown
    BUCKET_ID: APPLICATION_FAULT_INVALID_POINTER_WRITE_SHUTDOWN_hdtphysicsextensions+9c20

     

     

  15. After going over my Skyrim i had though i had it all stable. I had free'd up some VRAM usage a bit, RAM was in a good place. Had some papyrus tweakage so that my script's didnt bog me down and i was good to go and start a new play though. Get inside Dragonreach, save my game to go of and do some things around the house, save - menu quit game CTD with the usual log files.

     

    I went onto Crash Fix forum and sorted out the SKSE .dmp file, uploaded it but the example given "ExceptionAddress: 00d573a8 (TESV+0x009573a" from the guide i don't have this, Instead i have something that to me seem's like it's a deeper issue.

     

    If anyone has seen this before, or has suggestions as to why it's happening, if it's fixable etc that would be great.

     

     

    SKSE .dmp

     

     

    EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)
    ExceptionAddress: 771473cb (kernel32!InterlockedDecrementStub+0x0000000b)
    ExceptionCode: c0000005 (Access violation)
    ExceptionFlags: 00000000
    NumberParameters: 2
    Parameter[0]: 00000001
    Parameter[1]: 4e60e044
    Attempt to write to address 4e60e044

     

     

  16. Ah yes, i probably should have mentioned that in the original post. Any new game save work's but when ever i tried and load my main save skyrim will not respond and close program and dump out crash fix log. All mod's are up to date and have ITM's cleaned in Tes5 edit

  17. The title say's it all. I can't clean my save game. I use'd to be able to load it up and clean it no problem's, but now every time i try to load up any recent save's in the cleaner, the program close's with the "program not responding"

     

    I'm using SaveTool 2.06. When opening up the save in Fallrim Tool's it will load with the following

     

    "The savefile was successfully loaded.

    Read 56.2 mb in 4.7 seconds.

    SKSE co-save was loaded.

    Detected 377 unattached instances.

    Detected 139 undefined elements.

    Detected 11 undefined threads.

     

     

    When i try to clean them in Fallrim it tells me ## Files were cleaned. then cleaning error "Error cleaning unattached scripts".

     

    New game's seem to be working just fine. And im also getting a weired crash log report

     

    If there's a kind wizard out there that wouldn't mind having a look at my save game and seeing what's up it would be greatly appreciated.

     

    Old MO Order - https://modwat.ch/u/LatencyRemix

    New MO Order - https://modwat.ch/u/LatencyRemix-The%20New%20Order

     

    CrashLog

     

     

     

    Crash info:

    2017_06_08_23-04-00 - 5D1D16E6: V(1); EAX(0); EBX(14); ECX(F51DC8); EDX(123B03C); ESI(26); EDI(0); EBP(19F3BC); ESP(19F364); STACK(69F701 69F701 8D6B7E 69F7A7 1000000 A4EC70 A4EC70 A4EDF3 A48E1E AADD6E F51BE5 F51E09 F51DC8 A4AF0F A4EDB2 A48832 A49D6F B29AB1 A57E95 A57275 6779B7 8D6CA3 B333C0 67DCE8 69F7A7 67BF50 69F6D7);

     

     

     

  18. I had something similar happen with mine, Where as your's Isn't running at all, mine would run, but it would open off screen and was inaccessible. My problem was one of the many armor's/bodyslide asset's i had was over the top of BodySlide. You could try moving BodySlide to so that all your other armor/bodyslide asset's go after it and see if that help's you out any?

  19. Feel bad for wasting your time, on what now i see was a stupid oversight on my part.

     

    Double checking my asset's before i was going to redo them all and noticed that "tardis Hearthfire Path" was still enabled. Soon as it was disabled, all my problems went away and my skyrim is back to running at 100%.

     

    Learning curve for the future. Now before i do any new mod's I'm making a few backups on when thing's are working so i can compare it more easily to find out the problem.

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