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Wolfpack49

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Everything posted by Wolfpack49

  1. Okay, really weird -- I checked my EngineFixes.toml settings and somehow they got reverted to the defaults. I restored the correct settings and all is working again. It's strange, because I didn't think I touched EF, but in any case, all is fixed.
  2. Well, I foolishly went on a mod updating spree, and I am of course now paying the price with a CTD on loading a save,,,, (yes, I know better!) I've been going through the crash logs and a few lines that keep showing up periodically are these, and I seem to remember seeing these before one time when I was crashing. Do these give any clear pointers to mods that might be an issue -- I know for certain USSEP isn't at fault, but maybe something is trying to reference it? I removed the reference from Synthesis.esp but it still shows up as being triggered by Skyrim.esm so I don't think that Synthesis is at fault either. [RSP+818 ] 0x1C0608C2E80 (EffectSetting*) File: "Unofficial Skyrim Special Edition Patch.esp" Modified by: Skyrim.esm -> Unofficial Skyrim Special Edition Patch.esp Flags: 0x00000009 kDestructible | kInitialized Name: "Fortify Armor Rating" FormID: 0x00017120 FormType: MagicEffect (18) GetFullName: "Fortify Armor Rating" [RSP+820 ] 0x1BFC0DA6100 (BSScript::Internal::VirtualMachine*) [RSP+828 ] 0x1AC193F810 (void*) [RSP+830 ] 0x7FF648CF60EE (void* -> SkyrimSE.exe+01560EE mov ebp, eax) [RSP+838 ] 0x1C06FF0FA70 (void*) [RSP+840 ] 0x1C06054A080 (PlayerCharacter*) Flags: 0x00000408 Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Flags: 0x00000408 Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Object Reference: File: "Synthesis.esp" Modified by: Skyrim.esm -> Synthesis.esp Flags: 0x00000009 kDestructible | kInitialized Name: "Prisoner" FormID: 0x00000007 FormType: NPC (43) Flags: 0x00000408 kInitialized FormID: 0x00000014 FormType: ActorCharacter (62) Attached the whole log if it helps. Thanks for any pointers..urg. Going now methodically back through my installs and reverting to see if i can find the culprit.
  3. Ah, wait, you have a lod issue. Are you using xlodgen? If so, adjust brightness when you run until you find the sweet spot. Landscapes that have lod terrain already included don't have this issue, but landscapes that don't include will need to be generated.
  4. So I came across an odd situation where if an animation is playing in the background (such as Crafting), you enter a search in the SkyUI Crafting filter, and then close out of the menu, the animation gets stuck and doesn't return control to the player. I tried using: Debug.SendAnimationEvent(Game.GetPlayer(), "IdleForceDefaultState") Game.EnablePlayerControls() While that snaps the character out of the crafting animation, it still keeps the character frozen in place with no movement control. Has anyone come across anything similar? It's very specific to using the Filter search in SkyUI. Thanks -- any insight is appreciated!
  5. https://wiki.nexusmods.com/index.php/Skyui_Skse64_installation_guide
  6. You should check this mod and read the description carefully: https://www.nexusmods.com/skyrimspecialedition/mods/57643
  7. I actually think polling the skill levels is going to end up being better in this particular case -- I need those values anyway to do some calculating, so if I go with Game.getPlayer().getActorValue(skill), I can figure out both which skill was trained as well as the value it increased by. Doing this with the OnMenuOpen/Close Events. Thanks everyone, got me pointed in the right direction.
  8. Yeah its looking like checking whether a skill has incremented is the way to go. Too bad Ill need to poll all the skill values but seems like the only way.
  9. Is it possible to capture the type of training an instructor is doing either by string or ID? I am looking at the set of string in the ActorValueList but not seeing a way to capture the values: https://www.creationkit.com/index.php?title=Actor_Value_List Basically I want to check whether a particular type of training is being done, and then use that string or ID to do some other stuff, so basically .GetSkillName(), or .GetSkillID()....
  10. Here you go: https://wiki.nexusmods.com/index.php/Skyui_Skse64_installation_guide
  11. Make sure the version of Address Library is the correct version for your game version.
  12. If you were using Glacies, youd need to overwrite CL completely with it, then apply the patch for Glacies
  13. Im guessing your snow projecteddiffuse may be causing the lod mismatch. Check the projectedDiffuse Patch Hub. Blended Roads will help with grass loss in roads but also check NoGrassias Extended or Ultimate.
  14. Just did a build with Skyland AIO as a base and Tamrielic Landscapes and grass overlaying - it's looking good so far.. Previously I used Slyrim Realistic Overhaul as a base with Noble and Cathedral Landscapes overlaying. You should be able to mix snow though. Are you getting mismatched textures?
  15. Yeah, I think cloning a profile after changini ini's with something like BetINI would carry over the BethINI changes to the new one. I don't use BethINI often, guess I'll use it less lol!
  16. I notice this with skse sometimes. I always just choose Revert instead of Save/Delete.
  17. Someone didn't scrub the PC before you purchased it. :wink:
  18. Guessing all those plugins are from the Anniversary Edition dlc. They come with the game when you purchase it.
  19. Okay solved. For some reason the original ini's in the profile directory were stuck on the old profile path: C:\Users\Owner\AppData\Roaming\Vortex\skyrimse\profiles\r1YDuBS8i\Skyrim.ini C:\Users\Owner\AppData\Roaming\Vortex\skyrimse\profiles\r1YDuBS8i\SkyrimCustom.ini SLocalSavePath=Saves\B1hgW5NQ5\ I changed the setting in the inis to the correct folder and redeployed, but no success, but going into the regular location for those files when the profile was active and changing them fixed the location. My guess is I ran BethINI at some point on the old profile and hardcoded the ini settings to the old path.
  20. Addendum -- I saw the bit in Gopher's video about possibly needing to disable/renable separate Saved games in the profile and then switching profiles, but the new profile saves are still going to that old profile. Next I'll try just cloning this new profile and see if I can ge the separate saves that way... EDIT: The cloned profile still has saves going to the original profile. I've tried doing the Open profile folder in the new profile and moving the saves there, but in game, the saves continue to look at the old profile. Hmm, could it be the ini settings are pointing somewhere else?
  21. This is a normal feature of Vortex.
  22. So this is the first I have encountered some strangeness with profiles. Typically, when I clone a profile and use it as a base for a new one, a directory name with the profile id (the upper/lower case letters) is created to house the new profile's save files. I have Save games and Settings set to yes. This time, however, no new directory was created and the new profile saves are mixed in with the old profile saves directory (the one I cloned). The new profile does have a new id in Vortex, but no new save directory in Windows. Has anyone else experienced this, and is there any way to get those saves separated, even if I do it manually? Thanks in advance for any tips.
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