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Posts posted by Fallerent
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Very disappointed, as I recently picked up Skyrim again after a long time of not playing and installed many mods only to find that I experience a CTD every time the main menu of the game loads. I have, as far as I know, installed everything correctly with no incompatibilities possible. I sorted my load order with LOOT, something I have never done before, but still have a CTD at the menu. I then made a number of changes to this LOOT order, but still to no avail. Below is my current load order, any help will be appreciated. I am using Unreal Cinema ENB and have properly installed SKSE and Script Dragon. I disabled the intro sequence of the game, however when enabled the ENBSeries message displays in the top left of the screen indicating that ENB has loaded correctly and likely is not causing this crash. I am hoping to fix this tonight, so please include any and all help you can in replies. I did a fresh install of the game before installing all of these mods at once, so I am unable to pinpoint where the error is unfortunately. There is likely some peculiarities in this order, however if they are not likely to be causing this CTD please ignore them.
Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espSkyrim Project Optimization - Full Version.esmFantasy Soundtrack Project.espHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espSkyUI.espEnhancedLightsandFX.espELFXEnhancer.espELFX - Exteriors.espdD - Realistic Ragdoll Force - Realistic.espThe Dance of Death - Ultimate Edition.espUnreadBooksGlow.espdD-Increase Fall Damage.espBetter Dynamic Snow.espImportantInformationOverhaul.espdD-No Spinning Death Animation.espHeight Adjusted Races with True Giants - Smaller Giant Edition.espKillable Children.espKillable Children - Quest Important Protected.espBook Covers Skyrim.espPopulated Skyrim Prisons Cells.espIMAGINATOR - MCMenu.espImmersive Sounds - Compendium.espdD - Enhanced Blood Main.espdD-Dragonborn-Dawnguard-EBT Patch.espISCompendium Enhanced Blood Patch.espLootandDegradation.espNoPsychicLockKnowledge.espImmersive Weapons.espHothtrooper44_ArmorCompilation.espPopulated Dungeons Caves Ruins for USKP.espPopulated Forts Towers Places.espSkyrim Better Roads - All In One - Merged.espPopulated Lands Roads Paths.espAtlas Legendary.espQ Mannequins and More.espPopulated Cities Towns Villages.espBook Covers Skyrim - Lost Library.espImmersive Travel.espFSP - Dawnguard Edition.espD'yavic Lineage.espEnchantments Upgraded.espCanalHomeM.espEquipping Overhaul.espReal Clouds.espHothtrooper44_Armor_Ecksstra.espImprovedSneakDetection.espDeadlyCombat.espChesko_WearableLantern.espRadiant and Unique Potions Poisons and Booze.espDovahBlingJewelryStandalone.espStealing - Legendary - USKP.espLessIntrusiveHUD.esp -
Your theory seems like it would work, however- my recommendation would be to make the claws (currently a set of gloves) an equippable weapon instead of armor, whereas you can use animations and sounds from the rest of the weapons in the game at your disposal rather than relying upon scripts to unequip currently wielded weapons when the claws are equipped. Does this make sense?
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I do not believe that scaled AI is possible. However, it is possible to simulate. If I am not mistaken different "classes" of NPC fight differently, most obvious would be Mercer Frey in comparison to a guard, for example. Different AI fighting styles can be created and assigned to different NPC's. It may be a lot of work, modifying each NPC, although some respective NPC's are used many times in game. My point, I believe that NPC's can receive individual combat styles. This would require, however, removing the existing "level-with-player" system and having certain parameters set so that NPC's spawn with the proper AI package, a separate instance for every leveled version of what may otherwise be one NPC that levels with the player. It would be very complicated:) I would be willing to assign these combat styles, personally, and duplicate/create multiple level instances of NPC's personally, I just have no idea how to make AI behavior.
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I don't assume you have poor internet connection or are using servers irresponsibly, but god d*mn, give the Nexus a break. They don't exist to meet your demands, I assure you that if they could keep everybody happy all the time they would. The capabilities of a team's hardware are limited and they aren't going to spend increased amounts of money because you said so. This would result in the Nexus becoming financially unprofitable and being closed or sold. In closing, to Slavemaster4u, don't bite the hand that feeds you.
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Before you read- note that until the orange text this may be confusing for people who have never used the Deadly Combat mod.
As someone seeking combat as close to games like Chivalry: Medieval Warfare as possible, the first thing about Skyrim that bothers me is that an NPC or player can get sliced twenty times and not die. Simple enough, I got the deadly combat mod and now NPC's and I die in a small number of hits, sometimes a single hit, due to damage scaling which is vastly more realistic. What I did not anticipate, is that I have a bit of an ultimatum. When I scaled damage up to a level that was realistic, low level enemies were great. Tons of fun, used up around five potions of healing every fight. However, when I faced leveled enemies, they killed me in a single hit after I dug my sword into them ten times and they took little damage.
This can be fixed too, however, with deadly combats settings; I can scale damage at level zero and at level 100 respectively and I can therefore make low level and high level enemies have the same amount of power, their only true power coming in weapons, armor, and allies! This is quite realistic, and results in all enemies being a challenge (especially in numbers) rather than only high level enemies being a challenge.
Seems like there's no problem, right?
Almost. The ONLY problem with this is that this makes leveling my combat skills and acquiring the majority of combat perks completely pointless. Why increase my level in one handed if I wont do any increased damage as a result? I am quite certain as well that this would make perks (armsman: increase one handed attack damage by 20%, etc.) not function. Its an utter waste.
Which led me honestly not to a direct fix for this predicament, but an idea that would make true combat experience valuable and make leveling in certain skills completely obsolete in light of how unrealistic they are.
Give leveled enemies not increased health, stamina, etc. but give them an improved AI and truly better combat skills realistically (and of course give them better gear as they are by lore more powerful and dominant).
Whereas the shitty n00b banditos in the wilds will have poor AI, if they are indeed shitty banditos, and will be more susceptible to taking damage.
High level enemies will block well, bash often, dodge attacks, and strike with speed and skill. Low level enemies will not block well, will attack when your block is raised, and will be more easily killed due to lack of experience.
Obviously a seasoned warrior may have more stamina than a milk-drinking newblood, but the fact that they can, in regular Skyrim, take ten times as many hits with the same weapon to kill? Unless "leveled" means "just-took-a-f*#@load-of-PCP" this is unrealistic.
I'm sure I am not the first to think of this. It wouldn't be easy though, or so I would think. I am way too inexperienced with modding to make AI. I haven't even tried to learn it so I guess I really don't know, but forget it that's not the point-
Any takers? You would revolutionize Skyrim combat. I would encourage you to work with some of the bigger names out there, such as the maker of Deadly Combat, if you want to make this mod. Not that he will necessarily be interested in working with you, I don't know. Seems like a good head-start.
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After some research to no avail, I must determine if anybody can help me. Most people wish to disable mouse smoothing in Skyrim, however I wish to turn it up. Obviously there is no Skyrim setting to do this, mouse smoothing must be set to either 0 (off) or 1 (on) and in truth, I notice little difference between the two. I want a camera that does not shake with slight movements, and that will rotate smoothly and with acceleration. I want a camera that will have a feel almost like it has momentum, slow acceleration and deceleration. If anybody has played Minecraft, there is a control that is by default not bound to any key. I believe it is referred to as the cinematic camera toggle. The effect of turning this cinematic camera on is exactly what I want in Skyrim (not to such an extreme extent, mind you). Is this possible? I have tried adjusting DPI, USB Polling, in and out of game sensitivity, etc. and had no luck. I believe that turning out of game sensitivity extremely low and in game sensitivity counteracting-ly high may achieve this effect, but I haven't tried it. Thanks for any help. Know that I am not fully understanding of DPI and USB Polling, so any adjustment of these I don't know about that could give me what I want would be great.
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My thoughts are that there may possibly be something causing Skyrim to treat me like an NPC when I mine. The NPC's behave exactly as I am when mining, although I realize that their strikes have sound. Because of the fact that this glitch is not listed anywhere else that I can find, I also assume it is likely a conflict between multiple mods rather than an issue with one individual mod.
I am using deadly combat, which decreases weapon swing reach. I would not think that I would need to actually hit the ore with my weapon, however, if I do, this may explain why I am having problems. The lack of sound when the animation plays also makes me think that my pickaxe needs to impact the ore and it is not doing so.
Perhaps this is a combination of deadly combat and another mod, any further insight would be helpful!
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Trying it without my custom race is good thinking and something I did not consider, however I just tried it as a Nord and received the same glitch. I should also note that I am using the Skyrim - Enhanced Camera mod "http://www.nexusmods.com/skyrim/mods/55738/?" which would seem a likely offender, but I receive the glitch without this mod as well. I forgot to include it in my original list because it is an SKSE plugin, not an esp. I don't believe this is anything significant, but after I enter the mining animation (with no sound or successful ore retrieval) I can press a movement key to exit and my character will achieve one successful hit with the pickaxe (one hit with sound) immediately before the animation stops. Without deliberate exiting, I continue the animation with no effect or sound perpetually.
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A very aggravating glitch I am clueless of the cause to- When I activate ore to mine it in first person I cannot successfully do so. The animation plays, but there is no impact sound and I receive no ore. I have to enter third person or hit the ore vein with a pick axe equipped in order to mine, neither of which I find acceptable. This is likely due to mods, i have many installed and this glitch has not always occurred. Below is a copy of my load order- any insights, fixes, or known conflicts in my mods are appreciated. I have heard of other Dragonborn users experiencing similar glitches, however they report only errors on Solstheim whereas I have issues with all ore veins in the game.
Unofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espDragonborn.esmUnofficial Dragonborn Patch.espHearthFires.esmUnofficial Hearthfire Patch.espHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espFalskaar.esmSkyUI.espHothtrooper44_ArmorCompilation.espHothtrooper44_Armor_Ecksstra.espIMAGINATOR - Visual Control for Skyrim.espIMAGINATOR - MCMenu.espDark Dungeons for ENB.espBetter Dynamic Snow.espRadiant and Unique Potions Poisons and Booze.espShadows - Skyrim.espShadows - Dawnguard.espShadows - Weather Tweaks.espSkyrim Project Optimization - Full Version.esmAtlas Legendary.espBook Covers Skyrim.espEnchantments Upgraded.espImmersive Sounds - Compendium.espImmersive Weapons.espdD - Enhanced Blood Main.espdD-Dragonborn-Dawnguard-EBT Patch.espDeadlyCombat.espLessIntrusiveHUD.espPopulated Cities Towns Villages.espPopulated Dungeons Caves Ruins for USKP.espPopulated Forts Towers Places.espPopulated Lands Roads Paths.espPopulated Skyrim Prisons Cells.espbettercitiesdocksolitude.espbetterdawnstar.espbettermarkarthexterieur.espbettermorthal.espbetterravenrock.espbetterwinterhold.espMarkarth_plus.espRiverwoodEnhancedPlugin.espTAVERiften.espTAVESolitude.espTAVEWindhelm.espTownsAndCitiesEnhanced.espWhiterunInEnhanced.espISCompendium Enhanced Blood Patch.espD'yavic Lineage.esp- My own race mod, it cannot be this unless there is something about races I am painfully unaware of.Nightingale Extrication.esp- My own mod as well, simply disenchanting all Nightingale armor.Chesko_WearableLantern.espHeight Adjusted Races with True Giants - Smaller Giant Edition.espImportantInformationOverhaul.espKillable Children.espThe Dance of Death - Ultimate Edition.espReal Clouds.espImmersive Travel All DLC_Falskaar.espFantasy Soundtrack Project.espFSP - Dawnguard Edition.espFSP - Unique Towns & Locations.espdD - Realistic Ragdoll Force - Realistic.espdD-Increase Fall Damage.espdD-No Spinning Death Animation.espBooksBooksBooks.espUnreadBooksGlow.espNote that I am also using Stakado's Cinemascope ENB, albeit I encountered this glitch with and without it. -
After many reinstallations of Skyrim, I want to make sure my next install remains perfect. I have a few questions pertaining to the matter- I am using BSAOpt to unpack my BSA files. I am unpacking them for modding purposes.
First, are loose files truly better in terms of performance as opposed to BSA's? HDD space is of no issue, I just want to be sure I do not decrease in-game performance via unpacking.
Second, I recall that when I was very new to modding, I unpacked my BSA files (all of them) and experienced CTD at startup. I assume this was due to another issue, not the BSA's being unpacked themselves? This led me to assume that unpacked BSA's caused poor performance, but all other evidence leads me to believe otherwise.
Third, Will unpacking "Skyrim - Textures.bsa" cause the high resolution texture BSA's to not function properly? Hence, do I need to unpack the high resolution texture BSA's after my standard BSA's in order to use the textures?
And last, can I delete BSA files or replace them with empty BSA files after unpacking them in order to save hard drive space? Or do the proper BSA files need to be present in order for Skyrim to run properly, even if unpacked?
Thanks in advance for any replies!
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I am, as an avid Skyrim player, fanatical of graphically enhancing mods. I am also, however, demanding of smooth FPS and high view distance in games. After some research to no avail, I am disappointed albeit not surprised by this mod having not been created yet.
I am running on a Gigabyte AMD 7970, and a 3.6 GHz AMD QuadCore FX-4100. I have CoT installed, many enhanced towns/villages mods, realistic lighting mods, populated city mods, and despite hardware capability and lack of background activity I still experience lag when in towns and cities. When I am roaming the wilderness, I can generally get a solid 60 FPS. Enter Whiterun or Riverwood, for instance, and this can plummet to less than 20. This is obviously because of mods, however I would rather see this fix put into place than see my areas become uglier and vanillafied if you will.
My proposal is simply a mod that detects whether or not the player is inside certain cells/worldspaces, (Riverwood's cells or Whiterun's worldspace, etc.), or any interior cell, versus simply in the Tamriel worldspace or any area not listed. When the mod detects that the player has entered a city/interior/town, the view distances will drop to user-defined levels. When the area is exited, the view distances return to normal. I am inexperienced with scripting, otherwise I'd make this myself. I would imagine using triggers and Papyrus or SKSE this could be achieved with relative ease, and the most tedious part would be keywording worldspaces and cells as lowered view distance or regular view distance.
This would prevent lag in dense areas, those being primarily interiors and civilizations. At the same time, the density of these areas leaves physical visibility lower than that of the wilds and thus the lowered view distance would not be such an eyesore. Maybe it's impossible, I wouldn't know, but it would be a damn good performance boost if it were made. I forsee no possible incompatibilities or unsolvable issues involved, the only underlying factor being a potential moment of lag when reentering an area of unmodified view distance that is not preceded by a load screen.
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By default, Fallouts files are packaged into BSA format, as are Skyrim's and other games by Bethesda. You can unpack these files with a program called BSAOpt, available on the Nexus. Be aware however, you do not need to do install mods. In your Fallout data folder, there should be a folder for meshes, textures, animations, etc. respectively. Unpack your mod's files where they belong among these folders, and place the esp\esm file in the directory where these folders are contained to install a mod. Unpacking all of your BSAs with BSAOpt will likely cause slow startup and crashes.
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Fallouts textures, meshes, etc. are packaged into BSA files by default. You can use BSAOpt to unpack them into raw files, however beware that unpacking them all can cause lag and crashes.

Load order causing CTD with LOOT, any help appreciated
in Skyrim LE
Posted
Well, not sure what the hell I did right, but I fixed it. I reset the entire load order via deleting the text files and I configured it by hand. Here is the working order for anyone who wants it.