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Xen0nex

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  1. Thanks for all the help so far! I ended up gong back to the point before I started installing this batch of mods, and went through more slowly and systematically; first switching from USKP to USLEEP, getting it stable, then updating existing mods, getting it stable, re-ordering the mod-install order, doing the extra uninstall process for Mark Books as Read, reinstalling AFT to resolve the Lydia not following issue, then introducing new mods one at a time with rigorous testing in between. Additionally I have disabled the "generate DynDOLOD" box when making new DynDOLODs for the recent tests. It's been a mixed success! I have been able to add Helgen Reborn and ETaC, which were the two mods I wanted most, and have had 0 CTDs or slowdowns in ~ 2 hours of testing. Occasionally I do still get the sound effect delay, and the very rarely the lips not moving on NPCs, but it is much less noticeable now. I can live without all the city mods or the TES Frontier Fortress I suppose; installing any of those seemed to start giving me CTDs even away from the location they affect. It could just be that I haven't been able to play SKyrim for over a week, but I'm fairly satisfied with the outcome. As a sort of separate question, one remaining thought I have is about the safety of "reinstalling" existing mods to resolve script issues? This post explains a potential problem involving "Suspended stack count is over our warning threshold, dumping stacks:" in Papyrus.0.log and issues it may cause. While I have no CTDs and haven't noticed any issues other than the two mentioned above, my Papyrus.0.log file for my current save is over 3,000 KB in size, and is mostly filled with these exact same "Suspended stack count is over our warning threshold, dumping stacks:" messages. That linked post suggests doing a reinstall for whichever mod is connected with the messages (seems to be Linked Containers and Crafting Stations in my case), but I've also heard it recommended to never uninstall mods on an active playthrough, even temporarily. I guess my question is, if I don't seem to noticing any adverse effects from these "dumping stacks", would it be better to just ignore it for now and avoid the risk of uninstalling/reinstalling mods, or is it better to uninstall/reinstall the mod now before a problem arises? I guess both choices have their own risks.
  2. Yeah, unfortunately many of these issue persist on new games. For example, last night I started a fresh character using this latest profile, and they still had the errors of the sound effects delay, lips not moving on some NPCs, and a CTD after defeating some wolves.
  3. Alright, so I've gone through all the advice offered, and have both good news and bad news :tongue: Your advice did solve my frequent CTDs, though, so huge thanks to you! It's been a good chunk of hours testing stuff out and trying to figure this out for the past week, so apologies for the text dump :tongue: 1. I went through the upgrade process for USLEEP, and found a replacement .esp for the one mod I had which relied on USKP (a fan-made Realistic Needs & Diseases mod), and updated or removed all patches accordingly. Turns out thanks to that, I didn't actually need to convert any mods with the Masters Swap USKP > USLEEP script after all!2. With USLEEP on board finally, I upgraded to VVE3. The RDO author states to put RDO after Alternate Start on the description page4. The VVE author says to put RDO below VVE on the description page5. I couldn't find anything in the descriptions or elsewhere for Simple Taxes and Investment Price config that suggested a problem; several other users didn't report any issues using them together6. I couldn't find anything suggesting a problem between IPC and Scale Tipper.7. I re-ordered the left-pane of Mod Organizer match their order in the right-pane. I use LOOT for finding out where it suggests to put new mods, but don't let it auto-sort. This is because a number of my mods have author's notes to put it in a particular place different from where LOOT suggests. Especially, mods relating to Perkus Maximus differ from LOOT, and I've read many reports saying that when using Perkus Maximus manual sorting is required. I try to get my load order to match the suggestion by Raulfin on the PCaPP page, suggestions from individual mod authors, or some posted loadorders from Perkus Maximus users who reported longstanding stable games.8. I double checked for any incompatibilities for CoT, CFTO, the city mods, ETaC, and Interesting NPCs. In particular, ETaC is stated to be compatible with Interesting NPCs. After this I was still getting the same CTDs, but then I tried using the Save game script cleaner to remove all the orphaned scripts (about 250 after upgrading to USLEEP), and it apparently did the trick! After doing that, I was able to retrace my steps along all the paths I had taken earlier with frequent CTDs, now without a single crash! I kept going and visited a bunch more vanilla and mod-edited areas, fought some enemies, etc. for over an hour, and couldn't get even a single CTD :D However, the bad news is that I noticed quite heavy FPS slowdown in some areas, while the Convenient Horses Script Latency test showed the average script delay rising from it's usual average of ~50 ms to several hundred ms sometimes. When looking at SaveTool saves from this time, there are usually 700+ ActiveScripts, all of them from DynDOLOD. Additionally, Papyrus.0.log files generated during this time shot up past the 6~8 GB they had been recently, to 80GB ~ 120 GB. After a long investigation and using the logs and Save game Script cleaner to search, apparently reshuffling my mod install order in the left pane of Mod Organizer may have broken "Mark Books as Read," which apparently has notorious problems with scripts going crazy and being extremely difficult to uninstall. Well, after following advice from its forum posts, I believe I have successfully removed it, since my Papyrus.0.log files don't even go above 300MB now (many recent ones are just 70KB~5,000KB), and I no long can find any scripts containg "XjMBAR" searching with Save script cleaner. This seems to have fixed my heavy FPS slowdown, crazy script lag, and giant Papyrus logs. SaveTool doesn't see any more orphaned scripts, and doesn't report too many Active Scripts either. However, doing all of that apparently has caused my game to start getting occasional CTDs once again :sad: Sometimes I just get some short 1~3 seconds freezes instead. This has basically kicked off a chain reaction of me finding a new issue, researching it, tweaking my files / mod-order / cleaning my savegame, fixing that particular issue, but then the fix causes another new issue. I've ended up having multiple branches of my current playthrough / modlist in Mod Organizer profiles to better organize what effects are coming from what "fixes." Here are the issues I'm still getting on my most recent version of my profile: Getting a CTD about 5~10 seconds after Fast Traveling to Whiterun. Interestingly, the Papyrus.0.log file always ends exactly the same way when this occurs, mentioning something about TG02Beehive.psc? Here is exactly how they all end: Somehow I was able to avoid this CTD completely on one of my profiles, I think by first visiting the area while DynDOLOD is uninstalled during the DynDOLOD update procedure? However on my current profile, I seem to be getting it again, even without DynDOLOD installed. Despite the displayed FPS remaining stable, and the Script delay staying low, sometimes I get... audio lag? The background music and so on play normally, but all of the sound effects for particular actions are delayed. Where I will run around on my horse or walk around, and pick flowers or shoot my bow or kill a bear, and everything is displayed normally, but none of the sound effects are produced. But then after 5 ~ 10 seconds, it will play the whole "backlog" of sound effects it has been missing, all at once, to catch up. I've confirmed that this problems still persists despite starting a completely new character file. Only recently, I've started noticing that sometimes NPCs don't move their lips/face when talking. For some NPCs, their lips will move as long as I have a dialogue window open with them, but then once I exit it their lips freeze in place, even if they keep talking. It affects both vanilla and mod-added NPCs, but only some of them, and which ones are affected can be different with every reload. I mainly notice it inside Whiterun. Most posts I've found regarding this online resolve the issue by uninstalling one of several mods including Skybirds, birds of skyrim, real wildlife, and skytest, however I don't use any of those mods. Another solution was validating master files / verifying integrity of game cache, but I did this (and re-cleaned my masters with TES5Edit) with no effect. I've confirmed that this problems still persists despite starting a completely new character file. The following two issues haven't occurred for a while, and may already be fixed: Rarely fast travel to a location has 1~2 FPS for 20~30 seconds, with Script latency at 2000~6000ms according to Convenient Horses. When this happens, savegames made during this time show thousands of activescripts in Savetool, and have thousands of lines in Papyrus from DynDOLOD like this: Sometimes, Lydia doesn't follow me to new areas when exiting buildings / fast traveling. When it happens, sometimes, she also doesn't always respond to AFT tweak Summon command. I noticed a lot of lines in Papyrus log from around that time like this: So right now I've solved my old issue of the frequent CTDs, and now have a choice between a setup where I get 0 CTDs, but have some heavy FPS slowdown and script lag often, or choose one of the newer setups without that problem, but each with their own 1 or 2 problems. Ideally I can still fix all at the same time, somehow, but I've begun to run out of leads and am not sure what my next move should be. I'm definitely still working on it, tweaking my mod install order, and am narrowing down possible causes by running the different profiles with different options enabled / disabled. So one way or another, I'm riding this train until it either straightens up or explodes :tongue: I've attached the Papyrus.0.log and Crash Fixes report log for the most recent crashes, and my newest loadorder / modorder is here.
  4. Wow, thank you so much for the in-depth reply! While as you say I had checked mod descriptions / some forums for some of this stuff beforehand, you brought up a lot of great points I hadn't known which will give me many things to try out! Hopefully one of them will be the key I need :D Am currently visiting with family but will get to work on these suggestions at the next opportunity and report back :D Two questions: I'm still using USKP since a couple of my mods list it as a requirement. (I built most of my modlist exactly a year ago, then was out of the loop for a year due to a hard drive failure.). I hadn't made the swap to USLEEP yet due to fear of potential problems from converting these mods to work with USLEEP instead. Is it generally safe? Also, would switching MVFM out for VVE potentially cause any issues? I'd heard that removing a mod mid-way through a play through was risky, and so have tried to avoid it.
  5. So I've promised myself if I could get this last batch of mods integrated into my game successfully, I would stop all my tweaking, fiddling, and testing and just play the game uninterrupted finally. However, after this final set of mods I've noticed my CTDs have gone from once every hour or two, to every 5~15 minutes, which I can no longer ignore. The CTDs don't appear to follow a set pattern usually; typically I'm just walking around, and then I get a CTD without any special messagebox from Crash Fixes. It happens inside major cities, out on roads, in small towns, and usually while I'm just walking along and not interacting with anything. Usually I cannot reproduce the crash by repeating my previous actions, but every so often I will find an action which consistently causes a CTD, such as crossing the bridge at Ivarstead, or 10 seconds after exiting Whiterun via the mod-added eastern entrance (when I had Ultimate Whiterun installed). However, if I try to test the action many times, sometimes it eventually becomes "fixed" and no longer causes a CTD. Here is my previous modlist, which seemed reasonably stable with me able to get around 2 hours of playtime between CTDs often. I then tried adding Helgen Reborn, Expanded Towns and Cities (ETaC), Legendary cities - Tes Arena - Skyrim Frontier Fortress, Ultimate Whiterun, SKY CITY - Markarth Rising, SNOW CITY - The Great Expansion of Windhelm, and Solitude Reborn (with add-ons) (modlist here). I thought it was worth a shot since supposedly none of these mods should modify the same location. During my tour of these locations to test them out, I noticed relatively frequent CTDs, and tried removing all the "main city" mods, since that's where I was mainly checking at first. However even with just Helgen Reborn, ETaC, and Legendary Cities, I kept getting the CTDs (modlist here). I was surprised since these mods were supposedly extremely stable, tested, and low-impact, so I'm thinking the problem is on my end somewhere, possibly a longstanding issue with my loadorder which has just gotten worse? I've tried installing the Crash Fixes plugin and enabling "UseOSAllocators=1" along with the SKSE Plugin Preloader, with no effect. I've made sure to rebuild my Merge / Bashed / Skyprocced patches after each load order adjustment. I've double- checked through both my plugin load order with LOOT, and my modlist load order with Wrye Bash, and I don't see anything that jumps out at me (a few points differ from the automated suggestion, but I set them up according to special instructions from specific mods), although I'm no expert. I have the Papyrus.0.log files and Crash Fixes logs, but am not really sure what I'm supposed to be looking for there. Something that jumped out was in one case, near the bottom of the Papyrus.0.log file it mentioned "Error: File "CompanionArissa.esp" does not exist or is not currently loaded." as well as similar messages for "CompanionValfar.esp," "SkyTEST-RealisticAnimals&Predators.esp," "Wyrmstooth.esp," and several others. As far as I can tell, these are .esps for mods which I've never heard of, let alone installed, so I'm not sure why my game was even looking for them? Also, on my most recent CTD, my Papyrus.0.log file was ~7 GB in size and I can't even open it, so I don't know what that means. I guess I'm being a bit stubborn and want to resolve this without simply removign all of these mods, since my understanding is that at the very least ETaC & Helgen Reborn shouldn't inherently cause problems; it's more likely that I've screwed something up, and I'd like to figure it out. Plus now that I've invested all this time researching and testing them, I'm kind of comitted to being able to play some of them. Have sort of run up into a wall for the past few days with no progress, so would absolutely love any assistance you could provide! Papyrus.0.log from Crash A Crash Fixes log from Crash A Papyrus.0.log from Crash A Crash Fixes log from Crash B Papyrus.0.log from Crash C is 6.83 GB Crash Fixes log from Crash C System specs: modlist 1 modlist 2 modlist 3 Skyrim (non-Special Edition) on Steam with all DLC Using Elder Scrolls V: Mod Organizer Lenovo Y70 laptop Nvidia GTX 860M graphics card Windows 8.1 64bit CPU: Intel i7-4710 Memory: 8GB
  6. I've been using multiple mods which affect crafting / armor, so I assumed there was a good chance that things would be a bit off. However, I just found the spreadsheet of item data from Weapons and Armor Fixes Remade, which finally gave me a baseline to compare to and see if things were working. As expected, some things don't match up, and I'm trying to narrow down why. The main thing that jumped out is that in my game, I've been able to craft Vampire Armor despite not taking any of the Dawnguard Vampire Quests, which the spreadsheet says is a requirement. I thought a few other craftable items seemed overpowered, so it's likely that some other items similarly are ignoring their crafting requirements. Many items appear to be properly respecting their crafting requirements, so it's not a simple case of some toggle for "ignore crafting requirements" being set. Also, all items appear to be respecting any relevant Perk requirements for materials. The possibly conflicting mods that jump out to me are Weapons and Armor Fixes Remade, Complete Crafting Overhaul, Immersive Armors, and Perkus Maximus, although I've followed the recommended load order, use compatibility patches when available, and ran all relevant merged / bashed / skyprocced patches. My full load order is listed below as well. tl;dr: Any ideas what conflicts / issues would cause certain crafting recipes to ignore their normal requirements (aside from material perks) and become available? Modwatch link System specs: Skyrim (non-Special Edition) on Steam with all DLC Using Elder Scrolls V: Mod Organizer Lenovo Y70 laptop Nvidia GTX 860M graphics card Windows 8.1 64bit CPU: Intel i7-4710 Memory: 8GB
  7. First off, absolutely loving Oscuro's Oblivion Overhaul v135 on my long-awaited first run in Oblivion! However, I'm also using a bunch of other mods and fear I may have mucked some things up. E.G., both OOO and Supreme Magicka should remove 'Drain Health' as an option when enchanting/spellmaking, but I still have it as an option when enchanting. Is there any way for me to find what the intended pricing rates should be for spellmaking, enchanting, repair/recharge, etc? I've been fiddling trying to disable the changes made by Supreme Magicka, Enhanced Economy etc. to get back to the intended OOO prices, but I don't know if it's working. I think I can manually set the prices as intended via Enhanced Economy, but cannot find what pricing scheme OOO uses for these services anywhere. E.G. I know Supreme Magicka tries to set the cost for player-made spells to be 5x their magicka cost, but after disabling Supreme Magicka and Enhanced Economy, I'm getting a 4x cost in-game and am not sure if that's correct, or some other setting mucking with it. Likewise, vanilla Oblivion sets the cost for weapon enchantments to 10x their magicka/charge cost, but after (attempting to) disabling Enhanced Economy's weapon enchanting settings, I'm getting a 120x cost which seems like an error (but maybe it is correct for OOO? I dunno...) The main things I'm trying to set back to OOO values (whatever those are) would be:Player enchantmentsPlay-made spellsSkill training Weapon repair / rechargeSelling player-made potions Any help or examples of your own pricing you see in OOO would be greatly appreciated! :D
  8. Hi, I also use OOO with Supreme Magicka, and can give it my support as I have been enjoying it. No issues with incompatibilty / errors as far as I can see, but I am curious about how it handles some things that both OOO and Supreme Magicka modify, in terms of gameplay balance/difficulty. For example, both OOO and SM change the price rates for enchanting / spellmaking, but I also have Enhanced Economy (which changes pricing for everything), and now after attempting to disable various things am not sure if I have OOO, vanilla, or some other pricing in place.
  9. First off, absolutely loving Oscuro's Oblivion Overhaul v135 on my long-awaited first run in Oblivion! However, I'm also using a bunch of other mods and fear I may have mucked some things up. Is there any way for me to find what the intended pricing rates should be for spellmaking, enchanting, repair/recharge, etc? I've been fiddling trying to disable the changes made by Supreme Magicka, Enhanced Economy etc. to get back to the intended OOO prices, but I don't know if it's working. I think I can manually set the prices as intended via Enhanced Economy, but cannot find what pricing scheme OOO uses for these services anywhere. E.G. I know Supreme Magicka tries to set the cost for player-made spells to be 5x their magicka cost, but after disabling Supreme Magicka and Enhanced Economy, I'm getting a 4x cost in-game and am not sure if that's correct, or some other setting mucking with it. Likewise, vanilla Oblivion sets the cost for weapon enchantments to 10x their magicka/charge cost, but after (attempting to) disabling Enhanced Economy's weapon enchanting settings, I'm getting a 120x cost which seems like an error (but maybe it is correct for OOO? I dunno...) The main things I'm trying to set back to OOO values (whatever those are) would be: Player enchantments Play-made spells Skill training Weapon repair / recharge Selling player-made potions Any help or examples of your own pricing you see in OOO would be greatly appreciated! :D
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