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Everything posted by Billy1969
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Dance animation after Fus Ro Dah shout, which mod does this?
Billy1969 replied to Billy1969's topic in Skyrim's Skyrim SE
Found the culprit, for some reason, probably as a penalty for using the shout against immune ennemies, the mod Ultimate Shouts adds a strong stagger effect to the player after using Fus Ro Dah shout VoiceUnrelentingForceEffect03 (7F82F) if the target is immune to it. I mistook the stagger effect for a dance lol, I just removed that condition from it and now no more dancing. -
Crash on gameload after adding new records to plugin
Billy1969 replied to CarlosS4444's topic in Skyrim's Skyrim SE
Probably the newly created records are out of the espfe range, you can verify this if you load loot and look for your plugin in the list on the right side, if it contains such records loot will put a warning under the mod. Best thing to do is to convert the espfe back to esp to edit it, once your edits are done reconvert it to espfe. Keep in mind that mods with over 2048 new records don't fit in the espfe record space and will make the game crash on load or if it loads do bad things to your savegame. -
Dance animation after Fus Ro Dah shout, which mod does this?
Billy1969 replied to Billy1969's topic in Skyrim's Skyrim SE
Thank you very much for the help, going to check things out in SSE Edit this weekend and see if there's indeed an override there, if there is none it I was thinking it could also be a DAR mod that adds conditions for an animation to trigger, I also have a ton of those... and yes it only happens with the Fus Ro Dah shout, all the others work as intended with no added animation; thank the Divines lol -
I've been plagued for weeks now by a mod that adds a stupid dance animation after using the Fus Ro Dah shout and I can't seem to find which one it is, I have a load order of 2.5k mods and 25k+ animations so it's like looking for a needle in a haystack. While funny at first, the dance animation isn't funny at all when the remaining standing ennemies hammer me after a Fus Ro Dah shout while performing a stupid dance for several seconds so I want to get rid of it, anyone knows which mod it is?
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source or it didn't happen.
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I'm on SE 1.5.9 still and having lots of stacks and suspended scripts also since a few days, must be a mod that updated this last week but with a load order of 3476 mods in 2345 esp's almost impossible to find it, mine are no null stacks though it's p03tweaks that starts scanning thousands of npc related spells until the game grinds almost to a halt, I have two possible culprits in mind (a new mod I installed and an update of an existing one) but not going to name it or them before I'm absolutely sure, I'm about to test the updated one by rolling back to a previous version, if it's not that one then I'll remove and clean save the other one.... or it could be another mod altogether with my mod load I get an average of 10 mod updates /day through the nexus tracking system lol. EDIT: Found the cause of my problem and it was an unexpected one, turns out a perk from ordinator was causing it, overflowing cup which make it possible to overheal the player, this coupled to the auras from the buxom wench mod made my game drop frames and stacks every 3 seconds resulting in over 10000 suspended stacks. Now that is something different than your problem, looking at your screenshot from resaver I guess it's a dyndolod problem, sometimes dyndolod makes dozens of stacks and resaver gives a warning when opening the save file because of it, but they are never suspended like in your screenshot, perhaps something got corrupted or is missing or got overwrittten in the dyndolod ressources file forcing a loop ?
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I always wanted a Dovahcat, bacause there's a Dovahchicken and of course Dovahbear but cats are my favorite animals so yeah. There's a thief perk in Ordinator mod (In the pickpocket skill if I remember correctly) that gives you a trained rabbit that sniffs out interesting loot so kinda what your wrote for the cat companion in your post...
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Are your Morals Twisted in Skyrim?
Billy1969 replied to HedgehogMods31's topic in Skyrim's Skyrim SE
I play 4 types of characters, not only in skyrim but I did that in Morrowind and Oblivion also, and the Fallout games as well: 1) The goody two shoes (siding with the good factions, become a hero, vigilant of stendarr type or whatever (usually one playthrough) 2) The orderly evil character who pursues her own agenda and will sometimes do good if it fbenefits him/her somehow (usually more than one playthroughs) 3) The complete douchebag psycho who kills everyone who says something he/she doesn't like, poor windhelm lol (one partial playthrough because killed on sight almost everywhere and main quest borked) 4) the neutral gray character who choses his/her own path and generally reacts depending on his/her mood. (many playthroughs and my favorite) -
Thanks for the reply. I checked all my SKSE plugin logs and Papyrus log and everything seems to load fine, including AMOT. Since I use MO2 as a mod manager I can check for overwrites and one mod made an intentional change to an SKUI script since it makes it possible to load more MCM menus than default, more than 1000 instead of the limit of 120 which I had reached. So I disabled that mod but no go either, the MCM from AMOT loads fine but still no widget even in older saves. I'm probably missing something obvious as if AMOT wouldn't load properly I should have errors in the SKSE log. I also tried the setstage ski_configmanagerinstance 1 console command to force reload the MCM's but still no widget. I'm beginning to think the widget is there but off the visible screen limits. Somehow something must have changed it's position maybe, and even resetting it's position to default in the MCM somehow doesn't work, or I could be wrong at this time I'm really not sure anymore. Going to keep looking though and will post back if I find something. When you write a mod you installed has screwed with SKSE and broken it, did you get the same symptoms as I have, a vanished widget or did the MCM stop working or something else?
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Having a problem with the A Matter of Time widget that suddenly stopped showing up on screen. Worked for years and now it's gone. The MCM menu is still visible and I can change options but no change widget is still gone. The HUD mods I use are iHud, Less Intrusive HUD, MoreHUD and TrueHUD, and nothing changed in the configurations of those. I tried reinstalling AMOT in a clean save, no change. Loaded defaults, no change. Played around with the options in all my HUD mods, no change either. Loaded older saves widget still gone, loaded a very old save widget appears but dissapears again after half an hour of play or so.... Worse thing is I had the same occur many years ago on regular Skyrim and then I found a fix after a lot of searching, but alas I forgot all about it and I didn't take notes. Searching on the net yielded some people having the same problem, but no solution. Someone is bound to have encountered the same problem and fixed it, if that kind soul reads this please respond :)
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I searched for weeks why the dialogue with innkeepers and merchants disappeared and I thought I could kiss my level 55 necromancer goodbye :smile: I had no working saves as even my oldest had the bug, I only saw it when I was just level 55 and my oldest save I was level 46 but the bug had already occurred unnoticed by me...I clean my save folder every month. Turns out an update for a mod I use, 'autosleep for me now' triggered the bug, the author released a new update with a fixed script, but seems the saves where the bug is present are definitively out of order.... UNTIL you load your most recent save and let everything load (NFF, easy wheelmenu, various MCM, etc etc) and then 1) you open the console 2) type 'startquest dialoguegeneric' (without the quotes) 3) press enter 4) close the console 5) wait a minute or two, then make a fresh save 6) check your nearest innkeeper and or merchant and welcome your dialogues back :smile: You're welcome :smile:
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"What do have for sale" dialogue disappearing
Billy1969 replied to Colinpark's topic in Skyrim's Skyrim SE
Yes. I searched for weeks why the dialogue with innkeepers and merchants disappeared and I thought I could kiss my level 55 necromancer goodbye :) I had no working saves as even my oldest had the bug, I only saw it when I was just level 55 and my oldest save I was level 46 but the bug had already occurred unnoticed by me...I clean my save folder every month. Turns out an update for a mod I use, 'autosleep for me now' triggered the bug, the author released a new update with a fixed script, but seems the saves where the bug is present are definitively out of order.... UNTIL you load your most recent save and let everything load (NFF, easy wheelmenu, various MCM, etc etc) and then 1) you open the console 2) type 'startquest dialoguegeneric' (without the quotes) 3) press enter 4) close the console 5) wait a minute or two, then make a fresh save 6) check your nearest innkeeper and or merchant and welcome your dialogues back :) You're welcome :)- 1 reply
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In game "corrupt" saves that aren't when game reloaded
Billy1969 replied to Tetrol88's topic in Skyrim's Skyrim SE
Yes, that's the one, you can edit it with notepad. -
In game "corrupt" saves that aren't when game reloaded
Billy1969 replied to Tetrol88's topic in Skyrim's Skyrim SE
Not exactly, the AE versions are both 6.0.2 indeed, but the SE ones for game versions up to 1.5.97 aren't , here on Nexus ii still is 5.8.3 and that version doesn't support the higher number of file handlers in it's config file, for people still playing the old SE game and didn't update to AE 1.6.x game versions you need the one on Github labelled 6.0.2 -
In game "corrupt" saves that aren't when game reloaded
Billy1969 replied to Tetrol88's topic in Skyrim's Skyrim SE
I found a FIX! Well this fix is only valid for Skyrim SE on Windows 10 or 11, if you have another OS sorry you're out of luck and have to reduce your number of mods It took me quite a while to find the solution although we certainly are not the only two people having the same problem! If you look for "Skyrim false corruption bug" in google you will find a good number of people describing the same symptoms of corrupted saves and missing dialogue since 2011 when the original Skyrim first released. Now finding the problem was easy but finding a solution not so much. First we have to understand the cause of our problem: The cause is the use of a very large number of mods versus the Skyrim and Windows file handler limit. For Skyrim this means the maximum number of files the game can process simultaneously, these files are of course the .esm, esp, .esl files but also the .bsa, .nif, .dds and even sound files! Skyrim LE, SE and I guess also AE (not sure as I didn't upgrade) out of the box can only handle 512 file handlers maximum at a time! (Windows XP and Vista could also handle that number maximum.) While that number is fine for vanilla gameplay or a moderately modded game once you used a large number of mods (near the limit of 255 before the introduction of the .esl format) you broke that 512 file handler limit your game started to crap out, CTD's, massive frame drops and/or our false savegame corruption bug showed their ugly face. The only solution back then was to tone down the number of mods or start merging mods, pack a lot of stuff into BSA's etc etc Then with the release of Windows 7 and 8 Microsoft raised the maximum file handlers to 2048. Bethesda didn't patch Skyrim SE to do the same... they must have been busy with Freakout 76 or Creative thinking or something. Fortunately for us Aers released the SSE Engine Fixes mod which also raised the file handler limit to 2048! Yes I know, you and I and the other load order abusers since the advent of the esp-fe format broke that new limit yet again, and here we are again forced to merge, pack and God forbid reduce the number of mods we use... that's the conclusion I made after hours and hours of digging until I found one post on reddit which had nothing to do with Skyrim btw, where someone wrote 'with the introduction of Windows 10 Microsoft raised the file handler limit to 8192' Surely, putting 8192 in SSE Engine Fixes config file would not work would it? I tried, and it failed spectacularly... as I couldn't load any of my savegames, sigh. Then the next day when once again taking a look at the SSE Engine Fixes modpage, something caught my eye... the versions for AE and SE didn't match! while AE was at version 6.0.2, the one for SE still shows 5.8.3... Aers (who takes a break from modding I read somewhere) didn't update the SE one here on Nexus. Ok so hey let's type 'SSE engine Fixes Skyrim SE 6.0.2' in Google to see what gives and.... skip all the nexus links and then BAM! Aers put it up on his Github page! Get files 1 and 3 from here: https://github.com/aers/EngineFixesSkyrim64/releases/tag/6.0.2 Install them, put 8192 as value for MaxStdio and SaveGameMaxSize to true in the config file, launch your game and enjoy a more stable, bug free Skyrim with room for a few thousand mods more :dance: Warning! Almost forgot, before updating save your game in an interior cell in a fresh save as some of my saves in exteriors still wouldn't load properly, probably because I saved when the corruption bug had already kicked in. -
Does your game crash only in Labyrinthian or does it crash everywhere since you entered there? If it's the first option then you probably have a corrupted mesh inside Labyrinthian, you need to disable mods one by one who change or add something there, especially graphical mods and test until you find the mod that's causing the ctd, if it's a mod that adds or changes meshes then you can hide all meshes in MO2a and re-enable them by batches of five, once it starts crashing again then re-enable the last five one by one again until you find the corrupted mesh, once you found it you can run it through CAO and replace it inside the mod, or if it still crashes just keep it in hidden state inside MO2. If you don't use MO2 but NMM you can take a backup of data/meshes/architecture/labyrinthian and meshes folders of objects inside labyrinthian, to find out which ones you'll have to load your mods in xEdit and look for them in each of your mods affecting that zone, and do this procedure manually,inside the data folder, delete all the meshes inside and then restore them by batches of five from your backup until you find the faulty one. If you use Vortex I can't help you as I never used that mod manager, but I guess there must be a similar procedure possible. If it's the second option, then your savegame is probably growing too large, then you need engine fixes mod and enable large savegames inside it's ini file.
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Te mod in your load order causing the CTD with talking activators is this one: https://www.nexusmods.com/skyrimspecialedition/mods/41027?tab=bugs Had the same problem, took me a long time to find the culprit. You need to uninstall it, then load your game, save it, exit game, clean it with Fallrim Tools resaver, load it again and you're good to go.
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In game "corrupt" saves that aren't when game reloaded
Billy1969 replied to Tetrol88's topic in Skyrim's Skyrim SE
Having the exact same issue, and my game is also heavily modded (2500+), I think Skyrim has memory leak or memory attribution problems with such big load orders (even if I still have tons of RAM free), I noticed it happens more rapidly when i change locations fast, the game fills up my VRAM almost entirely (95% of a 3090 24GB lol, and no I don't play in 8K, it's 4K/2K), and then the symptoms you describe render the game unplayable due to missing npc dialogue and I have to restart the game entirely . I'm on 1.5.97 and I use all the engine fixes mods etc, would like to know a solution also... if there is one. -
Just a wild guess but check if there are sweetfx leftovers in your data folder, usually the sweetfx directory and/or some preset files and .dll files. If not you can try to install a random enb preset and then remove it with the tool described before. Edit: Or you can try to reinstall the latest enb you used manually, when you copy it's files to your game, windows will ask to overwrite the potential leftovers, note the file names. Then uninstall the enb plus the files you noted and then you should be completely rid of it.
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Widescreen 21:9 HUD problems
Billy1969 replied to Billy1969's topic in Fallout New Vegas's Mod Troubleshooting
Thank you dubious! sorry for the late response, turns out the problem was my own damn fault, as you indeed noticed I used the default fonts instead of the darn ones. I always back up everything and when transferring my game, savegames, mods and progress from my nas backup to my new PC I thought everything would work as intended but I forgot he launcher detected my new hardware and altered my .ini files, so I had to put the darn fonts back into them, now everyting is working great! -
So I got me a brand new computer with a ASUS 21:9 widescreen at 3440x1440 resolution and these last days I really struggle with making FNV run as it should. I arrived at the point where everything works as intended save one thing: The HUD (I use Asuka HUD and DarnUI) is way too big! I mean the fonts are really really big and take up a ridiculous ammount of space, this is also happening in the main menu, on the pipboy, terminals and so on. I'm using the darnui fonts here : [Fonts]sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fntsFontFile_2=Textures\Fonts\Monofonto_Large.fntsFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fntsFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fntsFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fntsFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fntsFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fntsFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fntsFontFile_9=Textures\Fonts\NVFont_Test.fnt everything else in the fnv ini files is adapted and working as it should in widescreen, the FOV, the scopes, the resolution etc etc, only these big fonts are killing me. I searched on several widescreen forums and with google but I'm either really tired and missing obvious stuff or there's nothing concrete to be found, if anyone has a fix or a solution please help out this old geezer :smile: thanks!
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The low activity on the forums less than a year after release are telling imo. Fo3 and vegas forums had much more traffic back then. And yes there are more mods for 4, but quality > quantity imo, some of the fo4 mods are really lacking to put it mildly. And let's just face it, fallout 4 is severely lacking as a game also, no matter how many mods they can't fix that. Unless you like playing bob the builder vs the sims play radiant stuff :)
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NVIDIA Pascal Driver Bug
Billy1969 replied to RoyBatterian's topic in Fallout New Vegas's Discussion
I hope they really solve it with the next driver release, as for now I'm still using the last working one but my new PC will have a 1080 on board so they better fix it soon, there's still a lot of fallout 3 and NV players around. -
Since Arena comprised the entire Tamriel continent, it would not only take an enormous amount of time to rebuild that one to today's standards but the game would ship on 6 DVD's lol.
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I have to admit I haven't visited beth.net in more than 6 or 7 weeks so my opinion is based on then, I'm happy to hear there are improvements. As for steam yeah, that was figuratively speaking comparing the plague to cholera lol