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Everything posted by xDarkAuthorx
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The Helgen sequence runs perfectly, but after Helgen, the game crashes all over the place. I'm sure I have a conflict or a load order problem, but I'm not 100% sure what mods are at fault. I only added a few new mods (like 3) and otherwise just updated my old ones. I was hoping someone here could look at my load order and point out anything obvious that I may have missed or just offer some advice. Also, I did make sure to start new games...I even deleted all my old saves. Skyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1HearthFires.esm=1Unofficial Hearthfire Patch.esp=1Dragonborn.esm=1Unofficial Dragonborn Patch.esp=1Falskaar.esm=1Wyrmstooth.esp=1ApachiiHair.esm=1JSwords.esm=1Armoury of Tamriel.esm=1SkyMoMod.esm=1SkyTEST-RealisticAnimals&Predators.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1Unofficial High Resolution Patch.esp=1TouringCarriages.esp=0Armoury of Tamriel Dragonborn.esp=1SkyUI.esp=1dD - Enhanced Blood Main.esp=1ERSO 30 - Better Enemy AI Falskaar patch.esp=1Chesko_WearableLantern.esp=0dD-Larger Splatter Size.esp=1Convenient Horses.esp=1Armoury of Tamriel Dawnguard.esp=1degradation.esp=0Armoury of Tamriel.esp=1Dragon Combat Overhaul.esp=1RealisticRoomRental.esp=0RealisticRoomRental-Basic.esp=03DNPC.esp=1Blaze Of Eventide.esp=1FalskaarDawnguard.esp=1Footprints.esp=1HearthfireMultiKid.esp=0HearthfireMultiKid_LastName.esp=0SkyTEST-RealisticAnimals&Predators-Dawnguard.esp=1UFO - Dawnguard AddOn.esp=1JaxonzRenamer.esp=1Hothtrooper44_Armor_Ecksstra.esp=1JaxonzEnhGrab.esp=1Monster Wars.esp=1Book Covers Skyrim.esp=1LearnAlchemyFromRecipes.esp=1Real Wildlife Skyrim 0.1.esp=0Skyrim Immersive Creatures.esp=1Cloaks - Dawnguard.esp=1Crafting300.esp=1Helgen Reborn.esp=1LC_BecomeJarlofIvarstead.esp=1BirdsHF.esp=1SkyTEST-RealisticAnimals&Predators.esp=1SkyTEST Integration Patches.esp=0Skytest Monster Mod.esp=1Armoury of Tamriel Smithing Perks Compatabilty Version.esp=1more plants all extra.esp=1ShezriesOldHroldan.esp=0Birdsofskyrim.esp=1Civil War Overhaul.esp=1DeadlyDragons.esp=1Immersive Weapons.esp=1ERSO 30 - Better Enemy AI Dawnguard&Dragonborn.esp=1RealShelter.esp=0RSPatch.esp=0Skyrim Immersive Creatures - DLC2.esp=1skyBirds - Airborne Perching Birds.esp=1HarvestOverhaul.esp=1RealisticNeedsandDiseases.esp=0RND_Dawnguard-Patch.esp=0RND_USKP-Patch.esp=0RND_Dragonborn-Patch.esp=0FalskaarRNDHotfix.esp=0WATER Falskaar.esp=1Hothtrooper44_ArmorCompilation.esp=1Economics of Skyrim.esp=1Economics of Skyrim - Dawnguard.esp=1EMCompViljaSkyrim.esp=1Inconsequential NPCs.esp=1EMViljaInSolstheimAddOn.esp=1Populated Dungeons Caves Ruins.esp=1HarvestOverhaul_skyBirds_v0.931_Patch.esp=1dD-DG-DB-MM-SiC EBT Patch.esp=1dD-DG-DB-MonsterMod EBT Patch.esp=1Skytest Immersive Creatures.esp=1Skytest Real Wildlife Skyrim.esp=0Skytest USKP.esp=1TheChoiceIsYours.esp=1Cloaks.esp=1Run For Your Lives.esp=1TheChoiceIsYours_Dragonborn.esp=1Thieves Guild Requirements.esp=0TradeBarter.esp=1wizDynamicThings.esp=1UFO - Ultimate Follower Overhaul.esp=1ACE Archery.esp=1Skippy's Book Overhaul.esp=1MidasSkyrim.esp=1Populated Forts Towers Places.esp=1SMIM-Merged-All.esp=0Populated Lands Roads Paths.esp=1RRR_3DNPC-Patch.esp=1Immersive Patrols II.esp=1HarvestOverhaulCreatures.esp=1HarvestOverhaulCreatures_RND_Animal_Loot_All_DLC.esp=0Populated Cities Towns Villages.esp=1JSwordsDistributionBalancePlugin.esp=1SkyTEST-RealisticAnimals&Predators-Dragonborn.esp=1ACE Melee.esp=1Chesko_Frostfall.esp=0Populated Skyrim Civil War.esp=1RND_HearthFires-Patch.esp=1RiverwoodHuntingCabin.esp=1CampingKitNorthernRanger.esp=0ACE Armor.esp=1WATER Plants.esp=1AV1Dragon_Lords.esp=1ACE Speech.esp=1ACE Smithing.esp=1CP Apple Trees.esp=1Gildergreen Regrown.esp=1ImpeREAL Empire - Unique Cities - Falkreath.esp=1Apocalypse - The Spell Package.esp=1Tundra Defense.esp=1Apocalypse - More Apocalypse.esp=1RND_AnimalLoot.esp=0Populated Skyrim Prisons Cells.esp=1TheChoiceIsYours_Dawnguard.esp=1Convenient Horse Herding.esp=0ACE Synergy.esp=1RGMsAlchemistsCompendium.esp=1Travelers Guide - Touring Carriages.esp=0ACE BYOG.esp=1ACE Magic.esp=1ACE Realistic Fighting.esp=1UFO - Heartfire AddOn.esp=1WATER DB.esp=1WATER DG.esp=1WATER.esp=1Alternate Start - Live Another Life.esp=1Bashed Patch, 0.esp=0ASIS-Dependency.esp=1ASIS.esp=1
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Possible Load Order Issue In Skyrim...Can't Solve It
xDarkAuthorx replied to xDarkAuthorx's topic in Skyrim's Skyrim LE
UPDATE: It turns out that the issue was not caused by WyrmsTooth. After some help from the chat room (thanks, Deapri!) I realized that the problem mod was actually Warzones. I don't know why removing WrymsTooth fixed it, but with Warzones gone, Wyrmstooth can be used again and I would much rather have that mod in the game. So, in case anyone with a similar load order has a similar problem, I thought I should update this. I am now using Immersive Patrols as a replacement for Warzones. -
[Help] CTD in Skyrim when pressing Esc, log report
xDarkAuthorx replied to rossboys12's topic in Skyrim's Skyrim LE
You ought to post your mod load order. -
I seem to be having a load order issue with the mod WyrmsTooth. Before I begin, I thought I would share my entire load order, as copied from the Nexus launcher. I would like to point out that the WyrmsTooth.esp is at the very bottom and I know perfectly well its not supposed to go there. I typed it into the list at the bottom because I am currently not able to play properly with the mod on. Its not in use right now. The Mod list/load order list is below: GameMode=Skyrim Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ApachiiHair.esm JSwords.esm Skyrim Immersive Creatures.esm SkyMoMod.esm SPIKE.esm WARZONES - Civil Unrest.esm HighResTexturePack02.esp HighResTexturePack03.esp Chesko_Frostfall.esp Economics of Skyrim.esp Economics of Skyrim - Dawnguard.esp AV1Dragon_Lords.esp BirdsHF.esp Birdsofskyrim.esp CP Apple Trees.esp skyBirds - Airborne Perching Birds.esp Skymo-Dawn.esp Convenient Horses.esp Footprints.esp SkyUI.esp Cloaks.esp Cloaks - Dawnguard.esp hothtrooper44_ArmorCompilation.esp JSwordsDistributionBalancePlugin.esp HarvestOverhaulDawnguardDragonborn.esp DeadlyDragons.esp Monster Wars.esp Convenient Horse Herding.esp Inconsequential NPCs.esp Tundra Defense.esp Immersive Weapons.esp SkyTEST-RealisticAnimals&Predators.esp SkyTEST-RealisticAnimals&Predators-Dawnguard.esp SkyTEST-RealisticAnimals&Predators-Dragonborn.esp wizDynamicThings.esp Helgen Reborn.esp ImpeREAL Empire - Unique Cities - Falkreath.esp CampingKitNorthernRanger.esp RealisticNeedsandDiseases.esp RND_Dawnguard-Patch.esp RND_HearthFires-Patch.esp RND_SkyMoMod-Patch.esp RND_Dragonborn-Patch.esp Apocalypse - The Spell Package.esp MidasSkyrim.esp ACE Realistic Fighting.esp DragonCombatOverhaulDragonborn.esp HighResTexturePack01.esp Crafting300.esp ACE BYOG.esp ACE Speech.esp ACE Archery.esp ACE Armor.esp ACE Magic.esp ACE Melee.esp ACE Smithing.esp ACE Synergy.esp UFO - Ultimate Follower Overhaul.esp UFO - Dawnguard AddOn.esp UFO - Heartfire AddOn.esp Blaze Of Eventide.esp ASIS-Dependency.esp ASIS.esp MergedPatch01.esp Wyrmstooth.esp Everything is placed roughly where BOSS places it. I moved a few things as per the instructions of the creators of the mods, but nothing major. BOSS places wyrmstooth somewhere around the middle of the list, I believe. Anyway, the issue really has nothing to do with the WyrmsTooth mod itself. With the mod in, I have an instant CTD right outside the Falkreath hold (right behind where you meet the dog for the Deadric quest). This CTD disappears when I remove WyrmsTooth (this was tested one at a time). Solutions I have tried: 1. I placed WyrmsTooth at the very top of the load order, under only the .esm files. When I reloaded my husbands game and fast traveled to Falkreath, the issue was still there. 2. I move Wyrmstooth to the very bottom of the load order, right under Blaze of Eventide. The issue was still there. 3. I took a risk and used Wyre Bash to turn Wyrmstooth into an ESM and loaded it right under Dragonborn. This worked! Sort of. The first few times I tried it, I could walk through the area, but if I hit the escape button it would CTD. After a couple of tries, it reverted back to just plain crashing. 4. I removed my bashed patch and merged patch for each of the previous strategies for some trials. 5. I rebuilt the bashed patch and merged patch and enabled them for some trials. 6. I ran everything through tes5edit more times than I could count, which turned up absolutely nothing. Everything seems to work perfectly fine, really. I would not have even known about this issue if my husband hadn't had to go that way (I'm the one in charge of all the modding). So, I'm completely lost. I would love to play with this mod, but I can't seem to get a setup where having it doesn't cause a crash in that area. Any help would be very much appreciated...I've already spent about 8 total hours trying to solve this. Thank you all, DA
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I'm not Christian, but its a good idea for a mod all the same! I could actually see it being quite fun to play and would certainly download it. Skyrims environment seems just right for it. That said, I don't think it will get made. Not because the idea isn't cool, but because its not so much a "mod" as it is an entirely different game running on Skyrims engine. It would require a HELL (pun, hehe) of a lot of work and scripts and texturing and animations and...pretty much a crap-ton of the some of the hardest stuff to do. The modders that are good enough to do it probably won't want to, especially since it really does appeal mostly to a smaller audience. Now, if anyone DID make it, that would be pretty cool. You should buy Skyrim for the PC anyway, just so you have access to all the other awesome mods.
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I'm pretty sure the intro has the wheels animated...and if watch the video above of a mount pulling a cart, the wheels are animated, so I don't see that as an issue.
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LE Alternative Start As a Helgen Citizen
xDarkAuthorx replied to fantasmeitor's topic in Skyrim's Mod Ideas
Ehh... this would be cool, but I see a few immersion issues. Namely, the game refers to your prisoner status several times through dialogue, especially early in the game. These strings would have to be altered or removed. If you don't care about immersion, though, than this wouldn't be a problem. Not that I'm going to make it. I probably couldn't. -
I've been screwing around with it as well. At this point though, I'm still trying to get the tetherhorsetocart script to actually work. No matter what I do, when I attach the horse to the cart, and then go into the game to ride the horse, the cart gets left behind. ~rolls eyes~. Yes, I realize a couple of people have already made that work, and I literally JUST downloaded one of the working mods to check out. What I WANT to do, is allow the drivers to drive you real time through Skyrim to your destinations. However, I would also like to include the ability for the drivers to stop at night at the nearest inn, rent a room, and set out again the next morning for people that have a Primary Needs mod. I would also like the drivers to stop the carriage when an enemy attacks it (this would be optional) but then they could leave the carriage and fight instead of getting pelted with arrows to death by bandits. And if the driver DOES die, I want the player to recieve an optional quest to return the carriage to a base in one of the cities, where a new driver will spawn. Here's the catch though, so you all don't get your hopes up: I'm pretty much a N00b. I did some very basic mods for Fallout 3, New Vegas and Oblivion, but its been a long time...and when I say basic I mean "basic". I have a very general idea of HOW to write scripts, but I've never written one. I also have a general idea how to quests, but again, I've never written one. I know how to modify AI packages, but never did anything extreme with them. So yeah, if I end up making this mod, it will very likely take me quite a while (I've got a six month old baby, too) and two, it probably won't be that great on the first release. So, hopefully, someone with more experience than me will get it completed first. But, all the same, I thought you guys might want to know that someone is, at least, screwing around with the mechanics of this. Just don't cross your fingers.
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I wrote TheNiceOne (the creator of Enhanced Economy for Oblivion) and he said that he will consider making an economy mod for Skyrim once he gets around to playing a bit more (he's been busy) and once the SKSE is up to the task. Apparently, for Oblvion, the OBSE team had to add features to accomodate his mod, but he seemed optimistic that they would be just as nice for Skyrims SKSE (its the same team). So, while its not like this mod is going to come out tomorrow, it very likely will come out in the future. I gave him a link to this thread, so he can look through here and see what people are asking for. So...yeah, thats pretty damn awesome!
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I was pissed that they took out the ability for weapons and armor to break from the start. Seriously. There is NO reason to pick up a weapon that is just lying around, even if it looks cool, because you'll never have to use it if you have a better one. Hell, in Oblivion, I had a mod that made silverware (forks and knives) viable but weak weapons...and I seriously miss having to use them in a pinch. Bring on the breaking!
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There was/is a mod that did exactly this for Oblivion, even includes different prices by city and a supply and demand system. It linked up perfectly with the Tamriel Travellers mod, too. Anyway, if it could be done with Oblivion, it could certainly be done with Skyrim. I'm tempted to try this myself (I have experience with modding from F03, New Vegas and Oblivion) but I'm still a relative N00b, so I don't think I could pull this off without seriously butchering it in the process to make it work...especially since a mod that literally creates a thriving in game economy with looters, traders and a real supply and demand system deserves to be excellent quality. I really hope one of the good modders picks this up. Wich I could remember who made the one for Oblivion, but I don't want to go check at the moment. When I find out, I'll give him a write and see if he's moved to Skyrim. If he has, maybe he'll take this on. Edit: It was TheNiceOne who made that mod. I'll write him and point him here.