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medlirezor

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  1. It's not hosted here but this mod has been presenting me with graphical glitches, which I suspect is due to the use of MGE XE, and it happens with and without shaders. The mod is found here, but can also be found on mw.modhistory.com, and seem to be the same exact file (did not compare hashes). https://firefly.calislahn.com/ There's a bit of a glowy halo made of three planes built into most of the firefly models that cycles through a series of glowmap textures, built directly into the NIF. They render strangely as the textures look blown out and one can easily see the edges of the planes as a square with the nonemissive bits of the glowmap showing as a sort of grey rather than the expected transparency. From what I can tell in prodding around in the CS, on spawning the fireflies attach a light to themselves, and my observation shows that the ones with the strongest lightsources are the glitchiest, making the glowmap planes a solid white. Could somebody please help me understand what's going wrong and how I might go about fixing it? I've already tried removing the attached lights to no improvement and I tried ripping the glowmapped planes out. I gave that a hacky test run but it seems that they really need that glowmapped halo effect to be all that visible from any kind of distance. Screenshot examples: https://www.nexusmods.com/morrowind/images/6513 https://www.nexusmods.com/morrowind/images/6512
  2. I need help trying to determine which mod(s) are causing this... I've yet to notice it happening in settlements other than Sanctuary, but it also happens in Diamond City. Hostile turrets will spawn inside the settlement and Diamond City, and with DC it's often in some pretty odd places -- up in the DC Mayor's office lobby or by the mutfruit gardens/scoreboard, for example. Also for Diamond City, random wild animals will spawn inside the walls as well... you know how I said the Mayor's office? A pair of mutant hounds got up there, somehow. It's REALLY strange... and while it didn't happen too frequently in Sanctuary, it happens every couple minutes in Diamond City. Here's my load order for those willing to help me troubleshoot -- I'm gonna take a look at stuff in xEdit and the Creation Kit in the meantime to try and suss this out. Thanks to anyone in advance for any help provided! Note: the Personal Tweaks + Survival Patch ESP is a bunch of merged compatibility patches and handmade tweaks to get some otherwise conflicting or disparate stuff to work together (plus personal edits/tweaks). Please don't recommend compatibility patches unless you suspect that not having a specific patch may be causing my issue! # This file is used by Fallout4 to keep track of your downloaded content. # Please do not modify this file. *DLCRobot.esm *DLCworkshop01.esm *DLCworkshop02.esm *DLCCoast.esm *DLCworkshop03.esm *DLCNukaWorld.esm *Unofficial Fallout 4 Patch.esp *ArmorKeywords.esm *SettlementKeywords.esm *Arbitration - Resources.esm *TrueStormsFO4.esm *Homemaker.esm *Snap'n Build.esm *EthreonMasterPlan.esp *CROSS_CosmeticFramework.esm *AzarPonytailHairstyles.esp *Lots More Female Hairstyles.esp *Lots More Male Hairstyles.esp *Lots More Facial Hair.esp *AnS Wearable Backpacks and Pouches.esp *AnS Wearable Backpacks and Pouches - No Crafting Perks.esp *AnS Wearable Backpacks and Pouches - AWKCR.esp *Armorsmith Extended.esp *Armorsmith All DLCs Patch.esp *Armorsmith Hothtrooper44.esp *BetterJunkFences.esp *BetterSettlers.esp *BetterSettlersFarHarborPatch.esp *Binoculars AWKCR Merged.esp *Campsite.esp *CigaretteInMouth.esp *Clean Drifter Outfit.esp *colonialgeneral.esp *CraftableAnimationMarkers.esp *Craftable Armor Size.esp *Crafting Workbench.esp *Crafting Workbenches - Ammo.esp *Crafting Workbenches - Ammo Expanded.esp *Crafting Workbenches - Ammo Special.esp *Crafting Workbenches - Faction and Quest Requirements.esp *Crafting Workbenches - Junk Items.esp *Crafting Workbenches - Power Armor.esp *Crafting Workbenches - Automatron DLC.esp *CROSS_Uni_Scarf.esp *Eli_ArmourCollection.esp *DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp *DD_Michael_Faraday_Time_yo.esp *dinomore.esp *dinoshelf.esp *EferasShoulderBag.esp *Friffy_Holstered Weapons.esp *ImmersiveVendors.esp *ImprovedScavenging.esp *LegendaryModification.esp *LegendaryModification2LM.esp *LegendaryModification Combined - 2LM and DLC's.esp *Legendary Clothing Loot.esp *LightUp2.0Bent.esp *LivingInterior.esp *No Clipping Armor.esp *NukaRadBans.esp *NX Pro - Farm Core.esp *NX Pro - Farm Core - Far Harbor Patch.esp *OCDecorator.esp *OCDecorator - No Experience.esp *OCD FarHarborDLC.esp *Plywood.esp *Portable_Workshop_Enhanced.esp *SKE_OCD_Patch.esp *SchoolDeskObject.esp *SettlementGarageSale.esp *SettleObjExpandPack.esp *SettleObjExpandPack-SKPatch.esp *SettleObjExpandPack-AllLightShadowEnabler.esp *SLR.esp *Snap'n Build_all.esp *Snap'n Build v1.6 SK patch.esp *Survivalist Go-Bags_AE_AWKCR.esp *Tacoduck'sLoreFriendlyArmorPack.esp *Thematic and Practical.esp *Thematic and Practical - DLC.esp *This is MY Bed (Extended).esp *TrackerKnife.esp *WoodenPrefabsExtended.esp *VanillaExtensions.esp *VisibleWeapons.esp *X13_ScrapOTron.esp *InteriorsEnhanced-All-In-One.esp *UltraInteriorLighting.esp *TrueStormsFO4-FarHarbor.esp *TrueStormsFO4-NukaWorld-FH-Compat.esp *TrueStormsFO4-FarHarborExtraRads.esp *Vivid Weathers - FO4.esp *Vivid Weathers - FO4 - Spring.esp *Vivid Weathers - FO4 - Far Harbor.esp *WeatherSynergy-TruePriority-SM-x4.esp *WeatherSynergy-FarHarbor.esp *Darker Nights - Vivid Weathers.esp *Darker Nights - True Storms.esp *Darker Nights - Detection.esp *Reverb and Ambiance Overhaul.esp *Reverb and Ambiance Overhaul - Automatron.esp *Reverb and Ambiance Overhaul - Far Harbor.esp *Reverb and Ambiance Overhaul - Nuka World.esp *RAO - True Storms patch.esp *Adjustable UI Volume Sliders.esp *WET.esp *WET Murkier.esp *Arbitration - Recommended Core.esp *Arbitration - Automatron AI.esp *Arbitration - Button Lowered Weapons.esp *Arbitration - Reduced Reload Speed.esp *CCOFO4 - Traits and More Perks.esp *ColorfulSurvivalIcons.esp *dD-Enhanced Blood.esp *dD - Screen Blood Duration Long.esp *DeadBodyCollision.esp *Disable NPC Comments When Waiting for Player Input.esp *DV-Durable Vertibirds.esp *Grab and Eat.esp *Faster Terminal Displays (3x).esp *FO4Hotkeys.esp *Gas Masks of the Wasteland.esp *ImmersiveGenericDialogues.esp *Immersive Waiting.esp *Journal.esp *Journey.esp *LevelCapOptions.esp *Live Dismemberment - Liebermode.esp *Locky Bastard.esp *Mute_Player_Character_Voice_v0.1.esp *NoChameleonFlash.esp *PD_VisualReload.esp *PeopleAreStrangers.esp *Pip-Boy Flashlight.esp *QuickTrade.esp *Realistic Death Physics.esp *RespecHolotape.esp *CustomizableNeeds + RealisticAidSideEffects.esp *sdh_cn.esp *Search and Destroy - Lite.esp *Dynamic Music Overhaul.esp *Extra_Tracks_Classic.esp *ModdableRobotSettlers.esp *th1nkEyebot.esp *th1nkEyeBot-FarHarbor.esp *th1nkEyeBot-NukaWorld.esp *th1nkEyeBot-DLC03DLC04Addon.esp *mso_sms.esp *123NoGangForMe.esp *AtomCatGarage.esp *Believable Drumlin Diner (no turret).esp *BetterBostonAirport.esp *BrahminTrough1.esp *BTInteriors_Project.esp *BunkerHillRaidPatrol.esp *CommonwealthChooksAndBunnies.esp *CrimeTown.esp *DeadAirplane.esp *DiamondCityAutoClose.esp *DynamicInteriorFogRemoval.esp *FemsheppingsMegaSurgeryCenterRenovated.esp *FizzMT Settlement.esp *MilkThatBrahmin.esp *NEST_BUNKER_PROJECT.esp *Nuka World Bottle Fix.esp *PlaneWreck.esp *Plenty 'O' Exploration.esp *StumbleUponInteriors.esp *subwayrunnnerdynamiclighting.esp *TrainBar.esp *UFOCrashSite.esp *Vault81Etiquette.esp *Vault-Tec Historical Preservation Initiative.esp *WaterPumpDiamondCity.esp *EnclaveX02.esp *Tesla X01.esp *MMP4APA.esp *Consistent Power Armor Overhaul.esp *Some Assembly Required.esp *Atom Cats CPAO Patch.esp *More Power Armour Mods.esp *More Power Armour Mods - Automatron.esp *PAMAP.esp *PAMAP - MPAM - CPAO Patch.esp *FoodDriveFavorites.esp *CommChemExpanded.esp *LoreFriendlySurvivalChemsVIS.esp *Ephla's Unique Chems.esp *MojaveImports.esp *NukaColaClassic.esp *NukaColaClassic_DLC.esp *NewRecipesFH-VIS.esp *Paper Street Soap Co..esp *RealComics.esp *SalvageBeacons.esp *WastelandWoundCare.esp *Wastelander's Cookbook.esp *BetterCompanions.esp *ArmoredNick.esp *CompanionsGoHome_A.esp *CompanionGiveStuff.esp *EFF.esp *SettlerRenaming.esp *WAYN_CompanionTracking.esp *WAYN_CompanionTracking_Automatron.esp *You Talk Too Much.esp *Cheerful Butcher no items body parts chance 30 percent.esp *Hobo-Scavenger_A_VIS.esp *Fallout Loot Overhaul.esp *NX Pro - Farm Core - Fallout Loot Overhaul.esp *Homemaker F4LO Comp Patch.esp *WaterPurificationProject.esp *3DNPC_FO4.esp *3DNPC_FO4_DLC.esp *DiverseChildren.esp *Killable Children.esp *Killable Children - Far Harbor.esp *NeighborWatch.esp *FO4 NPCs Travel.esp *FO4 NPCs Travel - DLCCoast.esp *Glowing Animals Emit Light.esp *Penske Fertilizer Fix.esp *Orphans.esp *My_Minutemen.esp *RadiantBirdsv05.esp *Raider Children.esp *RaiderOverhaul.esp *Raider Overhaul - AE Patch-Restored Content-VIS.esp *RaiderOverhaul_PAMAP.esp *SuperMutantOverhaul.esp *WOTC.esp *Youth of the Commonwealth.esp *DECAYMOD.esp *BODY EXPLOSION - ANDREW SEARS.esp *AnimalSpawnOnDeadActorsMod - Andrew Sears.esp *WBO.esp *PlasmaArsenal.esp *M.D. Wolfe's Fusion and Fuel rebalance.esp *WeaponJamsV1.5.esp *Personal Tweaks + Survival Patch.esp
  3. Sorry to bump, but is there really nobody out there who can give me advice on this issue?
  4. I'm in a bit of a pickle here! I'm making a custom race mod for personal use that depends on the Argonian Raptor Feet mod. However the head is modded to be that of an orc and in order to not have the headgear look funky, I need to either switch the armor race to something other than argonian (bad idea as I'd lose the modded feet and boots) or create new armor race data specific to my race. Now if I actually understand how the armor race thing works, if I go with the second option I'd end up locking myself out of using a lot of armors added by mods unless I specifically make them compatible (and end up having a lot of masters for my race plugin...). Is this right, or is there a way to do this either just through some regular CK wizardry or would it have to be done via scripting?
  5. I kinda thought so, IsharaMeradin -- thanks for substantiating my hunch! I went an alternate route with helping myself though, in the form of completely disabling Bethesda's high-res texture pack esps in lieu of using an optimized version of it found on the Nexus, and then sifting through my textures and selectively reducing the resolution on some weapons, armors, architecture and such. Some clutter textures (and/or their normal maps) were way too huge for what they were (2048x2048 for quills, feathers and tankards? C'mon...), so that undoubtedly helped -- though I never pick them up, but they're common enough that their assets were likely still in-memory long after I was in the same cell as one. This allowed me to look at my horse's inventory again alongside my own, finally!
  6. It'd be stupid to count -- it's a lot! I try to keep it limited to what I might use and sell everything else off (and storing extra heavy stuff like crafting materieals on my horse using a mod), but this has made doing that hard as I can't just sweep a dungeon and loot most things without this happening. What I forgot to mention in the OP is that this didn't used to happen a few days ago, and now it happens very consistently if I don't keep an eye on what I take! The reason I thought of the full VRAM possibility is because I had applied a few texture packs in between, though most don't apply to inventory objects.
  7. I consistently get CTDs on trying to enter my inventory or containers. This didn't used to happen a few days ago with an even larger amount of items in my inventory, and now it happens very consistently if I don't keep an eye on what I take! However, I did do some troubleshooting -- first I enabled script error logging and purposefully crashed it by going into my inventory. This yielded no relevant errors. Next, I cleared my inventory through console commands and this allowed me to use my inventory without crashing. Seeing this, I reloaded the savegame from before clearing it, then wrote down the formIDs of my inventory's contents and cleared it again before adding back all of the items with the inventory open in the background as I was using the console. After many, many re-additions of my items it crashed. I loaded my unadultered savegame again and removed the item that it crashed on -- it didn't help. I decided to test further and remove enough items via the console to not cause a crash upon going into my inventory, then using a container. If there are many items in the container, I CTD again. So this leads me to believe that I either managed to max out my VRAM usage and Skyrim responded by just crashing or that I hit a logical upper limit to what I can have in my inventory. My game IS heavily modded, both in terms of plugins and texture mods however I tend to get get very few errors as I've cleaned dirty mods with TESIVEdit, created a bash patch and manage my load order with BOSS (manually ordering mods as needed). My framerate always stays quite good (very little stuttering, no very noticeable framerate drops) and before each crash, I see no clear evidence of nearly-full VRAM (purple/black textures or improper rendering of the normal/glow/parallax maps). Thanks in advance for any help you guys give!
  8. This occurs in both vanilla Fallout 3 cells and custom ones, and this issue has only arisen since adding a section of script that forces the NPC to play the proper animation that alters his body proportions, so improper navmeshes probably aren't the issue.
  9. I was tinkering with a companion mod I'm helping someone with in order to make a separate ESP override of it that work with Malo's Body Resize Mod and I finally got things to work perfectly... well, almost. In managing to make him stop defaulting to midget-size, I somehow broke how this companion executes his follow packages. Basically he'll follow me if I don't stray too far from him, but once I get about six yards away or so, he runs off in some random direction. He doesn't even try to path around things and usually spends most of the time running face-first into obstacles and then shifting direction slightly after a while. Even if I walk close to him again, he's too busy sprinting into stuff to resume his following. According to getCurrentAIPackage, he's still supposedly following me. I am soooo confused, please help. :blink:
  10. If you can target him in the console from that distance (clicking on him and seeing his name appear along with a hexadecimal number value called a ref ID in parentheses. Make sure you can see this before you type a command!), you can just target him and type "moveto player" to move him right next to you. If you can't target him at that distance (or there are other things in the way) you can find his refID another way. If you know how to use GECK, you can look up Charon's ref ID (or alternately you can find his refID on his page on The Vault Wiki) and target him by typing "prid" followed by his ref ID and then use the console to move him to you, since in the console you can't just type his name in and have it cooperate.
  11. Nope, that's not it at all. Thanks for trying to help though. :)
  12. I've got two weird issues that I've tried diagnosing to no avail... First, the Broken Steel issue... I am playing on a savegame that formerly had the continue-after-main-quest mod enabled, but I disabled it immediately before starting up Fallout 3 with Broken Steel installed for the first time. Basically after I run in and enter the code into the purifier, the ending bink videos play, and then once I regain control I'm still at the control panel in Project Purity, the airlock is open behind me and I can move around like in a separate savegame where I used the continue-after-MQ mod. Fiddling around in the console reveals that the quest to start Broken Steel has not been started like it should be. I did a quick look through FO3Edit and there is nothing that conflicts or overrides the script that runs at the end of the endingbinks quest, which is the quest that has the script to transition between the main quest and Broken Steel. That mod to allow playing past the MQ is not enabled (though formerly was many savegames back for the same character). Second, after upgrading both Mart's Mutant Mod and Fallout 3 Wanderer's Edition at the same time (probably a bad idea in the first place!), Fawkes is behaving veeeery oddly... every time I enter a new cell (load a savegame, move between cells, move from indoors to outdoors and vice versa, etc.), he acts as if he's in force-greet mode and runs up to me with his weapon out to greet me. I tried diagnosing this as well, and I see no weird conflicts or overrides through FO3Edit. It's interesting to note that I can force him into a follow package in-console, but trying to tell him to wait or go back to the Museum of History through dialogue doesn't work (but quest scripts CAN force him to go back to the museum). Here's my load order, even though FO3Edit claims that nothing major is wrong:
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