Jump to content

cloudedtruth

Premium Member
  • Posts

    123
  • Joined

  • Last visited

Everything posted by cloudedtruth

  1. Glad to help and I hope that's all you needed to do to fix the crashes!
  2. Hmm, well I'm just surprised that LOOT is giving you that load order because many mods are simply not placed correctly. You said you recently re-installed skyrim, did you also re-install LOOT as well? I would do that if you have not done so already. You've probably heard this before but I highly recommend Mod Organizer for managing mods. You don't have to worry about mod B permanently overwriting some files from mod A, as MO keep all files from each mod separate and only loads the files with higher priority. I can understand if you want to keep manually managing mods, if that's what you prefer then keep doing so.
  3. Well you're using JK's Skyrim with Immersive Citizens and the two are not compatible. I haven't tried running the two together or look at their conflicts so I'm not sure if it's enough to cause crashes but it might be. Take a look at this article for incompatible mods with Immersive Citizens. For your load order, when you said "sorted by LOOT at first and then manually resorted by me" which plugins did you resort? Also, have you cleaned your mods (master files in particular) with TES5Edit?
  4. Well, if the mods listed are in order of priority, I see problems already. First off, Alternate Start should always be at the very bottom of your load order only above bashed patches and other compiled/compatible patches. On the same note, Dual Sheath Redux Patch and your bashed patch are both way too high up as well, they should at the bottom of your load order as well. LOOT should not have given you that load order, unless you've manually edited metadata or moved mods around afterwards. Which mod manager are you using, if any, to manage your mods? For SKSE, have you manually created the skse.ini file with the correct memory allocation?
  5. You actually don't need to install SSME with newer versions of SKSE as it has built in support for the memory fix that you create manually. There's a really quick and simple explanation for how to do this from the STEP page here. Since you've already got SKSE installed, you can skip straight to step 3 (the last one). You can still use SSME if you want, but there's no benefit to doing so as you can manually apply the same fixes in just a few seconds.
  6. It's not always clear exactly how to order mods on the left side of MO, but checking the "conflicts" tab for mods in question, it can show you which mods are possibly being overwritten that shouldn't be. Sometimes MO will give you an error when it recognizes possible critical conflicts with mods on the left side, but not always. The memory issue has been mentioned above, you should have most likely setup the skse.ini file with additional memory configurations when following the STEP guide, but if you missed that or it wasn't included, it can be found here. And making sure you have that correctly setup is very important for a more stable game. (Usually fixes most random CTDs, but only if it's memory related) I can't say for sure about Immersive Patrols or Civil War Overhaul as I don't use either of them, all I know is other users have had a more stable game after uninstalling one or both of those mods but I can't guarantee that you'll have the same results. If you only ever crash near Riverwood and never anywhere else, you could load your plugins into TES5Edit and look and see which plugins make changes to that part in the world. Another way to troubleshoot is to start uninstalling mods one by one, and load the game each time you uninstall one to test for stability. You don't have to start a new game either, just simply uninstall the first mod in question, load the game and the main menu screen, open the console and type: coc whiterun This will place you near honningbrew meadery and you can run to riverwood from there and see if you crash or even use the command: coc riverwood Which will take you straight there instead.
  7. For MO, your left list and right list are both important to get correct. While the right side has the load order that the game loads your mods, the left side has the order in which all the resources in your mods gets loaded. So, you need to make sure that the left side has the correct order for loading the resources. This can cause issues in game if this is out of order, even though the load order on the right may be correct. Sorry if you already knew this, I just wanted to be sure in case you didn't. As far as mods go, the two that jump out to me the most for causing possible issues are Immersive Patrols, and Civil War Overhaul. Those two are known to cause possible issues with other mods. You've also got a lot of town and city overhaul mods, I'd just double check to make sure that they're all compatible as well as check with Sounds of Skyrim and Immersive Sounds to ensure you're not running into any critical conflicts there.
  8. If you're using Mod Organizer follow the steps here to setup the skse.ini file. If you're using NMM, navigate to the SKSE folder located at, Skyrim\Data\SKSE If there is not a SKSE folder there, create one. Then open the SKSE folder and right-click and choose the option to create a new text document and name it, skse.ini You may be prompted by windows about the file extension, just choose the option that confirms you want this extension for the file and don't let windows change it. Make sure the new file is called skse.ini, and then open it up. Now, copy and paste the following lines: [General]ClearInvalidRegistrations=1 [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 Click save, and close the file. Launch Skyrim and see if this helps, and if you did not have this before then it most certainly fix CTD due to lack of memory (usually the random CTDs). To ensure that this is working you can install Memory Blocks Log which will give a simple log file when you run the game that shows the memory allocation for the memory blocks.If Block 1 has 512MB and Block 2 has 256MB then you've setup the skse.ini correctly.
  9. Double check to ensure that both the right and left side of MO are correct in terms of mod priority and load order. A few possible causes: 1. You're using Immersive Citizens - AI Overhaul (IC), when starting a new game or loading a save for the first time with the mod installed, it can take a very, very, very long time load. You may load as fast as 30 seconds or it could take you more than 10 minutes, you just have to wait. Once you load a save that has IC installed though, your loading times should go back to normal (mine do). -Also, check the IC page for a compatibility article as there are lots of mods that conflict with IC. 2. If you're using a skeleton, like XPMSE, make sure you have RaceMenu updated to v3.2.2 to avoid crashes when loading saves due to a NiOverride conflict. 3. Possible conflicts with Landscape Transition Texture Fix ([JmV] LTTF.esp) and Hearthfires.esm. I don't know enough about LTTF to give a definitive answer that it causes problems, but if it does make landscape edits to the world then my guess is that you would have serious conflicts with other landscape mods, town or city mods, possible conflicts with corrected navmeshes, and probably other issues too. There could be other issues behind you're problem but those are what jumped out to me.
  10. I'm assuming you're using CBBE since you have RaceMenuMorphsCBBE in your load order. CBBE (and other make-up mods) add what's called custom tintmasks, and these tintmasks are for things like, lip color, eye liner, eye shadow, etc. The problem is, the CK doesn't work well with custom tintmasks when you're creating or editing a character. If you're using custom tintmasks while creating a character in the CK, often times you'll find what you've already come across, mis-colored foreheads. As far as I understand, sometimes the CK doesn't know where to put custom tintmasks that it doesn't recognize so it ends up putting those make-up colors on the characters forehead since it doesn't know what to do with it. Here's the folder path that causing the issue: textures/actors/character/character assets/tintmasks/ To prevent this from happening here's what you can do, For MO: The simplest way to create a brand new un-modded profile for creating characters, this way you avoid the CK loading any custom tintmasks. -Alternatively, you can follow the same option for NMM described below but you'll have to go through each mod to see if it has a tintmasks folder. For NMM: navigate to, Skyrim/Data/textures/actors/character/character assests/tintmasks From there, either rename the tintmasks folder or copy and paste it to another location (outside Skyrim folder to be safe) and delete the original. Then, do your character creating/editing in the CK and when you're done, simply move the tintmasks folder back to where it originally was or change its name back. Try this and see if it helps.
  11. Try this and see if it works. Open the modify executables tab (icon with the two gears) and find LOOT, in the box "arguments" type this: --single-process This should bring up the LOOT screen now when running it through MO, however it does decrease the quality of the text in LOOT but you will still be able to read the words just fine.
  12. I'm no papyrus expert but I can tell you that the first part of the log is normal, all those "does not exist or isn't currently loaded" errors will not cause issues as long as those plugins are not required. Random CTDs are often caused by lack of memory, or sometimes due to mod conflicts. For the memory, do you have the skse.ini file setup? For the mods, what jumps out right away to me is that you're using Immersive Citizens with a known incompatible mod, JK's Skyrim. Also mods like Immersive Patrols and Equipping Overhaul can sometimes be the cause of problems due to conflicts with other mods. I don't use Random Alternate Start so I've got no idea in terms of placement in the load order, but I do know that Alternate Start - LAL does need to be placed at the very bottom, only above merges and patches, so I would worry that Random Alternate Start is up too high in the load order but again, I don't use it so I'm not sure.
  13. To be clear, LOOT doesn't retrieve missing master files, it simply informs you that you're missing any if that's the case. After running LOOT, any mod that has red warning line just below it usually means it's a missing master but there will be information displayed there for why the warning showed up. You will still need to download and install any master file that you are missing if you want to use the mod that requires those files.
  14. CTD on start-up, usually caused by a missing master file (.esm). Get LOOT to help you figure out which master files you're missing and also get your load order sorted. If you're using MO, I still recommend running the executable through MO, not the LOOT that's built into MO. Stuck in T-Pose can be from not running FNIS when installing/uninstalling animations. If you want to use the animation pack from xp32, make sure the correct patches are ticked in the FNIS generator when running it. As far as First Person mods go, I've never used them before so I don't know what to tell you other than don't change FP mods between saves in a playthrough. I'd recommend starting a new game whenever you want to change FP mods, or load a save that never had ANY FP mods installed.
  15. SOS (Not Sounds of Skyrim, the other SOS) is a known culprit of causing the opening cart ride to mess up, often violently too as you found out. Just don't choose the vanilla start with LAL, you can choose the "camping in the woods" option and you'll get placed about a 30 second walk from the gates of helgen.
  16. Not all mods contain a plugin. If I look at one of my Mod Organizer profiles, I have 182 mods that are being loaded when I load the game, but only 128 plugins (.esp & .esm files). Some types of mods are more likely to not include a plugin than others, and if you want to check if a particular mod has a plugin, you can simply click on the magnifying glass icon next to file name on the mods download page. That will bring up all files contained in the download, including the plugin file if there is one. Checking this way doesn't require you to download the mod. There are lots of ways to check if you've already downloaded the mod, opening the archive is probably the fastest, but here's a couple of other ways to check. If you're using MO as your mod manager, double-click the file name in Mod Organizer and click the tab "optional esp." to see if any plugins exist. If you're using NMM, you can navigate to the data folder and see if a plugin that has a name similar to the mod name exists there. There might be an easier way to check with NMM, but it's been a long time since I've used it so I can't think of another way, sorry.
  17. Since all the plugins have the "missing master file" flag, it's probably the same one that they all need, Skyrim.esm (and Update.esm for some). I don't see Skyrim.esm or Update.esm in the list of plugins on the right-side of MO. You won't see those two files in the left-side (unlike the other DLC), but if you're running the game through MO, Skyrim.esm and Update.esm should be shown on the right-side in the list of plugins.
  18. If you have completely cleaned your Skyrim folder, and restored from 100% vanilla backup, Mod Organizer won't be there unless you've re-installed it. Also, what problems are you having that you need to deactivate ALL your mods for? I know you've already re-installed, or begun to re-install, MO but what was the original reason that was causing you remove all mods, you simply said the problem began once you deactivated mods and cleaned the Skyrim folder.
  19. Yes, you do need to clean your master files and other plugins. Reason is, cleaning your mods removes access records that you don't need (Identical To Master records, ITM) and correctly un-deletes and disables references (UDR) so that mods do not to accidentally reference something that has been deleted, which will usually cause your game to crash. For the Unofficial Skyrim Patch, make sure it's activated in your load order and if it is, try re-installing it again and then LOOT. Also, you're using XPMS 1.94 with HDT. You need to be using XPMSE for HDT support. It's located on the same download page and is currently on v2.82 as the main file. Do keep in mind the requirements for XPMSE, scroll down on the description page until you find the section, "Groovtama's XPMS Extended" and look at "requirements". Always, always, always, run FNIS generator when installing any animation mods. Even if you're not sure, it's a good habit to run FNIS every time you install any new mod, just to be sure.
  20. So, when you look at the save you're trying to load in MO, it doesn't tell you that you're missing any plugins? Also, did you clean your master files after creating the save that you're trying to load? Do check the Skyrim folder for mods that require files to be there, like ENB, but you don't have the mod loaded that uses those files. Even without correct ini's and mod activated, ENB shouldn't crash your game. Are you using the same profile for trying to load both vanilla and modded saves? Try creating a new unmodded profile, and start a new game or coc from the main menu and see if you still crash.
  21. OK, unless you know where a mod should be placed in your load order relative to others, don't alter the load order that LOOT gives you. Alternate Start is way to far up your load order, it should be at the very bottom only above things like, LAL patches and bashed patches. Double check your VRAM for the ENB (VideoMemorySizeMB) to ensure that the value is within what your system has. If you have 6GB of VRAM then you most likely have 10240MB available for total graphics memory, when combined with your SRAM. Even so, you could try setting that value to something like, 8192MB which is still plenty of VRAM for the ENB.
  22. Are you using MO? If you are, run the FNIS generator and de-install creatures, then completely remove FNIS creatures and re-install it again. Don't just untick the mod, completely remove it. After you re-downloaded and installed it again, run the generator and make sure it reads AND generates creature files, then check to see if creatures are behaving normally in game.
  23. Well, there are several thing you can do here. The simplest attempt for possibly stopping CTD in RaceMenu is not install ApachiiHairFemales until after you've escaped helgen. Find a small, empty/low populated interior building, make 2 saves files, install ApachiiHairFemales on the newest save file and load the game. Type: showracemenu , in the console and begin going through all the hairs. If the games still crashes, you can uninstall ApachiiHairFemales and delete the newest save and load the previous one so you still have a clean game. I'm assuming since you're using RaceMenu mod, that you have SKSE installed. Have you created the skse.ini file to give the memory blocks more memory? You could also try using a mod like Alternate Start, which places you in an interior cell to begin with, instead of outdoors.
  24. Have you used TES5Edit to clean your master files, or other dirty mods? Also, just go back and make sure you're not running two mods that will cause critical conflicts that could result in a crash. One thing I notice, you're using USKP and Cloaks but don't appear to have the Cloaks - USKP Patch.esp enabled in your list of plugins. You may have combined it with another patch, if so, then never mind about that.
×
×
  • Create New...