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Bugnexus7

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Everything posted by Bugnexus7

  1. "If I remove the cashedclasses.xml file will it mess up my game?" Absolutely not! I delete it every single time I add or remove a mod. As I said, PDT ( the save-clean tool) creates a new one if there isn't one present ( the new one will be accurate!), but the first time you run it without that file present it will take much longer for the tool to run. That is the whole point of the .xml file--to speed things up. If you wish to test all of this, simply run the tool. Then, delete the file and run it again on the same save--if that .xml file had garbage in it, you will see totally different results. Cheers, Bug
  2. If you are using flexcreators Save Scalpel to clean saves, there is something you should know. After the first time you run that application, it creates an .xml file that stores your load-order for quicker processing of later saves. This file is called "cashedclasses.xml" (yes, it IS misspelled), and is located in the same folder as the .exe for the tool. Now, if you later remove a mod but do not delete that .xml file, it will inject references to removed mods BACK INTO YOUR SAVE!! Flexcreator has acknowledged this as being an issue. The fix is easy--simply delete that file (another one will be created, an accurate one) and run the tool again. Bug PS: Footprints is wonky--everytime I put it in my load-order, I have issues with it. I eventually stopped trying to use it.
  3. "I've seen other posts saying that win10 + dx9 = 4gb cap." Boris has confirmed this. If you have more than 4GB VRAM, and use Windows 10, you WILL have issues. Only MIcrosoft can fix this. Yes, it sucks, but you're only recourse is to use 4GB or less VRAM...or go back to Windows 7. I intentionally turned OFF Windows update to prevent this silliness from affecting me, should M$ decide to push the same garbage out for Windows 7.
  4. Skyrim Flora Overhaul. Every single time I've included that mod in my loadout, I suffered from the same issue. Not sure what the problem is, but I usually run Tropical Skyrim now--very heavy GPU requirements-- and I do NOT have that problem anymore. SFO shouldn't be an issue on a high-end machine, yet for some reason always seems to be. I remove it, problems gone. Also, make sure you've got proper hyper-threading settings(skyrim.ini). Otherwise, you're not even using all of the potential of your CPU (for example, only using physical cores and ignoring the virtual cores most processors have these days). Not sure if you're using ENB, but with the amount of RAM you have, at least use the enbBoost functions to make all of that RAM accessible by Skyrim. Unless you've got Skyrim configured to BEST use your hardware, you're always going to have problems with mods requiring more resources than your machine can handle.
  5. Starfleet Technician: "So, Commander Fore, how exactly do you program the Holodeck to come up with so much stuff on-the-fly like that?" Commander Fore: "Program? We build that s#*! by HAND."
  6. I'm using BOTH--they work flawlessly together. FCO basically controls the frequency of random, idle voiced-dialog from followers. DFD adds a bunch of new dialog that was unused by Bethesda, but present in the game files. Result: A lot of talking. I'm still hearing lines I've never heard before. (I have FCO before DFD in my load order)
  7. I'm not sure if you're trying to make a mod, or simply trying to fix the issue ingame. While I cannot help if you are trying to make a mod, I can offer some advice for the situation you're experiencing. I use Tropical Skyrim which changes most of the trees ingame, and it OFTEN places the larger versions in places that are already tight squeezes--sometimes they completely block a path. While not "immersive", I use one of two methods to fix such an issue. Fix 1) Use Jaxonz Positioner Mod. Open the console and target the tree by single-left-clicking it. Make SURE that you have selected the correct item by looking at the text in the lower-right corner, and then type in "disable" (no quotes). If your tree disappears, you've selected the proper tree--now type "enable" to get it back. Close the console. Use the Numpad-Enter key to select the same item (tree) with Jaxonz Positioner (it will highlight blue) (Jaxonz will select the currently selected object in the console if you dont have an object in your cursor). You can now use the arrow keys to simply slide the tree around to a less obtrusive location. Hit Num-Enter again to lock it back down. This leaves the tree in the game, but relocated. This ONLY works for your game--starting a new game, the tree will be back in it's original, funky location. Fix 2) same as fix 1, but don't use Jaxonz Postioner. After using "disable" to verify you selected the correct object, type "markfordelete" to permanently remove the tree from your save. (Disable only removes the object until loading a save, markfordelete removes it from your save permanently but it will return on a new game) Trust me on this--You do NOT want to move the carriage. It is several objects, including an NPC. It is FAR easier to move the tree.
  8. In response to post #33294150. "While the physical can be the chip in the card, a USB stick, a physical key, A fingerprint or iris scan or ... a cel phone. There are others as well. Both MS & Google are working on a face recognition or voice recognition system that could be the second factor." ALL of which require the user(me) to provide yet MORE data. Not going to happen. Again, requiring us to provide MORE data to prevent the theft of data is illogical, especially when none of the data is guaranteed to be safe. Unless the Nexus is selling that data, I see no reason why they would WANT more user information--the more they have, the greater the potential risks, and thus the greater the obligation to protect it.
  9. Regarding Two-factor Authentication: I fail to see how tying a persons cellphone to their Nexus account will make data any safer. I see the opposite. Obviously, the Nexus database has already been hacked once, as has pretty much every large bank, government agency and most large, data-hungry websites. With two-factor authentication, hackers--should they get in again--will now have access to a phone number for a phone that can then lead them to even greater amounts of data, including GPS data that reveals the actual, physical location of the user. It also gives Nexus access to my phone number, something I am NOT comfortable with. Freely handing out data to prevent the theft of said data is illogical. Requiring users to use a device they may not own is illogical. Linking yet more data to a database that has already been hacked is illogical. All that being said, mandatory Two-Factor Authentication would be the end of my using the Nexus website. My two-cents.
  10. I'm more concerned that the content of this site has been taken over by marketing types and PR firms to "Get your name in the news" in any way possible, even if it's just a cigarette brand being added to the game. That's advertising folks, be it for cigarettes or some Internet "personality" that simply wants to jack up Google searches or tweet counts. I don't come to the Nexus for this crap, I come to the Nexus for creativity and the tools to build an Alternate Universe of my own. The LAST thing I want to see is Shia Labouf and his under-served Ego in ANY Alternate Universe.
  11. Realistic Ragdolls can be tricky during installation of mods. Depending on the mods you're running, you may have to over-write some Realistic Ragdolls files (Schlongs of Skyrim is a good example). To prevent issues, I've discovered that when installing mods it is best to install Realistic Ragdolls right after any DLC/USKP is installed and installing all other mods after Realistic Ragdolls, and allow any other mods installed to over-write Realistic Ragdolls files whenever asked to do so. I then let LOOT figure out the load order. I have yet to break anything doing this, and all of the effects that are expected of Realistic Ragdolls remain functional--Head-shot NPCs drop to the floor like a sack of potatoes, fireballs no longer launch my victims across the landscape, etc. Before I started doing this I had lots of problems with any mods that affected game physics, including the problem you describe (although it wasn't just me, it happened to NPCs as well) so I think your suspicions regarding Realistic Ragdolls are accurate.
  12. I tried the mod mentioned by EgoAlter and it never worked. I could activate the power, but my PC never moved. Tried it with Vilja (not surprised it didn't work on her), Selene Kate and several non-custom followers, all with the same result--it didn't work. Since the comments section for that mod has been disabled by moderators here on the Nexus (no idea why) there is no way to see if anyone else has had this problem, nor is there any way to diagnose the problem. Essentially, the mod is entirely unsupported on the Nexus and from my experience, non-functional. I suspect it would have more than 30 endorsements (it must be working for some people) if it worked consistently. I found comments "elsewhere", but none of them seem to address the issue that it doesn't seem to work. I remember I tried another mod several years ago (I just tried to find it again, to no avail) that worked as stated, but only did so for one game-load. In short, it worked for about 10 minutes then never functioned again, even after re-installing. Apparently it used a script that bugged out, then was baked into the save in that state, preventing it from working after a game re-load. Yay. The only way to make it work was cleaning out that script everytime you wanted to load a save. Not doable. What I would like to see is basically what is mentioned--a hotkey to target an NPC that forces the PC to follow it. Pretty basic. What I'd like to also see is a modification to the "I need you to do something for me..." dialog (the same response you get from holding down the "E" button while targeting a follower). The mod would simply differentiate between "Attack XXXX" when the PC has a weapon drawn, and "Follow XXXX" when the command is used without a weapon drawn, allowing me to tell a follower to follow any other target, for example my horse, another follower, or even shadow/stalk Nazeem. Or, if I am wielding a weapon, to attack the target. Ideally, all of these functions would be in one mod. Vilja has functions that force other followers to follow her, when told to do so in dialog. I suspect that this function could be borrowed (with permission, of course) and modified to work with the PC and other NPCs. In fact, the main reason I ever even looked for this sort of mod was to do exactly that--Follow Vilja while she leads me to one of her "Interesting Locations". I've yet to achieve that simple function. Alas, my skills are not up to the task.
  13. If you bypass the fight between the giant and the Companions (it never loads because you never got close enough to that location), sometimes the triggers that spawn the guards don't fire. I've had that battle fail to trigger (and thus the guards failed to trigger) by quickly running from Riverwood, over the hill and around the farms on the left side, reaching the Stable without ever going near Honningbrew Meadery. Looking back towards the farm, I noticed the giant battle had never started. Oddly, running back to Aela didn't trigger the battle--Her and her friends just stood about, no giant in sight. I reloaded a save and followed the road and everything worked fine. Not sure if you did this, but is a potential cause. I use Alternate Start and every play-through of mine begins in The Sleeping Giant, followed by a WALK to Whiterun, following the roads. I watch the giant battle, talk to Aela about the companions (yeah, whatever), and then wait for her to walk all the way into Whiterun, allowing time for her to open the gate with HER key. Weird uGrids settings will do strange things to the triggers for events like the giant battle, so I simply use the default uGrid settings. Altering the timescale can also effect some triggers--keep it at 20 (default) until you've spoken to most of the important people in Whiterun.
  14. I had the same problem in one playthrough. I never did fix it. But, I did figure out that it is a bug that is related to the start of the hearthfire content quest, as that is the moment I lost dialog with Siddgeir (level 9). So, in a later play-through I tried something and it seemed to solve the issue. I use a mod called "Timing is Everything" and it allows you to set level requirements for many quests. I simply set the Hearthfire quest to require level 50 before it would start (it normally starts at level 9). That way, I had completed all of Siddgeirs Vanilla quests before the Hearthfire quests ever triggered. Once I completed all of his quests I went back into the MCM for "Timing is Everything" and set the level requirement to one level higher than I was at that moment (level 39, I think). The Hearthfire quests fired off the next time I leveled, leaving Siddgeir with the expected, proper dialog options. I realize it is probably too late to fix a current save, but going back to a save at level 8--before the Hearthfires quests fired off--installing the mod I mentioned, and setting the quest to fire later on, might still be doable. Hope that helps. Ciao, Bug
  15. The "UnOfficial Skyrim Patch" places a "shrine" in the Shrine of Kynereth that the player can use to remove all effects. Most people use this mod, so most people should have access to this shrine. If you are having such issues--and use USKP--simply enter the Shrine of Kynareth in Whiterun, use the shrine that is placed in there by USKP (it is NOT the normal "Shrine of Kynareth", but a similar one that is labled differently). All effects attached to the player will be removed, and the player will be "refreshed", re-applying the correct buffs (racial, etc.). At this point you want to make sure you've removed any scripts that might have applied the effects in the first place. So, save the game after using the shrine. Then, use Script Scalpel on that save to remove "unattached instances" and load the resulting edited save, then save again. Rinse, repeat until Script-Scalpel shows no more "unattached instances". If all goes well, you should be permanently free of any effects from those items.
  16. Like many people, I occasionally have CTD's. I've pretty much gotten used to it. Again, like others, I use Script Scalpel to remove scripting errors from save files. A while back I discovered that there is a file created when first running Script Scalper (PDTWrapper) called "cashedclasses.xml" (not a typo) that flexcreator had his application create in order to speed the process--it does speed up things dramatically, but in an earlier post I pointed out that if you change your mod line-up, you can inadvertantly introduce script errors into edited saves if you do not first delete that .xml file. It somehow takes script classes listed in the .xml file and bakes them back into a save even if the mod that created the script no longer existed. The preventative fix is to simply delete that file, forcing PDTWrapper to create a new, up-to-date .xml file whenever a mod is uninstalled. Doing this solved several mystery-script errors I had. But this got me thinking. Could anything else be doing something similar--storing data about old game configurations--without me knowing about it, and causing problems further down the road? I discovered that many complex mods store configuration data, but none that appeared to make any difference in terms of crashes. None of them had erroneous data in them, nor did PDTWrapper find anything odd. But then I realized something that had up to this moment completely escaped my attention before--the Windows OS itself stores information in much the same way, not for configuration but for the same reason flexcreator did--to speed things up. Windows 7 does this with a "Pre-Fetch" system that essentially maps out all the files a program uses each time it runs, allowing the program to start much quicker. Now this is all theory on my part--simply because I have only a laymen's understanding of what Microsoft is doing with Pre-Fetch--but I have done some testing and had very positive results. My problem wasn't an unexpected one. I had played through the game making approx. a thousand saves, adding mods occasionally, removing a few as well. I then deleted all but the first 40 saves and loaded the last of those. Surprisingly--even though the load order was totally different at this point--the save actually loaded up, after warning me about missing mod data. A few MCM menus installed when I loaded the save, indicating mods I had installed much later than this save was created were loading for the first time. I then waited three days ingame and saved again. I ran PDTWrapper and found a bunch of expected unattached instances and such, cleaned them all up, and exited creating an edited, cleaned save. It refused to load. Ever. Even loading my previous uneditted save, then trying to load the editted one from there didn't work. No matter what I did, I could not get this save to load. While mulling over what to do about it, the thought about Windows Pre-Fetch occured to me. So I did some digging around the Windows directory and found the prefetch folder. It was full of a bunch of stuff, but mostly .PF files for every application I had ever run on my machine, including ones no longer installed. Seems Windows never cleans this folder out, but simply over-writes older versions--MAYBE. Everytime an application runs, Windows creates a file for it, and there they were--one for SKSE loader, one for ENBHOST, one for TESV and a bunch of others. Backing up these .pf files elsewhere, I deleted them ALL. With that same folder still open on my seconday monitor screen, I fired up Skyrim and watched as Windows created new .PF files for all the applications that Skyrim uses, popping them into this folder the moment the application started. Once I fired up Skyrim, I loaded my save first try. After twenty attempts, or so, and failing, the only thing I did different was delete those .PF files, and it worked flawlessly, over and over. Not a single crash. So, all of that Wall-of-Text means this--If you are experiencing an unexplained CTD while loading a save, try deleteing the .PF files (AND ONLY THEM!!!) from C:\Windows\Prefetch and loading your save again. I would love for some feedback on this--especially someone with a better understanding of Windows Prefetch than I. I suspect that the prefetch files have file paths baked into them that lead to files that no longer exist (removed mod files), somehow sowing chaos within Skyrim. Discuss.
  17. Glad I could help! Happy Skyrimming!
  18. You do NOT need Hi-AlgoBoost on that machine--Having it installed will cause more problems that it will address. Remove it entirely and go from there. I have a similar machine (Windows 7 though) and only 4GB of video RAM and have no need for Hi-Algo Boost, so you shouldn't either. It essentially lowers FPS dynamically based on combat state and panning rate ( when you are turning the camera! )--you're machine is QUITE capable of high FPS during combat without it. It sounds to me like you are experiencing exactly what Hi-Algo Boost is supposed to do, so ditch it if you don't like the effects. Beside, it is intended for use by people with low-end computers that still wish to load up a bunch of graphics mods--you sir, do not have a low-end computer.
  19. I was having similar issues to some in this thread and thought I'd post my findings as I see quite a few people are using PDT to clean saves and having similar issues to what I was experiencing. I came to the forums specifically to see if anyone else was having the same issues. Rather than re-post everything I already posted in the comments section for PDT (Savegame Script Scalpel), I'll simply direct you to the comments section there where you will find a recent post by myself that explains the problem I was having, and the FIX. Please do not take this as me disparaging Savegame Script Scalpel in any way--I think it is a fantastic tool and I highly recommend it. http://www.nexusmods.com/skyrim/mods/53045/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D53045%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1608508&pUp=1
  20. There are a few fixes for this around the internet (including the IN-DEPTH sticky-post at the top of this forum), but the easiest way is if you are already using the Unofficial Skyrim Patch(USKP). If you ARE already using USKP, then just head to Whiterun and go into the Temple of Kynareth. On the tables along the wall are shrines placed there by USKP--these shrines are there specifically to rinse away these "stuck" physical effects applied to the player. Good luck!
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