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StarTrekManiac2

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    Red Dead Redemption 2

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  1. OK found it - xLODGen generation was the culprit. This is how I fixed it: Extracted the .BSA's from the map mod (I'm using A Quality World Map - Paper) and kept them loose. Moved it to the very bottom of my install order in MO2 - after xLODGen but before DynDOLOD - to ensure that the mod's files do not get replaced by xLODGen.I still have some small icon problems with it (the icons float around the position they are meant for), but they aren't much of a problem in my opinion as long as they can be interacted with just fine.
  2. So I've spent the last week or so putting together a roughly 600-plugin mod-list together, and I'm pretty much in the testing phase. Most things so far seem to be working great and I was seriously expecting more noticeable issues from the get-go than what I got. However one major issue that I do have is giving me a bit of a headache trying to work around it. So basically, when I open the world map, I get this weird result (no map whatsoever, but icons and a sky). I've tried alternating between the Paper version of A Quality World Map, as well as Paper Maps SE, both of which produce similar results or worse (e.g. the map.swf SkyUI error for the latter). Any ideas on how to fix it would be great. I'm using MO2 and I suspect load and install order are playing a part, that or I'm using an incompatible mod which produces no warnings but I've obviously overlooked it by mistake. I've attached a .CSV file of my MO2 install order, as well as my load order NSFW WARNING - A handful of NSFW mods are named in these files
  3. So one of the things that I like in open world games is the attention to detail - what the NPC's go off and do throughout their day, specifically. For example in FO4, the synths in the institute go off and perform maintenance on access panels, settlers like Sturges hammers away on a wall or two in Sanctuary, and many NPC's across the commonwealth are writing on their clipboards. So essentially, I'd like to request a mod that will one day let you pick and play as many as possible animations that the vanilla game allows. Yes I know there are sources out there to play many animations, but the lists are incomplete and require console commands, which are fine but require you to remember and lookup the animation names.
  4. Haha indeed - it always pains me when others dont explain or rush over any details. :laugh: :laugh:
  5. FIXED !! Here's the ordered steps i took: Uninstalled Schlongs of Skyrim SE Uninstalled Tempered Skins for Males SE (SOS version) available here. Uninstalled XPMSE. Installed SoS SE again. Installed Tempered Skins again. Installed XPMSE again. Tested - working. No issues in racemenu either - I can adjust the schlong sliders and such and undress without further CTD's.
  6. OK so I can confirm after thorough testing (10 activated plugins per test) that it is in fact Schlongs of Skyrim that is the culprit. Whether or not LE mods will cause CTD's or bugs later is yet to be determined, but for sure they are not the problem at this time. Before I attempt to re-install it (and other mods that override, such as body meshes or XMPSE), I am hoping someone can help me understand the outputted Papyrus Log when the CTD occurs. papyrus.0.log
  7. Hmm.... I do have some, but I thought some were meant to be compatible. For example I'm using some of RefurbMadness' male armors for LE. RefurbMadness (RM) herself stated how to convert her LE Male armors to SE by using SSE Nif Optimizer, and then loading and resaving the plugins in the CK. Also, as per Step 1 of my OP, the aMidianBorn Skyforge Weapons mod was still activated when I ran the test. I got into the game fine with it active. There may be 1 or 2 other LE mods that I cant remember off by heart, but typically I avoided LE as much as possible after those mods. Indeed, they or any other could be the culprit and I'll have to test with and without them tomorrow when I'm back to my gaming PC.
  8. So I've spent several hours modding up my game as carefully as I can, following the installing order of this guide. Initially, my issue was with SexLab Defeat SE having an incompatible animation behavioural file for SSE. This would cause the game from preventing to start up whatsoever.Fixed by uninstalling the mod, allowing the game to go into the main menu without issue. Here is my current load order. My current issue, now, is that I get a CTD upon starting a new game (I have no saved game to load for testing). After unchecking the latter 50% of plugins (starting from Schlongs of Skyrim onwards) in NMM, the issue was lifted, and the cart to Helgen sequence loaded without bugs or crashes. This led me to think that Alternate Start may have been the culprit. After checking the Alternate Start plugins to on, but leaving the rest of the plugins unchanged, I get a CTD during the new game loading screen. This confirmed the issue... or so I thought. After checking ALL mods EXCEPT the Alternate Start plugins (and their patches/addons) to on, I get a CTD during the new game loading screen again. Now I'm stuck - could it be Alternate Start in conjunction with one or two other mods causing separate issues at the same point in time? LOOT gives me no errors of any kind, as all dependencies are set up as the mods expect, and I'm not really sure how else I can go about it other than testing one mod at a time for the next 100+ mods (I'm nearly at 220).
  9. Ah! I managed to fix the start up issue. I did some LOOT-scanning of some of the messages from the mod order and did some minor patching for some mods. These were, however, just cosmetic (ie fixing grass clipping for a village overhaul, like JK Skyrim and Verdant Grass), and would not be the culprits for the crash. Testing confirmed this - the game still would not load. Then, I re-ran FNIS and appeared to have missed a specific FNIS warning! FNIS detected that a 'behavior.hkx' file for the Skyrim SE conversion of SexLab Defeat is for some reason not compatible with SSE yet. Uninstalling this mod fixed that. It's funny - I've never had a mod make the game completely unable to start up before. Sure, a crash at the main menu sounds like it would have been more likely, but hey-ho. HOWEVER Now I get a CTD upon starting a new game (I have no game to load). My updated load order is:
  10. So I've spent several hours modding up my game as carefully as I can, following the installing order of this guide. For about 75% of the modding I performed, the game would work. However, after installing the SexLab/SoS ('Body Mods' section in the aforementioned guide doesn't include this stuff), I kind of.. well... got inpatient and stopped testing. So once I had finished installing SexLab and SoS, I tested the game and it appeared to be running fine. After that point, I didn't test until I finished following the mods I wanted to install via the guide. Now, though, with a number of mods installed since that section and completing my setup of a modded Skyrim, I cannot start Skyrim SE. What happens? Well, it shows up on Steam as though the game is running (green text). Given about 30 seconds or so, nothing happens, then Steam shows the game has stopped running (white text). Starting via SKSE64 or with the launcher itself doesn't work. I would VERY MUCH rather not disable all my mods because it's a complex, long and tedious setup to enable in the right order once again. Below is my load order:
  11. I am unsure of the possibility of this, but one of the biggest irks I have is weapon positioning at the waist. Weapons just look like they float and XPMSE can only help you do so much, but the end result doesn't really change. It gets even more annoying when the weapon already has a scabbard, causing some really nice weapons to look like their scabbards are attached to you by telekinetic magic. So why hasn't this been resolved? Having a standard waist belt with a sizable enough gap for most 1 handed swords or axes on one side would be ideal. Let's look at, say Assassins Creed Rogue, in which the protagonist has a crossing pair of straps for the sword to 'sheath' into (seen below). Naturally clipping will occur depending on various setups (bodies, armors, weapons), but having a basic belt could begin as a resource for other modders so that they can build compatibility patches. Maybe this isn't possible, or too much of a challenge, but it'd become a must have for me and I'm sure for many others.
  12. The layouts MUST be made optional. Guaranteed a big loss of interest and desire from some of the best modders with this awful, awful layout and it's ad-based quirks. Do not mobile-ify it. It doesn't work. Not for desktops, which guaranteed 99% of the time people view the site on due to the simple fact that desktops run games... mods require these games... you get the jist. But generally, and more personally, I find the layout god awful and confusing. Sure I will get used to it if forced, but I would ALWAYS prefer the old design. It really is close enough to perfect and a website design to be proud of. Do not remove it permanently from us. If you want me on my virtual knees, and begging, you have it. xD
  13. If it ain't broken, don't fix it. It ain't broken. So please don't try to fix it. Nexusmods is good as it is. Minor improvements here and there, why not? But uchhhh... this is awful.
  14. The Brotherhood of Steel... or Steal? If you've worked hard on some settlements you're not going to take kindly to handing it over to the Brotherhood Of Steel if you are allied with them and take on their radiant quest 'Feeding The Troops'. No, Brotherhood. You can lend the crops, but the place doesn't belong to you. Any chance that a mod could exist (asap!) of either handing the settlement back to you right after turning in the quest, or otherwise preventing it from being take out of your hands in the first place? I tire of having a dozen or more radiant quests hogging my Pip-Boy's quest list.
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