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spoonsinger

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  1. You might just want to send a suitable memo to that JLeavey :happy: (It's only been a year+).
  2. In response to post #55978456. #55978716, #55979306 are all replies on the same post. Converse to that is what about the new design is better? Is it more functional? Is the "work flow" more efficient? Does it provide actual tangible benefits to the user over the previous design? The look and feel, (i.e. flat or not flat), are is subjective. It's how the site actually works for you or me as the user which matters.
  3. Firstly :- I like the new tracking table layout. Secondly :- On the old site I could see 5 "Hot Mods" and the 6 "Latest mods" and 1 "News items" without having to do anything. All that was there. Further brief information could be got by hovering over the latest mods picture or one of the hot mods pictures. New system, I get 7 'Hot Mods', but no hover over information on the smaller "hot mod" images and for the 5 "Latest Mods" pictures I can see only the top 3/4 of the image on the screen and there is no hover over information. For News I have to scroll way down. So the interface on the same setup is showing less immediate information. Is that right? or am I missing something important?
  4. Ho hum. Another site succumbs to the finger touchers whims. Not entirely sure why as modding mobile games isn't really a thing on the Nexus?
  5. Well if it's an esp/esm I'd agree with you. If it's an interface thing, (i.e. swf), not sure I would agree with you. However as long as people say what they changed to not have the problem, then it's all grist to the mill in terms of finding the root cause.
  6. Sorry I wasn't trying to come over as all 'ex smoker evangelist'. My point was that if it's an aspect of modding not supported by the developers which is causing the problem then I suspect it might be a quite low priority considering the majority of the games users can't use that particular modification anyway, (in this case - I suspect - certain third party user interface changes). Yes it was working before, but.... ps Actually I'm quite interested about the root cause just because, however we do need a more coherent analysis of the changes people have made to their games to form any sort of cause or potential actual fix. I'm fairly sure I lucked out because I did a particular test at a particular time, knew enough about the engine and console commands, and formulated a fix which seems to work - for me. pps Just to not be hypocritical with the above statement about coherence. In terms of mods, (converted where appropriate - sorry about list it's an export from Nexus Mod Manager. i.e. I started with that for 64bit because MO wasn't really working back in November). UI changes :- SkyUI 2.2, (converted with the reddit instructions to get rid of SKSE missing message with containermenu.swf removed because it fixed the problem for me). Categorized Favorites Menu Oni Edition, (from Original Skyrim). EZ2C Dialogue Menu - configurable - better navigation and control, (From Original Skyrim). SKYHUD, (SSE version - no idea if there is actually a non SSE version. I could probably find out quite easily, but feeling lazy). ppps That load out is working fine for me in the context of this problem.
  7. Exactly! Of course, the more we know about who does get it and how (and who doesn't), the more likely it is that Bethesda will find a solution, which is what we all want. Lethiel Good point, however would it be actually classed as a bug if it is some third party "swf" install which is causing the problem? i.e. they do provide the CK to mod the game, they don't provide information on the API to the user interface, (i.e. their Flash implementation). This probably wouldn't be a priority as the 64bit is aimed at the console people, (i.e. paying customers), and console bods can't change the interface anyway, (even if they wanted too for some weird reason). My feeling is that the symptom is some exception code inside the user interface flagging something has gone wrong with something trying to talk to it. It doesn't actually effect saves, but it's telling you that a part of the engine is now buggered. (No way to tell what it actually means without the developers giving some clarification). Actually probably not as helpful as a straight CTD, but still didn't effect progress other than time reloading - but people will always moan. Anyway after I got rid of the thing which was effecting me, (I ran that character up to 20 before it became stupidly O/P, my new character - now at 15 - is totally the opposite. No happy medium, ho hum), I haven't had the problem again. So this is probably just early adopters using existing tech have problems.
  8. I'm sorry I didn't try your test--mainly because the Bug seems to have almost-but-not-quite gone for me. These are very good thoughts though. Would you be okay if I passed them on to JLeavey? (Or, of course, if you have a beth.net account you could do it yourself, which would probably be better...would at least show them that I'm not actually the only one who's had this problem.) I may try your suggestion with SkyUI, though I'm loth to mess with my current game till something goes wrong with it; I'd dearly love to actually get as far as Diplomatic Immunity this time. :D Probably as soon as I do it the SKSE team will make their big announcement and we'll all have to start again anyway. :smile: INcidentally I'm not using SkyHUD, but I am using Better Dialogue Controls and Better Messagebox Controls. Lethiel Np with not trying it. (You don't actually have to delete the 'containermenu.swf' if you want to test the supposition, just move it elsewhere. It's not like a load order change). Anyway having played a couple of hours non stop killing things and going through their stuff, I have yet to see the corrupt save message again - yet. Was about every fifteen minutes before, (dependent on looking through stuff). Luckily the barter menu didn't exhibit the behaviour of the container, so I just have the annoying default screen for looting and giving followers stuff while my inventory and shops are fine. Roll on March/April/Whenever. I shall sheepishly return if that hasn't done it, just to keep people informed.
  9. Right this is reference to my previous 30 bandit test, (which nobody came back on - but as it was consistent for me, so it seemed like a good base for testing thoughts). Also as I'm using SKY 2.2, (or more specifically a version converted using the reddit instructions to get rid of the SKSE missing warning message). So with that in mind. delete the 'containermenu.swf' from the data/interface folder. (i.e. return it to the frankly horrible normal interface). In previous test I could just look through 10 to 15 bandits inventories using the test, (and saving), before getting the false save corrupt. After deleting that file, I just did 120 dead bandits in various Winterhold establishments and the problem hasn't reared it's ugly head again, (although I will probably have to do some actual playing to say if this is a true fix for me or anybody else). Thoughts. 1) I've been using the converted SKYUI 2.2 since 9/11/2016. This problem only appeared after a subsequent game patch update. So just wondering if the fact that 2.2 is throwing SKSE function calls at the built in flash interpreter is what is causing the problem on the newer builds, (i.e. they changed something with the flash interpreter when they changed stuff for 'their' beth.net interface so it's not quite as robust as it used to be when crap calls are thrown at it). That said I've been in and out of the SKYUI 2.2 player inventory and barter menus a couple of hundred times without the problem, (just for testing). So maybe something specific with what the 'containermenu.swf' does which is different to the other menus. 2) Tried QD interface and under the same test outlined above, I didn't get the problem. So I could use straight normal interface or QD, (both not ideal solutions). 3) If people say 'well I dont use SKYUI 2.2 and I have the problem'. Just wondering if you are using one of the other wonderful 'not make Skyrim UI crap' type flash file replacements? i.e. SKYHUD, Dialog Box replacer, Message Box replacer? If so, this would probably point to more of a general interface type problem with the current build.
  10. Yeh! but, like the scummy mechanical alien scum it is(*), it did leave witnesses. (i.e. the sort of people who sit in the corner of a bar and complain that they got probed - and nobody believes them). (*) Six Million Dollar Man reference for you youngsters.
  11. Here you go. No idea if that's helpful in anyway over the previous analysis. But if it is a help to persuade some of the 'big guns' to have a bit of a look, I think it's a post in the right direction.
  12. Umm if that the case maybe an imbedded 'flash' problem?, if it's SkyUi, then it's an underlying problem with the embedded 'flash' interpreter built into the new build. (i.e. all the interface stuff, (inventory/skills/etc), is flash but using an interpreter built into the engine, (rather than your main o/s/browser install). Because people haven't seen it over 'x' number of hours of play, maybe because they just use the 's#*!' interface or are just lucky. I don't actually think it's that. However if it is, I have a perfectly good 32bit install to go back too but it works, (OK it takes about 4 minutes to load up, but never seen the problem in that. Actually my modded Enderal setup takes the same time to load up as the the 64bit Skyrim. So I have options).
  13. Ok I'm going to call this the 'Birna's Oddments of messy corpses shop' test, (I won't go with the fact that it's a 'coc winterholdranmirshouse' location - because that's just sexists, as she does all the work and he just dosses around in the inn). Anyway I suspect location doesn't really matter, apart from a cell switch, for this test. Note this is a test for people who have had the problem, (although It might be interesting for people who haven't to report their findings). (I.e. it's on an 'established character' build at 12 level for me, from a Live another Life start and who has done up to the first dragon having tramped thier way all around Skyrim, Mod load out is my normal of 253 mods, (some merged mods in there) - and no I don't change load order in game because. Anyway for this test I suspect we need people who have a build which has lived a little). Find your way to Birna's Oddments, (or just coc winterholdranmirshouse) console and 'tgm', (i.e. god mod). console 'help bandit', (which will give you a list of bandits in the game) console 'player.placeatme <one of the bandit numbers from above> 30. (i.e. spawn 30 - a totally arbitary number - bandits at you position). Next bit is the fun bit - kill all the bandits - and probably Birna, (I use Hailstone). Right, they are now all dead. Exit the shop, (I don't have autosave on - so that can be ruled out as an issue). Then reenter the shop and start looking through the dead bandit's inventories and save every five looks. (don't touch just look). For long windedness I can get to around 10 before the I get a save corrupt, (however I have done 15 - so that might say something, (maybe a string allocation type thing? Mind it's 2017 why would text still be a problem?). ps this is really consistent for me. So just wondering if it's the same with other people. i.e. Just trying to find the route cause and not wishing to tread on anybodies hard held beliefs. (Apparently that's what you have to say nowadays otherwise you get ....).
  14. Not entirely sure you'd find something else to do. Current alternatives are a bit of a passing fad IMO (Have you seen that burn't out carriage in the Rift yet? - just saying surface level it's an unbelievably bland game, however 'they; did catch onto something very, (erm), moreish for some detail), Anyway I think it's an actual game engine fault rather than noob mod order/mod selection fault. In theory I have alll the time in the world to wait for it to be either recognized as a fault and fixed or just continue on doing rebuiilds, and living with the same problem. Generally I go to 20 level and sayi that's boring and start rejigging my load out. (ps just for giggles looked at my 32bit times - which are 3007 hours game time - never finished anything - and 1510 hours Creation Kit time, (i.e. trying to make it the game I want to play by fiddling with other peoples mods),- so actually 50% of the time I like fiddling with the game rather than playing. Thanks Beth, I do have a job to go to).
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