OdysseusTheWanderer Posted February 15 Author Share Posted February 15 Im pretty sure its High llevell enemies i had three versions of it original, the redux and the redux redux. I also have too many landscape mods all doing the same thing, all trying to do parallax. Link to comment Share on other sites More sharing options...
Indio21 Posted February 15 Share Posted February 15 35 minutes ago, OdysseusTheWanderer said: Im pretty sure its High llevell enemies i had three versions of it original, the redux and the redux redux. I also have too many landscape mods all doing the same thing, all trying to do parallax. As I am just building this LO, I have not added HLE, and I been avoiding Parallax. Just to save myself some possible grief while building this large LO, so not much help there, but I do have a few landscape, mountain, grass, flora, and tree mods. Using smim, noble skyrim, skyland, and more for individual textures.....on 4 gbs vram lol. I'm at 590 plugins right now and still got a good dozen or so off yet. I see you got the lux patches for the cc content, but only see a couple entries for ASLAL. You are not running any town mods like JK's, etc? I cannot read that crash log report but see the one section quit there. As you modded before, and while you may be checking fomods etc, any plugins you see with a .esm, and only an esm, open the groups for it and put is as Main Plugins. Any plugins still above where mods say Fixes & Resources, by default, that relate to the esm files you just grouped as main plugins, do the same to. For a good example I''ll use the two Vanilla script mods I mentioned earlier. They both are .esl, but are flagged as an esm and esl. That is why no matter how you group them they will never leave that top portion of your lo. But, they both are supposed to load as close to after the USSEP as possible, if memory serves me right (was like the first ten mods I download about 3 weeks ago now), so by grouping them as a main plugin LOOT will shoot them to where they need to be. This is the same for your USMP, SPO, USCCCP, Lux Resources, Lux Via, Lux Master Plugin, Lux Orbis Master Plugin, etc. that you know need to be at the top regardless of the extension. They will only be the ones at the very top of your LO when sorted, above ones like Early Loaders and Fixes & Resources that the mod author tagged. That will keep you busy some and I'll get some more CR done on my LO. We will follow up more on the "streamlining" you want when we get it working. For now, just trust vortex sort. I say that because I still see sorting differences between them on my LO, as I did years ago. I plan to compare them, but really want my lo done first. I want to play lol. So for all I know is, my LO has only ever been sorted by vortex sort now feature and until I just jumped up another 200 plugins the last day or so, it ran perfect at a flat 60 fps. Now I am getting some dips but I know it is LO placement beyond vortex/loot abilities. So that is what I am doing. Happy hunting 1 Link to comment Share on other sites More sharing options...
Indio21 Posted February 15 Share Posted February 15 (edited) When I returned this time to mod, I was completely away from it for covid for almost 4 years. Not even time to play. Returning I knew I would not be updated on all changes, new tools, mods, etc to put a good LO together without a ton of reading and research to get back up to speed with the basics at least. Because of this I initially started following a guide. I know, let me finish lol. This author is well known in the community and he even helped me quite a bit my last go, so when I found his guide I felt much more confident. While I did cherry pick what I wanted, to make the game my way, I have used a lot of it and will use more. I deviate per section to get what I want and working then return. My point is he has a lot of fix and stability mods with tips too. He walks through everything very detailed. Now I realize that most likely this is not what you want, having modded before, but, the start of the guide is building the base with all the fix mods, etc. Plus it pretty much walks one through hand in hand. I thought I'd just put it in here if you wanted to verify any installations for like skse, enb, etc you may be using and more for any new modders wanting a good start you can trust! The author, Vlad 254, has multiple guides on different game versions for small to large LOs. He also has several other modding informative writes. If anyone goes to the link and then click Vlad 254's avatar it takes you to his page. Down some is the section for his write ups. I think it has to be expanded as he has quite a few. At the least, you might find it a good reference to check installations, find mods and patches, and if nothing else down at the bottom he has a HUGE section on some great texture mods. I haven't even begun on them. I'm there, but want other things before I'm wiling to trade performance for looks. Hope it helps https://steamcommunity.com/sharedfiles/filedetails/?id=2944593951 EDIT: I forgot, he has links to how to correctly do a clean install, if seemed necessary, in the link above. EDIT: Now that I think about it, I do not remember seeing any of the Scrambled Bug fixes. If you don't find reference to it on mod page being recommended or required, just put Scrambled Bugs into the search bar and I'm sure you will find all of them. When all this above is done and all patches acquired, do your game test, and send your LO again for me to look over. Just attach a text file so I can use the find feature and not have to read every line. Edited February 15 by Indio21 Link to comment Share on other sites More sharing options...
OdysseusTheWanderer Posted February 15 Author Share Posted February 15 (edited) i still cant boot i do appreciate youre help btw. I do have scrambled bugs installed load order.txt im going to hit the purge mods button then reset allll the rulles  Edited February 15 by OdysseusTheWanderer Link to comment Share on other sites More sharing options...
Indio21 Posted February 15 Share Posted February 15 Ugh, I got tooo much in the thought cooker all going different directions. I keep remembering important stuff as I am working. Hopefully this is the last or I'll just edit this one. I know you mentioned vortex had you make a LOT of rules for the mods, not the plugins. IF you are 100% confident you did them absolutely correct, then don't bother removing them. Otherwise, I suggest removing them all and referencing each mod page for LO instructions before setting any. Now I know you have experience but for others not knowing I want to cover this because its like giving someone a gun that doesn't know how to use one. The way you want to think about "mod" rules, again not plugins, is it is like layering a cake. What ever ends up on top, loads last, is what you see in game basically, really basic explanation. So for an example with my LO, I have smim, noble skyrim, skyland bits and bobs, and I forget now any other possiblities, then I have a texture mod for plates and pottery. If I want to see the texture plates etc in game, they need to load after everything. SMIM is a texture base and if memory serves me right, even the author states on the mod page to let everything overwrite it, come after. Then the noble skyrim, again, basically another base that covers SMIM. Now skyland is where the beauty comes out in things so it has to be loaded after the first two. Now the plate mod will only overwrite the items that all the other basically texture mods affect. So only things like plates, cups, vases, etc and that is what I want to see, so it goes after every other choice vortex asks. Just an easy way to think about it as one moves through them. The next thing is, pay attention to what you have. Meaning, like I mentioned with LO notes on the mod description page OR noted in posts who commented they loaded X mod before or after and X happened and is most likely the only place you will see it without going through a lot of post searches, but also not the group the mod author assigned to it. If it is defaulted to be in a group like late loaders and vortex wants to know about it with something like SMIM, no, it should not go before SMIM. Paying attention to most things like that will give you pretty good results with very few in game notices for change to start. Plus save an explosion of cyclic rules Best Link to comment Share on other sites More sharing options...
Indio21 Posted February 15 Share Posted February 15 (edited) 1 hour ago, OdysseusTheWanderer said: i still cant boot i do appreciate youre help btw. I do have scrambled bugs installed load order.txt im going to hit the purge mods button then reset allll the rulles  Lol, looks like we thinking the same. I posted and your reply was there, lol. I'll look over the LO you attached after a bit. I got to be in a good stopping point or more mental notes for tomorrow. EDIT: Then I believe scrambled bug has esms too to group. Also, at any point did you make it to the start screen to verify skse was working with console. I'm sure you did it way back whenever but thought I should mention it.. EDIT: Yup, it happened again. You go and remove all those mod rules and that screen is going to be a spaghetti mess of choices. Disable all your mods and one by one activate them after the rules are removed. Answer each one for every mod you turn on one by one. That will make things much easier to follow it. EDIT: Ok, one last time to explain why I said what I did about using what one has and common sense over vortex/loot instructions. Now I am no expert on the complete mechanics of either so any of you vets feel free to chime in with the know if needed. I said that about not being an expert because I am not sure if the metadata created by loot is used in the mod's loose files I believe it is called. Which is what is being set with the mod rules. Think of it just like the plugin LO with 1, 2, 3 on down. Anyways, I believe, if vortex/LOOT does not have metadata established (metadata - user feed back on what works with what for plugins in a LO (ex. mod xxx has to load before mod x, and mod x before mod xx. See the Dependencies column on the plugins page - anything colored has either a MANUAL rule set (by user) or metadata telling it has to load after whatever, regardless. IF there is no metadata set the programs look at file or folder dates. Which ever is newer is what vortex "suggest" to be loaded however. So a mod author makes a mod and later has to update it with a patch. The patch files are newer and with no other instructions, it "suggests" you load the patch first. This is why I have recommended the search procedure I did with checking the mods requirements section first. Especially the depending on. LOOT/vortex's algorithum is only based mainly on that "user feedback". Meaning it is not AI. That is why so much that is mod designated as default group stay there and others will jump above fixes. Default is the "it can sit here spot as there is no instructions" basically, very basic description. BECAUSE metadata still applies and if the relating mods are there and above it, LOOT/vortex says it can sit there. Even though it is a jumbled mess, from what us newbs find reference to on the net with our endless searches to learn. So that is why I use LOOT/vortex as a "last search". LOOT/vortex would need to know about every single mod and patches made for it to really work. AND know, some how, every combination of every mod and patch out there. Yes, impossible. Mods and patches are created at rates those mod tool teams probably couldn't keep up with a full time staff as fast as mods are released and developed. So when some modder puts together a combination of mods that requires a patch and tells the mod authors, they will link it in the requirements section as depends on. Possibly send a note to LOOT, and hope someone gets around to it someday. If not added, one does not know they even need such a patch without using higher level modding skills and tools. Be thorough so you are prepared and educated on YOUR lo, because everyone's can be quite different for relating to for answers. Whatever time you feel you lost to being "thorough" won't even be half the time one spends troubleshooting the missing patch. One has to be on the mod page anyways to download it. Might as well camp a bit and get all the "know" you can for your LO. Again, that last edit was to clarify for new people and ones possibly not in the know. I am not saying the OP doesn't know. Edited February 15 by Indio21 Link to comment Share on other sites More sharing options...
Indio21 Posted February 15 Share Posted February 15 (edited) Well, I started to look over your LO, but you are still missing patches. # Joy of Perspective.esp - CRC: 6E4431D8 - Load Order Index: 42 - Attributes: Active ## Messages - Note: You seem to be using **Weapons Armor Clothing and Clutter Fixes**, but you have not enabled a compatibility patch for this mod. A third party patch is available here: [QUARK - Qwinn's Ultimate Amulet Restoration Kit](https://www.nexusmods.com/skyrimspecialedition/mods/18177/) - Note: [SSEEdit](https://www.nexusmods.com/skyrimspecialedition/mods/164/) patcher script available here: [Auto Patching - VIS - JOP - Disenchant All - Weightless](https://www.nexusmods.com/skyrimspecialedition/mods/10959/)  I know vortex shows us the same info, but to me it is slower as I have to click and open them, or remember how to read the flags. By using LOOT to look for patches, and cleaning notes after I verified all requirements on the mod page, I can just scroll down a list looking for its notes. To me, it is faster and easier to see the entries for potential issues. I did not make it far before I found the above and stopped there. Matters not how you do it, just that we get them all. I also see you are using 3dnpc. I have seen patches for that in fomods that only ask two pages. One are you using XXXXX version, and next page do you have 3dnpc. So if you are not reinstalling your mods individually to trigger the fomods, most likely you will not find all the patches given in the mod. I've seen others in your LO like 3dnpc too with mods in my lo. One off the top of my head is WACCF. It like patches to most everything. You asked for two things, a fix and stream lining. I'm just trying to do both some what at the same time. But, if you do not have all the patches your game will not be possible stable (no ctds), nor will it work the way you intended with things making it into game. I am no expert here with modding and games, but been around pcs since they were released to the public, or close enough. A CTD in game is basically the same as with a pc program. It is a gap in the information highway. So when the logic hits that area it has no direction on what to do. So as a fail safe, it ctds to desktop so you are still in the pc to address the problems. Otherwise your pc would probably just power off or something. A patch, or required mod, is, most likely, that missing info in the data highway for a game. It's like working on a car. Extra parts out on the floor at the end is NOT a good sign. Our extra parts are the mods and patches not found yet. EDIT: Also, if it has been awhile, go to the top of the page in LOOT and click Update Masterlist, to make sure you are using the most current. Yes, LOOT is supposed to do it automatically. Its just a feel good to me to know I am not running off making decisions on outdated info. Edited February 15 by Indio21 Link to comment Share on other sites More sharing options...
Indio21 Posted February 15 Share Posted February 15 (edited) One more thing as you are still finding patches. I was going to wait to point it out but you will want to test the game after finding the patches. From your crash log report I see you are running close to the 255 plugin limit. ################################################################################ Mod Count: ################################################################################ Â Â Â Light: 180Â Â Â Regular: 248Â Â Â Total: 428 Â IDK, HOW close one can get to this to limit before seeing problems. Usually once modders are getting close they are merging mods or patches. Luckily, your using vortex :). The normal procedure would be to, what is called, eslify your esps. This requires a great level of knowledge with modding to do, but someone at vortex decided to make our lives easier. Go to your plugins page in vortex and to the far right you will see mods saying Mark as LIght or Mark Regular. Now IDK how the mechanics work, but as I assume, it "temporarily" marks the plugin as an esl (Mark Light) which does not count towards the 255 plugin limit. By "temporarily" I mean as long as we have it activated. For now, review your plugins. Look for the small independant plugins that says you can mark as light and do so. As I meniioned, IDK how close we can run to the limit and not see issues. Like can we run without problems with 254 plugins. For now, without clarification, I'd stay at least 20 plugins away from that max. By your crash log report you are at 248, so 7 away from max. If you found more patches, you may already be over that limit AND maybe why you still see the same results. Go through and mark those small mods as light as indicated by vortex. Now don't go overboard. Again, there is NO AI in vortex. That is basic recommendation and converting some esps to esls can and will make problems. Be safe, only do what you need to do to stay a decent distance away from that max plugin count of 255 by ONLY converting the small plugins/mods. Edited February 15 by Indio21 Link to comment Share on other sites More sharing options...
OdysseusTheWanderer Posted February 16 Author Share Posted February 16 (edited) I have not had time to read your last few posts but i got it to work made a new character only ctd after a few hours in the forest. Â Edited February 16 by OdysseusTheWanderer Link to comment Share on other sites More sharing options...
Hietanen Posted February 16 Share Posted February 16 You need to post the raw crash log. I am pretty sure you may have incompatible dlls if you are on the newest version. This is easily fixed, but we need to be able to look at the raw crash log. An analyzed log is quite useless since it strips all the useful information. Link to comment Share on other sites More sharing options...
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