Jump to content

Two weird problems


Deleted2815227User

Recommended Posts

So I have two really weird problems with Skyrim Special Edition:

 

First is the forging problem. In Riverwood I'm allowed to use the blacksmith's forge if I prove I'm good enough by forging an Iron Dagger; but the Iron Dagger is not in the list of things to forge; as in it is completely absent; not greyed out you don't have the materials; no, completely not present. So I was at a different forge, and there was the Iron Dagger option. Dang, I thought, running Loot was good for something after all. Fast traveled back to Riverwood... Itorn Dagger is not there. It's almost as if it was supposed to be that you could forge ONLY the Iron Dagger, with all the other options gone, and only after you presented the Iron Dagger to the smith can you craft the rest; via the Smiths demands; and someone it got switched around; I can forge everything EXCEPT the Iron Dagger, as opposed to only the Iron dagger. I suppose someone who has done this without this problem can tell me if my hunch is correct.

 

I have some armor and weapon mods that add forging options to forges, but I have no idea how they could cause this.

 

The second problem is that I have randomly some NPCs, till now women only, an entirely different skin color for their heads as their bodies; where this happens they have Redguard like dark brown skin on the heads and necks, while the rest of their skin is white/Nord. I checked pictures online of a character it is happening to:Adrianne Avenicci, the blacksmith in Whiterun; the head seems to the correct skin color while the body is the wrong skin color. Once again I have no idea how this is happening; it has to be some weird interaction with mods, right? I can't imagine an (established) skin mod on its own doing this; people would have pointed out the bug and it would have been corrected by now, you'd think.

 

I have attached my Plugins.txt file.

 

Anyone had this problem themselves and knows how to solve it, I'd be very grateful if you posted the solution.

 

 

*Unofficial Skyrim Special Edition Patch.esp
*SexLab.esm
*BBLuxurySuite.esm
*Sneak Tools.esp
*Apachii_DivineEleganceStore.esm
SkyrimBordersDisabled.esm
*ApachiiHair.esm
*HmmWhatToWearDawnGuard.esm
*SkyUI_SE.esp
*Cutting Room Floor.esp
*SMIM-SE-Merged-All.esp
*XPMSSE.esp
*FNIS.esp
*FNISspells.esp
*Joy of Perspective.esp
*SexLabMatchMaker.esp
*SexLab Enchantress.esp
*FertilityMode.esp
DemonHunterV2.esp
*dcc-*censored*.esp
*Beards.esp
*Improved Eyes Skyrim - Vamp.esp
*Improved Eyes Skyrim.esp
*NB-Scars.esp
*Modern Brawl Bug Fix.esp
*Proper Aiming.esp
*Realistic-Voice.esp
*dD - Realistic Ragdoll Force - Realistic.esp
*BarenziahQuestMarkers.esp
*When Vampires Attack.esp
*IcePenguinWorldMap.esp
*UnreadBooksGlow.esp
*Runandwalkpaces.esp
*RLO - Effects.esp
*Sneak Tools Vanilla Masks.esp
*dD - Enhanced Blood Main.esp
*Footprints.esp
*EnhancedLightsandFX.esp
*RLO - Interiors.esp
*Hothtrooper44_ArmorCompilation.esp
*ELFX - Exteriors.esp
*HearthfireMultiKid.esp
*HearthfireMultiKid_LastName.esp
*RLO - Exteriors.esp
*NAT.esp
*RLO - Illuminated Spells.esp
*RLO - VIS Patch.esp
*TrueStormsSE.esp
*Skysan_Icicle.esp
*Book Covers Skyrim.esp
*SexLab_Solutions.esp
*GQJ_DG_vampireamuletfix.esp
*AKLeatherBoots.esp
*Book of UUNP Iron And Steel.esp
Seraphim - Nightshade Armor.esp
*OpulentThievesGuild.esp
*Ambriel.esp
*marriagemod - alpha v3.esp
*Original Opening Scene.esp
*Holidays.esp
*Sacrosanct - Vampires of Skyrim.esp
*Point The Way.esp
*TheChoiceIsYours.esp
*Better Skill and Quest Books Names SE.esp
*ZIA_Complete Pack_V4.esp
*Sneak Tools Vanilla Hoods.esp
*TKAA.esp
*Skyrim Better Roads and Bridges - All In One - Merged.esp
*Run For Your Lives.esp
*Cloaks.esp
*OutlawsRefuges.esp
*Lunar Forge Patch.esp
*TacticalValtheim.esp
*SofiaFollower.esp
*SLPleasure.esp
*AP Skyrim SE.esp
*RLO - CRF Patch.esp
*VisualAnimatedEnchants.esp
*Crossroads Inn.esp
*InsanitySorrow Weapons Pack.esp
*Skyrim Flora Overhaul.esp
*Verdant - A Skyrim Grass Plugin SSE Version.esp
*Apachii_DivineEleganceStore_Patch.esp
*LV_Cirilla.esp
*Fina.esp
*Recorder Follower Base.esp
*LightningFollower.esp
*BijinAIO_SSE-3.1.1-SV.esp
*Bijin NPCs.esp
*Bijin Warmaidens.esp
*Serana.esp
*Improved Eyes Skyrim - Serana.esp
*Bijin Wives.esp
*Valerica.esp
*LABikiniSSE.esp
*Zim's Fortify Enchantments.esp
*LADX_SSE.esp
*SpousesEnhanced.esp
*0Kaidan.esp
*mihailcentaur.esp
*HoldBorderBanners.esp
*AwpSylvanas.esp
*Synea Bowmaiden.esp
*Veezara.esp
*adonnays elven warblade.esp
*MithrodinSword.esp
*Runed_Nordic_Weapons.esp
*CiriOutfit.esp
*Skysan_GlassAW.esp
*Unique Uniques.esp
*Cloaks&Capes.esp
*kuzak-bodyandstockings.esp
*SexyVest.esp
*UNPB Vanilla Outfits.esp
*Hmm What To Wear.esp
*Armes d'Auriel.esp
*Daedric Dawnbreaker.esp
*NewmillerHighHeelsBlck.esp
*BBD Skimpy Assassin Outfit.esp
*AsharaDimonizedDress.esp
*Daedric Stealth Suit.esp
*Armor of Intrigue.esp
*Elven Archer Armor.esp
*AsharaPrinceOfTheWoods.esp
*Cassandra Frost Witch.esp
*Gwelda Red Riding Hood.esp
*R18Pn - Heilige Mutter Armor.esp
*Hothtrooper44_Armor_Ecksstra.esp
*Katarina SSE.esp
*Relic Hunter Triss.esp
*DemonHunterArmor.esp
*Gwelda Dawnguard Armor.esp
*RathsChainmail.esp
*Sotteta Necromancer Outfit.esp
*Sovngarde Steel Armor and Weapons.esp
*TERAArmorsSSE.esp
*Book of UUNP - Textures.esp
*1nivWICCloaks.esp
*WetandCold.esp
*chainmail.esp
*NewVampChainsCuirass.esp
*Wandererarmor.esp
*imperiallightarmorvariant.esp
*shadowhunterarmor.esp
*Witch Of The Wild.esp
*tamu75GreatSword.esp
*SommerRay.esp
*Dr_Bandolier.esp
*Merta Assassin Armor.esp
*Carry Weight x5.esp
*AmazingFollowerTweaks.esp
*CaesiaFollower.esp
*Xera Follower.esp
*SororityGirlsOfSkyrimByAsherz.esp
*Merta Black Rose Armor.esp
*Schlongs of SkyrimSE - Light.esp
*BosmerElderShadowArmor.esp
*Cloaks - USSEP Patch.esp
*Cloaks - Dawnguard.esp
*Book of UUNP - WIC - Cloaks Skyrim - Patch.esp
*mcCampingLite.esp
*BBLuxurySuiteENM.esp
*Apocalypse - Magic of Skyrim.esp
*WeaponsOf3E_SSE.esp
*DragonLordSwords.esp
*Shiri.esp
*ValkyrieSwordShield.esp
*newmillerChBikini.esp
*Nightingale Prime remaster.esp
*Open Cities Skyrim.esp
*Immersive Citizens - AI Overhaul.esp
*Relationship Dialogue Overhaul.esp
*Hunters Not Bandits.esp
*RealisticWaterTwo.esp
*ELFXEnhancer.esp
*Immersive Citizens - OCS patch.esp
*FlowerGirls SE.esp
*FlowerGirls SE - Bathing Beauties Patch.esp
*Immersive Citizens - ELFXEnhancer patch.esp
*RealisticWaterTwo - Open Cities.esp
*RLO - IC Patch.esp
*RWT Lod Fix.esp
*AK- Namira for Good Guys.esp
*AK- Boethiah Alternate.esp
*ForgottenCity.esp
*animal_mansion.esp
*The Paarthurnax Dilemma.esp
*Phenderix Magic World.esp
*Phenderix Magic World - Lore-Friendly Patch.esp
*Goodstormcloaks.esp
*MrissiTailOfTroubles.esp
*MoonAndStar_MAS.esp
*goodbrother.esp
*tcbm.esp
*Rigmor.esp
*SexLab-AmorousAdventures.esp
Immersive Citizens - ELE patch.esp

 

Edited by Guest
Link to comment
Share on other sites

The only orange I get is in places where there is meant to be orange; as in patches that are meant to overwrite the vanilla mod, and new quest stuff that adds quest stuff to the main game and its official DLCs. Well, that and two armor packs that have some overlapping armors. None of which should have anything to do with the black faces, and I can't imagine how that could screw over one specific, or at least only part of the forges.

 

I tried installing the appearance mods in reverse order, instead of generic skin first, specific characters last, and overwriting the generic one when NMM prompts for it, I went with specific characters first and then the generic skin last, not overwriting when NMM prompts for it, but that has no effect.

Link to comment
Share on other sites

Nah, the dark face bug is caused by one thing only: Missing facegen data. The problem is, if you use anything, anything that might affect faces (for example, the author could have made a bad or wild edit unknowingly in the CK, or the nif could have a bad reference body/head), you have to regen the facegen data using the CTRL+F4 option. Only problem is, I believe, you'd have to regen the data for the specific characters, or do them all, for each mod that alters facegen data, in the order that ehy are listed in the load order.

Not entirely sure on that, but I suspect that is the order of operation. I'm still learning the CK, so take it with a grain of salt. If anyone else wants to comment, and perhaps tell me if I'm wrong or right, we could kill two birds with one stone.

 

As for orange boxes in WryeBash, none of them should be orange. Orange boxes do not indicate a mod is in the wrong load order. Orange boxes indicate that the orange-boxed mod has masters that are in an order different than what it expects, and there's a world of difference between the two. The fix is easy:

Open each orange-boxed mod one at a time in TESVEdit, and only that mod. Right click, select Sort Masters. Done. Close out, and it should prompt you to save. Save. If it doesn't prompt you to save, then it's not changing the masters order.

Now, when you load it up, it will be green in WryeBash. Two separate problems, probably not related, but it never hurts to eliminate variables when trying to troubleshoot.

 

Hope this helps!

:)

Link to comment
Share on other sites

>As for orange boxes in WryeBash, none of them should be orange. Orange boxes do not indicate a mod is in the wrong load order. Orange boxes indicate that the orange-boxed mod has masters that are in an order different than what it expects, and there's a world of difference between the two. The fix is easy:

 

I did not say anything about it being in the wrong mod order; I said it should have an orange box because it needs to overwrite the masters. There are mods that modify the quests from the official game and official DLC; obviously the official DLC HAS to come first, because you can't put it in a different order even if you wanted to. And those mods have to overwrite those mods, it's masters, otherwise it can't make changes and additions to them.

Link to comment
Share on other sites

This was from Terrorfox on Reddit:

 

AaronEh has the right of it...an orange check-box, in this case, means that .esp has masters that are "out of order". Essentially the mod author when creating the dependency list accidentally put things out of order (i.e. it might say it needs to have Dragonborn before Dawnguard, when we all know this is not the proper load order.) Really it won't harm your game or cause anything terrible to happen. If it annoys you then you can do what whatever462672 said and load the .esp into TES5edit and reorder its master list...not necessary but it will get rid of that annoying orange box.

 

The other common cause of an orange check-box is that you have reordered something since the last bashed patch created. So say you had 4 mods called Mod A, Mod B, Mod C, and Mod D and "Mod D" relies on A, B, and C. Let's say that when you first created a bashed patch they were in this load order:

  1. Mod A

  2. Mod B

  3. Mod C

  4. Mod D

Then you realized later on that Mod B needs to go after Mod C...so you create a BOSS User Rule for it and reorder in MO accordingly:

  1. Mod A

  2. Mod C

  3. Mod B

  4. Mod D

As far as load order goes, everything is all good. Again, Mod D relies on A, B, and C which are still above it, just in a different order. However, now when you load up Wrye Bash to rebuild your patch it will show an orange checkbox for Mod D. This is because the last time you ran Wrye Bash, Mod B came before Mod C and now they are no longer in that order, so Wrye Bash throws up a warning on Mod D (orange check-box) to say "Hey! Something has changed here...these dependencies aren't in the same order". The solution in this case is to simply rebuild your patch at which point Wrye Bash will rerun BOSS, learn the new user rule, and your new load order, and voila! no more orange check-box!

This is what I was referring to when I said a mod's masterlist isn't in the order the mod expects. Just a bit of FYI for anyone else reading this thread regarding orange boxes, and myself as well. From the above, my understanding is that orange boxes do not indicate that a mod needs to overwrite the masters, just that the masters aren't in the order they were when the mod was created. Nothing fatal, according to Terrorfox, but I figure, it's always best to eliminate variables when troubleshooting, even ones that are inconsequential.

From the CK wiki page (again, not really for you, but for others reading this thread):

If the master files a plug-in requires are in a different order than what its master list calls for, then problems can result. The game can often compensate and still run the mods, but not always. Some possible problems:

  • In Wrye Bash, mods with this problem will display a orange box rather than a green one.
  • In-game, content may be overridden that was not intended to be, and the wrong mod may win a mod conflict.
  • For mod-builders, Wrye Bash will act in a rather erratic fashion and emit error message after error message to the point of slowing down and hindering work and even freezing up the program.
  • In some cases, Skyrim can fail to start, just like if there was a missing master.

As for the dark face bug, this is what I was referring to about regenerating facegen data. :smile:

Edited by twowolves80
Link to comment
Share on other sites

I just want to add to the dark face bug issue. From my own experience, the mod does not need to touch the facegen to produce a dark face, nor does having facegen data necessarily guarantee you to be free of the bug. Dark face bug happesn when the facegen data does not come from the esp last in the load order that modifies the same NPC. For example, you have a mod that modifies an NPC's combat skills and inventory, but when you did not press ctrl+f4 with this mod active in the CK (meaning the facegen you have is from the vanilla ESM,) then BOOM dark face bug. Your mod did not touch the face data, but the dark face bug happens anyway because the esp that changes the npc is not the same one that produced the facegen.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...