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How do you use SSeedit to spot errors


Deiscent

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So Iâve been playing with a heavy mod load for a year now with little issue. After an accident with NMM where I disables all the mods on my base profile I decided instead of grueling work figuring out the old, Iâd move on to Vortex and try soemthibg new.

 

Of course i got rid of some mods I no longer wanted, and I downloaded some new ones to try out like Immersive Weapons and Immersive College. Anyways the load order is nearly the same but with just a few subtractions and additions. Vortex, Loot and Wrye Bash give me the all clear, but when I start the game it crashes right after I hit new game while loading (or at the end of ithe load screen I think). So Iâve been ticking and unticking things, tediously trying to figure it out.

 

Ive only sparingly used Sseedit before. I know I should clean mods but Ive had little issue before. Ive watched a few tutorials but I never can tell how people see glaring errors. With 300+ mods the wall of text is pretty dense and Im not entirely sure what to look for. Any advice?

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I don't think most people use Xedit to find problems. They use it to solve problems or prevent them with a merged patch. For example I had black face human head problem with a mannequin. I got the ID of the mannequin in game. I used the ID in Xedit to find the mannequin and to see any conflicts. I didn't see any so i looked at the manikin race to see if there were conflicts there. I was able to see that one mod fixed the head and another mod broke the head by reverting it back to the original head. I then deleted the race from the mod using Xedit, problem solved. I could have also just changed the load order or used Xedit to make a over riding plugin that just copyed the fixed manikin race from the good mod and then made sure it came after the bad mod.

 

Another example of fix is with a mod that adds dogs. The problem was the dogs follow way to close and end up ramming my character a lot. So I open up Xedit and change the follow distance from the silly 115 to 256, problem solved.

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@ Baron Of Hell: Do you have an idea how I can identify what mod might cause a missing mesh in a given cell (assuming I am standing in that cell)? Thanks!

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If you know any mods added or edited the object you would just go to that mod in Xedit. Xedit will show all the mods that mess with the object. Then you can see if any mods are doing anything to make the mesh not show up like disabling it or redirecting the mesh somewhere else. Missing mesh could also mean the mesh isn't installed in the correct place. You will be able to see where the mesh should be in XEdit. Then you would just check to see if it actually exist.

 

A mesh could also be missing on purpose because of a script for a quest. Obviously if you are getting missing mesh error that isn't the case. However, if it is missing because of script Xedit wont help you.

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It is a bug, that is for sure. So I would click an object in the cell (say a couple of stones), and then look that ID up via SSEEdit - and take it from there?

 

Thanks again for your helpful reply!

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