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Everything posted by p4ck3tl055
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I'm sorry if this has been covered already, but I can't seem to control the volume of the waterfalls, rapids and rivers with this setup (they are WAY TOO LOUD). All of these items seem to be tied to the "Effects" volume slider and cutting that out affects a LOT of other sounds. Is there anyway to change this? Did I do something wrong?
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ACCEPTED RUSTIC SOULGEMS (by Gamwich and Saerileth)
p4ck3tl055 replied to Octopuss's topic in Skyrim LE Mods
Kind of on a side note. I like the look of soul gems created with Rustic Soulgems - they're glorious in fact (the pulsing is a stroke of genius) - but I prefer the sorting of Soul Gems Differ. Anyway I can achieve a blending of the two? Look of Rustic, sorting of Differ. -
Can someone explain this block in the changelog: Just curious what the issue was and what was done to fix it.
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I've got a save where the character (A Bosmer) has completed the "intro" and a few additional things (Killing the first dragon, meeting the Greybeards, cleared the Ivarstead Barrow). I want to take that save (by copying the MO profile to a new one) and turn that character into another character (A Breton) and continue from there. The idea is to not have to replay all of the intro stuff that I have been through a dozen+ times but still have both characters be viable for long term play. My mod setup started with SR:LE and has grown a bit - it include SkyRE for example. Because of my mod setup I know that I can use RaceMenu to alter anything about a character, including the race. With SkyRe, I can add a "Potion of Respec" and refund allocated perks. And I can use the console to move/alter the levels of skills should I wish. The good news is that, for the most part, the two characters would have started very similarly, build wise. However the initial allocation of skill levels (those assigned when choosing a race) and the long term effect on the copied/altered save are what bothers me. Does anyone know if the process would lead to corruption? If so is there anything I can do to "clean up" after the copy/alteration?
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Skyrim won't start even no Bethesda logo
p4ck3tl055 replied to drkalbar's question in General Skyrim LE Support
Beat me to it DY...I think it's the same problem we have. -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
I am using Windows 8.1. -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
At this point I believe it's Steam. Why? Because Steam is the only thing that has had an update in last few days - very close to when my problem started. I've been using MO 1.2.18 since it came out (a month or so ago maybe???) and it's been working fine. On top of that, I found this MO's Nexus page, user "Dwailing" has a workaround that worked for me - full normal load order. It's all about timing though. The workaround: Shutdown Steam. Start Skyrim from MO. It will complain about Steam not running. Tell MO to start Steam. As soon as that happens, MO will give you another window that asks you to click "OK" when Steam is started. DON'T WAIT from for Steam to start, IMMEDIATELY click OK. Doing that has my normal full load working again. It's tricky because of the timing, but it does prove there's nothing wrong Skyrim, MO, the number of mods or the mods themselves. It's something in Steam. I just hope Steam gets this fixed soon!!! -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
I didn't put it together as you have about it being related to the number of mods, but it kinda explains what I'm seeing. The reason I say that is yesterday, when I thought my SSD was failing and I was dutifully re-installing one mod at a time, one of my mods (Elysium Estate) kept triggering the failure - no matter what I did. So I skipped it, thinking I'd worry about it later, and I was able to add a few more mods. The difference? The mods below it were texture mods and didn't add an ESP to the load order, they just added texture files to the data folder. I can confirm that Elysium Estate itself is not the problem. If I go to a "Vanilla" setup and only add Elysium Estate to the load order, Skyrim starts. I believe you've found the issue - something buggy with the latest Steam Update preventing the load of a certain number of mods or a certain amount of data. My current load order has 328 mods/222 plugins (ESPs) in it. Elysium Estate is about halfway through the list at No. 153 (Plugin No. 100). Now the question is how do we prove it? And, more importantly, go about getting it fixed? -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
@GalenZ I can tell you it's very odd - to the point of having me think it's something majorly wrong with my PC, like a failing SSD or other faulty hardware. For the life of me I can't pin it down. Like you I've done the AV sweep, nothing. I've checked my memory, it's fine. I've secure erased my SSD, formatted it and re-installed Skyrim and mods from a known working backup, nothing. -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
So I worked through about half of the load order on the mechanical drive. Out of the 108 mods I now have activated, better than half of them have had to be re-installed to allow Skyrim to run. Three of them (Elysium Estate, Interesting NPCs, and RS Chidren simply refuse to work. At this point, I'm thinking it would be quicker (and better in the long run) to just dump the whole setup and reload it from scratch. -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
Re-installing everything (Skyrim and MO) onto the mechanical drive didn't help. Now I'm totally at a loss. -
Something is Preventing Skyrim from Running
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
Up until I restored the backup last night I would have agreed that a mod is (or multiple mods are) preventing Skyrim from loading. But when I backed up my config, I took everything - the entire MO folder - and the setup was working fine when I did. In fact I played on that setup every day since that backup - until yesterday. Which is what's odd. When I restored last night, I deleted the entire MO folder (I did copy some saves to keep my progress) and copied the entire backup back. If it was a mod that should have fixed it. But just to make sure, I copied my current play through profile to a "testing" profile. Using that testing profile, I deleted all the saves and disabled all of the mods except for Skyrim, all DLC, the unofficial patches, SKSE and SkyUI and boom it started. I started down the left-hand pane, enabling one block at a time until I got to the "Modified and Expanded Quests" section and Skyrim refused to start. I disabled one mod at a time (from the bottom up) until I got to "The Choice is Yours - Dragonborn" and it ran. So I re-installed that mod and tried it. Nothing. I disabled it again and tried to run. Nothing - wouldn't start. I disabled all the mods in that section and Skyrim ran. I started to add them back and it failed on "live another life", I re-installed it, re-enabled and nothing - failed to start. I took it out and Skyrim still failed to start. At this point I think I have some hardware (as in hard drive) issue. That bothers me more than re-installing. Because Skyrim and MO are installed on an SSD that's less than a year old. I'm in the process of moving both to a mechanical drive to see if that is indeed the issue. I'll let you know more later. -
So I've been playing Skyrim since November with my modded setup. Yesterday I started getting some random CTDs - something that's kinda odd because it's been very stable. Didn't think much about it until today when I fired up ModOrgaizer, hit "run" and Skyrim didn't start. I see the SKSE Loader DOS-window open and close like normal. A few seconds later, I can see Skyrim (tesv.exe) in Task manager, I can see enbhost.exe in task manager, but nothing is working. The MO "locked" window is visible on the screen, but nothing else. Skyrim never starts. I CAN start Skyrim from the Steam Launcher. I CAN start Skyrim from my "Vanilla Skyrim" profile - which is basically Skyrim, the DLCs, the unoffical patches, SKSE and SkyUI only. But every other profile I have in MO acts as described above. It doesn't matter about the load order, it doesn't matter about the quantity of mods (each of my profiles have very different load orders, although they do have a core of common mods - they're all based SR:LE.) I have rebooted, I have re-installed MO, I have re-installed SKSE, I have verified the main Skyrim files with Steam. Nothing has helped. I do see (briefly) a "steamerrorreporter" process start and stop after the tesv.exe hangs. The tesv.exe and enbhost.exe continue to run in task manager, but neither are consuming any CPU time. When I kill tesv.exe, the lock window of MO goes away. I've tried running with and without ENB just in case. No difference. I've even restored my complete MO setup from last Saturday's backup - nothing. I don't get any crash messages, I don't have any logs or other info (or I don't know where to go looking for them anyway). Obviously I can reload things, but I'd REALLY prefer not to do that if at all possible. (I'm currently re-installing Skyrim through Steam just in case there is something fubarred - hoping to fix any registry settings, etc in the process.) I'm running MO 1.2.18 (latest version), latest version of Skyrim, version 1.7.2 of SKSE, not sure what version of SkyUI, but I'm certain it was the latest available in November. Skyrim and MO are installed on an SSD (E:) in different folders. It just boggles my mind why everything was working fine last night, I've not added or changed anything and now it's broken.
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SR:LE Build, ASIS: Patcher Fails
p4ck3tl055 replied to p4ck3tl055's question in Other Utilities Support
Welp, that didn't work. But I DID find the solution. Apparently The Eyes of Beauty - Dawnguard includes a plugin called "babette.esp". If this plugin is in your load order, it will cause ASIS (at least version 1.42.5, the latest as of this writing) to fail with the error I was getting. -
SR:LE Build, ASIS: Patcher Fails
p4ck3tl055 replied to p4ck3tl055's question in Other Utilities Support
Hmm.... Didn't look there, but I will tonight. -
Last night I was finishing up my SR:LE rebuild. I get to the part to build the dynamic patches (ASIS, Dual Sheath Redux, FNIS, Bashed Patch and in my case - SkyRe.) FNIS builds fine. Bashed Patch builds fine. I go to fire off SUM to build the reproccer based patchers and ASIS craps out on me. It left me with this pretty message: There was an error exporting the custom patch. (null) Please contact the author.The ASIS.esp is created, but it's zero bytes. If I disable ASIS in SUM, the other reproccers build just fine. I've searched Google, but I'm only turning up dead ends. I'm running the latest Java (Java 8, build 25). I've tried clearing the Overwrite folder and building ASIS alone, no dice. I've tried downloading the mod again and reinstalling it, no dice. It looks like the actual processing of the patch completes, but when it goes to write the ESP file, the reproccer just dies with the error. The sad part about this is that my previous build (which I killed last week - long story) used ASIS without any problem. Anyone have anything for me to try tonight?
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Honestly, at this point, if I can't use the mods that I want to use, I'm probably going to run without PerMa. I may fallback and just get SkyRe running until PerMa has had a chance to mature. My next big question is this: If I can't depend on the load order of LooT, should I step back and use BOSS? Is BOSS' masterlist even being updated anymore?
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Anyone gotten this to work? I rebuilt my setup yesterday - started fresh, all new downloads, followed the guide as of yesterday. BTW: HUGE THANKS FOR THAT NEO. From what I've seen so far, it's the best Skyrim setup I've played. On top of the mods in the guide, I've added a bunch of tattoos/warpaints, additional hair and eyes, Ethereal Elven Overhaul, Deadric Dawnbreaker, the LotR Weapon set, Hunterborn, Harvest Overhaul and AutoHarvester2. To this point, all is working fine. This morning I added PerMe and PCaPP. I ran the "more heapspace" reproccer and within 2 seconds the process threw a "null pointer exception", which from what I gather means an incompatible mod. Since there are nearly 200 plugins at this point, I'm trying to determine if it's in the SR:LE base or one of the mods I added. I'm thinking it's Hunterborn at this point, but before I start dropping mods, I wanted to make sure if anyone was running the combination and what might be causing it. Thanks in advance for any help. EDIT: I forgot. I also added Intresting NPCs as well... Here's the modlist: And here's the Loadorder:
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I've started a new playthrough. I've been noticing that all of the enchanted item with the moniker "of Alchemy" are providing a boost to speed (movement rate) instead of the alchemy skill bonus. That got me digging around in Tes5Edit and I was quite surprised at what I found: 2014-11-23 19_25_17-TES5Edit 3.0.33 EXPERIMENTAL So it seems as though SkyRe Main has "blended" the items together and caused the "of speed" items to vanish (I can't even find them in game with console commands) and fracked the enchantment on the "of Alchemy" items. I don't know how I did this, nor do I know how to fix it. What's worse is that I'm afraid this is just the tip of an iceberg and there may be other (more vital) changes that I have yet to hit. Anyway, my Skyrim setup began as a STEP Extended config and I added about 150 100 additional mods (including SkyRe, Frostfall, iNeed, several armor mods, etc etc... I can provide the entire list if needed). The only things besides adding mods I've done is cleaning and optimising the main and DLC esps/esms, the reproccer patches, FNIS, bashed patch, and added Viridian ENB. The game runs - I do have random CTDs, but who doesn't, right? I was about to merge some plugins, but I decided against it - certainly until I get this problem solved. Thanks in advance for any help offered.
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Help me with my Override Folder
p4ck3tl055 replied to p4ck3tl055's question in Mod Organizer Support
Agreed on the laziness, but I've never had problems with leaving them there before. With respect to the patchers and reproccer, etc. If I delete everything in this folder (I don't care about the saved chargen thing), and I do one patcher at a time (SkyRe, DSR, FNIS and the Bashed Patch in my case) and make each of those individual mods (as I think I'm supposed to), what happens the next time I run any or all of those patchers? Will they update the files in the existing mod or will I need to constantly remake the mods? If I were home I could try this, but, I'm stuck at work ATM. -
This screenshot shows the current contents of my Mod Organizer Override Folder. I'm looking to clean it out so that I can use Tes5Edit to merge mods (I've had as high as 244 in my load order and I want to add more... I *may* have a problem.) Before I go hacking and slashing, and inevitably breaking my setup, I'm hoping you folks could help me out as to what is safe to delete and what is not. And if it's not safe to delete what I need to do with it. I know that Dual Sheath Redux Patch.esp and Bashed Patch, 0.esp need to be pulled out into their own individual mods. I feel fairly confident that the entire "tools" folder can be deleted. I'm also nearly certain that the "SkyProc Patchers" folder can be deleted as well. I have no idea about the rest of the contents.
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Help Google chrome Can't download(Already looked at Pinned one)
p4ck3tl055 replied to Gilgamesh's question in Mod Organizer Support
Not to beat a dead horse, but isn't this simply a matter of running Chrome on Windows 8/8.1? This worked perfectly for me when I ran Windows 7, but as soon as I upgraded, MO ceased to "download with manager" through Chrome. (I'm running x64 as well) I even posted on the sticky about it. -
Distant trees not rendering properly
p4ck3tl055 replied to p4ck3tl055's question in General Skyrim LE Support
I can either remove Recolored Pines or hide the Tamerial.LTS file and the trees seem to function as intended. To keep my setup as close to STEP as possible I think I'll keep SFO 2.0c with the Dragonborn addon and drop the recolored pines. That way I'm not tweaking any mods, using a more current version of the mod in question and the intended result is the same....I think. Thanks for the quick help guys!

