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LukeCreed13

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Everything posted by LukeCreed13

  1. I solved it! It seems it was caused by the Microsoft Visual C++ Redistributables. I thought I had the very latest versions installed, but I was wrong. Now Wrye Bash works like a charm again!
  2. I just tried it, when I click on "Rebuild Patch" there's no popup that suggests to deactivate some mods. It goes directly to the next section with "Merge Patches" "Import Inventory" Tweak Settings" "Leveled Lists" I can build the Bashed Patch, but it doesn't deactivate any plugins. This is really strange, it never happened to me before.
  3. Is it normal that Wrye Bash dosn't deactivate any plugin now that we've switched to zMerge? When there was Merge Plugins, Wrye Bash always asked me to deactivate certain plugins. I'm not adding any mods of my own, so I'm still into the limits, but still, I don't know if I messed up something...
  4. Hey guys, Know Your Enemy has updated to 7.1.0 and removed the Fomod installer, should we still download the main file or use the "old" 6.2.1 version with the Fomod installer?
  5. So guys I've just followed the guide and started a new playthrough, but all of a sudden Immersive Amazing Follower Tweaks is causing problems, something I didn't have in previous playthroughs. LOOT places the ESP file AmazingFollowerTweaks.esp in a position that's almost in the middle of the load order but when it's there it simply doesn't work, the mod spews out errors in the top left corner of the screen that honestly are too small and go away too fast to read them. If I place it down the load order, before the conflict resolution ESPs it works... but only for one follower. That is, If I try to hire a second follower, the mod seems to work and the message on the top left tells you a follower slot has been used as normal. But the new follower doesn't follow you, and using the Command spell to summon him summons only the first follower, while the second just goes away as If I'd never hired him. Also, I've noticed that the "Everyone wait here." and "Everyone follow me." dialogue lines added by the mod do not appear as they should (and as they did in previous playthroughs).
  6. Arthmoor has released an additional patch for Cutting Room Floor and a character from RS Children (Froa) yesterday, should we install it too?
  7. Is it normal that I don't have the "Music Track" part in Smash Patch.esp? The one I should delete from Beyond Skyrim - Bruma? Granted, I have installed some mods that are outside the guide, but can this prevent the "Music Track" part from being generated in Smash Patch.esp?
  8. Is it just for me, or on the Prerequisites page the link to the new experimental SSEEdit is broken?
  9. Yep, I've been following this video as a tutorial and I've been playing with a converted Dual Sheath Redux for more than 100+ hours, no crashes or bugs with it.
  10. You're right, the one I wrote was the 1.5.39. All these CC updates messing with mods... strange times when you wish a company didn't update their game...
  11. Nevermind, it seems that SKSE developers managed to update SKSE already!
  12. Guys if you want to rollback to the version before the Creation Club update, do as always: Press Win+R and paste steam://nav/console Then paste download_depot 489830 489833 1298692161422189837 and hit Enter Go to \Steam\steamapps\content\app_489830\depot_489833 and copy & paste the file SkyrimSE.exe into your Skyrim directory, overwriting the one already in it.
  13. Great thanks Lexy! So we can consider the guide fully stable now?
  14. Yeah, Lexy said that the latest LOOT update has changed some things, I'll probably wait until the major overhaul is over so I can start modding the game.
  15. Can't wait to try Omega and CACO once the overhaul is done. The Special Edition is getting better and better with all the mods that are popping up, glad to see it's receiving more and more attention as compared to Oldrim.
  16. If you're talking about the 8.0 version, then yeah, it caused crashes, but I'm currently playing Qaxe's Questorium 10 and I haven't had a single crash with it.
  17. Guys, just checked the guide after weeks... Super-excited about the return of Complete Alchemy and Cooking Overhaul! But, I know it may be a difficult question to answer: will there be any problems if I use a ported version of Complete Crafting Overhaul Remade instead of Ars Metallica? I've seen that there shouldn't be any problem with the porting itself - the only things that require attention are compatibility patches with the other mods in the guide, and I don't know if they will work on Special Edition. On an unrelated note, I've seen some weeks ago on Trello that Qaxe's Questorium was put on testing, and since I've been using it I can tell that I've seen no major or game-breaking bug.
  18. Guys, what do you think about Coins of Tamriel SSE? I used it on the LE version of this guide and it was a great bonus to immersion, finding Dumacs in ancient Dwemer cities or Alessia in Draugr crypts, or also see various copper, silver and gold septims, it was great! Problem is, it seems that it conflicts with both Immersive Creatures and mods who edit the amount of coin/loot you get from quests, or clearing dungeons, etc., and I don't know if it would be possible to make a sort of patch for these problems.
  19. It seems there is a minor bug (or at least it seems minor to me) between Interesting NPCs and the unique name generator of KS Dragon Overhaul, or at least I think it's KS Dragon Overhaul. Whenever I go to the Shrine to Talos (south of Gallows Rock), Interesting NPCs makes Meresine spawn there where you got near the shrine. Only she doesn't have Meresine as name, but a dragon name. Each time I reload a save before encountering her, she spawns with a random dragon name. Also, this seems to break her combat style: she is capable of shouting and doesn't use her bow, but other than her name and combat there is no game breaking bug. Or at least it seems so to me.
  20. Hey guys I'm following this great guide, but I'm currently in a tricky situation. I'm trying to clear Tolvald's Cave, but I experience frequent crashes in the dungeon. That's not the main problem: the real issue is that whenever I try to load a save in that dungeon the game crashes after 1 second of loading. Basically it starts loading and then immediately crashes to desktop. Not only that: it also crashes when I try to load a save from around the area of the Rift. I'm basically forced to reload a save from outside the area of the Rift, but whenever I try to explore Tolvald's Cave, there's always the risk of random crashes, and so I have to reload the latest save outside the Rift area.
  21. Nope, still access violation error. Here's what bugreport.txt says: https://pastebin.com/VAsH2jDC
  22. Tried to run both DynDOLOD and DynDOLODx64 outside of MO2 and I still get an access violation error. Even tried to reboot the system in safe mode just in case and run both again, but still access violation error. Well, if nothing works, I might just wait for a future update of DynDOLOD, but I think it's something related to my system's UAC anyway, even If I have it already set at the lowest level.
  23. Sorry for the late reply, I tried each of the things you suggested me. Running the x86 version resulted in an access violation error. Setting IgnoreLargeReferences to 1 resulted, again, in an access violation error. I can add a new plugin with xEdit without problems though. So I decided to do a full reinstall of Skyrim Special Edition, reinstalled the game, the mods and DynDOLOD, but I still get an access violation version. Trying again to run the x86 version and make changes to the INI didn't work - but still, I can make a plugin in xEdit without any problem.
  24. Unfortunately the problem still persists. Here's the full log: https://pastebin.com/AbnvfTuf The odd thing is, I don't have plugins.txt in that folder in AppData - I didn't delete it since I had basically moved the folder elsewhere and then restored it to its proper location after seeing I didn't accomplish anything.
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