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Everything posted by BurdenCarrier444
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*Sits down* Okay, time to stop procrastinating and get this zMerge update going. Maybe after this I'll finally be able to play the game again without a hassle...aaaaand Bethesda is updating their sh*t again. Why. Just why. Oh well. Don't forget to back up your old files until we get SKSE again guys!
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I have a question regarding The Forgotten City. I apologize for it getting pretty wordy but this mod is fantastic and important imo. In short, has anybody played through this mod with this guide and successfully gotten the best ending? **THIS WILL INVOLVE SOME SPOILERS, SO IF YOU HAVEN'T PLAYED THROUGH YET PLEASE DON'T READ THIS. THE STORY IS FAR TOO GOOD TO RUIN.** So I've played through this mod half a dozen times, and my tradition is to get the "okay" ending involving Dooley and Metellus's "secret", then reload a save and complete the "perfect" ending by shoving the helmet in that jerk's face. I have never run into any problems until now. I know of the many endings, but this problem involves the "perfect" one where the city is saved (all others worked fine). I'm getting the infinite loop bug described here: [https://bethesda.net/community/topic/78352/xb1-forgotten-city-infinite-loop-bug/3]. There are very few threads about this that I could find anywhere, but based on my (probably ignorant) observations it's a scripting issue, which leads me to believe maybe such a heavily modded game is interfering in some way? Basically, after encountering and wiping out Mr. Rules Man for the first time and proceeding back up the tunnel, I get the "[Optional] Find a way to stop the radiation" quest objective. That shouldn't appear once I've already done so and only shows up on the way back, which is backwards anyways. This makes me think that the cell I am in after leaving the Man's dome is somehow erroneously the one from the "dead city" that you enter at the very beginning. After I get near the door to the city, the rubble collapses behind me. I don't recall if this is supposed to happen or not after your first brush with Rules Man, but I don't think so? Either way, everything is fine as I run to the Lakehouse dodging the big guys. After entering, Metellus is writing his note, but it isn't on the table when he finishes. In fact, it's not even on his body, but I already have a copy so it allows me to go through the portal anyways. That's fine! I'll just reset the timeline, go down the tunnels, and show him his dumb helmet. Except when I leave, the city immediately reverts to You Broke the Law mode and is under attack. I have tried the following to no avail: - Continue into the tunnels while the city is under attack. I tcl through the rubble that shouldn't be there, go see the Man and show him his helmet. He goes away, timeline reverts, Altrius is down there ogling my statue. We head up to the city with me using tcl again (Altrius just waltzes through the rubble), and it is still under attack. This obviously causes problems and is the exact opposite of the "perfect" ending anyways. Altrius is glitchy, and you may or may not be able to continue. - Stopping before I would trigger the erroneous radiation objective and using tcl to bypass the objective trigger. The rubble still falls, Metellus still has no note. Also used tcl to bypass the objective and rubble triggers before leaving; same result. Also tried disabling various pieces of stone/rubble with the console; doesn't work. - Waiting 7 days immediately after leaving the Lakehouse (saw this "solution" online). The goal is to reset NPC aggression. No dice. Still fiery robot hell. You cannot wait inside the Lakehouse (probably because it would screw everything up). - Obviously, reloading a save from before I whack That Guy Whose Armor I Need and set off the final events, in order to try and get the right outcome. Nothing. I know I could just do one of the other endings again, but dammit I want the best one. As of now I've reloaded a save I made before entering the ruins at all. Maybe I'll try again after a few dozen more gameplay hours. It's not like it's a bore to play!
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Hey guys, is anyone else having some issues with the Dragonborn Museum lately? Namely, I've gotten a couple of CTDs right after entering, though not every time, and the lighting indoors looks suspiciously vanilla (it is fine everywhere else). This has only happened since the last two updates (I did the 12/17 and 12/18 at the same time) and I'm not sure what could possibly have changed. Not a big deal and should be fixed with some futzing around; just thought I'd see if anyone had similar issues before trying some testing and/or re-installation.
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Ostegun I have had the same issue. I actually can't even find where the heck xLODGen put its output and am having trouble finding it in the logs. This has never happened before; it always goes right to SSELODGen_Output just like the arguments say, and I haven't changed anything. I don't think it's an antivirus issue; in fact I thought that it maybe had to do with the new Skyrim update? I've obviously left my game at the old version until the mods catch up, but I thought maybe the newest version of xLODGen was updated to work with the new version of Skyrim? Is xLODGen even a program that needs to be updated with the game? I don't know but the problem only started since this damn update. I've seen that "SSEEdit Cache" folder pop up in the logs too. When I check it, it's always empty. I was just planning on waiting it out until the guide is updated, but seeing as I'm not the only one with this problem there has to be something going on...
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Yeah this person has been putting in work. At first I was annoyed that the mod is being hidden for every update as I'm a few versions behind now, but I quickly realized how much more sense that makes for such an enormous mod as this. Why would I want to waste all that time downloading v4 when v5 will be out soon? I can't imagine the amount of effort needed to optimize all those damn textures, either. Modders really are at the heart of the Skyrim community.
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Spartanflame, like Electronauta said, I've had the same problem twice now. I simply deleted the already-generated files from the DynDOLOD Output folder so that it (and the mod I place them in as I have them separate) is empty. Running the program again has done the trick. You may need to try a few times. I always have something to do while I'm running it anyways.
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Thanks Shadriss! LOOT is such a great tool. Back in the days when I knew next to nothing about modding, it just made it so much easier to get things right with the load order and allowed me to focus on avoiding conflicts and the need for patching. If Skyrim were a province here in the U.S., I think Ulfric would be making daily claims that the Dark Elves are committing mass voter fraud in an attempt to steal the election, the media would run direct-quote headlines with no fact check in order to "remain neutral", and Galmar would show up on Camilla Valerius's Sunday show as a "race expert" and talk about the "persecution/replacement of the Nords" without getting any pushback... Thanks Lexy! I'll try that.
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So the other day I was using the Modwatch page to rearrange some plugins and made it a ways in before realizing that it is clearly not meant to be a final load order and looks to be experimental. But I liked the Great City of Dragon Bridge mod and so decided to try it out. Somehow, with that mod, Arthmoor's Dragon Bridge, and the patches, I ended up with an infinite loop that broke LOOT because one mod needed to be above another mod that needed to be above the first one! FWIW, my plugins were already ordered and I didn't really need LOOT any more, and the game runs fine in Dragon Bridge with just one minor conflict with a chimney and a staircase that I'm not even worried about resolving right now. I'm just so proud of myself that I managed to find a way to screw something up to the point where not even LOOT could fix it Whatever now I have a cool fort-town to help the Stormcloaks overrun. #imperialscum
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I used to have this same problem. My Merge Plugins now does the job correctly as yours used to, but what I did instead of keeping the single mods active was take all of the non-esp files in each mod that had been merged and copy-paste them into the main folder of the merged mod (where the merged .esp is). These are usually scripts, but can also be textures or meshes. For example, I noticed that I was not getting the proper effects from the mods in the Heads Up Display merge, but if I manually activated, say, the already-merged A Matter of Time mod along with the HUD Merged .esp I not only got the effects but got TWO mod configuration menus instead of zero like before. Turns out Merge Plugins just didn't copy the scripts, so I copied them manually. It's a little time-consuming, but not altogether a bad solution imo if you want to try it.
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I removed Vigor during my game and have not noticed any issues yet. For me I've only added a few minor mods like Realistic Walking, Running, and Sneaking Speed that do not have any conflict or overlap with other mods in the guide. The ones you want to add do so I totally get being cautious. If I were you I'd just make a bunch of saves around the same point and try and hash things out from there. Like load the game up and do a bunch of things related to the mods you've added to see if you notice anything. Nothing worse than adding a mod you think isn't a big deal and then 25 gameplay hours later there's some ugly conflict. I did include my added mods in the Smash patch, etc. to no detrimental effect so far.
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I've dumped about 10 hours into a fully-built playthrough so far and all I can say is WOW! Not only does the game look beautiful, the load times are also bearable for my mid-to-high-end gaming laptop. Man is it hardcore though. I brought Inigo, Tocatta, and Jenassa to Bleak Falls Barrow and still died about 6 times to Scourges and Deathlords before finally relenting and turning the difficulty down to Novice until I learn how to work with these combat mods. At least now I can take more than one hit... I should point out though that since the most recent update in my game it appears that Jenassa has lost her Bijin features. After updating I moved RS Children around in the left pane to see if I could fix a minor neck seam issue, but that was the only change I made and should not apply to her. Now whenever I load the game she has blackface, and upon using the setnpcweight command it's fixed but she has a "normal" face rather than the Bijin one. I reinstalled the meshes/textures for Bijin Warmaidens but that didn't do it. I wonder if it has something to do with the Smash Patch? I know that includes the Bijin combined esp. All the other Bijin NPCs look fine. Maybe she heard me call her an idiot when she stepped in front of my arrow and now she wants to make my life difficult?
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What I can think of: - Are you sure you placed the cleaned .esm files in your new mod and not the uncleaned ones that you are supposed to restore to the Data folder? - Is LOOT grabbing the right modlist? Sometimes it reverts to Oldrim or something for me. It should still say "Skyrim Special Edition" up top. Those are the possible issues I can think of.
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Running the game with the guide partially installed will almost always result in problems like this, at least in my experience. I don't know how good your troubleshooting chops are, but mine were not good enough to do it this way, and I could not keep up with the number of issues that were thrown at me. Over time I found that the best method for someone like me was to simply install the whole guide from Prerequisites to Finishing Line, and then resolve any issues that come up at that point. For example, I also had the brown-face bug and I ended up moving WICO up very high in the left pane as having it overwrite pretty much anything was causing brown faces and neck seams, especially on children. Even after getting the game working smoothly with this guide, I still have one woman in the Silver-Blood Inn who has a brown face, but I just use the console to adjust her weight and it goes away until she resets. Don't forget you can simply copy the completed Legacy profile in MO, uncheck all mods in that new profile, and check only the ones you want to experiment with to resolve problems. I did this when I had missing sounds with audio mods, for example. Just stick with it! It took me months to get this going but it's been totally worth it now that I've done it right.
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Hey guys two things: In case anyone read my posts about my audio problems, the solution turned out to be moving all files minus the .esp's to the Skyrim SE Data folder. Now the mods are active, no missing masters, and all sounds work great! Thank you to the stranger in another forum who suggested that! I don't anticipate any long-term problems as it was just a few mods and I know just what I put where *furiously knocks on wood* Also I wanted to suggest a mod to those of you who want a little extra. It is not one that I would suggest on the Trello because while it should work fine with the guide there is no reason to add it as it relates to nothing we're doing here. Some of you might remember Wyvern Rock Castle from old school Skyrim. It's a fantastic player home mod that adds an enormous castle southwest of Windhelm. You can purchase it for 30,000 gold or become Archmage of the College of Winterhold to get it for free. Like the description says, it is more of a "town" than anything as it is so huge. I have literally loaded up the game and spent 2-3 hours running around exploring without leaving the castle! With SE comes a new quest that will mark down how many of the 12 secret rooms you've found (I can't get past 10). There is a minor annoyance as the guards will constantly talk to you whenever they're near you which To Your Face doesn't seem to fix, but you can just disable them if you want. Anyways it was one of my favorite mods ever (besides LoTD of course) and I literally would check every few weeks for the past year to see if someone ported it. Guess what happened just a few weeks ago... Here is the link: https://www.nexusmods.com/skyrimspecialedition/mods/19168?pk_medium=organic_social&pk_source=facebook&pk_campaign=nxm_twitter_stats&tab=description
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Thanks Greg! I checked, and the .wav files do play fine in an audio player. It turns out that if I swing an axe at a rock, once every 2-3 hits the proper impact sound will play, but not every time. Footsteps/jumping sounds never occur though. I never even thought about the drivers on the computer, so thanks for giving me another thing to screw around with! I might as well try some things.
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AAARGH I am at the end of my rope with these damn audio mods! I thought I had solved the problem earlier but it was a false alarm. Any time I have Audio Overhaul, Immersive Sounds, or Lucidity active, in any combination or alone, I lose tons of sound effects; everything from footsteps to weapon impacts is gone, to the point where the game is unplayable. No matter which of the three mods is activated, I lose the same sound effects, which led me to believe that it wasn't any of those three mods specifically. Sure enough, I reinstalled them completely and it made no difference. I made a fresh new profile with just SKSE for testing purposes, and the vanilla sounds work fine. But if even one of those three mods is active, the effects are gone. Okay, fine, unique sounds aren't the most important thing, so I'll just deactivate the offending mods: Lucidity is only part of the Smash patch, so I can remove the mod and remake the patch no problem. But both Audio Overhaul and Immersive Sounds are required by a large number of the patches (e.g. Conflict Resolution), so removing them is not an option; to rid the missing masters error I think I would need to manually remove all of their records from each patch (?), and that will be a last resort as I don't think I have the skill necessary to do it properly. I've run extensive testing with the full guide active as well as with the fresh profile. I've reinstalled Skyrim SE. I've even removed all files except the .esp's from Audio Overhaul and Immersive Sounds, hoping that without anything to overwrite the vanilla sounds they would work, and I could keep the .esp's as effective dummies to avoid a missing masters situation. All to no avail. It seems that if any .esp for an audio mod is active, even without any mod-added sound files, my game doesn't want to provide any sound effects and it makes zero sense to me. Has anybody had any similar issues at all? I'm so close to finished but this whole situation seems to have no solution. I am utterly stumped. ---------------------- That's what I do. I just delete the old DynDOLOD Output "mod" and create a new one once it's run. If re-running DynDOLOD doesn't work, I would try re-running xLODGen and TexGen as well. Wouldn't hurt anything other than an hour of your free time.
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For the trees, have you made sure that you've kept the mods from the Trees and Flora merge active? Enhanced Landscapes Marsh Pines and Oaks Standalone both need to be checked and active even though they're also part of a merge. If those textures aren't active, you'll run into all kinds of trouble with trees and tree LOD.
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1. Could this possibly be a v-sync issue? I had pretty bad screen tearing and solved it by forcing v-sync on the graphics card and in the enblocal.ini as well as lowering my FPS cap to 40.0. I have not seen this kind of pixellation before however. 2. That has to be a lighting mod issue. I would make a fresh test profile and start installing lighting mods one by one. 3. For me, a CTD around Windhelm usually is caused by a snow mod. Did you make sure to install Better Dynamic Snow correctly? If you have any other snow texture mods that could be the problem, although I can't remember which one was the culprit for me.
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"Never be in a hurry" is excellent advice, godescalcus. I decided to do a full install exactly by the guide and I still have run into issues. I'm currently in the process of making a seriously toned-down 100-or-less plugin profile that includes all of the LoTD support mods to screw around on when my head is ready to explode from troubleshooting. For me, yes, with a medium-to-high-level system. The best part is if you're not fast traveling, you hardly ever have to deal with those nasty load times.
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Hmm...Skyrim is running on an SSD, but I stored my mods on a 2 TB HDD for space reasons. I could try running those audio mods on an SSD! However my last post was wrong; it turns out the lack of audio comes from any time I have Audio Overhaul and Immersive Sounds on at the same time. I was considering manually screwing with those in SSEEdit, as if I screw anything up I can just redownload the mods. Thanks for suggesting another solution!
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In case anyone cares, the audio issue I was having earlier appears to have been caused by the Unofficial High Definition Audio Project's Music file. Once deactivated, the sounds for footsteps, weapons, doors, music...it all returns! Since this obviously isn't happening to everybody, I will re-download the mod and see if maybe it was just a corrupted file.
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Caring for the real kids and leaving the virtual ones to fend for themselves!! (Just kidding we all have lives outside of Skyrim, right? Right??? ) With the amount I use this guide I should try to be more active anyways and not just pop up when I need help. I have both Hunterborn and Hunterborn MCM checked in the left pane, and according to MO they both reference the same single .esp. I don't know if that is what I'm supposed to do, but I've had no problems with Hunterborn in my tests. Also thanks to this forum I'm now referring to the "deactivate and test" troubleshooting method as "brute force" because it's the only one I'm capable of carrying out and it is...