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Orangehood

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  1. To be honest, other than requiem, falskaar, wyrmstooth, undeath, sneak tools, tundra defense, and a few of the quest/armor ones, its straight up SR. Hence destructible bottles. :P I would love to keep locational damage simply for the headshots unless there's a less script-heavy mod that covers headshots. And yeah, the convenience mods were just part of SR. I was trying to see if my machine could handle the full SR plus some of my must-have mods so that's why I haven't cleaned any out. Yet. I guess I'll go through and throw out the ones that are no longer needed with Requiem or even really needed in the first place. And here's the links phazer wanted:
  2. All right: Here's the load order in the BOSS folder. It's at the 255 limit btw.
  3. gotcha. I just didn't know if having a lot of scripts would actually make them not remember where they were so to speak. And I'm assuming just post the load order text file since the other one is just a web page? and how do i post it under a spoiler tag?
  4. Yes, that is correct. WB lists that patch as mergeable, so it gets combined with the bashed patch to save you space on the amount of esps you have active. It should deactivate it for you and you shouldn't reactivate it because it is now part of the bashed patch.
  5. I'm only using MO for saves and mods. Wrye bash for patching. TES5EDIT for cleaning. SUM for dual sheath redux and automatic variants. I can reduce the amount of mods I have that add scripts if I have to, but only if it will actually solve the problem.
  6. I know which mods have scripts because MO shows that. And my game still plays fairly smooth so I don't really plan on deleting them unless I absolutely have to. My concern is just that they restart everytime I load a game, which shouldn't. If that is caused by having too many scripts, I can delete stuff, sure. But I only want to do that if that is the problem, which I kind of doubt. I can post my BOSS log if that would help to determine what is causing my problem though.
  7. Script Latency is anywhere between 500 and 5000 with the average around 2000. And Skyrim Revisited is just Neovalen's step modding guide. I did add Requiem, Falskaar, and Wyrmstooth after following his guide if that makes a difference. Everything is checked for compatibility. Also, I am using v.99 as it was the only version that worked with FNIS when I was doing this and I haven't upgraded. Don't know if that's important. And I have already uninstalled Nitpick and I am not using any external save monitor. I don't see how the virtual file system wouldn't be working as it is successfully giving me the content of the mods in the game, just not preserving the status of the scripts.
  8. I know that, I was talking about the option in the workaround section. And I know that, but I don't know how to get an unbroken one lol. And I'll try that.
  9. I've tried both with local save games off and on. There are no scripts in the data directory, just in MO's virtual directory. My theory is that for whatever reason, when MO launches the game, since it uses the virtual directory, its almost like it opens the saves and THEN adds all the mods which causes them to rerun from the beginning. So I was thinking moving those scripts to a static location in either MO's overwrite or skyrim's data folder might fix the issue but I haven't gotten around to that yet. Also, how does the load mechanism workaround option work? I switched it to script extender but it didn't solve the problem, but should I leave it there or leave it on MO?
  10. It is a fresh save. I've experimented with a few settings in MO and each time I make a new game but they all have the same results. The way it acts, its almost like since MO uses a virtual directory, it "reinstalls" those mods every time so it does that... I think I will try moving all of the scripts from the mods folder to the actual skyrim data folder or at least the overwrite folder to see if it works. EDIT: Is there any way in MO, other than searching the mod directory for all of the folders called scripts, to easily move things that are only organized virtually before launch?
  11. Can someone please help?
  12. I just finished the Skyrim Revisited Guide by Neo and for some reason, when I load a save that I created after following the guide, all of the scripts restart like when I first created the character. MCM settings aren't saved either. Â I'm using MO 0.99.something and I followed the guide to the letter. Â When I check my saves folder in my documents/my games, each save has a normal version and an skse one. The skse one is only like 5 kb so I'm pretty sure all of the script data is stored in it and that's all. This makes me think that for some reason, whenever I load, it isn't grabbing the skse save along with the rest of it. Â Any help would be greatly appreciated because I load a lot so Skyrim is now basically unplayable due to the time it takes to set everything up again.
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