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Glanzer

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Everything posted by Glanzer

  1. When you save the game that causes the papyrus log to show that the VM is freezing. Then after the save it will say VM is thawing. That leads me to think that you mmight have auto saves turned on which can cause freezes and ctds.
  2. Hi hardtroll, Since you are playing on EXPERT mode that means that all NPCs (INCLUDING YOUR FOLLOWERS) will be better than you. According to the UESP, the difficulty level affects the damage you deal and the damage you receive: Difficulty | Damage Dealt | Damage Taken ----------------------------------------- Novice | x2 | x0.5 Apprentice | x1.5 | x0.75 Adept | x1 | x1 Expert | x0.75 | x1.5 Master | x0.5 | x2 Legendary | x0.25 | x3 This means that your followers deal 1.5x more damage than you, and they only take 0.75x as much damage. This is the downside of playing at higher difficulty levels. You might want to consider using mods that increase battle difficulty without having to increase the difficulty mode. For example I use Deadly Combat, Combat Evolved, ACE, and Fighting Fatigue. *Edit* Another option would be to use a follower mod that allows you to specify how strong your followers are. For example I use AFT and it allows me manual control over the health, stamina, magic, and stats of my followers (assuming those followers are in the standard following system; mods that add followers like Vilja and Inigo 2.0 would be an exception to this).
  3. Ok fair enough. Tensho I did a little reading and thought I'd mention a couple of things. You probably already read these too. Did you recently have a follower mine ore for you? Someone who had the bug mentioned that. Also if you mine ore manually by hitting it with a pickaxe it will bypass the bug. Finally even people with no mods have had this bug and it seemed stuck in their savegame, so try using the savegame script scalpel to clean your savegame since it will clean some things that the other cleaners can't.
  4. Btw I should also mention that I think BOSS itself does a better job of modifying plugin order rules than BUM. Or at least it's a lot easier to use. My $.02.
  5. If you are using RLO be sure the JK plugins come after the RLO plugins in your load order. See the mod thread for JK's Markarth for more info. Also see JK's Solitude for another conflict with RLO.
  6. If by chance you are using a mod called mining makes noise you should drop that plugin because it causes problems. For example infinite mining animations with no ore retrieval.
  7. I have 4 followers, 3 are managed by AFT and the other is Vilja. We all ride horses using CH. Oftentimes I will gallop past enemies I don't want to fight, but no matter how many cells I go past them my followers still want to run back to fight those enemies as soon as we get off our horses. Is that normal or am I missing something in the followers' settings?
  8. I haven't come across any other paper map mods. As far as compatibility and problems, I've only come across these two: 1. Yes the mod needs to be loaded last, or at least you need to forward the few map height records to your own Conflict Resolution plugin and put that last. That's what I've done, so I don't have to have the mod last in my plugin order. Works fine that way. 2. The maps in Falskaar and Wyrmstooth will not look right with the Warburg's paper map mod, and you may even have problems with the LODs not going away when you get close to objects. HOWEVER there is an easy workaround for all that, I've detailed it here: https://www.youtube.com/watch?v=IGcIS9GBu4c
  9. I'm kind of hoping to find an old copy of the script somewhere, that's assuming there really is just one script. I haven't contacted the mod authors yet but I think they may be long gone. The few problems I've had with ARM include quest triggers not getting correctly fired and an entrance door that relocked itself. For example one of the first quests was to go to a temple. When I entered the temple nothing happened and the quest line continued with that objective uncompleted. So I went back to my save and re - entered the temple but turned around and walked to the door at which time the objective got completed. Apparently the trigger area just wasn't set properly. Probably not a script problem in that case anyway.
  10. For Deadly Combat it prevents the completion of the "quest" which seems to be the method the mod author used to give you the potion. At least there's a quest record for the item. For ARM I don't know because I haven't looked through its records. People have completed that mod, though with a few problems, and so far I haven't had any problems that I couldn't work around.
  11. FWIW I have many of the same mods as you, and I get occasional CTDs when looking through long inventories, e.g. at the forge when scrolling through the miscellaneous (or is it "auxiliary") armor list provided by Immersive Armors. At one point I was getting CTDs fairly consistently scanning that long list, so I used the Savegame Script Scalpel which removed 98 unattached script references from my savegame, and that seemed to take care of the problem. Still happens on rare occasions though, so I always save before doing any crafting or enchanting etc. (btw my problem is CTDs not freezing like yours)
  12. The problem might not be in your MO mod list, it could be in the "real" data folder... So did you check the physical location of your data folder (\Steam\steamapps\common\skyrim\Data) to make sure there are no plugins there except these? Dawnguard.esm Dragonborn.esm HearthFires.esm Skyrim.esm HighResTexturePack01/02/03.esp (if using these) And only these archives? Dawnguard.bsa Dragonborn.bsa HearthFires.bsa HighResTexturePack01/02/03.bsa (if using these) Skyrim - Animations.bsa Skyrim - Interface.bsa Skyrim - Meshes.bsa Skyrim - Misc.bsa Skyrim - Shaders.bsa Skyrim - Sounds.bsa Skyrim - Textures.bsa Skyrim - Voices.bsa Skyrim - VoicesExtra.bsa Update.bsa All other plugins and archives should be in your MO virtual directories.
  13. btw, using the FormID from the plugin I was able to give myself the 4 potions I bought but never received: player.additem AC0C5DA1 4
  14. I have a small problem. It seems that I have at least 2 mods (Deadly Combat and Agent of Righteous Might) that make references to the following script: TIF__010C5DA6 That script is nowhere to be found. I checked MO and I also checked the skyrim Misc.bsa archive. The fact that both mods are looking for the same script makes me think that it used to be part of the Skyrim build but was later removed in a subsequent version. I first noticed the problem when I tried to buy "Adrenaline Rush" potions at shops but didn't receive any potions in my inventory. Looking at the Adrenaline Rush records in DeadlyCombat.esp showed me the reference to that script. So I decided to check my papyrus log and found this: [ ( 60061368 ) ].DreeARMDefaultLightOnActorScript.OnUpdate() - " DreeARMDefaultLightOnActorScript.psc " Line 8 [ 11/28/2014 - 04:25:08PM ] Cannot open store for class "TIF__010C5DA6", missing file? DreeARM is the Agent of Righteous Might mod. So what do you guys think? Any Deadly Combat users here? If so can you buy Adrenaline Rush potions? (Yes I did check the Deadly Combat posts and found a couple other people complaining of the same problem. But that was only 2 people over the span of 2 years. No solutions were posted.)
  15. Thaks for the heads up Crazy_San. I completely missed that. Planning to upgrade tonight!
  16. "the main problem with SMC is that you can't check with MO if any mods need to be updated." yeah I have the same problem with merged mods in MO. And you can't update just one mod within SMC without rerunning the entire SMC build scripts and then reinstalling. On the other hand, who wants to manage a hundred little texture mods individually in MO? bleh Actually I would prefer that the SMC author would limit the mods to TEXTURE/MESH mods ONLY and not allow any mods that have ESPs or scripts.
  17. Nice guide, thanks Nearox.
  18. Well maybe what I really need to do is find a good modders' guide to what the most frequently modded records are actually doing. Other than perusing the CK documentation which is not that helpful (since it's hard to relate what it says to what you see in xEdit), can you think of any good resources? CK doc: https://www.creationkit.com/Category:Object_Classes Regarding your comment about navmeshes, yeah I know not to touch those. And I've heard people say you should never delete navmeshes, you should move them out of the way instead, e.g. up into the sky or down into the floor. Why? I'm not a modder though so I guess it doesn't really matter. If I were a modder then maybe I'd have to learn all this stuff and then I would know enough about all these records to know how to do advanced conflict resolution. But it seems you shouldn't have to devote 6 months of your time modding just to be able to learn enough to do that.
  19. @Afonic Thanks for that video link, I was looking for that earlier today and couldn't find it. @nozzer66 I kind of do the same thing with RLO and also audio and music sound spaces to make sure the right ambient sounds and music are playing for the cell I'm in. But when it gets into doing some more sophisticated things like adding new records to a patch file to accommodate records from 2 patches, things get more complicated. And in some of those cases the total has to be updated at the top of a list. And what about the records you're never supposed to touch or "bad things will happen"? Many of the records are easy to figure out, like light or sound records, or like the weight, damage, or price of items. But many records are a mystery to me. I'd like to see someone with a huge mod list step through the mods and discuss what the conflicting records are and what would happen if the records were not reconciled. Only today I finally figured out why mods sometimes need to be set as masters for other mods when copying records, but sometimes not.
  20. I looked through the guides here and also on youtube for a thorough "how to" for resolving mod conflicts using TES5Edit yourself without someone telling you exactly what the conflict is and how to resolve it. I couldn't find anything like that. There are lots of cleaning guides and a few *general* guides, but I'd like to have someone very knowledgable (like Arthmoor or Neovalen) put out an hour long video showing how THEY go about finding and resolving conflicts. Yes I have spent many hours in TES5Edit following the STEP guides or other guides to resolve *specific* conflicts, and I've experimented myself in resolving what appeared to me to be conflicts, but I'd like to extend my knowledge. The goal is for me to be able to create my own patches by looking through all the mods myself. Here are some questions I have: How should we set the filters properly in TES5Edit to find the conflicts? What do all those filters mean? What is a real conflict and what can we ignore? Which records NEVER conflict? For example I found these 2 references for that: https://forum.step-project.com/topic/4468-tes5edit-which-record-types-dont-need-conflict-patches/ https://www.afkmods.com/index.php?/topic/3940-skyrim-tes5edit-records-that-merge-at-runtime/ Anyway, it would just be great for some conflict resolution expert to put out a video that starts "This video shows how I look for all mod conflicts and how I create resolution patches for them. The methods I will show you can be generally applied to all kinds of conflicts for any mods..."
  21. I really like the upgraded version. I'm glad the shop was removed, it was a good idea at first but it was never "finished" in my opinion. Too bare and served no purpose except to pick up the kit and the camping book. And it wasn't too follower friendly. Also too bad about the traps being taken out, but I guess that's better for compatibility which I will always favor.
  22. yeah how in the world would you have 1000 esps merged to 100. I thought my load order was huge with about 265 plugins merged to about 240. And there are maybe 320 mods for that, a lot of them small texture mods with no esp of course. 1000? Really?
  23. I'd like to request this too. I found this thread by googling. I'm using the latest 1.2.11 version of MO. Thanks for your consideration.
  24. I used the TPC and then finally the SMC after it came out. It's an awesome tool although it takes time to become familiar with the scripts and the main config file if you really want control over what it's doing. It doesn't add too many ESPs to the game since the vast majority of the mods it combines are just texture mods. As for it adding too many high textures that's not really the case since you can usually choose the light version of a mod for the biggest texture mods, e.g. Skyrim HD 2K. @Eglyntine How could you have 16gb of vram? LOL Even if you had quad sli with 4 cards that each had 4gb ram, that would still only give you 4gb of usable vram.
  25. wow and just to think that I bought my 780 for over $600 about a year ago. 8-O
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