
nomaddc
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Everything posted by nomaddc
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A new oddity cropped up: during vampire night vision I get these green circles on the screen when I get hit.
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Any tips on fixing the blocky AO artifacting like here? I know enabling EnableComplexFilter under SSAO_SSIL makes it somewhat better, and UseSelfIntersecting nearly completely removes it, but those have been left out in STEP preset for a reason I presume.
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Ok, so I've removed Patch bsa and now my J'zargo seems to have lost his face Ran around a bunch, doesn't seems like anyone else is affected. Edit: It was a missing d3dcompiler. But now Creations menu item has showed up in my main menu again... I was pretty sure it was gone sometime during the modding process.
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Oh really? It might be the root of the problem then. I did install originally just SE, and then bought an upgrade to AE, so it may have just been a leftover. Is there somewhere a difference list between SE and AE versions? I may have to clean out some leftovers then. So Patches is good to delete then? The version itself is correct, I've checked, but I suppose I have some scuffed stuff going on with legacy SE files. Gonna investigate. That's rough. No iGPU to hold you over until then? Won't be playing any modern games on those, but most intels bar F skews come with one.
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Ok, so with AI mystery solved the remaining oddities I'm trying to look into/get some help with are: 1. The weird Skyrim - Patches related bug that causes some of the blacksmith dialogue to appear as "..." and give an error message "LOOKUP FAILED!". I found a fix online which involved repacking that bsa without "strings" folder. So it's fixed, but I'm just puzzled why it popped up, would love to know the why. Also solved - leftover file from SE->AE upgrade. 2. It appears sometimes NPCs forget to unlock their shops/houses at daytime. Ran into quite a few locked shops after waiting for a day or reloading, that functioned normally after unlocked. 3. Found a patch of transparent walls (collision is there, they are just see-through) in the Fellglow Keep. It was minor and didn't really block playing through, but odd. 4. I got delivered a bunch of creations quest starter letters almost immediately (I think it even happened when I was testing the performance), and at least one of them iirc is supposed to only appear at level 32. Is this intended or I've messed something up? 5. Creations button has returned to main menu. I'm not sure if it was always there, but I thought somehow it was removed sometime in the modding process.
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Ah, I suspected as much. Still trying to find a group of hostile mages to test it out with and without to be certain. Will update when I do Edit: can definitely confirm it's FIZZLE. I'm not sure why it acts so weird though - my understanding was that it just causes some casts to fail depending on skill, but it seems like AIs just give up trying to cast after a few fails or something along those lines. Also holy, it makes early game casters much easier to fight I just loaded a fight that I breezed through with FIZZLE, and got murdered extremely fast without it. Tried the fix from FIZZLE mod page. Maybe placebo, but it seems to have fixed caster AI derping out. > 'set FIZZLE_UnequipFailedSpell to 1' will unequip the spell from the NPC after they have failed to cast it. They will automatically reequip it after a short while. Enable this option if the AI gets confused and you experience NPC circling you without attacking you. Defaults to 0. Personally, I will be uninstalling that mod because I like casting and I dislike wasting my entire mana pool on trying to cast Stoneflesh.
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Basically here are the only deviations from full 2.3 guide: Top 3 or so are prereqs for other mods, HDT hair and equipment, Improved camera, Better Vampires with patches and a mod to allow head covering to block sun damage, better head morphs and facial expressions mod, an idle animation (reran nemesis for that), skyui config to improve item sorting, dual wield parrying. Overwrites/conflicts are isolated to this section with the exception of Female Vampires Have fangs, where facegen morphs overrides 1 file. I don't think any of those should be causing the aforementioned issues, since most of them are isolated to other areas of the game, but I suppose can't exclude anything. I did install these after fully completing 2.3 guide and doing some perf runs on that, but I didn't do in-depth testing back then that could highlight the mentioned oddities. If I had to pick the top suspect, it would probably be the Better Vampires, but I have played with that mod many times in the past and it never caused me any issues with STEP (I've nearly always used STEP in the past). If it helps - I've noticed this odd behavior on companion casters too (namely I had the college of winterhold one with me). They just walk around with their spells out seemingly unable or unwilling to cast, somewhat slower than running. Melee enemies don't seem to have any issues so far. So this leads me to think it has something to do with a mod that touches on combat, ai, or casting. I will try to do some scuffed testing by selectively disabling suspect mods and loading a save I have with a big mage fight, but it could end up being inconclusive because iirc script mods are sometimes difficult to remove without starting a new save. Edit: found out that equipment physics mod and prerequisite were redundant, so done away with them.
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I have installed the complete 2.3 guide with a few added mods. If it helps I could try disabling them and seeing how things change. The list is short though, about 10 or so. I could provide a list if that would help narrow down suspects. About half of those I've used in the past without issue, and I don't think any of them should be messing with the AI in question. The lookup issue I've ran into for the first time since LE. Also a new one: in my last session I've found a patch of missing textures (my guess at least) in the Fellglow Keep. It was minor and didn't really block anything, but odd. Another odd thing I've caught is I got delivered a bunch of creations quest starter letters almost immediately (I think it even happened when I was testing the performance), and at least one of them iirc is supposed to only appear at level 32. Is this intended or I've messed something up? Edit: after looking back - I've also noticed that Brelyna Maryon does not seem to want to cast any Conjuration spells when hired as a companion. She does use bow and fistfights enemies instead, sometimes casting spells.
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I've done a full install a couple days ago, and I've ran into a couple oddities. 1. The weird Skyrim - Patches related bug that causes some of the blacksmith dialogue to appear as "..." and give an error message "LOOKUP FAILED!". I found a fix online which involved repacking that bsa without "strings" folder 2. AI is acting... odd. Maybe I misremember things, but enemy casters seem to sometimes get stuck standing and not casting anything despite them having line of sight on me and mana. I really don't know about this one, maybe it was always like this? But if anyone got any pointers what could be causing this if it's a bug I'd be thankful. 3. It appears sometimes NPCs forget to unlock their shops/houses at daytime. Ran into quite a few locked shops after waiting for a day or reloading, that functioned normally after unlocked.
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Is STEP still alive? It's been long time since last release, and it would be a shame to see such awesome project cease to develop.
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Hmm, I will keep looking and try to root it out. What about deleting .skse save component? As I described it's entirely possible and seems to not break my game AND fix the issue. Did anyone try that? I'm more worried about delayed consequences (which may or may not appear). P.S.: Regarding quick and auto saves - I've always been using them and never had any issues with that until now. But now I kinda have issues with all kinds of saves, save normal saves but only because of how normal saves work (they don't overwrite normally on top of themselves). Also I always used quicks for troubleshooting, cleaning, shutting down mods, adding mods, etc. and it never led to any kind of issues I couldn't resolve.
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I see, thanks for link. I didn't understand it 100%, but as far as I get - it's caused in my case by the fact that I was running XPMSE and a bunch of other skse dependant mods with ugrids at 7. It resulted in its turn in .skse file growth and longer save times. Now, to the part "how to fix it". I already switched back to ugrids 5, after reading quite a bit on that topic, and not planning to raise it again. I did possible housekeeping with script cleaner on my save, and game still runs smooth, only problem is that .skse file didn't get any smaller (I guess it doesn't get cleaned with with save cleaner or skse cleaning functionality). The question is: if I delete that .skse and save again - what consequences will I get? I did try that and I loaded perfectly fine, and game was still running well. And save time issue was much less severe (instead of 20 sec it was like 1 sec). I didn't test long enough to see if it did mess up something, but I didn't notice any problems in few minutes of running around. And new .skse file got smaller by a good margin. Here is my current modlist and other stuff: https://www.modwat.ch/u/nomaddc Also I got a bit confused if using XPMSE is a good thing or bad thing in my setup? SHould I fall back to XPMS as recommended in STEP (it is not compatible with HDT setting I'm using though)? And if I remove it will it help with preventing this saving issue?
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There seems to be an issue caused by skse save file generation or at least related. I'm using Mod Organizer for running skyrim with mods, if that matters, but I'm pretty sure I narrowed down the problem to .skse save file. Basically it affects quicksaves and autosaves following this algorithm (using quicksave as example): 1. It's time to save2. Is there .skse save file present in skyrim save folder from previous quicksave? If answer is "no" goto 4.3. Hang game for 30ish seconds (this is where the issue is)4. Save done! I noticed that when .skse file not present - it just gets instantly created. When it is present though, it's size jumps to 0 when I press save and quickly ramps up to usual 840 KB, but that's not the end! While game is "hanging" (or atl how it looks) the file keeps changing size in range from about 500 KB to 700 KB, and after "hanging" is over it takes it's usual 840 ish KB size. To observe this I used a few things: tweak that allows game to keep running in background and borderless window mode, and Total Commander with saves folder opened and contents refresh rate set reasonably high, so I could notice file jumping in size back and forth. Post from another user with same problem on nexus forums: https://forums.nexusm...fast-otherwise/I did test described in link above myself, it does indeed seem that my issue occurs on step "Saving SKSEDelayFunctorManager data...".
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Update: yep, it did it. ASG was causing it (dunno why tho). Also had to disable Enhanced Projectile Soul Trap (tbh it should be removed from guide as obsolete, as even author on nexus states: "Important note: The Unofficial Skyrim Patch as of v2 fixes this issue completely. Acquistive Soul Gems now carries over the fix by default, so there's no reason to use this mod (and I will probably remove it)").
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All latest versions available at nexus. Will try removing ASG and observe if problem sorts itself. Though I doubt it's ASG, cause it's not gem problem, it's soul problem - those who should have black souls (always Grand) have Pety, Common, etc. (black?) souls for some reason.
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After playing a while I noticed really weird thing - when I try to soul trap any humanoid (bandit, etc.) with empty Black Soul Gem in my inventory I get errors like "Failed to capture Petty soul". I get feeling that one of the mods is causing NPC souls to change from being always Grand to being dependent on smth (level?), and due to Acquisitive Soul gems mod they can't be captured onto black sou stone (they are smaller then Grand). So the question is: what addon makes Black souls vary? I am running baseline (only recommended addons) version, have few custom addons and none of them have anything to do with gameplay.