Jump to content

oqhansoloqo

VIP-Supporter
  • Posts

    1,387
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by oqhansoloqo

  1. OK, this time I continued on with my brand new game with every non-STEP mod in my mod list disabled. So I grabbed the dragonstone, killed the first dragon, waited for at least 10 days for my first dragon vanilla non-mission spawn (without using an NPC spawn console command). A dragon spawned normally outside of whiterun over the farms. Everyone tried to kill the dragon - no one ran. What is going on? This mod does not work correctly for me no matter what I do. Why does this mod work for some/most people but not me? Should I take the esp for this mod (and When Vampires Attack) and put it at the very end of my plugin list - will that get it working?
  2. BTW - I don't understand what got it working, but it may have been when I downloaded the Creature Pack for Fores New Idles for Skyrim and used that when I ran FNIS. Not sure.
  3. Thommaal - I tried that command on a new game. It's difficult to say for me since I'm not sure I've ever seen what Run For Your Lives is supposed to do. Despite that, on a new game people did appear to be mostly running away from the dragon spawned with that command (instead of attacking), but they definitely didn't go inside any buildings. I don't know if I already mentioned this, but I also tried disabling ALL non-STEP mods in MO and loaded my existing saved game. There must be remnant scripts or whatever still running though because everyone still seems to want to kill the [normally spawned] dragon (not created by console command). EDIT: I also ran the existing save through Papyrus Data Transfer tool to clean some of the remnant script data from the non-STEP mods to see if I could get Run for Your Lives to work and cleaning the save seemed to do nothing to restore any of the Run for Your Lives NPC flee behavior. Skyrim modding has me at wits end...
  4. NPC behavioral bug: possibly a vanilla issue - I went through White River Watch to the overlook as I entered the exterior, Hajvarr Iron-Hand was standing there. Nothing I did would provoke any aggression. He was completely passive to my presence. Loading my save game to when I was inside the cave didn't fix it. I solved it by loading a prior saved game when I was still in Whiterun (not the one I made while inside White River Watch cave). I ran back to the cave and Hajvarr was mean like he should be. Don't know what that was about when he wasn't... I did nothing to my mod list between the 2 saves. Immersive NPC in the Dark - continually have NPCs, like the guards along the roads outside Whiterun, in the dark and not using torches. I've messed with reinstalling the mod to see what it would do and sometimes it fixes the guards so they do pull out torches/lanterns and sometimes it doesn't. Seemingly pretty unstable. Sometimes it will allow NPCs in one part of the exterior to use torches but then I run maybe 1 cell away and NPCs in the next cell are not using torches. I spent a lot of time trying to figure out why this is happening like this. And a while back NPCs inside Whiterun would not use light sources except 1 guard with a torch. At least I know how to uninstall the mod, clean my save with Papyrus Data Transfer tool, and then reinstall the mod in order to give it a kick in the ass to get it somewhat working again when I see NPCs that don't do what they are supposed to do. When Vampires Attack - kind of worked, maybe kind of didn't? If I entered Whiterun from a building to trigger a vampire attack, I would notice that some NPCs would run and some would fight... but it didn't seem to match the mod description. Adrienne always fought (don't know if she was supposed to or not, but it sort of made some sense according to her history - told by her husband), Belethor usually ran into his house, but sometimes cowered without being attacked or sometimes attacked. Brill would always fight - but that made sense because he was in the Companions faction. Carlotta sometimes fought - didn't make sense. Children would walk around jerkily (walk forward some steps, then warp back a little, walk forward some steps...) until they got close to vampires/minions then run aimlessly and almost always get killed if I didn't step in. People still inside at moment of attack stayed inside - that part, I guess, worked right. Run for Your Lives - didn't work at all. Everyone stands around in combat stance waiting to get a piece of the dragon, running away if hurt, only to run back in when somewhat recovered, usually ending up becoming BBQ as a result. I have Convenient Horses installed as well with horses set to Cowardly, yet every time I load my save game (15 minutes or so before the dragon attack) at some point during the attack I usually see a horse run in to kick the dragon. I just want most people/things to RUN RUN RUN! :(
  5. Disabling Deadly Dragons didn't seem to help the issue, though it's possible something was left behind since I used the same save game. I really don't know. Is there a way to start a new game and trigger a dragon attack over Whiterun just to see if Run For Your Lives works without Deadly Dragons? I'm guessing something else is to blame though, just because other people seem to only blame DD Assault settings for Run For Your Lives not working, not other parts of DD. EDIT: I put SO much time into trying to get a nice working mod list and now that I'm happy with content, I'm having a horrible time running into NPC behavioral bugs and I just want to gut myself and let my bowels spill out over my keyboard.
  6. I cannot get this mod to work either. I have Deadly Dragons installed as well as a number of other non-STEP mods, here is my mod list (only showing the non_STEP mods) and plugin list (showing every esp installed): [spoiler=non-STEP Mod List]+(SE + Custom) DSR Output+(SE + Custom) FNIS Output+(SE + Custom) Bashed Patch+(SE + Custom) Fores New Idles in Skyrim - FNIS - Creature Pack+(STEP Extended) Fores New Idles in Skyrim - FNIS - Behavior+(SE + Custom) Stealth Skills Rebalanced - SNEAK BASIC+(SE + Custom) Immersive NPC in the Dark+(SE + Custom) Sleep Tight+(SE + Custom) Sleeping Innkeepers+(SE + Custom) Splash of Rain+(SE + Custom) Morning Fogs Refined+(SE + Custom) Moon Glow+(SE + Custom) Enhanced Lights and FX - SMIM Meshes+(SE + Custom) Enhanced Lights and FX - Dragonborn+(SE + Custom) Enhanced Lights and FX - Dawnguard+(SE + Custom) Enhanced Lights and FX - Interiors Only+(SE + Custom) Realistic Lighting Overhaul - Exteriors + Weathers Only+(SE + Custom) Follower Commentary Overhaul+(SE + Custom) Extensible Follower Framework+(SE + Custom) Duel - Combat Realism - Hardcore+(DDSOpt Custom) Deadly Dragons - Loremonger+(DDSOpt Custom) Better Signage - Inns and Shops+(DDSOpt Custom) Ethereal Auroras+(SE+ Custom) No Snow Under The Roof+(SE + Custom) Better Dynamic Snow+(DDSOpt Custom) Subliminal Traps+(DDSOpt Custom) iNeed+(SE + Custom) Harvesting animation+(SE + Custom) Harvest Overhaul+(SE + Custom) Dual Sheathe Redux - SIC Patch+(SE + Custom) Complete Crafting Overhaul - SIC Patch+(SE + Custom) Enhanced Blood Textures - SIC Patch+(SE + Custom) High Level Enemies - Raised Ability Caps+(SE + Custom) High Level Enemies - SIC Edition+(SE + Custom) Skyrim Immersive Creatures [spoiler=Plugin List]Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espSkyrim Project Optimization - Full Version.esmLanterns Of Skyrim - All In One - Main.esmXFLMain.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espWeapons & Armor Fixes_Remade.espClothing & Clutter Fixes.espPrometheus_No_snow_Under_the_roof.espBetter Dynamic Snow.espPrometheus_NSUTR BDS Patch.espMorning Fogs.espRainbows.espSplashofRain.espADS.espAOS.espAOS2_DGDB Patch.espBWS.espDragonShoutVoice.espIHSS.espImproved Combat Sounds v2.2.esprandomthunder.espThundering Shouts.espmintylightningmod.espCutting Room Floor.espTradeBarter.esp83Willows_101BUGS_V4_HighRes.espAuto Unequip Ammo.espBirdsHFclean.espBring Out Your Dead.espClamsDropPearls.espDead Body Collision.espDisease Descriptions.espDD_Dawnguard Additions.espDD_Dragonborn Additions.espDual Sheath Redux.espfFastTravelSpeedMult_4.espHigh Level Enemies - Raised Ability Caps.espLanterns Of Skyrim - All In One - RLO.espMoss Rocks.espMoss Rocks_DB.espORM-Arvak.espPilgrimsDelight.espPoint The Way.espRadiant and Unique Potions Poisons and Booze.espShootingStars.espSkyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espHigh Level Enemies - SIC.espSkyrim Flora Overhaul.espSkyrimImprovedPuddles-DG-HF-DB.espSMDropLitTorch.espWetandCold.espWetandCold - Ashes.espChesko_LoreBasedLoadingScreens.espFootprints.espFootprints - Ash.espNoxUE2.00.espRaceMenu.espRaceMenuPlugin.espUIExtensions.espSkyUI.espiHUD.espElemental Staves.espExplosiveBoltsVisualized.espImproved Closefaced Helmets_Legendary.espimp_helm.espimp_helm_imp.espimp_helm_dawn.espimp_help_dbrn.espComplete Crafting Overhaul_Remade.espHarvestOverhaul.espHarvestOverhaulCreatures.espLock Overhaul.espDeadlyDragons.espGildergreen Regrown.espRun For Your Lives.espWhen Vampires Attack.espThe Paarthurnax Dilemma.espSkyrimCoinReplacerRedux.espAppropriately Attired Jarls Redux.espBetterQuestObjectives.espBetterQuestObjectives-Dawnguard.espBetterQuestObjectives-Hearthfire.espBlockSparkles.espDistant DetailHF.espdynamic fires.espGuard Dialogue Overhaul.espSkyFalls + SkyMills + DG + DB.espParalyze.espConvenient Horses.espdD - Enhanced Blood Main.espdD-DG-DB-Immersive Creatures EBT Patch.espSoul Gems Differ - E.espTheChoiceIsYours.espTheChoiceIsYours_Dawnguard.espThieves Guild Requirements.espaMidianborn_Skyforge_Weapons.espNausicaa's Tweaker.espChesko_Step418_SN.espOblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.espEnhancedLightsandFX.espELFX - Dawnguard.espELFX - Dragonborn.espRealistic Lighting Overhaul - Major City Exteriors.espRealistic Lighting Overhaul - Dawnguard Weathers.espRealistic Lighting Overhaul - Weathers.espELFXEnhancer.espBFSEffects.espDeadlySpellImpacts.espDeadlySpellImpacts - Two Fire.espDuel - Combat Realism.espDual Wield Parrying_SKSE.espStealth Skills Rebalanced_SNEAK.espdD-No Spinning Death Animation.espHarvestingAnimation.espBeards.espBrows.espXFLConfig.espXFLDialogue.espXFLPanel.espXFLPlugins.espSPTConsistentOlderPeople.espNonEssentialChildren.espdD - Realistic Ragdoll Force - Realistic.espAnimated Weapon Enchants.espDawnguardRuneWeaponsFXSReplacer.espRealisticWaterTwo.espRealisticWaterTwo - Legendary.espSTEP Extended Patch.espiNeed.espHearthfireChimneys.espCCO_SIC_Patch.espSleeping Innkeepers.espSleepTight.espImmersive NPC in the dark.espFCO - Follower Commentary Overhaul.espBashed Patch, 0.espDual Sheath Redux Patch.esp I'm getting exhausted trying to squash bugs in my mod list and game. I just want to play the bleeping game at this point, but I'm constantly running into issues, mainly with NPC behavior. I mention Deadly Dragons, ok... People say "oh, all you have to do is disable the assault events and all will work fine." I disabled everything under "Assault" in the MCM. Did not work. Everyone and their mother, father, grandchildren, horse... gang up on dragons to try to kill them, like a gigantic kamikaze lynch mob. NO ONE is scared - just me, the Dragonborn - lol. So then I also removed all the special abilities for dragons provided by DD so that the only thing DD was set to do was increase the stats of dragons to make them stronger. Still didn't work. I'm going to remove DD now to see if that works, but it sounds like a lot of other people use DD with this mod and only disable the Assault spawning to get it to work. EDIT: simply removing that mod didn't help.
  7. Good work - makes sense since they both have to do with fires. :) EDIT: glad to know that the problem wasn't "my" problem. ;) lol
  8. I'm not following the part about the "optional folder". But yes - a few of my mod installations were slightly altered/customized by me so that they achieve a more harmonious co-existence (lol), which cannot be seen by just looking at the list of names of mods installed, or plugin (.esp) load order list. The ELFX/RLO example is probably a decent example of that, except in that case I described that modification in the name of the mod in the mod list. Others may not be as apparent. Though I have to say that I didn't go crazy with that sort of thing either, so what you get from reading my mod list and plugin list should be fairly accurate (I think).
  9. I decided to do something different instead of uninstalling this mod altogether. So, after cleaning my save with the previously mentioned tool, I went in to the game and noticed all the guards that weren't using torches like they should be in the dark outside of Whiterun STILL not using torches like they should be without this mod. So I tried using the "resurrect" console command on them and that worked - recreated them with the torches they should have had. So, like a clothing replacer this mod kind of works, where once you install and then remove the mod apparently you have to manually refresh the NPCs to get them "wearing" what they should be "wearing" (in this case - which light source they should be equipping)? It seems - unless someone knows something I don't. Anyway, that's kind of a pain in the a** to go around refreshing everyone I already "activated" in the game and I REALLY missed the benefits of the mod. So I decided to try reinstalling it from the clean save. It works again. If things start getting messed up again in the future. I'll try my best to take note of EXACTLY when and what causes it, mention it here and to the mod author, and then I'll do the same clean save and re-install mod routine again to spank it around a bit to get it going again.
  10. I started with 0.8.0, then replaced it with 0.8.1, then when the newest version came out I replaced with 0.8.2. I always had it right near the end of my load order.
  11. I also just deactivated it. After deactivating, I used a program called Savegame Script Scalpel (on the Nexus) to remove leftover savegame bloat. It apparently was able to remove all remnants of the mod in my newest save - I did two things: "Remove Unattached Instances" and "Remove Instances with Undefined Classes Only". After doing so, loading the save, saving again, and then re-analyzing with the tool I find no more messages about bloat data. It's a shame though, because the potential of this mod is very high. I may reload it back in the future after it gets more refined. It was working so nicely when I first started up a new game with it, but at some point it just seemed to stop working. Maybe it was when the first dragon attacked the Whiterun watchtower, but I'm not really sure because I wasn't paying close attention at the time to it... Or maybe it was when the first vampire attacked [Whiterun]... I'm not sure, but I noticed after that point that guards patrolling the interior Whiterun streets were not using torches (except 1 guard) and neither were citizens. Guards patrolling exterior streets at night near the Honningbrew Meadery were not using torches either on a foggy pitch black night, yet the carriage driver still had a light on. I went back to Riverwood - some people used lights (torch or lantern). Travelers on the roads were not using lights... I don't get why it just stopped like that.
  12. I know what the confusion is - you may be thinking that I use ELFX for exteriors, but I don't. I don't use ELFX for exteriors at all - I deleted the ELFX Exterior files (both loose files and esp) from my installation so that I could use RLO Exteriors, RLO Weathers, and Lanterns of Skyrim (with RLO Patch) instead. That's why I labeled all those mods the way I did in my Mod list. (ie - "(SE + Custom) Realistic Lighting Overhaul - Exteriors + Weathers Only" and "(SE + Custom) Enhanced Lights and FX - Interiors Only") The "SE + Custom" part of the naming convention basically means "STEP Extended plus custom mod" - I put that in to specify that the MO profile using the mod is my custom profile based off of STEP Extended. About the mod causing the giant fire blast issue - I guess I'd have to create a brand new game then if I wanted to fix that since my current mod list was created before I started my current play through. Let us know which mod it is when you figure it out though, because it sounds like it's one that some other people commonly use.
  13. Thommal - yes, that fire blast is what happens to me. Also though, are you still saying that wrskyforge01.nif gets overwritten, or possibly not now (with the installation order needing to be changed)? In Mod Organizer I see no overwriting files/mods when I take a look at Animated Clutter conflicts.
  14. I'm having issues now. Guards and townspeople not using torches or lanterns when it's nearly pitch black outside. I don't get it... I can go inside and come back outside and still no light source usage use, even if I attack the person not using a light source.
  15. lol (Dos Equis) - oops... I was wrong though about what I just said. There was some randomness that led me to believe that one thing was happening when it wasn't. After many many reruns I have seen no apparent difference with Wet & Cold being on or not, nor with settings for people going inside when it rains or not. Apparently what seems to be happening is that people who are inside already stay inside, sometimes certain people run inside and sometimes those same people do not, sometimes they fight, sometimes they cower. When the vampire and his allies are dead, the people inside who want to be out come out. That is what I am seeing. In the end it appears that it's good to have people staying inside so this mod does help to keep a lot of people safe. Actually, whether I had Wet & Cold enable or not, it didn't seem to make a difference. I was wrong. Sorry for the false alarm.
  16. What I just posted on WVA Nexus mod page: "I just ran into the situation with NPCs not running away into their homes but rather running to fight a master vampire in Whiterun. Good thing you suggested Wet & Cold as a possible conflict. One thing I noticed was that Carlotta was wearing a hood breathing steam while she was running out to fight the vampire and it wasn't snowing or raining... So, what I did to test what may be causing your mod not to work correctly is disable Wet & Cold from my mod list, then I loaded an interior save right before the attack. After disabling that mod, your mod seemed to work properly. Rarely did NPCs besides guards attack the vampire. Instead the majority of everyone ran into their houses. Carlotta did fight the vampire shortly, apparently because he was in her way to her house, but she eventually got past him or got hurt enough to run away and then ran inside her house. As soon as the vampire was killed people started coming out.Perhaps there's a compatibility patch that can be worked on with the Isoku? I like this mod and would like to keep it, but I also like Wet & Cold and am thinking of, for now, just using Deadly Dragons' important NPC made essential option and removing your mod - only because it doesn't seem to play nicely with Wet & Cold in my installation. Another idea I thought about is that it's Wet & Cold's workers stay outside option. I'll test that before removing your mod.Stay thirsty my friend."
  17. With "Run For Your Lives" (RFYL) I heard that it is incompatible with the part of "Deadly Dragons" (DD) that spawns extra dragon attacks. So not enabling any of the extra dragon event features in the MCM menu keeps RFYL working properly. The issue I read is that the extra dragons spawned are marked differently in their code than the normal dragon event dragons. RFYL behavior does not recognize the extra DD dragons and so NPCs will run to fight them like normal (instead of flee from them). This is what I read - not yet tested by myself.
  18. Sounds like I should just take your and redirishlord's combination of suggestions and just remove WVA from my mod list and use Deadly Dragon's MCM feature that makes important NPCs essential. That way when vampires attack, the important people won't die during the attack. And personally, I think a legendary large fire-breathing flying lizard is a lot more terrifying than a human-like blood-sucking vampire so I don't mind as much people running in to stop a vampire as much as running in to attack a dragon. Though it still makes more sense for the majority of people to run away and let the guards handle it - if it doesn't work anyway, at least I can prevent the ticking time bomb from going off where people end up hiding in their houses and inns for the rest of eternity when there are no more undead vampires around. I am going to try some testing first though, like disabling Wet & Cold to see if that fixes the WVA issue with people not running. I'd rather have Wet & Cold though than WVA, so whatever the outcome it's going to be WVA that goes and not Wet & Cold.
  19. I'm curious to know why you said that WVA was working as intended when it messed up the execution. Was there a vampire at the execution? If so, I imagine that Arthmoor could have made an exception in his code to prevent the run to shelter behavior to run with the specific vampire NPC causing the issue with the execution scene. If not, how was it working as intended?
  20. One thing I notice is that when the Master Vampire attacked Carlotta was wearing a hood as though it was raining or snowing as she ran to attack - it was not raining or snowing. It does lend me to believe that this could in fact have something to do with Wet and Cold, as Arthmoor suggested in his quote.
  21. This mod does not seem to work for me - Whiterun just got attacked by a Master Vampire and everyone nearby went in to the fight (except the courier): Belethor, Carlotta, Adrienne, to name a few. Here is my mod list (I'm only going to show the non-STEP portion of my list) - what could be conflicting? [spoiler=Mod List - showing only the non-STEP portion of it]+(SE + Custom) Stealth Skills Rebalanced - SNEAK BASIC+(SE + Custom) Immersive NPC in the Dark+(SE + Custom) Sleep Tight+(SE + Custom) Sleeping Innkeepers+(SE + Custom) Splash of Rain+(SE + Custom) Morning Fogs Refined+(SE + Custom) Moon Glow+(SE + Custom) Enhanced Lights and FX - SMIM Meshes+(SE + Custom) Enhanced Lights and FX - Dragonborn+(SE + Custom) Enhanced Lights and FX - Dawnguard+(SE + Custom) Enhanced Lights and FX - Interiors Only+(SE + Custom) Realistic Lighting Overhaul - Exteriors + Weathers Only+(SE + Custom) Follower Commentary Overhaul+(SE + Custom) Extensible Follower Framework+(SE + Custom) Duel - Combat Realism - Hardcore+(DDSOpt Custom) Deadly Dragons - Loremonger+(DDSOpt Custom) Better Signage - Inns and Shops+(DDSOpt Custom) Ethereal Auroras+(SE+ Custom) No Snow Under The Roof+(SE + Custom) Better Dynamic Snow+(DDSOpt Custom) Subliminal Traps+(DDSOpt Custom) iNeed+(SE + Custom) Harvesting animation+(SE + Custom) Harvest Overhaul+(SE + Custom) Dual Sheathe Redux - SIC Patch+(SE + Custom) Complete Crafting Overhaul - SIC Patch+(SE + Custom) Enhanced Blood Textures - SIC Patch+(SE + Custom) High Level Enemies - Raised Ability Caps+(SE + Custom) High Level Enemies - SIC Edition+(SE + Custom) Skyrim Immersive Creatures
  22. I checked out the Bannered Mare (inn in Whiterun) to see the flashing of objects that you are talking about. I never noticed that before, and when I went to check for it after reading your description of that issue that you were having (with Ambient Occlusion on Performance and 0x00000001) I could not find that effect myself. I will keep an eye out for visual distortions from now on though in the game in general, and try disabling Ambient Occlusions to see if that resolves such issues. I'll try to remember to post the issues here too so that others can read about them.
  23. Dunz - Well, if you have the setting set to Off then I guess this was not the reason for our mutual problem with the Giant Fires portion of the mod.
  24. I just resolved an issue with my NVIDIA Inspector settings - I am not using ENB, and I had Ambient Occlusion set to Performance and Enabled (it actually should have been Performance and 0x00000001 originally). I switched it to Off and Disabled and the result was that it fixed a strange issue I was having with dark lines of the edges of objects that were behind mist. Could it "POSSIBLY" have also been causing the issue I was seeing with the Giant Fire? If so, I can retest with the altered settings.
  25. OK - I do have Ambient Occlusion enabled in NVIDIA Inspector to the performance setting. Next time I get a weird issue like this I will disable it and see what happens. So it sounds like that is the likely cause. I'll keep you updated. In fact, I'll see if I still have the save where it's messed up and I'll try to fix it just by disabling the setting (without exiting to an exterior). EDIT: Actually, it was set to "enabled" instead of "0x00000001". At one point I was testing out an ENB but decided to not use ENB for the sake of smoother gameplay. Perhaps I missed that one setting. I'm still planning on checking out how it affects the mist situation though... EDIT2: Excellent - that must have been it. I first tried leaving it on Performance and 0x00000001 - same issue. Then I turned it Off and Disabled it. When I loaded the save that time I didn't even have to do any strange routine of exiting/saving/etc to fix it. The problem was completely gone. That was it - SSAO (non-ENB version). Is there a good reason to leave it at the "Performance and 0x00000001" setting (until it possibly does something funny again) or do you think I should just leave it "Off and Disabled" altogether?
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.