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FamousDeadGuy

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Everything posted by FamousDeadGuy

  1. Done and Done. The Wet and Cold was set to override, for some reason. so that is fixed. What's left now? Once again, I haven't had a single CTD. Just freezes.
  2. That's weird. You are right about the load order. Just ran boss and it synchs up with what you are saying, except for the Wet and Cold. I think I couldn't get BUM to put it into the right spot, let me double check the guide. Fixed mod order minus Wet and Cold Holiday - https://pastebin.com/D8AqnWEA Done. The memory patch (from STEP) said to add those lines to my skse.ini and to overwrite the .dll from the archive provided into my skyrim folder. I backed up the original. Should I restore the original as well?
  3. not a single CTD. It just freezes. It's eating my vram up like nothing. there is no way its my load order... https://pastebin.com/md15tPtT what else would you need? .ini settings? it keeps pasting weird. Link here-- https://pastebin.com/M4RM6bYe
  4. 20 fps. Random Freezing. Takes about a solid three minutes to boot up after I die. Did I do something wrong? The game looks great, but I don't think I have ever played anything so unstable. I can't walk from cell to cell without a crash. System:Processor: AMD FX-8350 Black Edition Vishera 4.0GHz (4.2GHz Turbo) Motherboard: GIGABYTE GA-990FXA-UD3 AM3+Memory: G.SKILL Sniper Series 16GB (4 x 4GB) 240-Pin DDR3 SDRAM DDR3 1600 (PC3 12800) Low VoltageVideo Card: Radeon HD 7950 3GB 384-Bit GDDR5 PCI Express 3.0 x16 HDCPHard Drive: 500GB HDD (OS)Hard Drive: 480GB SSD (GAMES) I took very special care to follow the guide properly. Anyone have any tweaks to help me out? I have even used the hotkey to disable the ENB....still get bad frames and freezes. I think a good example would be, when I go to a forge and scroll through my recipes, it will freeze.
  5. Not even sure how to search for this issue... Any ideas? Edit: Might be kind of hard to tell, but the name of the targeted item is in the bar that is supposed to be underneath it.
  6. Yeah I am gonna wrap up the rest and do it last, I just got a warning when I ran FNIS through the MO... the hell.
  7. I think I got it. MonoAccipiter helped me out. The last part I am stuck in is finding the Orc Female fix parameters... and change the "Female Behavior Graph">"Model">"MODL - Model Filename" to "ActorsCharacterDefaultFemale.hkx". I found the Race > 00013747 OrcRace. But I can't seem to locate the "Female Behavior Graph" part. I'm on pause until then.
  8. Perfect explanation. +1 Thanks again, I finished with the first lot, but this one has me stumped: Conflict Resolution: Use record from Guard Dialogue Overhaul.esp, right-click on the conditions bar and select add. Move the "MQ102" condition from Alternate Start - Live Another Life.esp and overwrite the newly created condition slot(GetWantBlocking). So when I ran into that I exited and only saw my ESP. So I guess I got the hang of the basics. Care to take a shot at explaining one like this? I right-clicked on the "Conditions" bar and selected "add" and nothing happened. The guide would lead me to believe that "(getwantblockin)" would appear. Halp.
  9. Hi Danimal,. and thanks. I was wondering about that as well, if I mess something up, is there an 'undo' so to speak?
  10. I say that because after I make a few edits, they stop being populated under the ConflictResolution.esp. This is pretty confusing.
  11. So i have to exit after every edit I make?
  12. Yeah but when I right clicked at the top to add to override, I would make all the edits and it wouldn't save them. Is there a place I need to go to save them? Literally I was looking through my edits and it gave me an overload error, thank the gods that it didn't save anything. Also: Thanks for the help so far. I think that the video actually made this more difficult I have been right clicking the form ID instead of opening the FormID and clicking on the ESP to use for the patch. This is a pretty steep learning curve. Also, what do you mean by "launch" my conflict resolution ESP? Please explain.
  13. You just blew my mind. I started with "CELL" under the skyrim ESM, are you saying I should have just started in [88] ELE- Interior Lights? That guide is kind of misleading. I get how to do the actual editing, i think. Things are often turning green after I follow the directions. The problem is that the SR Conflict Resolution.esp does not contain all of my edits. I am messing up a large step somewhere I know it. That video didn't really help me at all, I guess. I have made it all the way to the end of the initial cell edits, and only Block 1 and two edited entries are displayed in my patch. aaand it crashed. I guess I will start googling a pre-made one. Because I am clearly too inept to do this. *FRUSTRATED* I have been working on this for almost a week. Alternatively, if anyone wants to hit me up on TS, Mumble, or Skype and give me a hand, that would be righteous. Normally I wouldn't beg like this, but that crash just lost me about 2 hours of work.
  14. Hmm, I think I experienced something similar. I typed this in for an edit and it took me to a different directory but I made the changes just fine. So every time I make an edit I have to reference the mod conflict list and find them then drag them to my patch?
  15. Did anyone else have to search by the FormID for the Honeystrand Cove Cell? Ok, I have been tinkering with this cell for a minute and I can't find a way to make resolve this conflict: Block 1 > Sub-Block 2 > 0001525D HoneystrandGrove01 Conflicting Module(s): [*]EnhancedLightsandFX.esp (Mod) [*]ELE - Interior Lighting.esp (Mod) Conflict Resolution: Use record from ELE - Interior Lighting.esp then move the DATA - Flags and XCCM - Sky/Weather from Region record from Skyrim.esm. Problem Resolved: Enhanced Lighting for ENB did not take into account a skylight. In the tutorial the author of TES5Edit said to right click on the header and copy as override. I had to search the FormID (0001525D) in Cell/Block 1/Sub-block 2/ to even find what needed to be resolved. It shows that the ID is contained in Sub-Block 2, but it's not displayed on it's own like the others in the Sub-Block. When I right click on Sub-Block 2, the only option available is to "deep copy as override" and that was never covered in the tutorial. I know that if I right click Interior Lighting.esp at the top of the right pane, I can copy as override, but it doesn't show my changes in the SR Conflict Resolution.esp. The same thing is happening with Block 5 > Sub-Block 4 > 00083559 Labyrinthian01. Also, is there a reason that many of the edits I am making are not saving under The SR Conflict Resolution.esp? It stopped after 00013A89 DawnstarBarraks. Is it because I skipped the Honeystrand Grove edit?
  16. Sweet, removing from the MO. Thanks. Time to go mess up the conflict resolution ESP!
  17. Dagi-Raht by Nuska Author: Nuska and a lil Lylium Version: 1.1 (OLD UNP COMPATIBLE TEXTURES Optional) Optionals(In Archive): BaseSpecial Installation: After installation, move and rename the following folders: Textures/Actors/Character/Dagi/Female -> Textures/Actors/Character/khajiitfemaleMod Notes: This mod is a Khajiit based race, however instead of using the race the body texture will be used as a replacer for UNP. This is from the guide page, says to install "Base". There is no file in the structure named that. Wait, I think I figured it out. Am I only supposed to install the optional? There are no ESP's in the UNP Compatibility mod. Wouldn't that mean no masters?
  18. That actually didn't take very long, I missed about 10 textures for Solsthiem. I just wanted to make sure i didn't miss anything. I am guessing that DagiRaht.esp dependency is going to be fixed at the end of the guide? It's my only plugin that shows as missing an ESP.
  19. Thank you gentlemen. I will use the "find" command and work my way from the top of the page down, using "open in explorer" to find the textures and execute order 66. Don't go too far, I am mere seconds from blundering into another slip-up. Skyrim is hard.
  20. Oh. Well I will revert my previous changes then and fix the structure. Thank you. So the trick is the having the ESP's in the top folder? I guess that is something that I didn't realize. I wonder what else is messed up because of that.. When it says in the guide.. textures/dlc02/landscape/dlc2basaltcolumnsingle*.dds (High Resolution DLC is superior.)Does that asterisk denote removing ALL files with that name, even if a "_01" or something like that comes after it? If that's the case i have a lot of re-installing to do. I also wonder if that will mess up the intentional overwrites.
  21. So I double clicked the "aMidianborn - content add on" clicked on the "optional ESPs" tab and moved it from "optional" to "available" this makes me wonder how many mods I have to do this for...
  22. Bash Tagging Required: (Bash Tagging Guide) aMidianBorn_ContentAddon.esp (DELEV, RELEV)This part. This .esp doesn't show up on my Wrye Bash. Either that, or I am blind.
  23. No that makes sense, I figured that out after about an hour. I am still learning the "rules" of how to make files play nice. What do you think about my second question? Now that I look at it, almost none of the texture .esp's are showing up..
  24. I can't figure out how to make MO organize it correctly. It says "no game data top level" even when I make a separate folder for it. Normally, I can click on the top archive and "set data directory" but it just breaks the folder down further and further. I know this is something simple. I have just been working at it for like 20 minutes and I figured I would throw this out there. Edit: I decided to package the male textures and female textures as separate mods. It looks like it should work.. I noticed that when I when to add bash tags to my amidianborn.esp, that none of the texture replacer .esp's showed up. Any idea where I messed up?
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