Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. Install the DirectX Runtimes on Windows 7: https://www.microsoft.com/en-us/download/details.aspx?id=8109 SSE is still in the early stages in terms of modding. You can still get a far better game from Skyrim. With that said, yes, there is no 4GB limit with SSE due to the 64-bit architecture. STEP will not be available for SSE for several months. Mod old Skyrim and have fun!
  2. The only way a mod will affect your INI files is if you're using Mod Organizer and it includes INI files with the mod. So no, there is no reason to rerun the program after installing mods.
  3. Thanks for that! Please continue! We'll work through our issues and may have some news soon.
  4. Bug Fixes is suppose to correct the save issue on reload from death.
  5. Fair enough. Everyone has their own way of doing things. :: I, personally, only use xEdit to clean and create patches. I know some modders use it almost exclusively to create their mods.
  6. I'm going to guess isn't not the same memory address every time. That would be the problem, if it were. Honestly, this just sounds like your save is corrupted from any number of various possibilities, including over modding or a bad mod. If "Continue Game No Crash" had scripts, you need to clean them from the save using Save Game Script Cleaner. Also, try removing Autosave Manager. Honestly, I'd removing anything to do with saving or autosaving in terms of mods or tools since this is your issue.
  7. Disable Steam Overlay and see if that helps. Also, make sure you aren't running any other overlays from graphic card programs like MSI Afterburner.
  8. And there isn't anything in your Crash Fixes logs?
  9. Can't think of any reason to be opening the the CK multiple times an hour. Even for testing you can save and simply load the game to see your changes. This is, of course, if you're saving your plugin directly to the data folder. I also wouldn't recommend disabling those messages. They are most often from the base game, but every once in a while one can pop up for your plugin that you was unaware was an issue.
  10. Start In: D:\Steam\steamapps\common\Skyrim\Mod Organizer\mods\Dual Sheath Redux\SkyProc Patchers\Dual Sheath Redux Patch
  11. Run BethINI and add in Crash Fixes.
  12. That's awesome! I still have the disks for a couple Neverwinter games laying around. I have played it for many, many hours! I will be getting it and AC3. AC3 was actually the last one I played and, from what I hear, the last good one. I have Black Flag (got it free with my video card) but have never completed it. In fact, I've barely played it. I'd rather play that game while a controller.
  13. Yes. You still have to add the multiple masters line to the CreationKit.ini. [General] bAllowMultipleMasterLoads=1If you're going to be messing with scripts, you have to unpack the Scripts.zip file (I recommend using a mod manager for this so you can easily add and remove them), and you have to add the lines for the scripts to the to the CreationKit.ini. Mine looks like the below: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sCompilerFolder="Papyrus Compiler\" sScriptCompiledFolder="Data\Scripts\" sScriptSourceFolder="Data\Scripts\Source"Please note that the above path for sScriptSourceFolder is not the default path. I have mine set up to match how the paths for old Skyrim. SSE changed the path in the archive for whatever reason (or they packaged it incorrectly) so the new CK can't find the script source files for any mods being ported over to SSE. Bethesda is apparently aware the the problem. I don't know if they've fix it yet. If they did, then the paths above should be correct. That's all I've had to do to get the CK running correctly for me.
  14. It's the server being overloaded. Can only wait until it catches up. Hopefully some things fall into place soon and this will be relieved. More on that when the time is right.
  15. If you have one mod in more than one profile and change something with that mod, it'll change across all profiles that use it. The only way around this is to install the mod multiple times (once for each profile) and rename it. I do this for mods like DynDOLOD which may have different outcomes for different profiles.
  16. Thanks! I've not touched this in ages. Feel free to add in a couple notes.
  17. Did you also set your AF as Sparrow mentioned above. I was only addressing the grass. Your grass per texture needs to be set to 7 with SFO. However, SFO's tundra grass is not the greatest. For your rig, you might prefer something like Verdant.
  18. Yeah, ENB is better. As far as we all know, nothing was done to the scripting so I'm assuming that part of the engine wasn't touched. As if any performance is gained for scripting simply due to the port to 64-bit...we're unlikely to know that until SKSE is released.
  19. The plants look right, but looks like your INI setting is off. Run or rerun BethINI to make sure all your INI settings are good.
  20. Woot! Congrats!
  21. Map is a known issue. Not sure what causes it. Z-fighting...nothing we can do about that, if you're using BethINI. If you're not, use it. This is a vanilla issue that Bethesda fixed themselves in SSE. As for torch, have you redownloaded the mod and reinstalled it? I've never had the issue with the touch.
  22. I seen the update. I'm really interested in testing this one. Marked for Testing.
  23. Definitely. Downloading it now so I don't forget. Thanks!
  24. Yep. Looked like the wiki went down.
×
×
  • Create New...

Important Information

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