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tregolani

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Everything posted by tregolani

  1. Hey everyone, I'm having a bit of a OP bug that I'm trying to diagnose - whenever I try to use a power attack with any bladed 1-handed weapon (sword, dagger, axe), I do a double attack. As in, my character starts the normal attack animation, then immediately jumps into the power attack animation. However, the attack sound plays for both, and enemies are actually hit twice due to the issue. 2-handed weapons (even fast ones like Immersive Weapons' quarterstaffs) and 1-handed maces do not display the same issues, and only attack once per power attack or normal attack. I also have the issue where if I do a normal attack and then immediately strafe back and forth rapidly, I can "chain" attacks one after another without any clicks aside from the initial attack. It's almost as if it is trying to play the animation to its fullest, and the change of direction is causing it to reset and try to play the animation again. I am using SPERG as my perk overhaul mod, and due to some perks I've taken, my "weaponspeedmult" value is 1.45. I have console'd the value (using forceAV) back to the base value of 1.0, and that seems to remove the issue for the 1-handed weapons, but obviously removes any benefit from having taken perks to increase my attack speed. I've also tried uninstalling attack animation mods, re-run FNIS, and played around with animation mods, but it doesn't seem to be linked to animations, but rather to the attack speed value. Is this just a weird limitation of the engine, or is there a way to fix this? Load order is in my signature.
  2. hishutup, please remember that STEP is first and foremost a mod setup that FIXES and IMPROVES the vanilla game. It specifically avoids trying to change the vanilla feel or textures of the game, but rather just upgrade them to nicer, higher-res textures and fix any obvious errors. If you want a new body with new textures and super ENB settings that make your character look like something straight out of Photoshop, then this overhaul isn't for you.
  3. Great idea, Glanzer! Unfortunately, it proved to be fruitless - there were no meshes to be seen when running into the invisible walls. I tested multiple areas where I was finding them (College of Winterhold, Morthal, Castle Dawnguard), but to no avail. They seem to just be collision volumes with no meshes attached to them. They tend to have fairly regular shapes, and most seem to be circular. Some seem to be sloped, so I can run up atop them from one direciton, but can't from the other. They also have varying heights above the walkable ground - most tend to be at a height where I can jump on top of them to bypass, but some are almost as tall as my character, and prove to be more difficult to get past. Is there a command to see just collision walls using the console, or is it only meshes that can be viewed?
  4. UPDATE: Checked with Apoc - doesn't seem to be the issue. Apparently that problem was solved in a previous patch, before I even started using it. According to the Enai (the mod author of Apoc), the Levitate spell would create collision volumes, but then move them below the world and delete them. It checks for them multiple times in the following seconds as well, deleting anything it finds as well on the offchance that the initial delete call failed. Is there a way to select and disable/markfordelete an invisible wall in-game using the console? I've been trying to click on the areas where the collision volumes are appearing, but I can't seem to select anything there. Is there a way to refresh the volumes in a cell or select invisible items in a cell using the console?
  5. Hm. That might be part of the issue, as I am using Apocalypse Spells. I'll have to look into that.
  6. I have not tried attacking the invisible objects, no. I doubt that this is the case, since some of the areas where I was finding them should not have any creatures (aka on top of the walls of the College).
  7. STEP Users, I'm running into (literally ) a lot of invisible walls lately in my Skyrim playthrough. They don't match any sort of structure or walls that are visible in the area, but they act as if I'm running into a fence or full-on wall. Sometimes they seem sloped and I can run up them and fall off the other side. Other times I have to jump up on top of them to get past them. There are even some where I can only run around them, as the wall must be too tall for me to jump over it. However, the amount of them seems to be growing. I'm finding more and more of them as my playthrough progresses. I am using a number of location-modifying mods on top of my STEP Extended base. Currently, there are 3 main areas where I am finding them and noticing their prevalence increase: Morthal (modified by ETaC), College of Winterhold (modified by Immersive College of Winterhold), and Fort Dawnguard (not modified by anything). Interiors do not seem to be affected, only Exteriors. Does anyone know what causes these to appear, and is there a way to fix/remove them?
  8. Not according to the TES Wiki It should be found on each of their corpses, both from what the wiki says and from my personal memory of previous playthroughs. Plus, the fragments should be found on their corpses as well, but those were missing too.
  9. I'm currently on my 3rd character (bought Legendary Edition back during the Christmas Steam Sale). First was a male mage who got to ~level 45 or so, while slowly adding mods (mostly Steam Workshop). I then found out about STEP, and wiped my saves and reset my game to vanilla and installed STEP 2.2.8 Extended + SkyRE + Skyrim Immersive Creatures + High-level Enemies + Revenge of the Enemies via MO. Made a female Redguard ranger who was a dual-wielding saber-user and archer (think Drizzt, for all those Salvatore fans out there). Got to level ~120 or so, and combat was still fairly fun, because all of the baddies leveled up with me and had MUCH better AI. Finished Dragonborn, Thieves Guild, and was close to finishing the main quest...and then real life caught up with me and I had to set the game down for a few months. I just recently got back into Skyrim. Again, wiped my saves, installed STEP 2.2.9 Extended + SPERG + Apocalypse + Skyrim Immersive Creatures + High-level Enemies + Revenge of the Enemies via MO. My current character is a female Breton battlemage (level 66) who started as a pure magic character using spells and staves, but now has evolved into a rapier-wielding spellsword. Currently am the Archmage of the College, and am working through the Dawnguard questline. Will most likely move on to the main questline, finish that, and then move on to Dragonborn. Master Difficulty + SIC+HLE+RotE really extends the life of a character for me, since the enemies rarely ever stop scaling with me, so even at 100 smithing/enchanting, it still takes a few hits to take out most baddies, and I usually have to use healing spells at the end (or even during) each fight, and that's with perma-Dragonhide due to a SPERG perk in Alteration.
  10. Hey all, Running into a bit of a bug in regards to book-activated quests. The one I'm running into the bug with is the Forbidden Legend (Gauldur Amulet) quest - I can't get it to start no matter what I do. Reading the book, using the console, killing the brothers, etc...nothing seems to start the quest. It's almost as if the game sees the quest as complete and will not activate it. My mod setup is STEP:Extended as a base, with a number of extra mods added to it for difficulty, equipment, and texture overhauls. Therefore, I am using The Choice Is Yours, which adds a script to the books that allows you to choose to keep reading to activate the quest. I am also using Book Covers of Skyrim, but I use the official BCS TCIY patch and I also made a compatibility patch that forwards the quest activation script from TCIY to the BCS versions of the books. I know that the patch was working, because the message-box prompt appeared when reading the book. However, here's where things get a bit weird. Playing a mage character, I went immediately to Winterhold. I then followed the quest line into Saarthal, and killed Jyric. Yet when I looted him, he didn't have any of his quest items on him! (p.s. I am also using Skyrim Immersive Creatures/High-Level Enemies/Revenge of the Enemies for more difficult encounters, and in my above compatibility patch, I made sure I forwarded the leveled list "items" into each of the brothers' inventories, so they should have all of their quest items). The same was true for the other 2 brothers (in Folgunthur and Geirmund's Hall) - no quest items, but they both did have their unique weapons. Daynas Valen also was missing his items - his journal and the Ivory Claw were both missing from his inventory. The only way I was able to get through Folgunthur was to console in the items to get through the dragon claw doors. I've posted this issue on the Nexus page for TCIY, but didn't receive any help there. Does anyone have any idea what could be causing this? I cannot get the quest to start using any of the possible methods (Daynas' Journals, reading the Lost Legends book or Writs of Sealing, startquest/setstage in the console, nothing.) It's as if the game won't recognize the quest, or has marked it as complete?
  11. I've only ever seen it when I've looted their armor. It doesn't show up when they are using the skins attached to the armor models. I noticed it initially because the face skin tone is MUCH darker than any of the skin tones available. It could be that the "vampire race" is forcing the BODY to use the wrong skin tones. Alternately, it could be forcing the FACE to use a darker skin tone than that available to the race. Honestly, I need to do a bit more in-depth testing, as using "showracemenu" to change my race resets the "vampire" face. I need to make a character for each race and THEN change them to a vampire so I can see whether the face skin tone has the same issues as the Dark Elf. I don't think they do, but I could be wrong. EDIT 1: Here's the screenshots of the in-depth test I mentioned. Contrary to my assumption, ALL RACES are affected. I didn't test the Beast races, as they aren't affected by the Overhaul, iirc. Obviously, I am not expecting a fix anything soon, as you did say the vampire faces were solely Windsong's work. However, it seems that the vampire face for each race only has a single skin color, and that skin color does not match with any of the available skin color presets for the respective races.
  12. I think someone else mentioned it, but yes, I was referring to the Dark Elf race (Dunmer). As for the bug, it only manifests itself once the character is changed into a vampire. I used the Live Another Life mod to take a few screenshots. Using skin color #4 (darkest), there were no issues when only being a Dark Elf. (see image #1). However, I then chose the vampire starting option, and behold! the skin color difference appears. Interestingly enough, when I pulled up the Race Menu after becoming a vampire, moving the slider for my skin tone only changed my body color, while my face color did NOT change. The vampire screenshot shows my character at #3 skin color, but even when I put it at #4, it was not the same as the face. I did the test with other races, and Dunmer was the only one that showed the issue. All other races did not show the multi-skin tone problem that I could tell. Dark Elf, No Vampire. Dark Elf, Vampire
  13. I'm trying to remember where it was, but I did run into a bit of a weird bug. The Dunmer female model's face skin color didn't match up with the body skin color - not sure if this is because I'm still using XCE (just overwritten by STEP Female). It could be due to an innerwear mod I was using, but I don't think so, since there aren't any overwriting files between the STEP replacer and the innerwear mod, and it is only the innerwear textures, not the skin. I'll try to find a screenshot of it tonight.
  14. Just curious, but any ETA when the next update will be coming out?
  15. Like Nozzer, I also added the SFBO to my STEP:Ex playthrough, and right away, the women look incredibly better than they did before with just XCE. Thank you Tech for all your hard work!
  16. ISSUE SOLVED. Turns out the bug was being caused by the SKSE plugin mod "Enchantment Reload Fix v3.1.2" where it was trying to carry over player conditions. The author egocarib just recently updated the mod (to v3.1.3) to remove that part of the code, and therefore all of my loading crashes have magically disappeared. Yay!
  17. Are you using the SKSE Plugin Enchantment Reload Fix? I don't think it has an .esp, so it wouldn't show up in your plug-in load order. He just released an article noting that his plugin was occasionally causing CTDs with loading saved games. If so, you might want to update it to the newest version, where he says he fixed that problem.
  18. I'll have to test this. However, my question still stands - is there an animation file for the leaning over the enchanting table? I assume it is the same for both males and females, as are most animations in the vanilla game. If so, do we know if it plays well with XPMS? Here's an image of a male character (same skeleton setup) with no clipping. It just seems like the female animation is being bent down based on the height of a male character's skeleton instead of a female character's skeleton. If I plan to use the Gender-Specific FNIS path, I feel like I need to make a mod to add the "bending animation" to the list of animations that FNIS chooses for the female-only path. EDIT: Looks like there is an animation file for that (CraftingEnchantingRoot, as found here) However, I don't know if it is one that I can just add to a /female folder for FNIS to recognize, since it would be a behavior, not necessarily an animation. EDIT 2: The animation file "CraftingEnchantingRoot" doesn't seem to be listed anywhere in any of the animation files of the base game. It must be attached to something else and therefore doesn't show up anywhere that I can find. EDIT 3: Turns out this "clipping issue" is much more widespread than I initially had noticed. It also happens when using the alchemy table (the top lip of the mortar is just barely visible through the table), and when pulling the forge bellows cord, my hand is pulling down on thin air just next to the handle. I'm almost positive it is the FNIS Gender-Specific path. I'll do another test tonight.
  19. Well, only the animation mod is Non-STEP, and it only modifies movement and combat animations, not any sort of crafting or non-combat animations. The skeleton and FNIS is all STEP-selected. The only difference is that instead of just using the Skeleton Arm Fix path in the FNIS patcher, I am also using the Gender-Specific path.
  20. Hm. Disabling the animation mod (YY Anim Replacer - Mystic Knight) and re-running FNIS didn't seem to fix it. I need to run my FNIS without the Gender-Specific path selected in the FNIS patcher and see if that fixes it. I have a feeling that somehow the FNIS GS path is grabbing the male animation for using the enchanting table and not compensating for the shorter female skeleton.
  21. Hey all! Yes, I'm back with more problems... Looking for a bit of help - I'm running into a bit of an obnoxious CTD issue with my load order. While I'm playing normally, it's fine. Loading into new areas, combat, fast travelling, saving, quick-saving, etc. However, anytime I try to load a saved game while playing (dying, quick-load, etc), CTD. Every time, without fail. Everything works well as long as the game doesn't try to load a saved game from in-game. Even quitting to Main Menu and loading from there after playing for any period of time in-game also CTDs. The only times I've ever gotten it to load without CTD is after a crash, reboot the game, and do some rapid quick-loading (aka, trying to pickpocket someone without getting caught, F9 if caught). I haven't done this in a number of hours, so it might not work anymore either. Here's my installed modlist in Mod Organizer (in order of priority - higher mods overwrite lower ones): Modlist Order - Using STEP Extended + SPERG + Apocalypse Spell Package + a number of armor/weapon/location mods And here's my LOOT-sorted Plugin load order: LOOT-Sorted Plugins Finally, here's my Papyrus log after about a 10 minute session of combat, ending with my death and a forced reload by the game (which resulted in a CTD): Papyrus Log FYI: My PC Specs EDIT: I've noticed quite a few "errors" that are scripts calling to mods I don't have and don't use...are those causing my issues? Also, would it be worth decompiling the called scripts and removing any callouts to mods I don't have? I am a complete newbie to modifying scripts, so if that is something that would be terribly complicated, I might have to look at removing mods instead. Just read through the log again, looks like most of those "missing mod" callouts are harmless. However, everything after line 258 seems to be where the problem would lie. EDIT 2: After a bit of digging, I may have found what was causing it. I am using the mod (Enchantment Reload Fix) and apparently something in his previous version had a bad habit of causing CTDs on saved game loading. This article was an update to his mod which was supposed to fix that issue. I am testing it today, and will let everyone know if this solves the issue. Any help you can offer would be VERY appreciated! Thanks!
  22. I checked my RaceMenu, and the height variable is set to 1, so I haven't changed that at all. I tried using the "setscale 1" command as well, but that didn't change anything. The only "size" mod I'm using is XPMS, and that shouldn't have any effect on my player's height. I am using the "Gender-Specific animations" path via FNIS...could it possibly be that it is grabbing the male "bend down" animation?
  23. So, I'm running into a bit of a bug, but have no idea what is causing it: whenever my character leans down to use the Arcane Enchanter, her hands clip through the top of the table so that her hands are "submerged" in the table. Any idea what might be causing this? Would this be something with my skeleton (XPMS) or something with the meshes of the table? I'm running STEP Extended + lots of clothing mods + some movement animation mods, but nothing that should affect the way my character bends down over the table... Any advice would be very helpful! Update: Would this possibly have anything to do with using the Gender-Specific option in the FNIS patcher? Since I use a number of animation mods, I tend to use the gender-specific option due to the fact that males using female-centric animations tended to break the immersion. Could it be grabbing the male enchanting animation and forcing my character to bend down as much as a taller male would need to? If so, how would I go about fixing that? Is there an .hkx anim file for the enchanting lean-down? Here's a pair of pictures showing the issue. Edit: Brightened the pictures so it's a bit easier to see.
  24. Is this still being chalked up as a Nexus-centric issue? I have updated my MO to 1.2.10 + bugfix for FOMODs (will update it tonight to 1.2.11), but I still cannot download ANYTHING from Nexus. I can't even query info for mods downloaded manually into the downloads folder. Every time I try to download anything, I get the error message "Server replied: not found". I've tried downloading from Nexus as well using the "Download from Manager" link (both in Chrome and Firefox), and both send the file to MO, which responds with the "Server replied: not found". I've tried ticking the "Use System Settings" option, as I do have filter software installed on my machine (given nexus and nmm.nexus full access through it), but that doesn't seem to solve the issue either. Any ideas?
  25. So, i'm having a bit of a bug, with the sound of my footsteps when sprinting. I'm thinking it's somehow coming from AOS, since it is the only mod within my load order (STEP Extended + SPERG + Apocalypse + many different armor and weapon mods) that would modify it. It seems to be looping incorrectly, since instead of the steps being evenly spaced in regards to timing, they seem to start off correct for the first few steps, and then they de-sync. See my "graph" below (S is step/step sound, - is delay). Animation S - - - S - - - S - - - S - - - S - - (etc, even spacing between steps) Current Sound S - - - S - S - - - - S - S - - - - S - S - - - (etc, a de-sync seems to happen after the 1st step or so) It doesn't seem to do this for the walking animation or sounds, but rather just the jogging/sprinting sounds. It's not a large issue, but it does seem to make my character sound like she has a major limp when trying to jog/sprint. Does anyone know what might be causing this? I am also using "Pretty Combat Animations", but the sprint animation should still be the same as vanilla, or else it is very close to the same. It's not any sort of catwalk-style of running.
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