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Everything posted by Kuldebar
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@miran I'm having trouble grasping what you are saying, I was tired when I initially read it, but it still is unclear. Here's what I know: 3 test game starts and 2 real game (with fully 200 modded config) with the mesh file installed: No CRAZY Cart. Before that, IAv7 = CRAZY KART... Obviously, if one isn't suffering from such problems, it doesn't matter but it has been a constant issue in modded Skyrim for me until I start using the mesh file. I don't like activating IA after the start of a game becuase I've often ended up with naked NPC's running around and have to do a "resetinventory" action on them. that stuff bugs me, because it breaks me out of the game. Because, what is seen, can not be unseen!
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Neat mod idea, and I'd definitely use it...would be great with Inns & Taverns and ETAC integration.
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Hence why it might be getting overlooked as a possible valid fix or approach to a fix. Also if it is altering collision values, it's not readily apparent to the player character. If I had to choose between the prisoner cart flipping around at the start of every new game or an attacking random wolf that lunges, misses and passes through a moving cart (which I don't use moving carts in the game except for the prisoner scene) -I shall take the no crazy cart option. Wasite: Unique1:
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SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
I never had any mods that change vampires from default, any suggestions? Also, because the USP/UDGP edits are NPC specific...doesn't that throw a big wrench into a blanket solution to fix it? I mean, you'd have to do a Vampire NPC Overhaul or something :( Well, according to Arthmoor, my problem shouldn't be happening: Unofficial Patches are loaded in correct order and first mod slots at top on both panes of MO... /sigh -
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
Yes, BOTH UDGP and USP edit Tints (same values) ...removing them from their respective esp doesn't fix the problem either...it appears there is FaceGen data in the folders for the patches as well but I don't know what's applicable. In MO I can disable the ESP for the patches but the problem will persist if the patch folders are still checked in the left MO pane. :( Grrrrr.... -
Test Subject: Hert Vampire NPC of Half-Moon Mill (coc halfmoonmill) OK, this is a clean save game made with only official game files no mod esp's or textures installed under test profile in Mod Organizer: Now, here is the same clean save with all the Unofficial Patches installed and correctly sorted: This irritates me to no end! I spent 1-2 hours combing through face and body mods and combinations and overrides trying to figure out WTF was happening. I don't play vampire characters so my body/face mods are just for better detail, nudity etc. So, in my previous games, running into vampires in dark dungeons and caves, I probably never even noticed this issue, but in the daylight with all my higher texture mods enabled, the mismatch is even more noticeable than what is shown in the screen shot above. Anyway, I found out the Unofficial Patch files are introducing this mismatch in the Hert NPC, but I have no real way to ascertain if it is with all vampires, females and/or males and so forth. Any one have any ideas or suggestions? Or a fix?
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OK, what ENB are you using? Have you tried swapping out to a vanilla Skyrim.ini/SkyrimPrefs.ini? (just in case some bad tweaks were made...or shader settings.
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Yes, the physics issue with Skyrim 60+ FPS can cause the issue but so can a slew of really weird things: Schlongs of Skyrim, Immersive Weapons, Helgen Reborn, and various carriage texture/mesh modifications. It's rather strange to think that changing an NPC's armor or equipped slot could cause the carts to act erratically, but this has been a thorn in the side of players and modders for a long time...so, I am very interested to see if it can finally be put to rest. Blurbs: Immersive Armors Helgen Reborn
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Octopuss, you've obviously introduced something that has destabilized your Skyrim game, can you backtrack your mod additions to narrow it down? Yes, there's still room for operator error on your part if you fat fingered something or deleted something in a momentary loss of sanity, but usually (assuming you had a stable CTD-free mod build) it's going to come down to that one mod you added or one patch you failed to add. That gives me an idea, I think I'm gonna start adding date/time to my mod folders so I can keep better track of chronological information for troubleshooting purposes.
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For grins and giggles, have you just tried a completely different texture replacer for spider webs? Just to see what you get? I use ISW Medium by Isoku...just finished Bleak Falls...there was no shortage of webs. I do have Ruins and Clutter as the only thing overwriting two of the textures (probably by accident) -just checked, Ruins & Clutter overrides two spidersac dds files, no other conflicts for Intricate Spider Webs by isoku on my install.
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Is this a similar issue to the ENB and Alpha Channels on textures? Also, are you using the Skyrim Particle Patch (or equivalent) ?
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Ok, tehre are two mods that really need to cooperate with each other, and I was wondering if there is a way for me to run TessEdit and get them to be compatible. As near as I can tell Immersive Travel - No Fast Travel by DrNegative so successfully blocks fast travel (except from carriages and boats) that it won't allow Travel Mounts - for fast travel by Manaflow to work as intended. Can someone take a gander at these and tell me if a simple edit will make them work with each other? The exception to the disabled fast travel for carriage/ship travel needs to be given to player owned horses...but how?
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Leazers Open Lock 2_0 by Leazer425 Skyrim » Magic - Spells & enchantments I like playing pure mages when I am not playing archer/melee type characters, this mod by Leazer allows me to do that and "stay "pure". Out of all the mods that allow for magical lockpicking, this is the only one that isn't a mess script-wise and is completely functional as well as skillfully integrated into the game. It blends in like it was there from day one, but you will need to incorporate it into your build via a bashed patch. (no surprise) This mod is highly under-appreciated, but it does the job, and does it well. The one single downside: you can't cast the open lock spells underwater, but that is true for all magic spells in the game.
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Glorious Fort Dawnguard by Dahveed There's a few aesthetic details to work out, but I am tracking this mod currently because it does address some glaring issues with Fort Dawnguard and its vicinity. I looked into some Ft. Dawnguard revamps, but they seemed to have technical issues involving navmesh or similar showstoppers. OOPS! Nearox reports: https://www.youtube.com/watch?feature=player_embedded&v=Rg7AMVaIAKM
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Well hoping to get more peeps to test it out...so we can see. I liked the Touring Carriage mod, but the carriage was way to erratic and honestly the way it swung at weird angles killing NPC's wasn't my cup of tea. I no longer use it, but mayhaps this mesh file fixes the TC Mod and makes the carriage run normally.
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Hmm, I manually downloaded it from Nexus and then selected the archive to install in MO. Nexus has been acting up of late so I don't always use the download with manager button. The "fix" is one mesh: No. But, Touring Carriages do suffer from the same malady and can be fixed by all accounts with this mesh edit.
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SKYRIMLE Closed and Guarded Border Gates by Thicketford
Kuldebar replied to Ganda's topic in Skyrim LE Mods
All things being equal, I'd agree with that assessment but looks like the "unique" version has some conflicts to work out with at least one popular mod. -
TouringCarriages SOS and Many Other Mods Compatibility Patch by UniqueOne This fix appears to work for the prisoner cart issues (especially with the latest Immersive Armors installed) and based on user comments it is a fix for the vanilla game Prisoner Cart and: - Touring Carriages - Dragonkiller Cart Reloaded - Scenic Carriages - Gypsy Eyes Caravan
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ACCEPTED Come Together N Out of the Way (by Nausicaa)
Kuldebar replied to Quitch's topic in Skyrim LE Mods
Haha, but make sure they are marked essential, (I do in EFF, friendly fire and murdering followers isn't a game play feature I desire) lol. Especially if you are on a narrow mountain path. -
SKYRIMLE Closed and Guarded Border Gates by Thicketford
Kuldebar replied to Ganda's topic in Skyrim LE Mods
Yeah, been using this for several months, made by a good mod author with a good track record and I have had no issues. -
ACCEPTED Come Together N Out of the Way (by Nausicaa)
Kuldebar replied to Quitch's topic in Skyrim LE Mods
It's a bit too much of a "messing with stuff that's not that important with scripts" mod for me: _NausicaaLib.pex _NausicaaTweakerControlQuest.pex _NausicaaTweakerMCMQuest.pex _NausicaaTweakerMGEF.pex _NausicaaTweakerPlayerAlias.pex I'd rather give my Papyrus Log a break and reseve it's labor for the handling of followers (via EFF), Convenient Horses, SPERG, Relighting Skyrim, SleepTight, iNeeds, Auto-Equip Mods and other game burdens. Also, I'm pretty sure EFF (non-Beta) is keeping my followers outta my way, because they back up if they get too close. And Unrelenting Force is always a single delightful rage filled key press away if they somehow got me stuck. -
Braith is no longer invisible...things that make you go "hmmm"
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SKYRIMLE Respectful Guard Animations (by JeremeW5257)
Kuldebar replied to Ganda's topic in Skyrim LE Mods
Nice, downloading now and adding to my newest game. (the GDO Version) -
Sold! Downloading now for my next playthrough! Based on this:
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I feel your pain. I started having repeatable CTD's on the Windhelm bridge after installing Snow Shader Fix (which is pretty freakin' awesome, BTW) The good news for me, is that it was a new problem that I could easily trace to a particular mod addition.

