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swiftfoxmark2

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Everything posted by swiftfoxmark2

  1. Okay, this time it was successful. Here's the link to the log (too big for pastebin): https://drive.google.com/file/d/1vgGNprg0b0bSeu48Z71kJCIBJzBbSAaJ/view?usp=sharing If this version works, can I use it for my playthroughs?
  2. Log: https://pastebin.com/5rSmbrNQ Bug Report: https://pastebin.com/j39N9sNX
  3. Here's the bottom portion of the second screenshot: https://drive.google.com/file/d/1ep8Bm4Z6EZsKB-UMZ-qR05yw0fFb102n/view?usp=sharing And here's the Smashed Patch: https://drive.google.com/file/d/1WDCJEBFQhMky8e2GlEVgDj5XEyi-81q_/view?usp=sharing So it looks like the Smashed Patch is using the records from Music Mods Merged and it changes the ZNAM Music record. But that's the only record I'm seeing that Music Mods also changes there.
  4. Here's 0001A280: https://drive.google.com/file/d/1bzJQI1KuUkd1Ncg7WoyPMNAd6bbW2tOh/view?usp=sharing And here's 0001A26F: https://drive.google.com/file/d/11Tez7dlKmSg5zzen_4wurY_ykPwRqyt4/view?usp=sharing
  5. Okay, after weeks of being busy with other things, I was finally able to capture the debug logs: Log: https://pastebin.com/sBuRCzku Bug Report: https://pastebin.com/06TK0AdN
  6. Bug Report: https://pastebin.com/p1ccLAKJ Log: https://pastebin.com/ZYnak2nW I think this is Music Mods Merged (https://www.nexusmods.com/skyrimspecialedition/mods/4625), but I'm not sure exactly. Any ideas on how to resolve it?
  7. Whenever I run LOOT, Mod Organizer reactivates the plugins I deactivated. Those plugins were deactivated because they were merged into my bashed patch.
  8. I've seen this too. The current Wrye Bash that works for SSE doesn't recognize the virtual paths for some reason. When I ran it, the Bashed patch was placed in the Data folder. So the best thing to do for the time being is to make sure your Bashed patch is in a folder in your MO mods folder and uncheck the esps yourself.
  9. https://www.nexusmods.com/skyrim/mods/66882/? This mod adds new ways to combat the Undead in Skyrim. It adds more silver weapons to the game, but also adds various resistances to the undead for non-silver weapons. To sum up, you will be given a huge advantage with Silver weaponry against the undead and werewolves but you will find yourself at a slight disadvantage when using non-silver weapons. There are a lot of ways to acquire silver weaponry in the mod, as well as methods of enhancing your own weapons to make them useful against the undead, but you'll have to use your head when entering nordic ruins.
  10. Dynamic Things - Woodpiles and Barrels and More Oh My by dominoid This mod does a lot but the main idea behind it is to make various objects in Skyrim usable. As an example, woodpiles can be looted, crates can be searched, and keg barrels in bandit caves can be tapped (sometimes they contain skooma). It really adds a lot to the Skyrim experience in my opinion. A must-have if you use Frostfall also. But there is so much more to this mod and it seems to work well with existing mods, especially survival mods.
  11. I've seen this issue with a lot of Skyproc Patchers. Tendo's The Staff Machine and Spears by Soolie. Not sure what causes it but it would be nice if a solution is found.
  12. Here's a quick overview of what his SKSE plugin addresses. Looks like workarounds for bad engine coding:
  13. Just ran it successfully without Razor Cortex running. Everything was fine. So I'll just uninstall that program. I only use Steam anyway.
  14. SKSE crashes when I run it from Mod Organizer. It may be a plugin I'm running, I'm not sure yet, but here is the error in the Event Viewer: Also, here is the log contents referenced in the Error Viewer: So if anyone has any ideas on what is causing this, let me know. The only changes I've made in the past few weeks are actually updated graphics drivers. That's all.
  15. Mod that adds Earth, Water, and Wind destruction spells to Skyrim along with corresponding Atronachs. Basically, this mod combines Water Destruction Magic and Wind Destruction Magic while adding Earth Destruction Magic into the mix. The spells correspond to the same pattern that the Vanilla destruction spells do and have their own unique effects associated with them. From the mod's description page: (https://www.nexusmods.com/skyrim/mods/69474/?) There are some updates planned for this mod as well, most revolving around adding unique perks as well as resistances.
  16. This mod adds a much needed feature for mage builds. It is amazing to me that Bethesda didn't have this feature in the game originally as it was in the previous Elder Scrolls games, but here it is: https://www.nexusmods.com/skyrim/mods/33598/? Also, it has been improved upon recently as Piotrmil has taken over development of the mod. It now expands usable spell types to the DLCs and supports dual casting. It looks like this mod is also set to incorporate overhauls like PerMa in the future as well.
  17. The nice thing about this mod is that it doesn't appear to interfere with Whiterun overhaul mods like Dawn of Whiterun or JK's Whiterun while at the same time can easily be merged with other mods. Very simple fix for a stupid sandboxing issue with NPCs.
  18. I managed to fix it. I uninstalled MO from the directory I had it in and moved it to another. It works fine now even though I had to set up all my executables again. There may have been a malicious trojan attached to MO. It definitely didn't come from the MO devs, of course, probably just something that latches on to the most used program. That may have been causing issues.
  19. So last night while I was putting together a profile, Mod Organizer started to crash the external executables that are required to load. Thus far, both WyreBash and LOOT crash when being loaded from Mod Organizer. In the Event Log, I get the following error entries: Faulting application name: Wrye Bash.exe, version: 305.0.0.0, time stamp: 0x49180193 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x70ebfff6 Faulting process id: 0x2a58 Faulting application start time: 0x01d07656f5c368ac Faulting application path: D:\Games\Steam\SteamApps\common\Skyrim\WyreBash\Mopy\Wrye Bash.exe Faulting module path: unknown Report Id: 337692fe-e24a-11e4-a30d-94de80613480 Faulting application name: LOOT.exe, version: 0.6.1.0, time stamp: 0x54974be1 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x70ebfff6 Faulting process id: 0x227c Faulting application start time: 0x01d07657720bcdca Faulting application path: D:\Games\Steam\SteamApps\common\Skyrim\LOOT\LOOT.exe Faulting module path: unknown Report Id: b0709776-e24a-11e4-a30d-94de80613480
  20. Just ran a check and I got the following errors: Anyway, right now it loads fine as long as Bring Out Your Dead is installed but the ESP is left unchecked. Which is weird but I'm glad it works for now.
  21. I found it. Bring Out Your Dead.esp conflicts with STEP Extended Patch.esp. For now, I'm going to remove BYOD from my load order completely. If anyone has the same issue, let me know. EDIT: Actually scratch that. Looks like BYOD is required for the STEP Extended Patch.esp. Funny, I had it unchecked and was able to load my game without a CTD.
  22. Really? I'll double check that one then.
  23. Okay, here's my information: Load order: https://pastebin.com/R3HZpUTA Skyrim.ini: https://pastebin.com/q9T9jM7A SkyrimPrefs.ini: https://pastebin.com/3fMww8Fj enblocal.ini: https://pastebin.com/G7LkFZPK And finally, I ran "Check for errors" using TES5Edit on Step Extended Patch.esp and came up with this: https://pastebin.com/wbUpkjqK For my load order, I've marked four esps as inactive, but they are part of the Bashed Patch, 0.esp
  24. I know that. When I played around with my load order, I deactivated everything except the files necessary to load the STEP Extended ESP. I still had no main menu.
  25. SKSE and RaceMenu are both up to date. Later today when I'm not at work, I'll upload some of my settings to pastebin. It is pretty much what STEP recommends, so I don't think you'll find anything. I could try removing the masters from STEP Extended and then systematically remove the masters from my load order and see which one breaks. I only say this because the last time I had this issue, it was because of The Dance of Death and Dragon Combat Overhaul not mixing well. And the fact that when I leave STEP out of my load order and the game loads indicates that this is some issue with STEP for me.
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