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maedrhos

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Everything posted by maedrhos

  1. I have been using a version of SRLE:LoTD since February 2018. The setup has been so stable that I've avoided changing anything including updating from Windows 7. I'm sure most of you have made that change and hope you won't mind giving me a heads up on anything I need to be mindful of when I update to Windows 10 to keep from breaking my game.
  2. I have been using a version of SRLE:LoTD since February 2018. Yep two years, over 1300 hours into the game and the same set of mods. I know that in itself is worthy of more explanation, even confession, but the reason I mention it is to complement Darth_mathias and Lexy on what they have done. I started modding Skyrim in 2014 and for four years could not manage to make a stable build. Following their guide I found truth, justice and the Dragonborn Way. But I have a question. The upgrade to Windows 10 is being forced on me by the dark side and I am wondering how that worked for anyone using this modded version of the game and Mod Organizer v1.3.11. Ya, ancient stuff but I don't want to lose my game and would keep running it in happy oblivion if not for the outside world. I would appreciate any warnings or affirmations about what has happened to the rest of you on the upgrade as it relates to SRLE:LoTD.
  3. I just updated Undeath Immersive Lichdom to v3.6 as per the 1/22 changelog. It would appear that the cleaning guide for this mod is no longer necessary as the mod author's instructions exclude v3.6 from the process.
  4. When merging all the Blowing in the Wind esps I wind up with Blowing in the Wind.esp as a missing master for the merged file...what did I do wrong?
  5. Thank you for the quick reply. I did search of the forum for "Enhanced Vanilla Trees" before I posted so missed the reference to "EVT". I remember you guys asking all the questions of Neovalen when you began this mod pack about two years ago. Reading Lexy's answer convinces me that you guys are now the masters. Thanks for your labors.
  6. A strange thing happened when I attempted to follow the instructions for installing Enhanced Vanilla Trees. The instructions say to load it into Creation Kit because it has a 'wrong form version in the file header' and then save. I noticed that when I did this the .esp was placed in the overwrite file....I did this twice just to confirm. If this is WAD should I put the .esp back in the mod or did I do something wrong?
  7. New Install of SRLE:LOTD...if I understand the pre-requisites my TES5Edit v3.2 file structure should be >Edit Scripts>Hishy_Remove, lib, The Great Equalizer? Before reading other posts I had an Edit Scripts folder inside the Edit Scripts folder. Is the end result correct? Thanks for what you guys have done....absolutely amazing.
  8. Which STEP guide are you using?
  9. "What are the consequences of advancing with WB while ignoring the error messages?" Unpredictable instability, endless frustration of week long triage sessions to find out why the game won't work. Can't really say for sure but the game is unpredictable enough when there aren't any error messages. I'm reminded of a YouTube clip of Hugh Jackman kissing a man on stage in London when someone in the audience shouted "Don't do it Wolverine!"
  10. I think the game would be well nigh impossible to mod without Loot. If your OS won't support it then I'd also bet it won't be able to handle other parts of the game. Thus no helpful suggestion other than one you've already ruled out. Sorry.
  11. Hi, lupus. Welcome. I was like you three years ago: wanted to play a modded game rather than become an expert at modding. There is no way around it. If you want to play a modded game you have to know some basics. The biggest time saver for me when I was in your shoes would have been to start at STEP rather than discover it while I was trying to get 200+ random mods to work and not being able to figure it all out. The fact that you have discovered STEP early means you are well past me at this stage. Better than STEP, in my opionion, is SR:LE: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition . The author, Neovalen, does a wonderful job of guiding even someone new through the process. The whole modding field at the moment though is in transition. Some of the basic tools have not yet been written for the new version of Skyrim. When they become available new guides will be written by Neo and others, Darth Mathias comes to mind, for their setups. So, many of the guides have not been updated for about a month. I'm still using the SR:LE set up in the link above and if I were to do it now I would, as far as possible, use the older version of the mods that Neo used in his last update. Neo built a conflict resolution patch based on older versions of some of the mods that resolves disputes between them. For someone who doesn't want to be an expert, the conflict resolution patch is crucial to get the game to work properly. I would not add 200+ mods to a set up and then start triaging to see why it doesn't work....I would follow a guide and once you have got that set up working....add or take away a few mods at a time to test whether or not the set up works. You need a base first before you start branching out on your own. When you run into a road block, just post a question....someone will pull over and help.
  12. I have been updating all mods that are not masters of the conflict resolution patch and things are still very stable.
  13. I'm still running the last SRLE build and updating all mods that are not listed as masters of the most recent conflict resolution patch (the masters are listed if you hover your mouse over the .esp on the right side of MO).
  14. I don't know why a CTD on save happens. But I'll get it every 20 hours or so of gameplay. I deal with it by going back to a previous save (found by trial and error) in which the CTD on save does not occur. Just load the save and try to save. A corrupted file will crash immediately. Once I have found a file which doesn't CTD on save, this is where I begin playing the game again. Everything since then is lost due to the corruption of the file which keeps a new save from being made.
  15. So far...I haven't done any crafting at the forge since I began this playthrough....reading, learning spells, eating, drinking, waiting, sleeping, using the tanning rack, Hunterborn, Campfire and Frostfall components all work.
  16. I can confirm that Time Flies has the same issue: activate cooking pot and a lot of time just evaporates....the mod has the ability to set an activation switch....I chose the letter 'V' and any time I intend to cook I just hit 'V' before I activate the cooking pot and turn it back on when I'm done....I assume 15 minutes per item cooked and advance the clock by waiting when I'm finished cooking....an easy workaround for those who enjoy the other effects.
  17. Sarcasm: there is good advice here. Understand that the problems could be one of many. String count is a big problem for load orders that large and wasn't identified until earlier this year. Crash Fixes makes that particular problem go away. But it doesn't eliminate all potential problems. Following a guide like Neovalen's for Skyrim Revisited: Legendary Edition will eliminate a lot of mod incompatibility but you'll sacrifice some personalization of the game for stability. I still have the same recurring issue as you mentioned every 20 hours of game play where I'm unable to save the game. For me the "player.kill" method does work: https://www.gamefaqs....skyrim/65664399 (second post) although I've been unsuccessful in getting any advice on why it works, or what is causing the crashes in the first place. My sense is that it is still a misunderstood problem in the game and could well be caused by things I've added on top of the SR:LE build. Sorry to not be more specific but you may find modding to be frustrating in that there can be a lot of time spent making the game work rather than playing it.
  18. Roger that. I probably extracted files to the wrong place once-upon-a-time. The files you say should be in the Skyrim Directory or there but they aren't alone. I very rarely know completely what I'm doing and sometimes my mistakes are like spilling sand on a clean floor....you are still finding sand months later. Thanks for your help.
  19. Excellent, thank you. I did not realize that MO used the SKSE.ini file in the mod rather than the one that is in the Skyrim/Data/SKSE directory. enblocal.ini already had that line as false. Edit: That did the trick. The log shows the Block 1 availability as 768 and the usage topped out at 580.
  20. My game was crashing and using memory blocks l could see that memory block 1 was hitting 512 if skse.ini was set to: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 So I changed DefaultHeapInitialAllocMB=1024 and memboryblocklog.log is still showing block 1 limit as 512 rather than 768...what would cause this?
  21. I used a build of REGS and SRLE for about six months. It was unsteady with frequent crashes so I spent a lot of time trying to make it steady. Many of the crashes were caused by worldspace conflicts introduced by the quest and city mods and needed conflict resolution. Unless you are prepared to spend a lot of time learning conflict resolution so you can do it yourself your likely to have happier times just staying with a build where someone like darth or neo are doing the CR for you. Also REGS has not been updated in over a year.
  22. If the mod is flagged as simply meshes or textures I'll go ahead and update but if it is anything else like an esp or script I'll wait until the next play-through. Neo's change-log is dated and easy to follow and a great resource of what needs to be updated when you are ready.
  23. Agreed, so looking for an alternative way to fix the game.
  24. Thanks for giving it some thought. I installed that three weeks ago when Neo put it in the SRLE build hopeful that my problem was the newly discovered string limit. But the problem came up again last week and my string count never reached the former limit which is why I'm sure it's not a string issue. It's something else but I don't know where to look now. I'm hopeful that the 'player.kill' fix is the answer but since I don't know what it is truly doing to the game I can't be sure I'm not just creating more problems. I live in hope of actually finishing the game someday.
  25. I've recently encountered an inability to save my games about 20 hours into play-throughs. I've determined that it isn't being caused by string count or memory block excesses, but I can't determine what is causing it. My install is SRLE plus hunterborn, moonpath and a bunch of follower mods. It works fine off a new install (not a single crash for about 20 hours) until I encounter this. I've been systematically cutting back the mods to find the culprit but since it isn't popping up until well into a game I haven't yet found a smoking gun. There isn't a lot of information on the web or STEP about what causes it but that using the 'player.kill' fix (https://forums.steamp...d.php?t=2994022) does work. I successfully used it about 8 hours ago on my current play-through and it did work....no other problems. My questions are two-fold:....what could be causing it? (or at least what should I be looking for since I've ruled out more obvious things) and why does the 'player.kill' method work? (What is it doing to the game to allow one to continue playing as if the problem never existed?)
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