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hishutup

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Everything posted by hishutup

  1. When it comes to piracy please do not mention it because is frowned upon, especially in the modding community. I don't mind if people pirate as long as its for legitimate reasons, I am sure you have your own. Piracy is NOT tolerated and I have not idea how its handled on this forum. I know nexus its ban worthy.
  2. This is the easiest solution to the memory issue. Install this manually into the "Skyrim" folder(with the TESV.exe) SKSE Plugin Preloader Install this manually by moving the SKSE folder into the "Skyrim\Data\" folder Crash fixes Then open the "Skyrim\Data\SKSE\Plugins\CrashFixPlugin.ini" Modify the "UseOSAllocators=0" to "UseOSAllocators=1" Save. You should be good now. I'd recommend removing the old methods of heap modification, ENBoost is fine. [spoiler=Old Post] I made this sticky because there is a sudden up-rise in CTD relating to the memory tweaks not working. It is flooding The General forum and has kind of spread to the memory blocks log mod topic. If you are curious how the memory tweaks work, there is an amazing post by keith over here. There are several reasons for one to CTD or freeze but the most common one is that the SSME/Memory Patch 3.0/SKSE memory tweaks are not applying for some reason. NOTE: SSME is no longer needed and should be removed and replaced with the SKSE Memory Tweaks. Safety load is also not needed anymore and may cause unexpected issues. First, please copy and paste the following into your SKSE.ini file Make sure your ini is located as such ...\Skyrim\Data\SKSE\SKSE.ini If you follow STEP check this out. [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 To find out if your memory tweaks are working correctly, download and install Memory Blocks Log. Run the game through MO, I would recommend fully loading into the game but the main menu will suffice. After which close out of the game and open MO again if it closed on you. Go to the overwrite folder and navigate to the "SKSE\plugins\" folder and open up the memoryblockslog.log. Your log should look similar to this: logging of blocks enabled logging max values only Timer disabled Block1 Block2 512MB 256MBHowever, people that experience a lot of crashing will have something like the following: logging of blocks enabled logging max values only Timer disabled Block1 Block2 256MB 256MB The most common "fix" is to open the "Modify Executables" window by clicking the gears on the top part of MO and select the SKSE executable and add the Argument -forcesteamloader It should then look something like this. After which, click the modify button and then relaunch the game through MO then close it and make the comparison again. If your results did not change then make a post below, otherwise search for topics that already exist in the General forum. If your particular issue does not already exist then make a new topic and there will be someone to answer your questions.
  3. As Nozzer66 said, Skyrim is a steamworks DRM game. I'm sure you have your reasons but piracy isn't tolerated in the modding community GrantSP, I know he said that and that is what is accepted but I have seen my game at one point hit 512 and then crash, I compared the timestamps That previous situation was back around the time of its discovery though and I didn't really know what was going on. Since this is no longer related to the memory blocks log as a mod please move the discussion about the memory tweaks over to this topic please read the OP before posting as posting there may not apply to everyone. If you have a question or you want to share something that directly related to memory blocks log as a mod then feel free to post away. :D
  4. I am shocked that you are not having issues... One example, NMM doesnt understand how mods are packaged differently. half the mods you use probably did not install correctly and are not functional. NMM has a ton of issues whereas MO has some issues. and there is Ess, hia Ess
  5. FNIS isn't a plugin so perma really doesn't care. you have to add new loot rules. Im not going to type them all out but you should be able to figure them out.
  6. Mo defitely has issues but still stick with it. EssArrBee uses it in his guide with great succes. I would wait for one of the FNV guys to help you out.
  7. Its probably the memory thing... Look in the mods forum and find memory blocks log. I talk about all sorts of stuff there
  8. This is a situation I had.... I was told that block1 shouldn't need to be raised because it goes to block 2 and block2 didn't need to be raised because skyrim will just create another block 2 Lets if someone has a good answer
  9. No, you have to set it and leave it or do it manually... Skyrim doesn't have something like streamline for oblivion to my knowledge. Maybe it isn't the shadow distance but the resolution. I cant remember the names precisely but here you go ... Ishadowmapresolution=2048 Firstshadowmapresolution=2048 Secondaryshadowmapresolution=1024
  10. Boss cant really get left behind because guide writers can compile a userlist to share rather than individual rules. Neo and I don't need every new mod to be added because we can look at records and find a home.
  11. boss is significantly easier to control. You tell it where to stick a plugin and it'll do that... Loot kinda places them all willy nilly but you can have some control over the placement and in my experience BOSS is easier to read and reproduce
  12. All of the esp that are included in the ICH should be removed because there is a replacement in the WAF mod. In the main WAF mod the ICH plugin is outdated and that is why you need to download the updated on the from the WAF mod page. BOSS is no longer used in STEP, use LOOT instead. Did that answer your question?
  13. The impression I got was yes, it does. "Note: v0.7 is not backwards-compatible with v0.6. In particular, it produces slightly different load orders, and its settings are different."
  14. That pretty much means that any patches that are made will have to be constantly updated or the Merge script will need to keep track of which formids were changed. I think that kind of thing really should be added because it would solve the entire thing where patches do quite work if a merged plugin is mastered because its very easy for the formIDs to be different even though the same mods are being merged. This also applies to weapon and armor mods that are merged. I'll almost guarantee that the FormIDs will change causing you to loose all of the weapons and armors that you have acquired.
  15. I have done that and even in the times where MO wasnt a thing I never seen BOSS or even loot for that matter add the bash tags to mods.
  16. Grant the debug log shows the plugins that are being read. Personally, I only know about half of them.
  17. Today we download 10+GB games from the internet. I don't think that 1.8GB is all that much but I do have reasonable speeds for today, so I am used to getting games and whatnot downloaded fairly quickly.
  18. I think that it is really good option for people. Its a good starting place and has a ton of mods all together. The download isn't that huge.
  19. Load up Tes5Edit with your current Load Order but without any dynamic patchers, bashed patch is fine though. Select all the mod except the DLC and unofficial patcher and rightclick "check for errors" Then copy paste the log into spoiler tags.
  20. turn off the grass. I would say use ENBoost and then inject some sort of Sweetfx. If you want better shadows then you can probably use the enb detailed shadows. That is the only thing that comes to my mind at this time.
  21. You would have to use renumber formids because I'm positive that there are more than one repeating formids. The only solution I can think of is manually renumbering then to a specific range but even that will have issues
  22. Hmm, I think that is the one where one of your mods has a ton of errors. I may be wrong though.
  23. Loot was the one that is imbeded in mo. And I think 305. In all the times I modded the tags never auto loaded for me. Is that something that is supposed to happen?
  24. OK, here is a small run down of the issues. Mwse was busted when I was trying it. It would cause the game to immediately crash. There was on set of vurts trees that need their collisions flipped the black ones that are all spiky. That is all that I can remember at this time.
  25. I added the section so you can give it a look if you please... I will try to get it completed today. I also fixed the broken forum link in the pack Well, I tend to be breaking the wiki lately so adding stuff is slow... The admins dont quite know what it is EDIT: I need to do a WAO Merge Patch and (a) STEP Patch(es) I need to go through and remove some patches in the instructions that will be included in the Merge patch EDIT2: here is the first revision of the merging patch so you can look at it if you please nvm Tes5 broke it :/ 3.0.33 is completely screwing up... EDIT3: the the problem with merging is that patches become difficult. I think all of the patches will not be a master of the merged plugin so it may be a non-issue but Ill give it a shot and I'll see what comes up EDIT: Nope patching is an issue. Somehow there has to be manual renumbering or add the patch in pre-merge.
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