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Everything posted by hishutup
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Magic Mod Recommendations?
hishutup replied to Snappy73's topic in General Skyrim LE Discussion & Support
In Modular Morrowloot Overhaul under the section Skills, Powers and Magic there are a few. Supposedly they work fine together but the patches may be outdated. I Still need to redo them... I guess I'll re-download those first and check them but the patching method may be a little different. I'll make a new post after seeing if there is any patches needed for them -
The reason is because I was kinda stumped because I removed the custom skeleton and a few other things and the previously generated FNIS files caused a CTD in game. Maybe there is an error or something... I am almost out of ideas After this maybe something is OC'd and unstable. I had my processor around 4.2 GHz and it did fine in most games but had some strange effects with skyrim. --I knew about how unstable it was but never connected it--
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Oh, this snuck through... Hmm, I believe its Radeon pro.... I know enb hates it, to the point that it's pretty much required to remove it. There are some workarounds but I don't think they are valid anymore. I know for a fact if I touch any of the crossfire setting in ccc then crossfire either doesn't work at all or things flash this ugly yellow green color. I found that it's best to leave it like it is.
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Its no biggie... This is a pretty unique issue. The sad part is I can almost guarantee that its something super simple. I am pretty sure I covered almost everything though. As for the dummy folders: Oh, I never do that but thats me... So, I guess disable both DSR and FNIS dummy folders and start your game with all the mods except the skeleton mod... --what is it XP32 Maximum compatibility skeleton.-- EDIT: None of those mods ever have issues... Well, except FNIS under certain circumstances
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[Suggestion] MO managing ENB files
hishutup replied to Cookie_Dynamics's question in Mod Organizer Support
I don't believe this is the correct site for a suggestion. Since, this forum is for support and troubleshooting. Find mod organizers bug genie page and post it there as a feature or enhancement. But yes, I would also like this feature. I would post the link but I am on my phone an that's a hassle. -
pack A Real Explorer's Guide to Skyrim
hishutup replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I remember quite awhile back I ran into merging troubles with merging patches using the TES5 merge script. I do not know anything about the new version 1.7 but in 1.65 if you have renumber on it would renumber the patches and the masters at the sometime (like it should) After Tes5 did that it would merge the renumbered patch and then only the Merged Patches plugin would be saved. This would cause the patches to have broken references. Making a plugin master esmified helped fix this. I'll take a closer look another day. Since, it became a habit I think I explained this correctly but I may have made a mistake. Correct me if I am wrong though. I mentioned this because it was something that should be noted when merging plugins since its kind of a trap if you don't know it. -
I don't think I can really help you but maybe leave out the one rule and run BOSS and see what happens. I have never used BUM but it seems as though there is a rule conflict. Maybe there was a recent update to the masterlist and some rule are not needed. But like I said, I have never used it but maybe some will see it and be able to provide a better answer. If not, Neo will get this later... Hopefully EDIT: How did Neo see that... Dang man... now I know
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Ok first take a pic of your Achives tab in MO then They are red because that is the mod that overwrites the X file. This isn't bad and because you followed STEP I would say its safe to assume there are no bad conflicts... hmm, is your card one with 1GB VRAM or greater After doing the above please make a new post or edit your previous. If its greater then you're more than fine but if it isn't then try disabling the larger texture mods... I think if you disable all the mods that are located in 2.F. Conflicting Graphics, then test it again. If you are still having trouble then start disabling mods... You should also uncheck DSR, Bashed patch and the Extended patch during testing and rebuilding will be temporarily unnecessary. This is fine for testing but don't keep the save and always start a new game. Leave Alternate start checked, its safe. Start with Enhanced Blood and Better Shock and Freeze effects Then start disabling large groups of mods till you fine your problem maker After this I am running out of ideas... If someone has any idea, please speak up, I would appreciate it. EDIT: Exactly what Nozzer66 said... It is strange... The next stop, Mo weirdness
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Ok so I dont know if this is a fact or if there is another reason but some say to "Sort Masters" because out of order master can cause crashes... I haven't found/discovered any proof yet. If there is please share. Out of order masters is the orange color in WryeBash. To "Sort Master" open Tes5Edit like you are going to clean the mod and the right click after Tes5Edit finishes its background loader and click on [sort Masters] Close Tes5Edit and save the plugin The once out of order (orange) plugin will now be green Is your crashing gone?.. Or do you think it is temporary?
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oh... you need a fps limiter and/or v sync... I recommend use only vsync but your results may vary In enblocal: [ENGINE]EnableVSync=trueVSyncSkipNumFrames=0For the alternate start the closest one is something like "I was camping in the woods" Any time you disable a mod or change Load Order... ALWAYS rebuilt Bashed Patch and any sort of dynamic SkyProc Patchers (DRS) and FNIS... If you know what you are precisely doing sometimes you can skip a step but a majority of the time never skip it. Debugging one's game is kinda tricky... Generally, its really obvious but others not so much. Why do you have two racemenus? All you need is RaceMenu v2-9-1... I also think the pre-cache killer is redundant with a proper RaceMenu install.. I installed step for patch making and also I have also found the mod installation to be tricky
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Having a problem with overwrite files
hishutup replied to KiwiHawk's question in Mod Organizer Support
https://wiki.step-project.com/RaceMenu#Recommendations "MO Users: Every time the game is run, the chargen extension from this mod will generate .tri files in a meshes/cache folder that will be written to Overwrite. These .tri files may safely be deleted." -
Skyrim Revisited Pre-Release Feedback
hishutup replied to Neovalen's topic in Skyrim Revisited (retired)
Use the latest released TESEdit The ITMs and UDR might not be the same though EDIT: Same thing :P -
Guard Dialogue Overhaul misses SPIKE
hishutup replied to Ciambotto's question in General Skyrim LE Support
SPIKE isn't needed anymore... and by you saying, "apologise in advance for my bad english". I am guessing it safe to assume that you're using GDO in a different language. If so, its probably out of date, by a lot. If that is however not the case then redownload GDO and replace the current install and any special instruction that step wants -
WAIT, run FNIS, run DSR, make sure there are no errors and then immediately start your game. There is only so many things it can be: * Bad save. Yes, even a brand new game can have issues if you save early. I would recommend use Alternate start to skip the buggy intro quest. * Unstable Mods. the entire list is fine, other than Skytest which sticks out like a sore thumb. Skytest is okay for some and not for others. * bad configuration files. That being skyrim, skyrimprefs, enblocal and skse. * Some random setting in Mod Organizer and Some others... On a side note if you want to start a new game without the intro quest and without using Alternate start then follow this but it will not be a save that you would keep only to quickly test something: * Start the game * At the main menu open the console [`] * Type "coc whiterunexterior01" without quotes. (if you know a different cell it doesn't matter) Honestly, I believe your came from a bad new game but Skytest can produce similar results.
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umm use this next time but those seem fine... At first I thought you were using Wrye Bash... I re-read and I see you're using MO... I'm at a loss... oh, okay... Would it be possible to list out extra mods you are using... because reading the mod list is pretty difficult. I think I know where to start though. for testing start removing stuff: skytest
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vsync in windowed mode stopped working
hishutup replied to yuser's question in Post-Processing Support
I don't have nVidia but I think enb vsync is the same as triple buffering. It produced the same mouse lag but there isn't a way around that unless you have ridiculous cards. Most games don't need fps limiter 1. How to force it... Use the enb version and leave nVidia control panel set to use application settings but not off because I think that will actually remove it completely... 2. I think, I already answered that. Disabling something in the control center may actually completely disable it regardless of any external/application settings. 3. You know, I really don't know... I remember awhile back I was playing with stuff and I came up with the conclusion that it can significantly increase script times (via convenient horses) but I think my results were tainted by an older version of Fire and Ice Overhaul which apparently had something what Apollo called a "papyrus equivalent of a memory leak"... Overall, I like the feeling that it presents but I am also unsure of any future consequences. I hope this enlightened you, in one way or another. -
Honestly, there may have been something messed up in wrye bash... Most skyrim mods no longer support wrye bash... Some installs use a similar folder structure though. I don't think any of that should really matter though other than if you used out dated bcfs because I believe step no longer maintains the bcfs for 2.2.9 Do you have enb set up correctly and what's you skse.ini
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Why SKSE plugins can be installed but other *SE plugins can't.
hishutup replied to GrantSP's question in Mod Organizer Support
Could this be fixed some way... I know there are others working on mo oblivion guides. I currently don't though for other reason but I guess this is another reason. Edit: oops re-read it which you answered which was no, it can't, but obse loader would have to be replaced. I dont think you would know what changing the obse loader effects will be, but do you think that could affect heap replacements such as oblivion script extender -
try this I thought it wasn't very common anymore... EDIT after post #3: Hmm, double check your SKSE/SSME settings you may have put 512 as heap 1 (I forgot the name) it should be 768... It can be higher but if you need it you know who you are. Same goes for the heap 2(Yes, I forgot the name). To give you some insight, use this No, it won't harm your install. It's made by the person that discovered the heap issues or the person that fixed them... IDK
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I've been using it for awhile. I find that its a must have for me. I dislike a few things but I love the dark color of the wood. I also have to resize it because I can't run 2k textures but they still look good
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pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
you're missing a texture... Some of the mods have replacement esp... So, don't forget to have the main mod with all of the assets installed... Some of the patchers may be outdated and have errors. That being said, seriously open tes5edit and look for any errors. Some are harmless and others are bad. null references are fine, but something like error cannot be resolved is an issue.

