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Posts
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Everything posted by Kal
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Apply Game Color Correction Tells ENB to use the game engine's colour correction as well as ENBs own. This lets full screen effects light Night Vision show up but will mess with the colour balance so you need to turn it off and on whenever you use Night Vision. This isn't the method that fireman's newer ENBs (Intrigued, NVT, and now Re-Engaged as well) work, as he now uses the method from The Truth ENB which sets a trigger condition in ENB which comes on when it detects a full screen effect like Night Vision being requested by the game, and switches on a similar filtering effect from the ENB itself. The bottom line is that this lets Night Vision work seamlessly with ENB and without screwing with the colour balance, but it can be slightly fiddly to set up if you aren't using vanilla Night Vision, and it occasionally gets frigged by non-Night Vision effects, for example it sometimes comes on when Frostfall does it's "I am Freezing" screen effect.
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When you create your pre-smash patch, are you loading the entire load order, or just the plugins to be merged (and their masters, and their masters etc?) I was doing the latter and noticed TGE showed a load of "could not be resolved" errors, but if you load the entire LO - even the mods which don't seem to be relevant - this stops happening and TGE shows no errors.
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Does anyone have any idea how I might try troubleshooting a CTD when entering Riverwood? Turns out my reproducible crash isn't of the "save the game right before the crash then reload and everything is fine" variety, but more like the "somewhere there's a bad mesh" type. I was running ok at the end of June but haven't played since (I was waiting for Obsidian to go in) though I have been keeping up with the updates. I'm stumped at the moment, but starting a new game and coc'ing straight to Riverwood is a guaranteed CTD, as is running over there. If anyone has any suggestions I'd be very grateful.
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CTDs: I don't think there's any getting away from it, even with the most cautiously maintained mod list. It seems to be a weakness of the engine, and exactly where and how often it happens seems to vary from system to system, so I suspect it boils down to something like IO load or the like. Often if you save right before the CTD happens, when you reload you'll be able to progress fine. For instance, I have a 100% reproducible CTD at the start of the game as follows: Solitude boat start (original Relic Hunter alt start) Grab Fairy 12 and Dark Ship, head inside Solitude Watch execution scene, go visit Auryen, grab the spoon and sort away the few things I've already picked up. Leave Solitude, get a cart to Whiterun. Pick up Sofia and Toccata. (At this point I may go help Cicero out quickly as he's nearby, it doesn't make any difference to the CTD.) Head towards Riverwood.... CTD just after passing the large treestump immediately before the bridge into Riverwood. Reload save... enter Riverwood without issue. I think if you're modding Skyrim to any extent you just learn to live with this sort of thing.
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Any file created by a tool launched from within MO2 will go into overwrite unless the same file already exists in an enabled mod folder. This is normal. (I'm not sure why the guide mentions the Skyrim SE Data folder there - it should say the overwrite folder, so that could be a typo/brainfart, unless I've missed something - @DarkLadyLexy?) For what it's worth, I actually create a mod folder for the Bashed Patch and put it in there. That way I can just enable/disable it whenever I need to mess with Wrye Bash, instead of having to go delete it each time.
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If they show as disabled in Bash then they are disabled. If when you quit bash then are then showing as enabled in MO either: 1) MO hasn't refreshed it's display - try quitting MO and restarting to see if this is the case 2) Something is re-enabling them - I have no idea what this could be. For what it's worth I want to reassure you that you absolutely don't need to build the patch in WB, pressing Cancel doesn't "undo" or "fail to apply" the changes that have already been made. The .esps are disabled in your live load order at the moment you press ok in the "mods to merge/disable" dialogue, you could alt-F4 out of Wrye Bash at that point and they would still be disabled.
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Sorry man, I'm not sure what's going on with your setup, but that isn't how it works. The esp's are disabled in the milliseconds before the "build patch" screen even displays, as soon as you press ok on the previous screen. If you're sure the esp's aren't being disabled then something else is going on with your setup. Have you messed with any of the "lock load order" settings anywhere?
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For what? Wrye Bash? The Pre-Smash patch? Exactly what step are you getting stuck on? If you literally just follow the instructions and do exactly what it says it will work fine. The various steps that just say "click ok" are because a dialogue box will have popped up and you need to keep the default settings i.e. don't mess with it, just press ok. For example, when you first load up SMASH, you have to "just press ok" in the initial mod selection dialogue otherwise you would end up with the wrong mods (ones you have disabled) selected. For Wrye it's: Load WB Right click the Bashed Patch and select "Rebuild Patch" A box pops up saying it will deactivate stuff, press OK here - this is the bit that deactivates mods Press Cancel in the last box, do not "Build Patch", there is no need as we don't use it and the relevant mods were deactivated in the previous step. As the guide says, "Now you can exit Wrye Bash"
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The game will always crash when you try to load a save/start a new game if you have missing masters. You need to make sure you have all those files! Most of the ones you've listed are merges, so you'll need to complete the merge page to create the files, but I'd look a bit more closely at the Skytest files as that looks like something you've missed installing.
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This patch seems to have vanished from the mod page, not sure why. Edit: Ah - just read through the comments. This patch has been superseded and the replacement is now included in the KYE installer. So this one can be removed, but we need to add the new one to the KYE install and into the KYE merge.