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Everything posted by Shadriss
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Sorry - used to answering Skyrim questions, and this being a CBBE made me think this was. Ok, random thought. If it's looking for a file that is likely associated with the game itself (the GamebryoBase file), then have you tried validating all files through STEAM for FO4? Barring that, I'd next try a re-download of both files, on the off chance of a corrupted download file.
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GamebryoBase? I know that's the engine that Skyrim is built on, but why would a mod installer be looking for that? Since it hasn't been mentioned yet, or is unclear, could you clear up a question or two for me? 1) I know that MO is used for both MO1 and MO2 here, but I think it may be a good idea to clarify which version you are using. 2) Likewise, which version of Skyrim. 3) If Skyrim SE, is that mod a port to the SE version that is supposed to work, or a LE mod that is still unported? 4) You mentioned that this is a FOMOD based install (normally). Have you successfully installed any other FOMOD based mods at all? I don't know what GSD is thinking, but right now, I'm wondering if the mod itself might be the problem, so I'd also recommend looking at the mod's Nexus page comments and see if others are having problems with install as well. If not, we'll look at other areas.
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help investigating my papyrus.log
Shadriss replied to Zapp1980's question in General Skyrim SE Support
Glad to hear it's all sorted. Happy Skyrimming! -
help investigating my papyrus.log
Shadriss replied to Zapp1980's question in General Skyrim SE Support
Zapp - if we could get a little more information about the setup, it might help. As an example, which version of Skyrim are you playing? If this is Oldrim (Skyrim LE), then it is possible that it isn't a scripting error at all - you may simply be hitting the memory limit, which causes a straight CTD somewhat like you describe. So then... 1) Skyrim LE or Skyrim SE? 2) Only place this CTD happens, or just the most recent? 3) If SE, is the mod you reference an un-ported LE mod you simply loaded in, or is it properly ported? 4) Any other information that may help to narrow down the problem? If you want help, the more information you can provide us, the easier it is for us to help narrow down the possibilities. -
DynDOLOD destabilized my game
Shadriss replied to xenofactor07's question in DynDOLOD & xLODGen Support
In the grand old days of Oldrim, a child coughing in Riften would cause a CTD at Whiterun. Glad to hear you have the problem resolved. Happy Skyrimming! -
DynDOLOD destabilized my game
Shadriss replied to xenofactor07's question in DynDOLOD & xLODGen Support
How are you installing SKSE? IE, step by step, and how does it compare to the installation instructions from STEP? Even better question - what VERSION of SKSE are you installing? If you haven't installed the 2.0.7 version (IE, if it's a version starting with a 1...) then you are installing the wrong version. 2.* is the 64 bit version for SSE, 1.* is the 32 bit Oldrim. MAKE SURE you are using the right one, and that it's installed properly. -
DynDOLOD destabilized my game
Shadriss replied to xenofactor07's question in DynDOLOD & xLODGen Support
Bashed patch activation won't have any affect here. I run with mine turned on all the time, and never had an issue like this. So, reading through, I have two more things for you. A) You've used that set of terms twice now, so again, I want to be sure. You said that it 'checked out' in LOOT... which I take it means no errors. Great. Have you actually RUN the sorting for LOOT at all? B) This is odd indeed... and sounds like a Missing Master CTD. With DynDOLOD turned off, do any of the plugins in the right pan show a red triangle? That would indicate a missing master... hovering over it will tell you what file is missing. It would almost have to be DynDOLOD, which is very odd, since NOTHING should be using it as a master that isn't DynDOLOD. Disregard - just read what you posted again, and I was on the wrong track. If it's still doing a CTD on the CoC Riverwood, then it's not DynDOLOD that's causing that issue... there has to be a mod interaction or something similar elsewhere that's causing it, as Sheson just said. As to the falling through the floor stuffs - that's completely new to me... never even heard of anything like it. -
DynDOLOD destabilized my game
Shadriss replied to xenofactor07's question in DynDOLOD & xLODGen Support
The general order of operations is: TexGen - this generates textures for the LOD, using the textures you have in your load order. Skipping this wouldn't kill the LOD run... but once in game, distant area textures may look significantly off from the close-in textures, depending on how different from the vanilla files your texture mods are. So skipping this should not kill the LODGen. LODGen - AKA the DynDOLOD executable. Same thing. There IS another program out there (xLODGen) that generates completely new worldspace LOD, and it is used in some guides as a step before the TexGen, so I guess I should have been clearer there myself. Apologies. I am getting more confused though - you mention USLEEP, which is for Oldrim. Did you mean USSEP, the equivalent for SSE? At this point, I'm unsure of which game you are trying to mod. I thought it was SSE, but now I think I need to make sure. Assuming you are, the other thing I'm make sure of is that you are running the correct DynDOLOD executable - the 64-bit version. I don't know for certain, but I'm pretty sure it makes a difference - 32-bit for Oldrim, 64-bit for SSE because, well, it just makes sense. The last thing I'd say is to take a look at the main STEP Guide (2.10.0) and it's directions for running DynDOLOD. It's for Oldrim, but the base instructions are essentially the same for running it with SSE - just make sure you run the 64-bit versions of the programs instead, and any instructions that are specific to that guide can either be ignored or incorporated, as needed for your specific mod lineup. -
No issues - it just seemed... odd... to have that impression when it's clearly not that way.
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DynDOLOD destabilized my game
Shadriss replied to xenofactor07's question in DynDOLOD & xLODGen Support
I think you got a few things confused there. I'll throw these at you, see if you just mis-worded it or if you genuinely need to do this over. 1) LOD isn't done using TexGen. Textures are generated for the LOD through TexGen. LODGen does the actual LOD generation, so you may have skipped a step or two there. 2) You have the two files backwards - the .ESM file should be at the top of your load order, with all the other .ESM files, and the DynDOLOD.esp should be the last thing in the load order, way down at the bottom. LOOT sorting should have taken care of this automatically, so if those files are where you say they are, I have to assume you put them there manually. Let LOOT sort'em out - that's what it's there for. Your notion of leaving all files checked prior to LODGen is not killing you here - that's generally what I do as well (unless there is a specific file that you DON'T want LODGen done for), so that's likely not the source of your problem. I think there are three possibilities: A) You are correct, and the LoS patch is throwing something off because it wasn't written for SSE. You can test this by running the LODGen w/o LoS enabled or using the patch, see if it loads up. B) You ran the LOD incorrectly, but given you ended up with two DynDOLOD files, I think that you likely got it right, with the exception of the LoS Patch just mentioned. C) Your load order is the culprit, because it's hard for a file to get data from it's master (.esm) when that master doesn't get loaded until much later on. Again, just some things to look at. -
Reading the reddit that Delta posted, I note a few things: 1) There is no difference in types of saves. Which means that the supposed problem with in-combat while running scripts and saving is not a thing - the poster was very specific in that Papyrus ceases running scripts while conducting a save. The issue is the sheer number of scripts being run actively, not when or where the save is being made, apparently. NOTE: I have never experienced any save corruption in Oldrim, and I run heavily modded setups with many active scripts. Purely anecdotal, but it does appear to backup that poster's statements. 2) Even were that the case, SSE apparently handles save slightly differently (I imagine it's related to the fact that saves are now separated by character, and not one big list anymore... thank heavens...). That being the case, it is possible that, even if my first point is based on incorrect information, the problem no longer exists... but as SSE is essentially a slightly upgraded port of LE, I doubt much has changed in that part of the engine. 3) All of that said... as much as I'd like a Autosave Manager, the simplest solution is to simply save it yourself whenever the thought crosses your mind. Autosave is great... but don't rely on it. @deltaminds - I'm not sure why you think there isn't much in the way of activity here, but I think you need to reevaluate. Just because answers don't pop up within minutes or even hours doesn't mean there's no activity - it means nobody had an answer or comment to make. Several threads here are extremely active, with many posts happening within any given time frame. Don't denigrate the moderators and maintainers of the site to others based on information that can easily be seen to be incorrect just by looking at the most recent posting stats. Purely my own opinion on the subject, but seriously guy...
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Intended Behavior? (MO2/Wrye Bash Interactions)
Shadriss replied to Shadriss's question in Mod Organizer Support
Does not happen in SE... at least not the way I've been using Wrye. If I start the patch process, tell it to un-check everything mergable, then quit out of the process (Lexy's usage of WB for her LOTD Build), then they remain in the same place. Haven't tried actually building the patch to see if that's what's doing it. Again, just a curiosity, and not a game killer by any means - just requires an additional LOOT sort. -
I don't know about the install problem, but for the overwrite one... My experience in the last week or so tells me that MO2 doesn't refresh it's list near as often as MO1 did. Just do a manual refresh (or just open up the overwrite as if there were stuff in them) and they should be there if there was anything in it. I've had to do that fairly frequently when running patchers or the whatnot, so yeah - refresh is your friend. If you don't know how... right-click on the left pane -> All Mods -> Refresh.
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(Skyrim)Installed animations does not work properly
Shadriss replied to Silevenza's question in Mod Organizer Support
Just as a starting point, make sure things are done in this order: 1) LOOT 2) FNIS Run (ensuring that it reports no errors when it's done) 3) Check your overwrite folder - if there are FNIS files there, make them into a new mod (Not required, but good practice). 4) If you already have the FNIS output files in their own file, move the files there and overwrite the previous versions. 5) If no files were generated, there's a different problem altogether. Keep in mind the first two steps... in that order. LOOT, then FNIS. This is how I run it every time, and it provides a baseline for troubleshooting if we need to keep going down that hole. -
MO2 problem launching Skyrim SE
Shadriss replied to PotatoInMyAnus's question in Mod Organizer Support
Have you posted to Enhanced Character Edit's Nexus page or read over their comments? If it isn't working (and it's the ONLY thing that isn't working) that would be the first place I'd look. -
SKYRIMLE Opening Scene Overhaul by elderscrolliangamer aka Publick Gamer
Shadriss replied to Shadriss's topic in Skyrim LE Mods
I preferred the new Hadvar by far... more soldierlike and less "Wha?" I actually like the mod as an overall replacement, but if the compatibility side of the house says no, then no it is. :) -
WRT the first, while it has some nice features, it screws with how SKYUI deals with favorites. Specifically, if you set it as a favorite when an item is 'upgraded', then when it degrades it vanishes from your favorites. This is especially a problem when those items are on your equip hotkeys, and suddenly, your bow or sword doesn't come up when you select it. WRT the second, I've not seen one that doesn't also add... other things.
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From having to access this a lot, it's the 'local' version, Greg. Just in case the OP hasn't checked back in yet.
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Launching SKSE64 through MO brings up the game launcher
Shadriss replied to jimmyjojo's question in Mod Organizer Support
Just to cover all the bases - where are the following actually installed (actual paths, please - the more info the better): A) MO2 B) Steam (The actual program) C) SSE (If not in the same place as Steam) ANY of these in UAC controlled portions can screw with MO2 operations. -
@ Kneph - I've been playing the game since it came out - my playstyle is ranged/stealth with no followers (they tend to break stealth and get in the way of my long range archery sniping). Apart from the Wildcat suggestions (thanks!), your suggestions are basically to change my playstyle. :) The guide itself isn't too hard (in terms of putting it all together... in terms of actual gameplay, well... not so much!) - I've been modding the game as long as I've been playing it. Most of the gameplay alterations are ones I've messed with before (Frostfall/iNeed/Campfire have been staples for a long time, as are ETaC, Arthmoor's Villages, and the like). I've stayed away from combat changes, though it could be argued that the Archery Overhaul in Oldrim messes with it a bit. Wildcat seems to be the one I need to mess with, so I thank you for pointing me in the right direction there... as I said, I just had a few questions as to mod content and what they really did, since the ones provided by Lexy don't have descriptions of the individual elements. Most are pretty self-explanatory, but that one left me unsure. Have to say I'm missing CaCO and a few others that haven't been ported yet - but on the upside, all the new questlines and areas will keep me more than busy for a long while. I've wanted to mess with them, but my memory limitations on Oldrim wouldn't allow it. Regardless of my own problems in actually staying alive in the game, it's an impressive list... and the landscape is pretty as all get out. :) TL;DR: Thanks for pointing out Wildcat... I'll look into that to adjust it to more playable (for me) levels.
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Looking for some information regarding one of the files you provide for use, Lexy - specifically the one with 'Higher Difficulty' in it's name (Vanilla_Encounter_Zones_Higher_Difficulty). You mention that the numbers in it can be adjusted - fair enough. What I'm curious about is the effect if it's left out altogether? I'm not a combat genius in this game. To illustrate, I have been playing at Novice, and I spent more than an hour trying to get by Valtheim Towers because the bandits there were confusing me with dinner. Or something. I'm not sure what their problem was. Point was, I died. A lot. I'll be the first to say that I pretty much suck in Skyrim combat... which is why I usually shoot from a long way away. That isn't working out too well for me so far in this build. So if, instead of restoring the vanilla values to the data fields in the file I mentioned above, I just drop that file before the Pre Smash patch, will I lose anything in the build aside from the higher difficulty? Also, on a seperate note - while going by Riverwood today, I saw the "CLARALUX Testing Facility". Uhm... immersion breaker? Is that supposed to be there?
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I've reached the patching and LOD portion of the guide, and I've seen reference to 'SSE-Terrain-Tamriel.esm' in a couple of places now. I don't have this in my load order anywhere, nor do I see any reference to it in the main guide (I'm in the Finishing Line area). Given the sheer number of mods in the list, it's very easilly possible that I've missed a mod somewhere, but I have no idea which it is, or if it was possibly a left-over from a previous edition of the guide. Regardless, if I could be pointed at the providing mod for this so I can get it corrected, I'd be appreciative.
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Mod Organizer 2 Can't Start Skyrim SE
Shadriss replied to imadethisaccountbcMO2broke's question in Mod Organizer Support
Here to support. :)

