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Shadriss

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Everything posted by Shadriss

  1. WOuldn't have though FNIS... issues there generally result in t-poses don't they? I'll re run it and take a look, though why it would only be a problem AFTER a player controllable sequence is beyond me. Not running any animation mods that I'm aware of, so that's out. EDIT: Re-ran FNIS, ensuring only the Skeleton arm fix was checked and re-tested with no changes. Testing included the Helgen run from char creation to entering helgen, as well as trying to load into Helgen keep from a save.
  2. I've been rebuilding my mod soup, and I have run into an odd bug. I've seen it once or twice before, and I had thought it traced to a mod which I no longer run, but... I run though the intro, enter Helgen Keep, and when the area loads, my toon appears to just 'walk in place'. No control, no ability to move, etc. Just stands there... walking... without moving... and Hadvar thinking I've invented a new form of jazzersize. Any thoughts on this, guys?
  3. So, reinstalled all files again from scratch. Reciesved "FormID [1600DFE3] references a master which is not availiable in file [C8] DynDOLOD.esp." I've had this a few times before. Each time, I ran the script file again, and had no problems. Now I wonder if this is part of the root cause of my original problem. From the end of the log file: "[00:05:05.863] There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1600DFE3] < Error: Could not be resolved > in ELE_Legendary_Lite.esp [00:05:05.875] STEP Extended Patch.esp probably requires a different version of ELE_Legendary_Lite.esp [DynDOLOD.esp] Adding master "crimsonquestmarkers.esp" [DynDOLOD.esp] Adding master "BlackreachOverhaul.esp" Exception in unit functions line 358: FormID [1600DFE3] references a master which is not available in file [C8] DynDOLOD.esp [Apply Script done] Processed Records: 0, Elapsed Time: 05:18" If I read this right, there is a problem between ELE Light and the Step Extended patch, which I find hard to believe, since one is created by these fine folks here and the other is recommended by same. Looking into it more (I'm wondering if Vividian ENB might be part of this issue as well, since it also includes ELE Light), but as a quick check, would this somehow be related to the original problem I posted if it were, somehow, bypassed? Also, VRAM... the time is going to depend greatly on your system. I'm have a mod soup of some 300 mods (a lot of them textures), and I generally have to wait about 30 mins for the full run. EDIT: Problem solved. As I surmised, the version of ELE used by Vividian was older than the one in the base mod on Nexus, and was overwriting the correct version. After placing the Vividian version in the optional ESP list, I reran the process and had neither error appear. This, kids, is why we read the log file... like I ... uh.. ALWAYS do... yeah... right, that will do. Excellent. :)
  4. "XXXXXXXX.json does not belong to this XXXXXXXXX.esp" So far, only have this for Tamriel, but seeing as I just built the thing.... any ideas on this one Sheson? I deleted all files relating this this mod and rebuilt from scratch, yet still get this.
  5. If that's hwo seamless it is... well, that does kind of speak for itself.
  6. Glad to hear you have the voice work done. Sad it wasn't me who did it. :( Any ETA update on this?
  7. Admin fix worked. Forgot to reset that after the Win10 Upgrade. Agree with the second half - I shouldn't have had to. But hey... it works, and that's all that matters. Thanks for assist.
  8. Haven't checked - shouldn't have needed to since I did a straight swap and not a clean. Maybe I misunderstood that process. I'll look into it. EDIT: Checked it, reenabled it, no change.
  9. May be related to WIN 10, but I've been unable to install the new version of this via MO. I keep getting an error "unable to obtain public key" which I've traced to a .net issue of some type, but that's it. It's the only mod I've seen this with since I shifted to 10, but I'm not sure if it's the mod itself, or if there is a problem with an install somewhere maybe. Thoughts?
  10. As I mentioned over in NSF, I've been using Timing since I first heard of it. I consider the quest spreads to be vital to the game anymore. Core is a great home for this. The only REAL question is going to be one so subject to personal preference, it may starrt barroom brawls - just what levels to recommend for each quest.
  11. I think , from the comments, this is gonna be in the next iteration of STEP. The question remains, though, which part? A) CORE: As both Tech and Teabag point out, the breaks this provides along with the minor changes at two crucial points eliminate some 'huh? what?" moments. That has the sound of a 'fix' to me, and with no other issue that contravene vanilla, this seems to be Core territory. -BUT- B) Extended: Those same changes ARE a change to vanilla, and thus could easilly fall here as well. Me? The changes to pacing and the 'fix'es to the MQ outweigh the other considerations for me, and I think it's a solid contender for Core. I also like the 7/7 settings... just long enough to make you wonder what ever happened with that dragonstone, but not long enough to make you wonder if, perhaps, Nord is thier tertiery language, as opposed to thier primary.
  12. First, Ess, great compilation. Lots of good stuff in the guide, and it made the process REAL easy, once I got around my own stupidity. So thanks for that. So, here's the things I've found so far: A) Once all is installed per the guide, I have two errors to report. 1) During the LOOT sorting, with both "Gun Runners Actually Run Guns" and the "Gun Runners Arsenal GRA - RIght to Bear Arms" mods installed, LOOT reports a circular reference error between the two. This likely has something to do with the former having updated to 1.8 (your guide says it was 1.7, but I didn't see that version avaliable. I may be blind. PLease tell me if I am.) In the meanwhile, I have the latter turned off, though in place for any requested T/S efforts. 2) During the DYNLOD run, several worlds have crashed out during the LOD gen. The logs seem to indicate they were referencing something and recieved a null field error of some sort. Since no mention was made of this in the way of a FYI in the guide, I assume this is abnormal, and am looking for further information. Again, more than willing to T/S on my end, just need direction on what I'm looking for. SOLVED: Turned out I missed a colon in the arguements line for the MO executable, so it was trying to write files into the Overwrite. B) In game, so far, only one item (possibly two) to report. For reference, I still started in Goodsprings as the Courier. 1) Using the Varmint Rifle, it consistantly stuck in the iron sights mode. I was able to unequip the rifle, then re-equip it to get out of it, but as soon as I go to aim again, boom. Stuck in the pose. Not sure if this will be the same across all rifles, but if so, this is a deal breaker on my end. 2) (Possible) Never once saw Victor the Robot. Victem of the alternate start, possibly? Or was I just lucky my first time out? Apart from those, looks and play great so far. The new weather sounds seem a TRIFLE loud (had to turn them down to nearly 10 percent or so to make them livable), but still a nice set. Hoping to make it better by correcting the above.
  13. From the Guide: NMCs Texture Pack For New Vegas Author: NeilMc_NMCVersion: v1.0Fallout 3 Equivalent: NMCs_Texture_Pack_for_FO3Installation: Install both Medium files. Also, install the Patch 2- Ceiling black holes fix and Clock retexture. and Red_Wood_And_Burnt_Fence_Clash_Fix optional files.Those optional files no longer exist, as far as I can tell. Intend to install what I can, but looking for more info on the status of these directions. EDIT: THink I found it - they all appear to be merged into a single download, but the file name would appear to indicate that it only applies to the LARGE version. Truth?
  14. Hey Ess... going back to FNV and trying to get your guide installed, but having issues. Have followed it up to the point of cleaning the Beth files and tried loading the game through the 4GB loader as directed to be sure of the game and got immidiate CTD with the "stopped working" message. Tried it vanilla through steam and no issues. Ideas? EDIT: Read ahead a bit, then put in the Fixes portion. Now it's just black screen-ing. I guess this is better... slightly.
  15. Actually, I second this idea... especially for those of us going back trhough to update our installs, this would be invaluable. I could tell at a quick glance which are install instructions, which are META rules, and so forth. I know it's more work for the team, but it does make much less jumping around in the guide to find the info we need.
  16. What Neo said, but add "... if it weren't for all the other mods that screw it up." I'm going to jump on the "Wait Until Patched Are Made" bandwagon, though from my reading of the page, the ones I want patches for may not get them (ETaC in particular, but several others besides.)
  17. Odd - I went to run it again to get the specific file it was failing on, and it ran fine this time... Wierd, but if it works, I am not going to complain.
  18. Thanks for that Tech. Dont wanna give up our pretty lighting, now do we? EDIT: After checking, due to a few other meta rules I have in place from the install, it's already in that condition. No issues.
  19. OK, I'm screwing stuff up agains. :) "FormID [1600DFE3] references a master which is not availiable in file [D6] DynDOLOD.esp" Have not altered my lineup since the last time I ran this, and cleaned out and reinstalled DYNDOLOD from scratch. Ideas? I'm especially confused by this one since DynDOLOD doesn't HAVE masters yet - that's why it's building them in the script, right?
  20. For those of us who have no idea where that is, would you mind posting it? Or at least, a summary? Also, Neo, I'm seeing no update to DSR through MO... just an optional file as opposed to a new version? (EDIT: Found it... surprised you didn't just do a full update, but hey, it's all good.)
  21. Have never taken the Splash out... and when they were all combined, made the switch immidiately. Not sure what it's worth, but I recommend the mod entire.
  22. WOn't fix the issue - DSR uses Skyproc, and as mentioned, it don't play well with others atm. Your only real option until a fix comes in (if ever) is to get the old mod back or drop all Skyprocs. I think the former is more likely, honestly...
  23. Wasn't aware of any conflict between this and Dawnguard - and as you mentioned, the DG plants are there, so what, exactly, is the incompatibility?
  24. I've been running the other one as well, and haven't had problems. All the features you are expecting to see with CASM already appear to exist with the Manager. I dunno about it being too complicated, and I don't use a hotkey for saving anyway (outside of F5, but hey...), so I can't say much about those, but it's been perfectly fine for me thus far... so again, what really makes one better over the other, or, as seems to be implied, even needed if it's all configurable in an ini file?
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