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supra93

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Everything posted by supra93

  1. I wish I could help you with that, however, I don't really know myself how to solve conflicting worldspace records. I've only just begun to understand TES5Edit in terms of conflict resolutions and use it on a small scale/basic level. Hopefully someone else could help you out with your problem. The only thing I could really say is that from using my googlefu, random CTDs and CTDs in specific areas are due to multiple mods changing worldspace records within the same cells (in your situation). If you haven't already, try using default ini settings for Skyrim as well as removing texture/content mods that you feel would be conflicting with one another in the specific areas you are experiencing the CTD. EDIT: You could try posting your question and LO on https://www.reddit.com/r/skyrimmods/ to see if anyone there could help. Also, this may be relevant.
  2. That I understand, however, looking at the first link, you'll see that for the glass arrow record, WAF uses the vanilla value for the damage. Shouldn't Requiem's value instead be carried over in Azirok's patch? I mean it would have made sense if the rest of the ammunition records were using WAF values and not defined in Azirok's patch, however, it doesn't really make much sense to me. If you could clarify this, maybe I could understand all of this better.
  3. There are things that aren't addressed by Azirok's patch for WAF as well as CCF. I'm assuming he didn't resolve these conflicts due to LO. Here's two simple examples of conflicts created by WAF. https://i.imgur.com/8NEXsrp.png https://i.imgur.com/qkNHnkQ.png
  4. Here's a couple of useful resources that might help. https://www.youtube.com/watch?v=rqAvJKGdPbU -> this is linked in Neo's conflict resolution sub-guide for SRhttps://www.nexusmods.com/newvegas/mods/38413/? -> take a look at the conflict resolution section.https://www.scribd.com/doc/235574282/Guide-to-Make-a-Patch-for-Solving-Conflicts -> I was pointed to this by another member of the STEP forum.Good luck!
  5. You could probably even remove WAF as suggested. If you wish to keep it though, I would advise you to place it before requiem as there are a lot of conflicts between the two.
  6. I believe that it would be mod related as your PC specs indicate that it should be able to handle the game fine (according to my knowledge). I'm currently running the game off an AMD A10-6800k APU, with 2x HD Radeon 6870 GPUs with 1GB of VRAM on each card. I'm only using 1 card though, so I didn't enable CF for skyrim. Do you have any mods installed that modify those specific areas you are having CTD issues with? If you're familiar with TES5Edit, I would suggest loading your current active mods and checking for conflicts related to that worldspace. I used to have frequent CTDs myself until I got the memory patch working and solved most conflicts with mods that were activated. I think primarily you should be looking at worldspace conflicts. If I recall right, worldspace edits would be the cause of CTDs due to simply walking through specific areas.* *If someone could confirm this, that would be great.
  7. This is my SKSE file tree in MO. Both MemoryBlocksLog.log and SafetyLoad.log were originally made in the overwrite folder of MO after I ran the game. What I do to test if the allocation is working as intended is to run the game, and at the main menu open the console and type coc riverwood or coc whiterun. This will place you in riverwood or whiterun respectively. I use a program called BareTail and open MemoryBlocksLog.log and leave it running in the background. Go back to the game and from there I run around to different cells and spawn NPCs while monitoring the amount of memory allocated. The main thing to note is the header of the file which looks like this. What you're looking for is the 1st field which indicates 512MB has been allocated to the memory block. You will have to run the game once after adding the plugin in order to create the MemoryBlocksLog.log file. If both fields in the file show 256MB, then the memory patch isn't working as intended. I hope this helps clarify things.
  8. I don't have any experience with SSME, however I used the safety load plugin and the memory block plugin to track the memory block allocation. Initially nothing would work until I added the argument to SKSE in MO to force the steam loader. Hope that helps.
  9. You could try the suggestions in this post to check the MemoryBlockLog to ensure your game is allocating more than 256MB. I had similar issues like this, and when I would intentionally try to make the game reach 256MB, it would crash as soon as it reached it (according to the data shown in the log). Once I ensured that my game was allocating more, it stopped crashing. All this would only work if of course your game is not applying the configurations specified in the skse.ini file.
  10. There were a lot of things I found not covered by Azirok's patches regarding the conflicts. I'm sure this was because of a different LO (If Requiem were to be loaded after CCF/WAF, there would be no need for the changes I've added to the patch). I would honestly rather just let LOOT do it's own thing. Even though in this case it would make things easier as creating a patch could be avoided by simply changing the LO. I have a stable game going on now so I'm just going to leave it.
  11. If LOOT sorts WAF & CCF after Requiem, you will need to create a conflict patch.I've had conflicts with weapon and armor stats as well as smithing and perks. There were also some conflicts with consumables (specific wines). CCF would overwrite Requiem's effect and description.
  12. I'm honestly not so sure why it isn't creating it. I'm 100% sure it's activated as I've gone back to look at my existing patch and recreating new ones ensuring that I selected it. In any case, thanks for the information on creating the record. Thankfully I was able to do as you just listed by following the other mods template and testing it out. Thanks again for the help!
  13. I don't think this is possible with MO. I personally would love this kind of feature myself, but what I do as an alternative (not really practical on small SSDs/drives), is to just copy the mods and profile folder (choosing what's relevant) to an alternative location. It's not really efficient when you have GBs of mods, but I guess you could selectively move the mods out of MOs mod folder and place them elsewhere as the change would propagate to MO (should no longer be shown in the left pane). Be sure to make a backup of the profile that originally included the mod(s) you want to remove.
  14. Sorry, I should have been more specific with what I'm running at the moment. Running Wyre Bash 304.4 within MO. Have deleted prior patch's and made new ones. Only options selected are merged, tweaks and leveled lists. For tweaks, I have it set to 100/80. Haven't started actually playing the game so I usually just delete any saves inside the Skyrim save folder whenever I make changes to my mod config. I have AS-LAL, however, I usually just for the sake of testing use coc riverwood/whiterun from the main menu without starting a new game. I don't know if this would change anything. But the issue is that regardless, when I create the patch and run TES5Edit, I don't see anything relevant to game settings. Only leveled items and leveled NPCs.
  15. Sorry to bother you again lol. I was able to solve my other issues and don't see anything of interest in terms of conflicts with my current setup. Everything seems smooth and stable as well. The only game breaking issue I'm having goes back to our earlier discussion of the mod I linked before in regards to increasing the AI limit and the tweak through the bashed patch. For some odd reason, even though I have the tweak option selected when creating my bashed patch, once I create the patch and load it through TES5Edit, I don't see the Game Setting parent in the patch. Only Leveled Item and Leveled NPC. I tried to manually create the parent + sub records in TES5Edit using the other mods as a template, but still I haven't noticed any difference in my game. So I'll launch Skyrim, coc to whiterun and spawn 30 draugr but not all of them have an active AI (unless I move very close/interact with them). Do you have any idea why this could be happening?
  16. I think that would be the best solution. I literally only have those 2 esp's activated with regards to that mod.
  17. Had this exact issue. Adding the -forcesteamloader argument in MO for SKSE solved it.
  18. Are you using the patch from Azirok's Patch Central page? If I'm not mistaken, you're possibly using his older patch from when he had multiple pages where he would store his patches. I'm pretty sure I ran into this problem myself but eventually solved it by using the Improved Closefaced Helmets_Legendary.esp from the WAF download then using Azirok's Requiem - Improved Closefaced Helmets Legendary Patch.esp Hope this helps.
  19. Pretty useful. Thanks for sharing. [emoji2]
  20. I think this would be a great idea as I feel like there isn't really a generalized location for TES5Edit (there is the manual and it's own forum thread on the nexus). Probably would help novice people like myself tremendously.
  21. This would happen to me here and there as well. Was there a lot of files in your overwrite directory? I usually narrow it down based on the current visible mods on the left hand side (this only works if you didn't scroll up or down the list of mods after it happened). From there I just look at the mod properties to look for the file list and if I see something I'd recognize to be part of the overwrite folder, then I'd know it got moved there. If I'm not familiar with the file tree structure of the mod (in other words, what files the mod should possess), I'd simply go to my MO download folder to view the archived mod and peer inside to get an idea.
  22. I actually have your delevel script that you posted earlier in this thread and use it every time I create a bashed patch. Really useful script. Also have Mfg Console and found it to be really useful even though I'm still learning a lot of things. I will definitely give this a try and see if I can figure it out on a basic level to then apply to more complex situations. I think the first option of setting the flags would be the easiest for now. I'm pretty decent at scripting, however, I don't think I would be able to write anything useful in terms of a script for TES5Edit as I still don't fully understand everything in and out to be able to do so. Thank you so much for explaining this. Makes a lot more sense now! Thanks for all the help. Just reading most of your replies in this thread have been really useful.
  23. I went back and re-read what you previously said, more specifically your 2nd point regarding leveled lists. I guess I was just confused as to why the stats of the arrows were changing with the tweak options enabled in the bashed patch when clearly it is irrelevant to anything other than exactly what it's intended to do (increase the AI limit). Is there any advice you could provide me with in terms of looking at leveled list records in TES5Edit and whether or not I should even touch them? I'm going to go through the Creation Kit wiki to see if I could get some more information with regards to how they work and what not, but do you know any other resources I could check out to possibly get a better idea of how exactly they work (instead of just the basic things I've understood about them)?
  24. I've done precisely that when creating my bashed patch but that's what was causing me problems with item stats. For example, when I would check the tweaks option and set the ai to 100 and combat ai to 80 and have only leveled lists checked and run the game, many basic vanilla items that requiem changes have the wrong stats. The most noticeable being bows and arrows. Iron arrows which are rated with a damage of 80 are now rated something in the 40/50s. I can't quite remember. I've also made sure it's not another mod conflicting by checking the iron arrow record in the Requiem esp to ensure it was the conflict winner. The stats of the arrow would go back to its normal Requiem value only if I were to recreate the bashed patch without checking tweaks.
  25. That's weird. LOOT always places WAF higher than Requiem for me so I'd always have to make a patch for it. Should I also get rid of CCF? I'm using CCO, WAF and CCF with all 3 of Azirok's Requiem patches for them. All three are placed higher than Requiem by LOOT though. If it helps, I'll place my LO tonight once im home. I haven't changed any of the metadata for LOOT either. Only thing I changed was to place the "more active AI" below my bashed patch as including the additional AI in bashes tweak section causes a lot of unexpected results (lots of items with wrong stats)EDIT:link to mod: https://www.nexusmods.com/skyrim/mods/50823/?
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