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Everything posted by Kesta
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Thanks, but no access to this part of the nexus forum here
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Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
Thx for your time with this, the problem seem solved in more recent/less broken versions of the patchers. Moved the discussion there. -
Bathing in Skyrim - MCM Menu Issue
Kesta replied to AiKiXeN's question in Guide Support & Bug Reports (retired)
Make sure Bathing in Skyrim - Main_ENGLISH.txt look like this (copy-paste) : [spoiler=Bathing in Skyrim - Main_ENGLISH.txt]$BIS_L_ENABLED Enabled $BIS_L_ENABLED_DIALOG_TOPIC Add Dialog to NPCs $BIS_PAGE_SETTINGS Settings $BIS_PAGE_ANIMATIONS Player Animations $BIS_PAGE_ANIMATIONS_FOLLOWERS NPC Animations $BIS_PAGE_TRACKED_ACTORS Tracked NPCs $BIS_L_BATHING_ANIM_STYLE Bathing $BIS_L_SHOWERING_ANIM_STYLE Showering $BIS_L_BATHING_ANIM_STYLE_NONE None $BIS_L_BATHING_ANIM_STYLE_DEFAULT Default $BIS_L_BATHING_ANIM_STYLE_CUSTOM1 1 - Bend Over (FNIS) $BIS_L_BATHING_ANIM_STYLE_CUSTOM2 2 - Stand* (FNIS) $BIS_L_BATHING_ANIM_STYLE_CUSTOM3 3 - Mixed* (FNIS) $BIS_L_SHOWERING_ANIM_STYLE_NONE None $BIS_L_SHOWERING_ANIM_STYLE_DEFAULT Default $BIS_L_SHOWERING_ANIM_STYLE_CUSTOM1 1 - Stand* (FNIS) $BIS_L_SOAP_STYLE Soap Effect $BIS_L_SOAP_STYLE_NONE None $BIS_L_SOAP_STYLE_STATIC Static $BIS_L_SOAP_STYLE_ANIMATED Animated $BIS_HEADER_GENERAL General $BIS_HEADER_HOTKEYS Hotkeys $BIS_HEADER_SAVELOAD Save and Load $BIS_HEADER_DIRT_RATE Dirtiness Per Hour $BIS_HEADER_DIRT_THRESHOLDS Dirtiness Thresholds $BIS_HEADER_ANIM_STYLE Animation Styles for Player $BIS_HEADER_ANIM_STYLE_FOLLOWERS Animation Styles for NPCs $BIS_HEADER_ANIM_LOOP Repeat Animation $BIS_HEADER_TRACKED_ACTORS NPCs Being Tracked $BIS_L_SAVE Save $BIS_L_LOAD Load $BIS_L_SAVE_SETTINGS Save Settings $BIS_L_LOAD_SETTINGS Load Settings $BIS_L_STATUS_HOTKEY Check Status $BIS_L_BATHE_HOTKEY Bathe $BIS_L_SHOWER_HOTKEY Shower $BIS_L_UPDATE_INTERVAL Update Interval $BIS_L_WATER_RESTRICT Bathing Requires Water $BIS_L_IN_SETTLEMENTS While in Settlements $BIS_L_IN_DUNGEONS While in Dungeons $BIS_L_IN_WILDERNESS While in the Wilderness $BIS_L_GET_NOT_DIRTY Become 'Not Dirty' at $BIS_L_GET_DIRTY Become 'Dirty' at $BIS_L_GET_FILTHY Become 'Filthy' at $BIS_L_ANIM_LOOP_CLEAN Loops when 'Clean' $BIS_L_ANIM_LOOP_NOT_DIRTY Loops when 'Not Dirty' $BIS_L_ANIM_LOOP_DIRTY Loops when 'Dirty' $BIS_L_ANIM_LOOP_FILTHY Loops when 'Filthy' $BIS_HEADER_GET_DRESSED Get Dressed After Bathing $BIS_HEADER_GET_NAKED_BASIC Undress Before Bathing - Standard $BIS_HEADER_GET_NAKED_EXTENDED Undress Before Bathing - Extended $BIS_L_SLOT_30 30 - Head $BIS_L_SLOT_31 31 - Hair $BIS_L_SLOT_32 32 - Body $BIS_L_SLOT_33 33 - Hands $BIS_L_SLOT_34 34 - Forearms $BIS_L_SLOT_35 35 - Amulet $BIS_L_SLOT_36 36 - Ring $BIS_L_SLOT_37 37 - Feet $BIS_L_SLOT_38 38 - Calves $BIS_L_SLOT_39 39 - Shield $BIS_L_SLOT_40 40 - Tail $BIS_L_SLOT_41 41 - Long Hair $BIS_L_SLOT_42 42 - Circlet $BIS_L_SLOT_43 43 - Ears $BIS_L_SLOT_44 44 - Face A $BIS_L_SLOT_45 45 - Neck $BIS_L_SLOT_46 46 - Chest A $BIS_L_SLOT_47 47 - Back $BIS_L_SLOT_48 48 - Tail $BIS_L_SLOT_49 49 - Pelvis A $BIS_L_SLOT_50 50 - Decapitated Head $BIS_L_SLOT_51 51 - Decapitate $BIS_L_SLOT_52 52 - Pelvis B $BIS_L_SLOT_53 53 - Right Leg $BIS_L_SLOT_54 54 - Left Leg $BIS_L_SLOT_55 55 - Face B $BIS_L_SLOT_56 56 - Chest B $BIS_L_SLOT_57 57 - Shoulder $BIS_L_SLOT_58 58 - Left Arm $BIS_L_SLOT_59 59 - Right Arm $BIS_L_SLOT_60 60 - Misc FX $BIS_L_SLOT_61 61 - FX01 $BIS_DESC_SAVE_SETTINGS Save settings that can be loaded later. $BIS_DESC_LOAD_SETTINGS Load settings that were previously saved. $BIS_DESC_BATHING_ANIM_STYLE Set the animation that plays when bathing.\nCustom animations requires FNIS.\nAnimations with * require additional mods. See Read Me.txt for details. $BIS_DESC_SHOWERING_ANIM_STYLE Set the animation that plays when showering.\nCustom animations requires FNIS.\nAnimations with * require additional mods. See Read Me.txt for details. $BIS_DESC_SOAP_STYLE Set the soap effect used during bathing.\nDefault: Static $BIS_DESC_ANIM_LOOP_TIER0 Set the number of times the bathing animation will repeat when you bathe while 'Clean'.\nDefault: 1 $BIS_DESC_ANIM_LOOP_TIER1 Set the number of times the bathing animation will repeat when you bathe while 'Not Dirty'.\nDefault: 1 $BIS_DESC_ANIM_LOOP_TIER2 Set the number of times the bathing animation will repeat when you bathe while 'Dirty'.\nDefault: 1 $BIS_DESC_ANIM_LOOP_TIER3 Set the number of times the bathing animation will repeat when you bathe while 'Filthy'.\nDefault: 1 $BIS_DESC_GET_DRESSED Select this option to automatically get dressed after bathing.\nDefault: True $BIS_DESC_GET_NAKED Select this option to undress from this slot before bathing. $BIS_DESC_ENABLE_MOD Select this option to enable Bathing in Skyrim.\nDefault: True $BIS_DESC_ENABLE_DIALOG_TOPIC Select this option to add the 'About Bathing...' dialog topic to NPCs.\nDefault: True $BIS_DESC_STATUS_HOTKEY Set a hotkey that will report how dirty your character currently feels. $BIS_DESC_BATHE_HOTKEY Set a hotkey that will start bathing your character. $BIS_DESC_SHOWER_HOTKEY Set a hotkey that will start showering your character. $BIS_DESC_UPDATE_INTERVAL Set how often the script updates in game-hours.\nLower values track dirt more accurately, but may be more taxing on your system.\nDefault: Every 1 hour. $BIS_DESC_WATER_RESTRICT Select this option to restrict bathing to bodies of water and showering to waterfalls.\nWhen disabled, you can bathe and shower anywhere.\nDefault: True $BIS_DESC_RATE_IN_SETTLEMENT Set how dirty your character becomes after 1 passing game hour while in a settlement.\nSettlements are places like cities, towns and camps.\nDefault: 1.0% $BIS_DESC_RATE_IN_DUNGEON Set how dirty your character becomes after 1 passing game hour while in a dungeon.\nDungeons are places like crypts, ruins and caves.\nDefault: 2.5% $BIS_DESC_RATE_IN_WILDERNESS Set how dirty your character becomes after 1 passing game hour while in the wilderness.\nDefault: 1.5% $BIS_DESC_THRESHOLD_1 Set how dirty your character must be in order to go from feeling 'Clean' to feeling 'Not Dirty'\nDefault: 20% $BIS_DESC_THRESHOLD_2 Set how dirty your character must be in order to go from feeling 'Not Dirty' to feeling 'Dirty'\nDefault: 60% $BIS_DESC_THRESHOLD_3 Set how dirty your character must be in order to go from feeling 'Dirty' to feeling 'Filthy'\nDefault: 98% $BIS_DESC_STOP_TRACKING_ACTOR Select this option to stop tracking this NPC's dirtiness. $BIS_MSG_ASK_SAVE Warning:\nSaving will overwrite any previously saved settings. $BIS_MSG_ASK_LOAD Warning:\nLoading will overwrite your current settings. $BIS_MSG_ASK_STOP_TRACK Stop tracking this NPC's dirtiness? $BIS_MSG_ASK_DISABLE Warning:\nDisabling Bathing in Skyrim will stop tracking all NPC's dirtiness. $BIS_MSG_COMPLETED_SAVE Saving complete! $BIS_MSG_COMPLETED_LOAD Loading complete! $BIS_ERROR_NO_FISS Disabled: FISS is not installed. If that doesn't fix it, it means that this file isn't "seen" by the game :/ -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
Here is the extended debug regarding the duplicated formID : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18825&authkey=!ANhkolrA9q_cRFY&ithint=file%2ctxt 0000BCDA cell is actually overriden by a lot of plugins (overrides weren't displayed after the exception occured). Not only the USKP, but Enhanced landscape, ELFX-exterior and a fast travel mod (this CFTO.esp) add stuffs in there. RWT change its XCWT as well, change carried over in the BashedPatch 0. The last copied record before the exception (000A1FF2) is a water wheel (base : MSTT 000F3E42) which is non-persistent. But since it's vanilla, i don't get why it'd be a problem on this setup and not on a vanilla one. Going to experiment some more. Edit : Here is the plugin generated after the fail : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18826&authkey=!ALOz1JFAYaztOUc&ithint=file%2cesp -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18823&authkey=!ADHQJt3FmFAb3bA&ithint=file%2ctxt Was too big for pastebin, sorry. Here is the whole session. Edit : Oh, if this help : the duplicated form wasn't overriden by any of the plugins in the loadorder, single record was in skyrim.esm Edit : Same error with the exact same load order (with a clean DynDOLOD.esp again) except for HearthfireChimneys.esp : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!18824&authkey=!APfVHX2SIm5z3ak&ithint=file%2ctxt -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
I wasn't reporting anything, just asking what else could cause the message to appear if the .json are where they're supposed to be ^^ I guess I'll just have to assume that it's because Skyrim / Tamriel isn't referenced in there. (Seems fair) About the error itself, the log wasn't lost acutally, it just didn't got updated (because of the exception ? maybe). After re-doing everything from scratch on the same setup : Using xEdit 180815, fresh install DynDOLOD 1.44, fresh install No error with texgen, output re-inserted in the virtual data folder via MO Start with unedited DynDOLOD.esp loaded last Generating with non-advanced settings, medium, only on Tamriel wrld ==> Duplicated formID on 0000BCDA Path : [00] Skyrim.esm \ Worldspace \ 0000003C \ Block 1, -1 \ Sub-Block 4, -3 \ 0000BCDA Same error as posted in the previous post. This happens right after HearthfireChimneys.esp is loaded. Log got updated this time : https://pastebin.com/A0vpwzJZ Currently retrying without HearthfireChimneys.esp -
Dynamic Distant Objects LOD - pre 2.xx
Kesta replied to sheson's question in DynDOLOD & xLODGen Support
What are the other possibilities ? I had this error with a new setup, but the .json are where they should be... However I don't see "Skyrim" mentioned in it, could it be the issue ? I don't see solitude or wyrmtooth either :/ { "string":{ "markarthworld":"MarkarthWorld", "blackreach":"Blackreach", "skuldafnworld":"SkuldafnWorld", "deepwoodredoubtworld":"DeepwoodRedoubtWorld", "sovngarde":"Sovngarde", "japhetsfollyworld":"JaphetsFollyWorld", "labyrinthianmazeworld":"LabyrinthianMazeWorld", "dlc01falmervalley":"DLC01FalmerValley", "dlc1hunterhqworld":"DLC1HunterHQWorld", "dlc2solstheimworld":"DLC2SolstheimWorld", "dlc2apocryphaworld":"DLC2ApocryphaWorld", "falskaar":"Falskaar", "dimfrost":"Dimfrost", "summersetartaeum":"SummersetArtaeum", "ssisheo01":"SSISheo01", "summersetisle":"SummersetIsle", "bunchofnumbers":"5N3O5S3E0H3S15O4T23T2I8M4B5U0S1", "debug":"false" } }I think I remember seeing a problem with a duplicated form ID before the end of the script, might be related ? But the log is lost somewhere out in space :/ Edit : I still have the bugreport though : https://pastebin.com/AcYgxKL3 -
Thanks for the details. Something I had a really hard time to figure out, and I believe should be mentionned : This is extremly accurate. Unlike I thought at first, that it was displaying warnings only for mods in mismatched LO-position - Ressources-Position which had scripts (.pex files) overriding each other. It display the message, no matter what scripts we're talking about.
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I'm surprised no one posted The Senible Scribbles parody. Definitely the most amazing one I've ever seen. Here is a link to part1 :
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No, forging menu is the one seen at the workbench and the grindstone. The one where you upgrade your weapons. The "crafting" menu is the one you see when "creating" something by putting some other materials together, wether it's at the forge, at the smelter, in a cooking pot or at a tanning rack, it's all the same "crafting" menu.
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No actual values to give you, haven't modified my own for a while now. Some of the important change I made sure to be active : Reduce the speed at which you level enchanting by ~30% . Because un-enchanting is overpowered, in vanilla you can almost reach 50 in enchanting without even enchanting anything, only disenchanting. Even worst with mods that increase the number of enchantments available (e.g. : wintermyst). Reduce the speed at which you level sneaking by ~20%. Because even with sneak overhaul, once you reached a certain level, it's just wayy to easy to level it just by staying in the dark in dungeons. And since sometimes you're forced to wait in the dark for a while... you gain level without doing anything :/ Actually making this malus bigger as you levelup sounds like a good idea imo. Increase the speed at which you level up blocking by ~20/25%, otherwise you reach 100 in one-handed while barely at 40 in block, because you don't need to block that often in skyrim... (and bashing just cost wayy to much stamina ^^) Never tinkered PCLevelSkillMults myself, but your changes seems kinda cool. Also, about forging : remember that the amount of xp you get from crafting an item is linked to the cost of the item... example : if you have CCF+CCOR enabled, and use the "smelters give experience", you levelup your smithing skill super-fast by crafting gold ingots. I also remove every carry weight gains on level-up, but this is just a personnal choice, not really about balancing your levelling.
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Aaaah! I though on one would ever bring this to the table! The only good point about the removal of categories is that armors from Immersive Armors doesn't show up under their auxialiary categories. I've been playing a bit with the new menus, hoping the impression that it's "not that great" would fade... but it didn't happen. Enchanting and Alchemy are a seroius improvement, save some little issues, and the forging menu is a bit better than vanilla since it match standard SkyUI design and functionalities, but the crafting one seems unfinished and unadapted. They removed an information that were available in vanilla, which is a downgrade imo. And no, the "search" function doesn't quite cut it. I'm seriously thinking about skyUI-away for the crafting menu...
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Skyrim Revisited Pre-Release Feedback
Kesta replied to Neovalen's topic in Skyrim Revisited (retired)
Hein's standing stones look way better imo: https://www.nexusmods.com/skyrim/mods/50324/? But those world wall are cool. -
Realistic Water Two - stream Fix [nanoman2000]
Kesta replied to FuzzRocket9's topic in Skyrim LE Mods
Am I the only one feeling that the water seems to flow way to fast with RWT ? (same with this stream "fix") Or is this a lore-friendly explaination why there is no beaver in Skyrim ? -
Question regarding Bandolier - Bags and Pouches
Kesta replied to MartineV's question in Guide Support & Bug Reports (retired)
Enable bandoliers in the CCO's MCM -
The warning is useless, either a leftover of a previous version (I'm pretty sure it is actually, related to the old SPIKE stuff), or a warning for people who'd try to "clean" manually. The automatic cleaning procedure doesn't remove anything. The compatibility issue stuff is SR:LE specific. It can't hurt to apply it if you're using WAF along GDO, but this STEP is useless for a normal installation. The need come from the specific LOOT rule to load it after IA (and thus, after WAF). By default, GDO is sorted before WAF so everything is overriden properly. The quest fix is most likely handled in the STEP Patches as TechAngel mentionned. If you don't use any, consider applying the advice from SR:LE (at least your plugin will be clean for non-STEP profiles).
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Was Skyrim Realistic Overhaul all that?
Kesta replied to Thick8's question in General Skyrim LE Support
MO profiles allow you to keep multiple versions of STEP installed at the same time. Just sayin' -
[Solved]What to do with "Unmanaged: Bashed Patch, 0"
Kesta replied to FuzzRocket9's question in Mod Organizer Support
This just means that you ran Wrye Bash not through MO, which led to a Bashed Patch being created directly in your data folder. Just deleted this bashed patch and make sure to always run WB through MO. Note that "Bashed Patch, 0.esp" is always created if not already existing whenever launching WB, even if you didn't build it.- 5 replies
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papyrus Strange Papyrus Line + Skyrim stay on Logo
Kesta replied to FuzzyDuck's question in General Skyrim LE Support
1) Whenever you're encountering error, make sure you're not using discouraged ini tweaks. iMinMemoryPageSize & iMaxMemoryPageSize should revolve arround their defaults (128 / 512), not a big 8192 for max. See https://ck.uesp.net/wiki/INI_Settings_(Papyrus)#iMaxMemoryPageSize for details. 2) For your specific issue : This really look like something went bad with the uninstall / reinstall process. Did you actually play your saved game while frostfall was uninstalled, then saved, then re-installed frostfall and got this error ? If yes, try to clean your save with savetool. This missing file buisiness is usually related to orphaned scripts. 3) Try to harvest wood with frostfall and see if problems arise (unexpected behaviors or even CTD). Those reported errors are related to the script fragments attached to those packages. Edit : And I believe this topic isn't post in the right section -
Cleaning ITMs Loot found in Enhanced Lighting and FX mod
Kesta replied to Naoko's question in xEdit Support
Ok, after a bit of reading / documentation browsing : Location was initally not part of .esm for references, it was only indicated in the cell's data. After CK 1.8 update, it started to save the location information in every reference present in the CELL. Still no idea about the "why", but it somehow explain why xEdit see it as an ITM. So yu can most likely clean ELFX plugins without worries. My guess is that location is either re-attributed at runtime, or always checked from the parent cell instead of the reference instead. But that's just assumptions :/ -
Cleaning ITMs Loot found in Enhanced Lighting and FX mod
Kesta replied to Naoko's question in xEdit Support
The guide isn't bad but lack some objectivity... The example which illustrate the so-called need for ITM with CH basically says : To properly work, mod A absolutely need some records to be vanilla, so it generate ITM to make sure no other mods will overwrite it : 1) For one, it's stupid, because this only is effective if the mod with the ITM is loaded after the mod it's trying to override the change. So it need a LOOT Rule to make sure it is loaded after it in any cases. So it need to specifically identify mods conflicting on this records. So this could be resolved by a compatibility patch instead, since the biggest part (identifying conflicting mods) is done. 2) Plus... it's just breaking the other mod changes for this one to apply, which kinda break what compatibility is about. Compatibility is about having multiple mods working completely together, not having one of them disabling part of others to do his thing because he is more popular. 3) As explained by Zilav in your previous thread, if the modder have the knowledge to identify real need for ITM, he should also know that it's possible to trick xEdit by modifying the EditorID so it won't be considered as ITM, without other impacts in the game. For the specific question about ELFX : I'm scratching my head... Hopefully zilav will also drop by, it seems that location references are considered as ITM if the master doesn't specify any... (which is almost what all of those specified ITMs are), and are cleaned by the remove ITM function. And there is also this mysterious LNAM edit which is undocumented... (might just be a CK-specific data though). And compression state is also recognized as ITM... so much stuff I don't know enough about :/ I had my ELFX plugins cleaned for a while so never noticed this, but now I'm curious...

