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Everything posted by Component_Actual
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Enabling Papyrus Logs causes CTD on Game Load
Component_Actual replied to Component_Actual's question in General Skyrim LE Support
I never heard that before about papyrus debugging. Kind of frustrating that the one tool I have to try and diagnose CTD's actually causes CTD's. That's messed up. -
Enabling Papyrus Logs causes CTD on Game Load
Component_Actual posted a question in General Skyrim LE Support
Whenever I enabled Papyrus logging in my skyrim.ini, my game instant crashes at main menu. As soon as I disable logging I can load and play again, whats going on? I saw over at the STEP guide Troubleshooting page to enable logging by instead creating a skyrimcustom.ini in the my gamesskyrim folder, but when I do that no log is generated. In the short time the game loads up and then crashes with logging enabled I do get the following in my Papyrus log:[09/20/2014 - 12:39:31PM] Papyrus log opened (PC)[09/20/2014 - 12:39:31PM] error: Native function GetUseSound in empty state does not match existing signature on linked type Potion. Function will not be bound.[09/20/2014 - 12:39:31PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[09/20/2014 - 12:39:31PM] Memory page: 128 (min) 512 (max) 76800 (max total)[09/20/2014 - 12:39:40PM] Cannot open store for class "EXP_PRKF_CommandFollower_0100BAA0", missing file?[09/20/2014 - 12:39:40PM] Error: Unable to bind script EXP_PRKF_CommandFollower_0100BAA0 to (0D000F11) because their base types do not match[09/20/2014 - 12:39:40PM] Cannot open store for class "fissinterface", missing file?[09/20/2014 - 12:39:40PM] Cannot open store for class "_arissa_inpc_behavior", missing file?[09/20/2014 - 12:39:40PM] Cannot open store for class "chherdingquestscript", missing file? The reason I want Papyrus logging enabled is cause I am getting some random CTD. They aren't too bad considering the Mod setup I got going (STEP Extended, stuff from Skyrim Revisted Legendary Edition, STEP Immersion Packs, STEP Weather and Lighting Pack, and Skyrim Redone, interesting NPC's, and Expanded Towns and Cities) Anyway, I am still relatively at the beginning of a new game and want to get rid of these CTD's before I get too far in. I would also really just like for Papyrus logging to work in case I need it later on. -
SOLVED... MO will not start skse anymore only the launcher, help
Component_Actual replied to Jdsren's question in Mod Organizer Support
Is "error: Native function GetUseSound in empty state does not match existing signature on linked type Potion." still in you papyrus log now that your game is working? That is the first line in my papyrus log as well. I have just completed my mod setup and trying to play and having stability problems. Namely the game does not to start. Sometimes it starts sometimes it doesn't. When I say it won't start I mean it crashes as soon as the load screen text shows up. The Skyrim Emblem will show for a few seconds then the text then CTD. Also Mod Organizer will sometimes go to "MO is locked while the executable is running", but then immediately unlock as if the application had closed although the game will still be loading in the background and then eventually start. Also it takes a very long time about one to two minutes for the game to load up every time. Anyway this is my first time trying to use the Papyrus log and not sure how serious this error is or what it is related to. -
I am having a heck of a time figuring out how to use the various SkyProc patchers for SkyRE. It sounds like the two of you have had some success with this and I would be so appreciative if you could help me. I am trying to use the Vanilla Alternate Gameplay Pack on top of STEP Extended. I have everything from STEP Extended installed and functioning properly. Also I am tyring to use Immersive Armors and Immersive Weapons. Here is my load order (right pane) starting with the Bashed Patch: Bashed Patch, 0.espReProccer.espDragonbornArmorFix.espReProccerDragonborn.espSkyRe_CraftingFix.espPre ReProccer WA Fixes IW aMidianSS IA Patch.espqotsafans Books HF Patch.espqotsafans Ingestibles Patch.espqotsafans LeveledLists IW IA Patch.espqotsafans Miscellaneous ReProccer + IA + Destruction Tweak 50 Patch.espDual Sheath Redux.esp Here is my Install Order left pane: Patch Nearox Overhaul STEP CoreBashed PatchReProccer Automated SkyRe Patch generatorBalbor and Steelsouls SkyRe ReProccer ProjectAllinOne SkyRe ReProccer Patches by qotsafanDual Sheath Redux3415516bBetter Shaped Weapons All in One InstallerFores New Idles in Skyrim FNISSUM SkyProc Unified Manager My question is basically I don't know what order either of these lists should be in. Or what what should be activated or deactivated in these lists when running the various Skyroc Patchers. For example when I run the first ReProccer.esp, should everything below it be deactived, or should the Balbor and All-in-one be activated in both lists while running the ReProccer.esp. Also where should Dual Shealth Redux be placed in these lists and at what point should I run it, and what should be active when doing so? Also it seems these SkyProc patchers were made for use with BOSS. My Skyrim load order is configured with Loot and the Meta Rules suggested on the STEP guide. Will I need to transfer over to using BOSS in order for the SkyProc patchers to work proprerly? Should I add the -NOBOSS argument to every sky proc patcher in the same manner STEP instructs you to set up the Dual Sheath Redux patcher? Sorry I know this all more than a little off the actual topic, but I have been posting in other places and not getting a response. After spending the last two weeks setting up the STEP guide I am anxious to start playing and am oh so close to finishing if I could just figure out this Sky Proc Stuff.
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Confused about how to use these Skyproc pathers. I am on the step of running SUM, and the pack instructions say to enable the Bashed Patch and make sure the Pre ReProccer WA Fixes esp are active and that everything below this is inactive. However I have the ReProccer and Balbor and Steelsouls above the Pre Reproccer and below the bashed patch so should they be active or inactive? Here is my load order starting with the bashed patch: Bashed Patch, 0.espReProccer.espDragonbornArmorFix.espReProccerDragonborn.espSkyRe_CraftingFix.espPre ReProccer WA Fixes IW aMidianSS IA Patch.espqotsafans Books HF Patch.espqotsafans Ingestibles Patch.espqotsafans LeveledLists IW IA Patch.espqotsafans Miscellaneous ReProccer + IA + Destruction Tweak 50 Patch.esp Which of these should be active or inactive when running SUM. Also should Dual Shealth Redux, Better Shaped Weapons, and Fores new idles be active in the install order when running SUM? Finally the above questions are purely hypothetical for me at the moment because I am trying to use Immersvie Armors, which BOSS thinks is missing the Spike.esm master which evidently it use to use but does not any longer and can be safely ignored, but the skyproc pathcer evidently can not ignore this error and aborts every time. So does anyone know how to get around this problem with immersive armors?
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Potential Mod Order Problem - MO Error
Component_Actual replied to AddictedxGamer's question in General Skyrim LE Support
Glad I found this, I have the same exact error message with all the exact same mods listed. Like you I am doing a STEP Extended Install by the book. Plan on adding alot of Gameplay mods though afterwards and want to make sure I have STEP installed and running smoothly before going any further with things, and not knowing what to do about this load order was driving me crazy. Seems to me that if you install everything as STEP instructs there is no way around getting this error message. I think it would be a good idea if STEP put a note on the LOOT Meta Rules page that this message will appear in MO and that it can be safely ignored, will save people some time and worry. -
ACCEPTED Dual Sheath Redux (by Neovalen)
Component_Actual replied to Neovalen's topic in Skyrim LE Mods
Should the DSR Patch, and FNIS patch be activated when creating a Bashed Patch? I am guessing not since they are listed after the Bashed Patch in the STEP guide but want to be sure. -
Well I let MO rearrange the left side pane mods and immediately I noticed something different in game. Previously the Orc who wants you to give him a good death would wear a cloak that would cover his face during cold weather. Not he still wears the cloak but without the facial covering, so I think maybe something about the new order is interfering with open face helmets possibly? Not really sure which mod controls the facial coverings for cloaks. How does your 'Good Death' Orc dress during cold weather?
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I think I forgot to sort with LOOT first, not sure but I was able to get the Meta Rules added, however after I added the meta rules and resorted I got the following problem message in Mod Organizer: "Potential Mod order problem The conflict resolution order for some mods containing scripts differs from that of the corresponding esp. This may lead to subtle, hard to locate bugs. You should re-order the affected mods (left list!). There is no way to reliably know if each of these changes is absolutely necessary but its definitively safer. If someone suggested you ignore this message, please give them a proper slapping from me. Do not ignore this warning The following changes should prevent these kinds of errors: Move Traps Make Noise after Even Better Quest ObjectivesMove Thieves Guild Requirements - No Auto Quest Start Brynjolf after Traps Make NoiseMove Non-Essential Children after Thieves Guild Requirements - No Auto Quest Start BrynjolfMove The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options after Non-Essential ChildrenMove When Vampires Attack after The Choice is Yours - Fewer Forced Quests - Improved Dialogue OptionsMove Complete Crafting Overhaul Remade after When Vampires AttackMove The Paarthurnax Dilemma after Complete Crafting Overhaul RemadeMove The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options - Dawnguard after The Paarthurnax DilemmaMove aMidianBorn Book of Silence -Weapons after aMidianBorn Book of Silence - Content Addon" Should I follow MO's recommendation or keep the mod order in the left side pane in the same order as they are listed in the STEP guide? Does anyone else get this message from MO?
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I know this is kind of an old thread but I am having similar issue and not sure what to do. I just finished installing all the STEP Extended Mods, Extended Patch, and Combined Plugins. I then added all the Meta Rules for Loot, which I hadn't really been doing as I was installing the mods. (Waiting to the end I guess) Anyway now after adding the Meta Rules I get the following message from Mod Organizer. "The conflict resolution order for some mods containing scripts differs from that of the corresponding esp. This may lead to subtle, hard to locate bugs. You should re-order the affected mods (left list!). There is no way to reliably know if each of these changes is absolutely necessary but its definitively safer. If someone suggested you ignore this message, please give them a proper slapping from me. Do not ignore this warning The following changes should prevent these kinds of errors: Move Traps Make Noise after Even Better Quest ObjectivesMove Thieves Guild Requirements - No Auto Quest Start Brynjolf after Traps Make NoiseMove Non-Essential Children after Thieves Guild Requirements - No Auto Quest Start BrynjolfMove The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options after Non-Essential ChildrenMove When Vampires Attack after The Choice is Yours - Fewer Forced Quests - Improved Dialogue OptionsMove Complete Crafting Overhaul Remade after When Vampires AttackMove The Paarthurnax Dilemma after Complete Crafting Overhaul RemadeMove The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options - Dawnguard after The Paarthurnax DilemmaMove aMidianBorn Book of Silence -Weapons after aMidianBorn Book of Silence - Content Addon"As you can see MO has alot of suggestions for my left side pane, which was installed in the exact order listed on the STEP guide. Is this typical? Should it be ignored, or should I re-order as MO suggests? Thanks in advance. Also this is what LOOT looks like, which looks suspicious to me in that very few of the mods have an actual priority assigned to them. How is it that loot sorts these mods when it gives them all the same priority? Here is what my loot looks like as well. LOOT looks suspicious to me in that all of the mods have the same "0" priority setting. How is it that LOOT can sort these mods if they all have the same priority? I think that link for LOOT image is messed up try this. https://onedrive.live.com/redir?resid=43924233190B3164!2736&authkey=!AD4Tpe_UFS6N4L0&v=3&ithint=photo%2cjpg
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I can't seem to add any Meta Rules to my LOOT. For instance STEP says to Realistic Water Two should be loaded after BirdsHFClean.esp. However following the Meta Rules instructions once I click only show conflicting plugins the only plugin that remains listed is the RealisticWaterTwo plugin. If I try to move a plugin into the Load After pane without first ticking the "show only conflicting plugins" checkbox the mod I try to drag becomes active instead. What am I doing wrong here. I know I created a Meta Rule once before but I think that time it must have showed conflicting plugins and this time it won't.
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ACCEPTED aMidianBorn Book of Silence (by CaBaL)
Component_Actual replied to EisDrache's topic in Skyrim LE Mods
Okay thanks. -
ACCEPTED aMidianBorn Book of Silence (by CaBaL)
Component_Actual replied to EisDrache's topic in Skyrim LE Mods
I am getting a error message in Mod Organizer about potential load order problems with this mod. It says to move aMidianBor book of Silence -Weapons to after AmidianBornBook of Silence -Conetent Addon. Is this correct. My understanding from following the STEP guide detailed instructions was that the content addon should be installed last, and everything should be sorted by LOOT, which I have done. Although I don't have better quest objectives yet, as I am not that far along in the guide yet. Some help on this load order would be appreciated. Right now the content addon esp is muber 46 in the load order and and the Weapons esp is number 78. -
pack Weather and Lighting (by Smile44)
Component_Actual replied to Smile44's topic in Step Skyrim LE Packs (retired)
What order should these mods go in, in Mod Organizer's left pane relative to the other STEP Core Mods? -
DROPPED Bethesda Hi-Res DLC Optimized (by Vano89)
Component_Actual replied to Farlo's topic in Skyrim LE Mods
I am confused about how to install this mod per STEP instrucitons. Steps detailed descriptions recommends "Hybrid (1024 + 2048) + Vanilla NormalMaps". On the mods description page it has the following instructions: "After you installed the Main files above it's almost over, just follow the rest of the instructions are you're good to go! Full 1024 (AKA Standalone): 1. Disable in Skyrim launcher HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp (if you have them) 2. Play!! Hybrid (1024+2048) AND Hybrid + Vanilla normal maps:: 1. Make sure that HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp are ACTIVE in Skyrim launcher or NMM 2. Play!!" So, according to these insturctions we need to have the HighResTexturePack.esp's checked. Does this not apply to Mod Organizer, since we are using have MO manage archives option? Also I am confused about the load order of the High Resolution Texture Packs, and the textures optimized with ddsopt, the unofficial patch's, and this. My left pane load order in MO looks like this, where the files ending in "_opt" are the files created with ddsopt following the STEP's guide instuctions for optimizing vanilla skyrim's and dlc's textures with ddsopt : Cleaned Update ESM Unofficial Skyrim Patch STD_OPT (Vanilla Textures Optimized with ddsopt) Dawnguard Dawnguard_OPT Unofficial Dawnguard Patch HearthFires Hearthfires_OPT Unofficial Hearthfire Patch Dragonborn Dragonborn_OPT Unofficial Dragonborn Patch HighResTexturePack01.esp HRDLC1_OPT HighResTexturePack02.esp HRDLC2_OPT HighResTexturePack03 HRDLC3_OPT Unofficial High Resolution Texture Patch I haven't installed this mod yet but where should it go in this list? Also here is my right pane plugin order, does it look right? Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Skyrim Project Optimization - Full Version.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Cutting Room Floor.esp Chesko_LoreBasedLoadingScreens.esp fFastTravelSpeedMult_4.esp Guard Dialogue Overhaul.esp Weapons & Armor Fixes_Remade.esp Appropriately Attired Jarls Redux.esp NoxUE2.00.esp Paralyze.esp Dead Body Collision.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuOverlays.esp SkyUI.esp TradeBarter.esp Weapons & Armor_TrueOrcish&DaedricWeapons.esp Clothing & Clutter Fixes.esp Complete Crafting Overhaul_Remade.esp Improved Closefaced Helmets_Legendary.esp CCO_WAFTrueWeapons_Patch.esp Bashed Patch, 0.esp -
I am trying to follow the STEP Core Guide completely, and have installed everything up to section 2.F. Conflicting Graphics. I am confused about the meaning of this section title. Are we only suppose to select one of the mods from this section because otherwise they will conflict with one another, or are we suppose to install all of these mods from this section? Is there anything special we need to do to make these mods work besides following the detailed intructions and creating a bashed patch?