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Everything posted by Pretendeavor
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Just a small note.. Campfire includes the scripts from the Brawl Bugs Patch. AFAIK the scripts are exactly the same as the ones that come with Enhanced Blood Textures and the ones from the original Brawl Bugs Patch mod. I'm not sure why the brawls are still bugged without the 'cheat version' (I had that problem too with my build), but it isn't because of Campfire overwriting files.
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ASIS Improved INI Files and SRLE/E
Pretendeavor replied to Michi's topic in Skyrim Revisited (retired)
It can be useful if you use the other options as well. It has built in (perhaps slightly outdated) support for Interesting NPCS, Wyrmstooth, Midas Magic, Apocalypse, Ordinator, Revenge of the Enemies, Dwemertech and more. So it might not be needed for SR:LE, but I think several of these mods are in Extended. I don't know if Extended users other ASIS options, but some mods also have some additional instructions for ASIS in their descriptions: Apocalypse: Ordinator: Wildcat: -
Nitpicking About Skyrim Revisited
Pretendeavor replied to monkeycid's topic in Skyrim Revisited (retired)
Hmm I'm curious as to which particular mesh it reports as corrupted. Can you reproduce it? -
Skyrim Revisited: Legendary Edition News
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
Neither is mine, sorry! -
Skyrim Revisited: Legendary Edition News
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
I quickly checked my Farmhouse Chimneys plugin and it should probably load either right before Realistic Water Two (which should be somewhere towards the end of your LO) or somewhere between Realistic Water Two and SR Conflict Resolution, assuming SR Conflict Resolution patches all RW2 conflicts. From what I could see it's not a really big deal if you place it after SR Conflict Resolution, but you will miss out on some changes RW2 makes to the water in some areas. -
Screen Freezes, but sound continues
Pretendeavor replied to drummss's topic in Skyrim Revisited (retired)
Sounds like perhaps your SKSE memory patch isn't working or your Block 1 isn't set high enough. I'd recommend using Memory Blocks Log to check this. Or, since it sounds like a heavy setup, immediately change DefaultHeapInitialAllocMB to 1024 in SKSE.ini. Alternatively, try using SKSE Plugin Preloader in combination with Crash fixes with "UseOSAllocators=1" in CrashFixPlugin.ini. It addresses the same problem as the SKSE memory patch but does it in a different way. -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Don't worry about it I don't care so much about that. I was mostly worried people would not properly read the posts here and interpret things wrongly -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Yea of course, with that I meant the author of Nif Healer but idk. Either way, I'm honored ! -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Fine with me. It's just that I didn't really fix anything myself and just ran the nif through Nif Healer, perhaps its author should be credited but I'll leave that up to you. Btw I'm not sure what I'll end up doing with my OneDrive links so it would be better for the guide if you uploaded it yourself somewhere I think -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Yeah, but I don't think it matters. The UNP Battlemage folder only contains dwarvenarmorf_0.nif and dwarvenarmorf_1.nif. To verify I tried using just the BSA without the UNP folder and the crashes still occured. Edit: Like Darth, I tried the packed bsa this time, while normally I let MO unpack. Didn't seem to matter. -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Right, thanks Darth. I uploaded the fixed nif for convenience's sake (it's the IA file), that should fix it. But now I wonder why some people do not crash.. EDIT: I can actually edit, never mind this sentence that was originally about not being able to edit .. -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
If some comments here are to be believed, the crash either doesn't occur 100% of the time or is specific for a certain combination of mods. OR perhaps it's MO's unpacking that does something with it, so that people who do not unpack the bsa don't have the problem.. Can anyone else using SR:LE or Extended confirm that this is actually a thing? Oh and uncleseano, perhaps you should put a note in that reddit post that when people clean their IA with NifHealer, they should not use the 0 kb meshes of the seadog armor set bc NifHealer somehow can't handle those files (so the beyepatch*.nif files). I've noticed that some users there don't actually read this thread and are just looking for a fix.. -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Hmm I had not yet considered the possibility of it being a combination of something with that mesh. It should probably also be tested on a vanilla profile, but I'm too lazy to do that Glad I could help! -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
Okay, I can't seem to be able to edit my last post, but while it placed 1stpersondwarvengauntletsf_0_new.nif, the original version is of course 1stpersondwarvengauntletsf_0.nif. If you want the fixed versions to overwrite your meshes in MO you need to rename them, removing the _new part from every mesh in the Out folder. Anyway, to test if NifHealer's fixes indeed stop crashes induced by these particular kind of faulty nifs, I first decided to reproduce the crash by disabling my NifHealer folder, so all the original meshes loaded. I used " help "dwarven mage" " in the console, then added every version of the Dwarven Mage Gauntlets to my inventory by "player.additem <formid> 1". I then changed my main character to a female (1stpersondwarvengauntletsf_0.nif), went into first person and wanted to equip each version, but crashed already in the inventory while hovering over the 'Dwarven Mage Light Gauntlets'. A messagebox from Crash Fixes popped up, but I couldn't view it and had to close Skyrim using the Task Manager. After that I confirmed that it is indeed limited to the female model. Finally I enabled the NifHealer folder that contains the fixed version of 1stpersondwarvengauntletsf.nif, verified that it is indeed overwriting the mesh from Immersive Armors and started up the game again. I added all three versions of Dwarven Mage Gauntlets to my inventory and equipped them in first and third person. No crash happened with the male nor female model. Conclusion! Faulty meshes of the kind described in the discription of NifHealer do exist, can directly lead to crashes and this tool can fix them. The only hard evidence I can't provide are screenshots of the Crash Fixes popup, because I can't view them and shutting down the game also makes them disappear. Now I think it would be interesting to identify these faulty meshes in different mods, especially if these mods are included in SR:LE (Extended). As I mentioned, I have used the tool to 'heal' some more meshes, but haven't yet verified if any of the unfixed ones directly lead to crashes apart from the one in this post. But I'll list the ones that I put through NifHealer: Mods that are included in SR:LE (note: I didn't check EVERY mod in SR:LE) Mods not included in SR:LE Sorry for the long post -
How exactly do we use Crash Fixes?
Pretendeavor replied to uncleseano's topic in Skyrim Revisited (retired)
I think you've found something here. I recently saw this NifHealer tool on the Nexus and decided to use it to go through all the 'bigger' mods. According to its description, this is what it fixes: To use it, you need to copy the meshes of interest to its 'In' folder, so I couldn't be bothered to do this with ALL of my mods. Anyway, one of the mods that I did check was Immersive Armors. If the tool finds something, it puts the fixed version in the 'Out' folder. After using it on Immersive Armor's meshes this folder contained meshes from two armor sets: the 'seadog' armor and the 'Battlemage' armor. The tool isn't perfect however and didn't seem to be able to load some of the 'seadog' armor meshes, so those files got corrupted (their size is 0 kb..), also indicated by a couple of errors the program threw during the process. After reading the comments, this seems to be a limitation of the program rather than those particular .nif files being faulty. BUT, and here it comes, it did seem to have placed a fixed version of meshes/armor/1stpersondwarvengauntletsf_0_new.nif in the output folder. Which is exactly the last loaded .nif file you mentioned. I've put all fixed nif files in their own folder and installed them as a mod in MO, letting them overwrite all original mods. I haven't yet seen this crash, but that could be merely coincidence. I should probably try and load up my game, find the armor set that mesh is used for and see if I crash. -
I don't remember, I'm running a slightly different setup. But I suspect everyone then has it. Landscape textures from Vivid Landscapes are compatible with ENB's terrain parallax, but they do not replace all landscape textures in the game. The rest are probably provided by Noble Skyrim, and perhaps those aren't made with FixParallaxTerrain in mind (it was like that with SRO, before Noble Skyrim was added to the guide). This causes the distortion. A set of parallax landscape textures that complements Vivid Landscapes is Skyrim HD - Terrain Parallax Tribute. It's by the same author and while you may argue not all textures blend in well, it looks pretty good and should cover most of Skyrim in combination with Vivid Landscapes. I suggest using the 1k option, it looks nearly as good as 2k.
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Those are landscape textures that are not compatible with FixParallaxTerrain=true I think. It should disappear if you set FixParallaxTerrain to false, but you'll lose out on the parallax effects of landscape textures that do support it. That, or identify the texture and replace it with a terrain parallax supported one.
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If it's just the perk menu lag you're worried about, I can confirm that with the latest crash fixes that is not an issue for SR:LE-based load orders that include 3DNPC. I think it does make many areas a little more laggy, especially when there's a lot of NPCs involved, but imo that's totally worth it. I recently got reminded of Interesting NPCs' epicness when I had to enter someone's absurd dreamworld (it's been a while since a mod actually made me laugh) and later when I met Two Tails. I have to admit that the NPCs are sometimes a little too interesting, but overall it really adds to your game. To improve stability in my own game I decided to remove Inconsequential NPCs instead, but I don't think that's in SRLE Extended atm
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With UseOSAllocators=1 the Memory part of SKSE.ini apparently gets completely ignored. So it's best just not to touch it imo
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Pretendeavor replied to Neovalen's topic in Unsupported Game Guides
I just finished the merging procedure. It took a while to build, but saw no errors. Maybe it's because your working path contains spaces. (G:\Games Instalate\The Witcher 3 Wild Hunt\..) -
trouble with followers eating and iNeed....
Pretendeavor replied to jasonstory44's question in Guide Support & Bug Reports (retired)
What Neo said.. If that still doesn't fix it try disabling the follower option in the iNeed MCM, close the MCM, wait a few seconds and re-enable it. I think this resets their needs, while disabling the entire mod seemingly doesn't do so. I recently had a small issue with a follower from Interesting NPCs and this fixed it. But using the Equipment wheel option should work, also for non-SRLE follower mods that support the EFF wheel. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Pretendeavor replied to Neovalen's topic in Unsupported Game Guides
I've started modding The Witcher 3 too this week and atm I know nearly nothing about it.. Starting from scratch like with Skyrim years ago, purely relying on Neo's guide once again =p The only difference being that I'm trying to set it up for a controller and that my pc is too weak for hairworks.. (Damn all your 980ti's, I'm jealous!) I appreciate the effort you put into it! The guide seems to be in a highly dynamic state though since the new patch, are there any must-have mods needing a 1.21 update that I should be waiting for? Oh, and a small correction: BLOOD points to the WEATHER mod atm ;) -
Skyrim Revisited: Legendary Edition News
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
I usually put it in the same folder as my Bashed Patch, FNIS output and SUM output. It's how Campfire saves some data, for examples MCM profile settings -
You could try opening userlist.yaml (user/AppData/Local/LOOT/Skyrim/ ) in notepad and look for the rule about Scarcity - Less Loot Mod.esp. Delete it from the file, save the file, make sure the newly saved file isn't a .txt file and then try changing its rule in LOOT. I don't think it will mess up anything, but I'd suggest making a backup of userlist.yaml just in case. I'm not sure why a clean install didn't do the trick for you but I remember fixing a bugged rule this way in the past. If that doesn't work perhaps you could try inserting the rule directly into the userlist.yaml file, using the format of the other rules as example.

