
Sarcasm
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Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
I see, you're right, dxdiag does list 4022GB of VRAM for Display. Actually I added EnableCompression=true into enblocal on the suggestion of someone on another forum. I set that at the same I set the AllocateMemoryMb to 16384, so I'm not sure which one had the bigger impact. But it seems like the errors stopped when I made those changes. I haven't let it run for more than an hour and a half though to get a good feel for it. What does EnableCompression do exactly? I'm going to change enblocal back to autodetect, and just leave Skyrim on with an idle new character while I go to sleep. Hopefully it will still be running in the morning. I'll check back later with results. Thanks to all the help so far from so many people ! I can only hope this is nearly fixed, but I know to never declare a Gamebryo engine problem as truly fixed. -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
When configuring ENBoost, I wasn't sure on one part of the instructions: "This sets the proper VRAM allocation automatically" How smart is it at doing this? I don't have a lot of VRAM, but I have a lot of RAM. The manual setting allows 64-bit users to combine their RAM and VRAM on VideoMemorySizeMb. Does the auto detect feature only consider VRAM or does it also combine VRAM and system RAM as well? After editing a few lines in ENB on someone else's suggestion, the game has been running for quite a while now, 60- 90 minutes maybe?, without an error. I didn't really change much except disabling autodetectvideomemory and manualy setting VideoMemorySizeMb=16384. I'll try auto detect again and increase the SKSE memory settings My enblocal.ini also has some of the memory settings out of order from how they are presented in STEP. For instance, STEP lists ExpandSystemMemoryX64=true as the last setting in [MEMORY] but in Project ENB's enblocal, it is the first setting in that category. Is this significant? Should I move them in the order step mentions them? -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
No sure how to do that exactly, I installed all the available updates. Is there a way to get it from Updater when there are no more updates? Huh, interesting. It was a generic error with no error code? Regardless though I still get it on brand new characters. Oh yes that is a good idea, I'll make a thread over there too then. What does that mean exactly, method of what ? -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
I have 16 GB of RAM, what would you recommend I change them to? It is almost certainly the memory patch though. I put SKSE.ini back into the game and within a few minutes the screen checkerboarded and froze up the computer. Very different this time, no runtime error that I could see. I left it on while I was out and came back to checkerboard screen, not exactly sure what happened but I saw no error. Had to restart the computer. Previously I had the game running for three hours straight just fine without SKSE.ini. -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
It sounds like you're referring to the R6025 error from Dawnguard, which is connected to a broken script in the Jiub and/or Arvak quests in that DLC. If the script is running in your save, then your save is screwed no matter what. My error is different though; just a generic error with no code. I'm getting the error even in new games on brand new characters not 10 minutes old. I still haven't gotten a crash though in another 30 minutes since deleting SKSE.ini. It could very well be the SKSE memory patch that's causing it. I saw a bit of talk about the memory patch possibly causing a resurgence in these errors on the Bethesda forums, but only one or two posts. Is there any more info on this? If it is the memory patch, does anyone have some suggestions on what to do about it? Modded Skyrim is basically unplayable without that patch. -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
Before I reformatted, I installed both 2013 redistributables, x64 and x86. I couldn't install the 2012 or 2010 versions however because it said I had a newer version already, even after I had uninstalled both of the 2013 versions. The 2010 version in Skyrim's VDRedist folder repairs and installs though. Still, it made no difference in stopping or delaying the crashes. The only thing that seemed to delay the errors was removing several script-heavy mods, which moved the error from appearing instantly-5 seconds of loading, to 5-10 minutes after loading. Using a lot of hotkeys to switch weapons and spell seemed to make the error appear faster. Could the SKSE memory patch be causing this? I deleted my SKSE.ini from my SKSE Scripts mod in Mod Organizer, and my game has been running for two hours now with no error. This is the only change I've made. I have a new character sitting idle at Fort Greymoor in the very spot where it crashed the most, and it's still going two hours later now. The only odd thing is that now my load screens take much longer and seem to "hang" a bit, in that the game goes Not Responding for 10 seconds or so on each loading screen before it recovers and finishes loading. Not sure why this is or if its relevant. Now this isn't to say the error won't happen in the future, but two hours is far, far longer than I've managed to keep the game up for so far. -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm replied to Sarcasm's question in General Skyrim LE Support
I have done that as well, unfortunately. -
FNIS Animations Do Not Work When FNIS Launched Via ModOrganizer
Sarcasm replied to Sarcasm's question in Mod Organizer Support
Sorry to have taken so long to get back, but this issue just kind of randomly fixed itself. After launching FNIS through MO many times and getting nothing in overwrite afterwards, I just started working right. No idea why. But thanks for your replies. -
Microsoft Visual C++ Runtime Library error constantly
Sarcasm posted a question in General Skyrim LE Support
After a few minutes of gameplay, I am met with this error: This is starting to drive me just crazy, there is no end to this message. I've tried everything I can come up with through Google and nothing stops it. I even just reformatted both my hard drives yesterday, completely reinstalling Windows on my SSD and wiping my hard drive with a reformat. And the error still appears! This isn't the Dawnguard Impatience of a Saint \ Arvak quest Runtime error as far as I can tell; I completed both and the error still hit. Plus, people getting that error report an "R6025" error code on their crash and I do not have this, just a generic message. I played for 6 and a half hours on my save just fine with no errors, almost all of that time spent around Falkreath. The first time I saw this error was when I stepped into the walled yard exterior of Fort Greymoor, west of Whiterun. After completing the two Dawnguard quests, I returned to the Fort Greymoor exterior and almost instantly, Runtime error. Is there something diseased about this area? So far, it has only happened in that area and never in an interior, but I haven't continued playing to find it if it happens elsewhere now. The error just hits whenever it feels like it, I can't reliably reproduce it, except that it always happens within a matter of minutes. After 5-15 minutes of gameplay it hits, thus far always outdoors. I followed STEP, but skipped many plugins because some were problematic for me in the past and my computer could never handle a full STEP. I would post a load order but I don't think this problem is connected to the mods at all. I kept my Mod Organizer install and some other random stuff through the reformat, but I can't imagine any of it would be causing this. Besides MO, I kept save games from other games and images. I posted this question on the Nexus and got a lengthy response, but I didn't really understand most of it since it wasn't written in English all that well. I can't imagine it could be anything on my hard drive, because I just reformatted and I've installed hardly anything. My motherboard ethernet drivers, my Nvidia 344.60 drivers, Steam, WinRAR, 7z, Java, IrfanView, and one other game besides Skyrim. I've had this computer for almost 3 years now and I've been playing Skyrim on it since release, even as recently as a few months ago, and I have never seen this error. Now it's just ominpresent in Skyrim, but everything else on my system runs fine. What could be interfering with Skyrim? The only thing that's different with Skyrim this time around is my using Mod Organizer for the first time, could it be causing this somehow? Can ANYONE offer a solution on this? I would be so, so forever thankful to you for an end to this madness! I'm using: Windows 7 64-bit Nvidia GTX 750 Ti 2GB ENB w/ VideoMemorySizeMb=4096 -
FNIS Animations Do Not Work When FNIS Launched Via ModOrganizer
Sarcasm replied to Sarcasm's question in Mod Organizer Support
Yep, I have FNIS and the Spells addon installed separately and both activated. -
FNIS Animations Do Not Work When FNIS Launched Via ModOrganizer
Sarcasm posted a question in Mod Organizer Support
As the title says, no matter what I do, I simply cannot get anything generated by FNIS to work in game. I've tried every single thing I can think of and every thing I can find on Google searches or searches of this forum. I've run FNIS in many different ways through Mod Organizer but all of them have the same result: T-pose with all FNIS-specific animations. - Tried adding FNIS to the Mod Organizer executable list via the Gears button on the left side. No matter what I did, it would not add it. It would add in the Gears window, but then once I closed to window it was not in the drop-down executable list on the right side. - Added FNIS directly by finding it in the Data tab /tools. It stayed in the right side executable drop down and I could launch it and run it. Turned its overwrite into a mod as instructed, and none of its animations work in game. T-pose for all FNIS animations. - By adding GenerateFNISForUsers.exe directly to the executable list through the data tab, the shortcut's binary points to 'cmd.exe' (the command prompt) rather than 'GenerateFNISForUsers.exe ' as it does if added through the Gears executable button on the left side. I'm guessing these are functionally equivalent, but even after editing the binary to point to GenerateFNISForUsers.exe it still changed nothing. T-poses. - Ran FNIS directly through Data tab by finding \tools\GenerateFNISForUsers\ and right clickong on GenerateFNISForUsers.exe and clicking Open/Execute to run it directly from Data. T Poses. - I feel I should add, I'm not sure if it's significant, but it's something to point out. When FNIS is run through Mod Organizer it appears to "freeze up" for much of the process; clicking on the window while it's generating comes up with a Not Responding message. It's still responding, if I wait it finishes. But this does not happen when run outside Mod Organizer. Again I don't know if it's significant but Windows seems to think FNIS is not responding for much of the process while it has no such misconceptions when run outside Mod Organizer. It also takes several times longer to finish running through Mod Organizer, whereas outside in a custom directory it completes in only 2 or 3 seconds. - I am using XP32 and a custom race. I have the top two check boxes (Gender Specific Animations & Arm Fix) checked and no others. I'm using the same XP32 skeleton on the custom race as the normal races, I just copy pasted it. I get T-poses for all races - custom and vanilla. I'm using sword sheath on back on XP32, if that matters at all. I cannot find a way to fix this and make FNIS animations work when generated via Mod Organizer. A Google search turned up a "solution" - more of a workaround than a solution - on the Steam forums: 1. Extract FNIS to a custom folder outside Mod Organizer. 2. Extract all animation mods that require FNIS to that folder. 3. Run GenerateFNISForUsers, ignoring the obvious warning that no game directory was detected. 4. Once complete, zip the custom folder up that has all the data files in it. 5. Manually add the archive to Mod Organizer like any other mod and activate it. This made the animations appear correctly. But I'm sure anyone can see why this is a workaround and not a solution. It requires all files to be put in a single folder, so some files may be overwritten if you have a lot of animations. That defeats the founding purpose of Mod Organizer, as it makes a permanent change. So, is there any solution to this so I can get FNIS working in Mod Organizer? It worked on an NMM install just fine when I used it a week ago. And it works when used outside Mod Organizer. Somehow Mod Organizer just isn't communicating the files generated by FNIS to Skyrim.exe when it launches. Thanks for any help, I'm at a loss here! -
Skyrim CTD at Menu with No Missing Masters
Sarcasm replied to Sarcasm's question in Mod Organizer Support
Thanks for your responding. I have had several issues with ICH in the past, so I chose to skip it when installing the STEP order. As for my OP problems, I made a newbie mistake having not realized how important the left pane mod order was! So I nuked everything and reordered the STEP plugins in correct STEP order and the non-STEP plugins by category and how I felt they'd fit into load order. Also, I think I broke the reproccer when I merged the updated XML scripts with it since they are more up to date then the Reproccer or its own Compatibility patch. That may have been why it was CTDing. I reordered and reinstalled everything and the Reproccers are all working now, for SkyRe, Dual Sheath Redux, and ASIS, hooray! I hate to praise my own answer but I did end up solving it on my own soo, Best Answer! -
I'm new to MO and have learned to use it from Gopher's helpful videos. I also just spent 30 minutes typing up a post that was lost, so I'm going to rush through this as quickly as possible. Learning MO was simple enough, but now that I've moved on to the heavy duty mods with lots of dependencies and proc patches I'm having issues. Two problems in particular: (1) When I launch Skyrim via MO, it CTDs on the menu just before the dragon symbol loads, and sometimes a second or two after it loads. To my knowledge this is always from a missing master/dependency, but I cannot find one and the game loads up just fine through TES5Edit, which will fail to load if a dependency is missing. (2) All textures and meshes that replace vanilla or other modded assets undo themselves seemingly when they feel like it. Texture replacers and mesh replacements will have their changes completely undone even though they are still installed. I had just used the Reproccer on my install for the first time, and that broke the game. Now Skyrim will not start with the Reproccer or either of the Reproccer patches loaded. The first time I managed to get into game after disabling the Reproccer, all my texture replacements were undone and a mesh replacement for a custom race was undone as well, even though they were all installed. That's all I can really say at the moment, since tiredness overwhelms me. Here's some useful stuff someone might find useful: System Specs Mod Organizer 1.2.14 Windows 7 Professional 64b I followed STEP for the first few days, and then today branched off to get SkyRe, Reproccer, all the Reproccer's patches and their many requirements, and Immersive Creatures. I bolded the bottom because it's messiest part and I'm guessing it's the most likely place for an issue. The whole order looks pretty messy, but regardless. That's partly because I'm not used to MO's interface so it looks blocky and disorganized to my eyes, and it's difficult to sort through dependencies when TES5Edit cannot find them since MO only seems to list them in a big block of blinding text, as opposed to NMM's neat columned list. Load Order I ordered it just using Mod Organizer's version of LOOT and no manual placement yet. I didn't feel like I was far enough in to worry about manual placement, but maybe hopefully someone more knowledgable than I can show me the way. Thanks for any helps. It's finally bed time!