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whitewolf87

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Everything posted by whitewolf87

  1. When I do that, will I have to reapply the INI tweaks in the first section of the STEP guide, or will they be preserved? I'm not too worried about uncleaned ESM's as cleaning them seems to have had no effect on the problem as it is.
  2. OK, so the only thing I haven't tried yet (been scared of further corrupting everything), is to verify game cache integrity with steam. Should I give that a go?
  3. I deactivated all of those esp's and tested safesave2 in the DB Sanctuary with the "Sleep 24 hours then save" test. Also, I unticked "Convenient Horses", as my slow crawl test identified it as a problem spot. I double checked, found some of the STEP redundant mods, deactivated them. Repeated the same test. Realized that I hadn't put in the proper LOOT priority on the STEP Extended Patch, so I fixed that, saved changes, repeated the test. CTD on all three counts. Instantly after trying to save (of any kind) after waking up from a 24 hour sleep. I like that dark medieval look, yo. Also torches and candleight spells go a long way.
  4. Ok, after fully doing a sweep to find any other mods that produced the effect, I realized through trial and error that it was a guessing game and that once my mod load got beyond about 40 mods (even though that's never been a problem before), the glitch started happening. I can't pin it to any one mod (seriously scrat what I said about "Convenient Horses". I have no clue why this is happening. I can't figure this out on my own. Eventually I continued from safesave2 trying to follow my exact route to when the problem first started surfacing. I got beyond bilegulch mine (laded with treasure and all the ore inside to be precise, and adopting the way I played the game to the advice of another user on reddit. 1. Turn off all autosaving. 2. Minimize or eliminate quicksaving. 3. Manual-save only in interior cells. I did all that. I also experimented with sleeping for various periods, then saving...all seemed to be going fine. I thought maybe that I had just overloaded my saving functionality with whacking the quicksave key too many times, and that maybe if I did it this way I could lessen the burden on the game and that it would perform for me. However, soon after I got the contract from Muiri in Markarth to kill Alain DuFont, I took a carriage to Whiterun...and test saved in interiors a couple of times...one of which was a dreaded CTD. Moving on, not quicksaving the whole way to Raldbrthar, I killed the bandits outside...entered the ruin, saved through the skyrim menu... And CTD. I have invested so many hours into this character. I was looking so much to being able to complete a journey with him, but I'm starting to think that's just not going to be a thing that'll happen for me here. I've done my absolutely damndest with this, because I didn't want to feel like I wasted another 40 hours or so of gametime. But that's what this is, unplayable. I can't finish his journey. I'm sorry. I'm not asking you to sympathize, it just sucks. I don't think this is recoverable.
  5. Anything at all? Any tips? At this point, I've also been doing a slow crawl. Deactivating all mods, then activating them again in chunks and trying to isolate problem mods. So far, I've identified "Convenient Horses" as one that keeps screwing it. It's not the only one though, because I then tried running my test save (safesave2) with everything turned on except "Convenient Horses" and it still triggered a CTD upon saving after a 24-hour sleep.
  6. OK, this is interesting. I decided that I probably wouldn't hurt anything by keeping "safesave" as it's own file in the modding list and trying some self-sufficency. I proceeded with option (A), and went to the DB sanctuary. I got my contracts payed for, got the big contract ("Mourning Never Comes") from Astrid, and talked to the other members about Cicero (yes, I do it everytime, I'm a lore fanatic). At that point, I ate, drank, and slept. In this case, I slept for 24 hours (just trying to isolate variables) in the bed alloted my character in the DB sanctuary. Once I rose, I ate and drank again, then tried to do a manual save (a brand new one, seperate from safesave). I didn't mention this before, but I slept in this exact same bed before initiating the adventure before that ultimately led me to Bilegulch. I don't know if it's the bed, or sleeping itself, but it's definitely relevant, I feel. CTD. It doesn't do it if I only sleep in the bed for an hour or two (several tests), but it does do it if I do a 24-hour sleep. Quicksaving produces the same result. If I load the save from before I slept...everything seems fine. EDIT: I tested this with safesave back in Whiterun, and it allowed me to sleep a full 24 hours with no problem. Full saving functionality. However, I also reloaded the manual save from the DB Sanctuary that I made (we'll call it "safesave b") and did a couple of other tests with it. One, I slept for eight hours. No problem apparent at first there. Two, I waited (not slept) for 24 hours in the DB sanctuary...and that also produced a CTD. Any thoughts?
  7. So, I had an idea. I went back to the save file where Nazir's contracts were still active, just to ensure that it was allowing me to save correctly. I deleted all but one save from Bilegulch mine (one of the manual saves I made during the 20-second window), so we could have one of the glitched saves in order to work with later if need be. It seems to be. I did have one random CTD while I was running to one of my targets (nowhere near Bilegulch Mine, obviously), and I'm not sure why that happened, but it wouldn't be the first time, and it's something I feel I can safely ignore. I made sure to save inside the inn in Whiterun when my contracts were complete. A manual save, not a quicksave or autosave. For what I'm about to propose, to make sure I'm not being confusing, I'll call this "safesave". It allows me to save as normal before I ran into the problem at Bilegulch in another save. Here's what I propose, either... (A) Loading from safesave, I go back to the DB sanctuary, get the new contract, get my payments for the contracts from Nazir, and then follow on foot roughly the same path, going to that abaondoned tower, then going to Glenmoril Coven, then back to Bilegulch, killing the bandits, mining, and seeing if the problem resurfaces. (B) Loading from safesave, I use the full cleansave procedure as identified in https://wiki.step-project.com/Guide:Troubleshooting, and then follow option (A) Which do you guys think I should do?
  8. Running the latest version of ENB with the SkyRealism "Vibrant" profile. Most of the mods were in the original save. Some of them (like the Breezehome mod) were downloaded seperately. I can't honestly remember when exactly they were, but I do remember clean-saving to try and ensure that they didn't get screwed around with too bad. The ones I know I downloaded after I started a new game were... 1. Breezehome FullyUpgradeable 2. Wyrmstooth 3. Moonpath to Elsweyr In fact, looking at my list again, I'm pretty sure those were the only ones I downloaded after I finished STEP, and both of those were pretty close to the beggining of this character's journey. Even moonpath may have been a forethought as Menji is a Khajit, and I wanted him to have something home-related quest-wise to do. Memory Blocks....
  9. Hey there. Thanks in advance, because I got a feeling this is one of those really weird ones. I used STEP to the letter (omitting a few of the fluffy mods that made me go "meh"), have played my character (Menji) a lot, had a few random CTD's, one or two freezes, but nothing my limited computer skills couldn't really dismiss and move on with my life with. Menji is level 40, he's just joined the DB, having completed the main quest, and just completed the first series of contracts given him by Nazir. He was one foot (love that Wayfarer), trying to get to Markarth for the contract "Mourning Never Comes". I passed an old watchtower (can't remember the name), cleaned out Glenmoril Coven, then I decided to stop by bilegulch mine. Kill the bandits (no problem), advances into the mine, activated a candlelight spell and also shouted for Dragon Aspect to defeat the bandit leader (not too hard), then proceeded to mine all the ore and leave to be on my way. As I open the door, the autosave triggers CTD. I shrug it off, open the old Autosave from when I entered the mine (the new one didn't have time to be created before the CTD), and then I attempt to quicksave, and the quicksave CTD's. In fact, if I don't immediately save within about 25 seconds after loading, anything prompting a save of any kind (including any kind of manual saving), causes a CTD. It's extremely frustrating, and I don't know what prompted it. An earlier save file from when the first set of Nazir contracts were still open (but after I killed Narfi the beggar) works fines, saves perfectly well with all methods, though. I can go back to that one with no great loss, but I'm worried about exactly what prompted this specifically, because I don't want it to happen to me when I'm doing something important as opposed to dungeon-diving, because it's fairly game breaking, frustrating, and could force me into another annoying setback. Things I've tried. God knows what I've managed to do in the three months or so that I've been playing this STEPified, between applying small fixes to minor problems myself. I honestly can't remember if I've done any INI tweaks that don't have anything to do with STEP (aside from Sheson up there), and I know I've downloaded a couple of other mods that I found awesome (like the Breezehome one), but I'll tell you anything I can. Any help would be appreciated. Any at all. I'm no expert, barely even know what I'm doing half the time, but I'll do my absolute best. Load Order... System Specs I have no idea why my spoiler tags aren't working. I'm sorry.
  10. I'm about to post a topic in General about severe CTD problems when saving, but before I do that, I need to figure out how to post my load order so that people can actually help me. I've been googling and either I'm blind or this is just common knowledge that I completely glossed over, because I can't figure out how to provide a simple text file. I'm sorry in advance that you had to help me with such trivial crap, but I'm losing my mind trying to even *start* asking for help about my big problem without looking like a moron. Thanks in advance.
  11. Alright, time to go kill slews of people, I guess. Fingers crossed. EDIT: Noticed the timestamp on the filetree for the INI file was close to the final rebuild. If updated the INI, I would assume it would have to update the file that matters after a minute-and-a-half of crunching itself in WF. Probably ok.
  12. Good news and bad new. Red bars are gone, good. No more needless worrisome "huh?" on that count. The bashed patch appearing in the MO after again reconstructing it is 1.8 MB in size (which feels wrong to me), and is also timestamped for May 21st of the year 2000 (which feels really wrong).
  13. No, what I'm saying is that after the patch is built and supposedly activated, I have no output in Overwrite, or anywhere else on my whole computer to put into the bashed patch mod in MO. I can't activate the current patch because I can't find wherever it's sending it. Unless the patch is actually running correctly after I rebuild and activate it in Wrye and I just can't see it, I'm not sure. Currently, as it stands and just hoping, I have 119 active plugins, which I'd consider OK against the top count and possibly indicative that it's actually working, especially since I have a high-end system, but it's so essential that I don't want to just delve into a game only to come up against a massive wall at some point or another because this didn't complete correctly now. Also, I have a lot of mods in Wrye Flash that are highlighted in red even after running the patch, which kind of bothers me because I have no idea what that means, it doesn't happen to me with Wrye Bash in Skyrim, and this is me being very ignorant and just knowing that red is usually "bad".
  14. That would be fine, but I can't find it inside the New Vegas data folder either. I really hope I didn't accidentally do something catastrophic at some point during this process. EDIT: I notice that if I untick the Bashed Patch mod in MO (I had already made one deactivated in anticipation of having to do it from my experience in Skyrim), that then the bashed patch mod in WF disappears from the list. I don't know if that means anything.
  15. OK, so I got up to the bashed patch, built it according to the instructions, and then the esp is not in overwrite for me to create a mod with. There's a folder called "Docs" with a .txt file called Bashed Patch and also an HTML file with the same name, but no .esp. Any thoughts?
  16. In regards to merging Yuki's mods... Step 7... Am I correct that I am *not* meant to untick "Veronica Companion Weapon - Recharger Pistol"?
  17. In regards to the more perks mod, for which special instructions are given, here's the first line of the special instructions... Which I find kind of confusing...did I miss something obvious? Thanks. EDIT: What I think I'm being asked to do is use my 7-zip to unzip the archive in the main file, then delete the folder and then re-zip it, is that correct? I'm not meant to do anything like I was earlier with extracting BSA's?
  18. Admittedley not having read all 106 pages of this sticky, I just wanted to say that in the instructions posted when merging mods repeatedly say to use "Merge Plugs 1.xx" in the dropdown menu where the "xx" is out of date with the current version of that program which is version 1.75. Might be best to update the F&L guide to reflect those changes as some might find it somewhat confusing. All said though, it's a rather friendly user/newbie guide overall, and I appreciate how often repeatable procedures are rehashed. It's very good hand-holding for the nervous Bethesda player. :-) Also, my apologies for not noticing this sticky before, I would have directed my minor inquiries here had I realized it existed. I won't make new topics for my concerns in the support section anymore.
  19. I won't fuss with it, then. Thanks.
  20. Still carefully installing mods according to the guide, going by F&L sections, then testing by loading up a clean save to make sure nothing incredibly crazy is afoot. After installing the quests under "And that, I think, was the handle...", I get a flag from LOOT for 2 deleted navmeshes in the New Vegas Bounties II mod. Read up on it, most people report it to be just a fluke-y problem, and I tested it with my clean save and noticed no CTD's or freezes while going through the opening motions of the quest, so I'm tempted to just ignore it. Thought I'd drop here though and ask if this is something I should worry about and if so if there's a way to fix it. Thanks for all the help, guys and gals.
  21. The injector doesn't want to work at all, under any circumstances, even manually targetting the executables (4GB, NVSE, and the Bethesda executables), then running the injector as per its own instructions. I ran a test on Audley's solution, and the ENB runs while launching NV via 4G through MO (abbreviation-gasm) just as it did in Skyrim. Since that didn't seem to have any far reaching bad effects for the gentleman/lady who suggested that, I'm just going to go with that, because I can't be bothered to be that fancy. So far, so good is good enough for me. Thanks everyone for their time either way.
  22. Thanks for the response. :) I can confirm that I did indeed manually add the 4GB executable as per the directions before launching New Vegas. Just to be absolutely sure again, I made sure that FNV 4GB Loader (as I titled it) is selected in the drop-down menu and I launched it, and again, the ENB text that's supposed to appear in the upper-left-hand corner is absent, so I know ENB isn't running even though it's configured to. There's something else I'm missing or doing wrong.
  23. I know by now you're probably getting a bit sick of me, but the newest issue is that when I test-launch Fallout using 4GB, ENB is not active as it should be at the loading screen. I've made sure the d3d9.dll file is in the exes folder which I created (4GB didn't do it automatically), but when I launch it through Mod Organizer, the text indicating that ENB is active in the upper left hand corner of the title screen isn't there. The catch? If i load 4GB manually through the Fallout New Vegas folder, bypassing MO, then it'll load it's ENB from the exes folder. I've tried reinstalling both programs, checking to make sure the guide steps are followed exactly. So far no joy. Thanks again. Take your time if need be. I'm still pretty new at all this. Skyrim produced similar headaches until I got it all done three days after I started.
  24. And I can continue my modding journey. Thanks bunches guys. I made you internet fried chicken! :D
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