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Iroha

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Everything posted by Iroha

  1. solved. Mystically, I've had duplicate (and one mounth old!!) .json data for dyndolod in "MO overwrite\skse\plugins\StorageUtilData\" folder
  2. Hi all, I need some help with dyndolod 1.28 Previous versions worked fine, but recent - doesn't work in game, even on new games. No initialization messages. "There is no data in dyndolod.esp for this worldspace" (Tamriel, and i think others too) - that's what I see in MCM menu. I looked dyndolod.esp in Tes5Edit - worldspaces exists, as well activators. Esp generated with medium preset for all worldspaces. I didn't forgot to move generated meshes/scripts/textures to mod folder. some footage from papyrus: save loaded: [06/06/2015 - 03:32:18PM] ERROR: Cannot call IBowToThee() on a None object, aborting function callstack:[ (BF004ADF)].SHESON_DynDOLOD_Firstborn.OnTriggerEnter() - "SHESON_DynDOLOD_Firstborn.psc" Line ? dyndolod activated manually in mcm: [06/06/2015 - 03:34:20PM] ERROR: Cannot call IBowToThee() on a None object, aborting function callstack:[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.SwitchDynDOLOD() - "SHESON_DynDOLOD_MCM.psc" Line ?[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.OnOptionSelect() - "SHESON_DynDOLOD_MCM.psc" Line ?[DynDOLOD_MCM (BF00090F)].SHESON_DynDOLOD_MCM.SelectOption() - "ski_configbase.psc" Line ?[sKI_ConfigManagerInstance (23000802)].SKI_ConfigManager.OnOptionSelect() - "ski_configmanager.psc" Line ?
  3. Well, I suggest you to wipe all threaded tweaks (tested (by me), it brings freezing and CTD's in certain conditions) and z-fighting tweaks (infinite loading screens in heavily modded game) from your ini's.Also look on moragg expirience.
  4. I don't think papyrus log will show something important about ILS. Usually, infinite loading screens are fault of z-fighting tweak.you can show your load order.
  5. @blackkjackgarry, yes I compatibility patch isn't perfect, thanks for pointing out on mage armors issues. I will try upload fixed version soon I hope. P.S. Guide had to be updated long time ago, but I have been ..mmm... too busy for that. Well, since I'm still alive, I will try to find some time to do it. PS.S I can not edit OP. LOL
  6. DanimalTwo, remove your post. Or edit. Do not show the link. Tapatalk
  7. Adding ASIS doesn't require to add many patches, in the guide very few patches (esp) for asis scribed as I recall (postASISpatch by qotsafan, and even this very optional now, forgot to change it's color. Also maybe few from FCqt). You don't need many patches if you don't have many mods (for which patches exists) or you don't want to provide mod changes to the game if asis replaced them a little.Removing mods can break your saves in case when mod scripted(and/or alters/adds quests for example) and doesn't have good uninstaller. I this case player should follow uninstall instructions provided by author at best; or examinate mod via TES5dit and remove items, perks, spells, stopping quests in game via console etc. before uninstallation at worst. Most mods without scripts are safe to uninstall. Most mods with scripts won't crash your game at once upon uninstall, may be even never, especially if you uninstall them one-by-one and don't add new mods in the middle of upgrade/uninstallation of other mods.
  8. You can download and install asis per instructions on nexus. After installation, make tweaks (pt.23 install section), look on dynamic patches -manual section pt.2Seems, you don't need SkyRe ReProccer Compatibility Patches, you can clarify this aspect by reading it's (SkyRe ReProccer Compatibility Patches) nexus page - you don't need qotsafans patches if you don't use mods patches made for. 13.1 a) remains unchanged. Still tells that you should install 3.12 and all patches on top. I mean if you installing updates for mod via MO you should install them in main mod folder (less clutter). AIO esp unchanged as well - it's all mm 3.15 esp's in one. Only compatibility patch was updated and new esp (MM overrides.esp) created for loading after original qotsafans pre-reproccer and miscelaneous patches (earlier we replaced them) changed version in starting section, but forgot to add in changelog:)
  9. progression (spell magnitude and duration) depends on specific flags author uses for spells. If author used flags - spells scales with your mastery. If not - not scales.I don't use this mod sicnce I don't like that creepy dwemer stuff:) booo
  10. try to disable enb, deactivate dynamic patches (automatic variants.esp, dualsheathredux patch.esp etc.)Check in MO BSA's tab that all skyrim -*.bsa ticked.
  11. Thats's why I would like to see your patches:)Â
  12. Perhaps sky textures from Project reality, textures for distant objects(mountains) [weren't installed]/[optimized with wrong settings]try to deactivate packages that provides landscape textures and sky textures to be sure.
  13. I would love to see your patches, and I think I'm not alone:)Can you upload them somewhere (or maybe create new thread??) with comments/instructions for proper use?:)
  14. There is about 10 messages (not errors) from Mighty magick, not infinite. Did you installed MM correctly? It's normal, some spells (arcane or mystic?) aren't implemented yet.
  15. It seems that you have too high values for lighting influence on interior particles.
  16. my hardware config is similar to yours.
  17. bsa's aren't loading if checkboxes for them in BSA's tab of mod organaizer unchecked. No need to remove files. "Install everything" and resize textures and normal maps to desired resolution. From ancient times installer was a little bugged if not "install everything" choice have been made. May be it's fixed now, I don't know. Personally, I use 1k resolution for all textures and normals, except items (weapons, armors, misc etc.) and actors (I use 2k textures for these categories)
  18. No problem, I will make esp with overrides for your patches and PM you when job will be done. In SkyRe mages still weak in comparison with warriors. Magic should be more powerful:) Keep them enabled
  19. Thank you, well, we can, but lets see what we have:1)MM-AIO 2) MM-SkyRe patch, which make all magick more powerful in conjunction with SkyRe. Main reason of MM-SkyRe patch "incompatibility" with your patches: a) pre reproccer patches- contains fixes for bound weapons (4 nodes) b) Miscellaneous patches - mostly because of scriptfixes:) Oh, yeah, we can load it before MM-SkyRe patch and things should go right:) I can make MM patch, but one minus - esp slot:) answered on your question in previous post:)
  20. Pre ReProccer WA Fixes aMidianSS Patch contains edits to provide MMagick's zzbound property to bound weapons.Â
  21. I finished investigation with Mighty Magick, made few fixes, uploaded new edited versions of qotsafan's patches:) feel free to use.
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