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Everything posted by uncleseano
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Have you considered using your Conflict Res plugin to house the record edits for some lesser mods? I use my own patch for things like NO BS dodge etc. You can also slap in the single record change for No more standing close. Also unless I'm reading this wrong (maybe haven't something that you are using) but Move it Dammit is completly redundant: fBumpReactionSmallWaitTimer fBumpReactionMinMoveDist fBumpReactionIdealMoveDist are all edited the same eay by Immerisve Amazing Follower Tweaks and the only other record in that mod (four in total) isfBumpReactionSmallDelayTime is being overwritten No more standing close. TLDT: Bascially those three mods affect 2 record edits.... You can slap those into your C.R patch and be done with it
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The .nif was fine. User error, or in this case too much user interference! I was using the statue textures from Stunning Statues and the .nifs from No Snow Under Roof except for the Snowy Talos statue and forgot to change the name of the .nif. So the Snowy One overlooking the bridge at Windhelm CTDed the game. Silly me, my bad. Took awhile but still felt good to pinpoint the corruption. Thanks for the hand holding
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Well I went through all the things That were in worldspace deleting all the things like a madman but in the end it was THIS lil jerk Not sure why but my Talos statue from No Snow under roof was causing my game to CTD. I restored everything before I started pulling records and bingo, CTD. Removed just that one record from static and BINGO, no CTD TLDR: I messed around with some .nifs to mash some mod together and missed one. Working fine now plus Talos gets is nice fancy looking snowy shoulders. Christ, 3 hours for a Talos in the north to have snowy shoulders. Welcome to Skyrim modding eh?
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Well it loads up fine without the .esp It just says DynDolod.esp not found but still works fine I gotta do what you say in the .esp as that's the problem Question time: When you say remove reference from the plugin you mean make a back-up of the .esp and start pulling the data with xEdit from the Dyndolod.esp till I get to the point where it loads up the bridge?
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Sorry, classic case of RTFM. Since I posted I went over the readme. With the debugger active I get this in the bottom of my papyrus log [04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA026D5E)>] Disable #5 [Form < (1206CDAD)>] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif [04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA026569)>] Disable #5 [Form < (1206CDAF)>] using Effects\FXrapidsFallsLine01.nif [04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA02657F)>] Disable #5 [Form < (1206CDB1)>] using Effects\FxRapidsRingHeavy.nif [04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA0265B1)>] Disable #5 [Form < (1206CDB1)>] using Effects\FxRapidsRingHeavy.nif [04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA027882)>] Disable #5 [Form < (1206CDC2)>] using lod\farmhouse\smith01glow_lod_0.nif Actually there's tons like that but I'm guessing this is to do with DynDo initilising and not anything to do with a crash?
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Heya, what's the best way to see which mod is buggering my DynDOLOD run? Was using the latest DynDOLOD resources but was getting a constant CTD on Windhelm bridge. Once I dropped DynDOLOD it would work fine. Turn on instant reproducable CTD I thought it was JKs (for some reason) but after re-running DYnDOLOD without JK it would CTD again. So what's the best way to figure this out? What should I check out?
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iNeeds feature is nothing compared to animated food. It even has the specific food appear in your hand. There drinks can be tweaked so you could use a cup of beer when sitting or a bottle when standing. It's a great lil mod For me I moved on from iNeed to Vitality Mod. It's much lighter and way less intrusive
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Was a tad drunk and prolly not making much sense. I don't use ICAIO for the same mindset as Mr Jestie Man. There's an amount of toxicity in this community (as be it small) and I choose not to empower it I used OBIS along with OBIS loot but it does too much. The bandits became super soldiers. I prefer smaller mods like Lore Worthy bandits etc for that. Plus in my game the overworld is not as dangerous, the civil war takes care of that. There are fewer predators etc. Everything else is in the underbelly though is a Stabitha Cristie novel. KNIFE TO MEAT YOU
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@shandrakor you'll have an huge headache if you are gonna re-do the NAVI in the CK. I wouldn't bother. I had exactly the same issue as you. It comes from just having a metric **** ton of mods from LoTD. I merge all my patch plugins but left out Skyway & Helgen Reborn as those two combined with the rest cause the error. I can live with an extra plugin or too if it means I don't have to esmify ALOT of mods and then de-esmify them. Only to have to do it again when an update comes around. FYI for a nice QoL tip I leave the patch for Skyway and Helgen reborn inside the mod folder for Skyway and Reborn respectivily and have them load lower down the mod order in the left panel. That way once they are LOOTed when selecting - delselecting your 'Patches FOlder' it'll place all patches down the bottom for easy merging and I'll leave the two aforementioned plugins out so you don't have to move them around. There ya go
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Ouch! Thanks for all the C.R help over the last week Mr Jestie man, you've answered a good deal of my questions over a bunch of different nexus pages Guys have you looked at: HD Ground Covera Renthals Flora Collection Coin Replacer Redux (Adds Realistic Dwemer/Nordic Coins throughout dungeons) JKs Skyrim While I have ya that is

