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Wormheart

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  1. There should be at least two ways to do it faster, one is double click the RaceMenu entry in the Plugins panel in Mod Organizer and check the conflicts tab, anything in the bottom half of that tab is overriding RaceMenu. The other way is to look at the Data tab in Mod Organizer, scroll down to scripts and look for anything starting with RaceMenu, then look at the other column to see what is overriding them. (The Show Only Conflicts checkbox at the bottom should also help) There are two other scripts in RaceMenu that you can also look for: Chargen.pex and NiOverride.pex. Hopefully that helps track it down quicker, I know I had something similar pop up when I had TairenSouls Warpaints mods installed, and had to replace the scripts (though hiding\deleting them also should work)
  2. This may or may not help but I was unable to make it into Helgen using the vanilla start if I had Audio Overhaul Skyrim (AOS.esp) installed, it would crash just before or as the gate starts to open (I'd get at most half a second of the gate sound play before the crash). At the time the setup was purely from Skyrim Revisited: Legendary Edition, minus Alternate Start to see if the cart ride was even possible. The other reason I tried the cart ride was because every two out of three attempts to start a new game would cause an instant CTD as soon as it was about to pop me into the starter cell and open the racemenu. That CTD has also gone away since removing AOS. So it might be worth a try, I did have to recreate the Real Shelter patch, but it was the only thing that had AOS as a master. As for Skyrim Performance Monitor, I think there is an experimental setting to allow it to work with your ENB (if you are running one). If you aren't running an ENB that it might be conflicting with, I think SPM has, somewhere, a list of reasons the overlay does not show up. Misc Somewhat related rambling: It is entirely possible that my crash was just one of those strange interactions where AOS has to load above or below a certain mod (I sort with LOOT) and I may one day try and resolve it but for now I just want to play :) I'm anxious to see if the occasional random but definitely not memory or vram related crashes have gone away as well, though I doubt it, Skyrim probably does it just to annoy me.
  3. I checked the other merged esps from the guide and none of them had duplicate form IDs, so that is some relief :) Yeah, that feature of 1.8 would probably fix it, when it's ready.
  4. The Unofficial Patch pulls you out of sneak when mining as of version 1.3.0. If you have an overriding script, it might not have carried over the fix but it would be pretty easy to carry forward. Though I don't know if it will help NPCs detect you, at least not if they are in a different room or out of line of sight.
  5. Does anyone else get duplicate form IDs in the merged ELFX file? This can easily be checked by trying to load the file in the CK, it will give warnings as it tries to load the plugin. "FORMS: Duplicate form ID (04090A90) encountered in file 'ELFXMerge.esp'." Etc. Using TES5Edit r1879 and Merge Scripts v1.75
  6. You could be, if your mods folder is in [HDD:]\ModOrganizer\Mods then yes, you might have reduced performance. I keep my MO folder on my SSD and told it to keep the Downloads on my HDD. I believe this can be done through the settings but I just changed the path in ModOrganizer.ini
  7. I suppose I'd agree to a very small degree, I'd always want to start a new game with the Unofficial Patches installed rather than adding them in midstream. But only because they contain a bunch of fixes that only take effect with a new start. I'd say it is pretty safe to load most mods midstream unless the author specifically states that the mod requires a new start. It's also safe to try when using a great mod manager and keeping a backup of your saves when you add new mods, you can then roll back easily if you do notice anything unusual. As for Helgen Reborn, I definitely give it my endorsement, and I'm pretty early into it still. I did make three small changes to the radiant quests. I am playing without the compass visible and without using the world map, only using quest descriptions, exploration and Clairvoyance. I had no idea where I had to go for the radiant quests, so I simply: 1) changed the objectives of the radiant quests to Kill x inside , 2) set the location alias to store text, and 3) added a condition to the boss alias that read GetDead == 0 (used the Companions radiant quest "Trouble in Skyrim" as a guide to see how they prevented sending you somewhere that hadn't respawned yet). I tried adding an additional alias "LocationHold" like the Trouble In Skyrim quest has, but in doing so, the quests wouldn't complete. I suspect the CK was not updating the scripts properly. I aim to try that change again eventually, then the objective would read Kill x inside in  eg: Kill x inside Greywater Grotto in Falkreath. Now that I own Fallout 3 and NV I'll have to checkout your mods over there Mike, looking forward to anything else you come up withÂ
  8. Did Steam do it's pre-launch installation of stuff when you first started Skyrim after the reinstall? (installing Directx, visual studio runtimes, etc.) if not, you might have to install at least Directx.
  9. I've had that happen with other mods, but so far, not with this one. The last few SkyUI versions all attempted to correct issues with menus not showing up. That said, I took another look at it and I can't see anything that would cause one to show and not another, they are all identical in what matters.
  10. In that case, you might be better off with Two installations of MO, one for STEP and one for SR. They could then share the same download folder but everything else would be separate. Otherwise, the group thing might be best, you can create custom categories in MO (from the settings page) but I don't know of a way to bulk add mods to categories yet. A feature to hide mods per profile might be handy, just have a checkbox or custom filter to show hidden to allow users to see\unhide hidden. I don't know if it is something Tannin has considered or not.
  11. What version of Deadly Dragons? I have Deadly Dragons and Enhanced Mighty Dragons installed, and when my cart sequence works (caused by other mods), the whole intro works for me. I'm using v6.3.5 still, have not downloaded the newest beta yet. Edit: I should also note that, for the most part, I leave Deadly Dragons' settings at the default.
  12. I believe it updates (grabs) the endorsements when you "Check All for Updates". However, it might not be working due to the Nexus' site problems, that is, if they disable api calls like that when the system is under heavy load for load balancing purposes.
  13. If you have the box checked to update the master list every time you sort your mods, it will check for and download a new version if one exists. The lists are updated by people (was going to say humans but I can't be sure they all are) so some times there are quite a few updates if the maintainers have enough spare time to get a bunch of mods added or not. They do an incredible job. :) I believe Wrinkly posted that he plans to update BOSS so that it actually uses Subversion to download the changes. By that I mean it will only download the difference. This would mean much faster\smaller downloads each time as the list is getting quite large. This will be even more important if they plan to add more translations. Anyways, hopefully the answer you were looking for is in this post, along with More Information Than You Require. ;)
  14. I think the browser was removed in v0.99, but to get the links handled correctly this post on the nexus forums helped me.
  15. if you have the space and are using MO or WB, you could put the textures into an override folder, that way if something is screwy it might be easier to fix. :)
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