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Mr_Moal

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Everything posted by Mr_Moal

  1. I have found that Immersive Citizens AI is positioned out of place. The Nexus page says it is supposed to be positioned after Requiem. This however requires positioning the STEP Extended Patch after Immersive Citizens (and Requiem) as well. This is going to require some digging with TES5Edit to see what gets changed due to this load order change, and will almost certainly require a custom patch to carry forward various changes between the STEP Extended Patch, Requiem, Immersive Citizens, etc. Edit: I've just started going through the steps of making a custom patch, and I never knew all the little details that would get missed if this wasn't done. I have way more appreciation to those who do this kind of thing for the other STEP Packs.
  2. I've not gotten the Purple lanterns bug I have had the DynDoLOD spam. This happens when I don't follow the instructions properly, and then I tried to run the DynDOLOD worlds gen thing a second time. This does not work. DynDOLOD, as well as several of the other patchers at the end will actually make changes to their esp. when you combine the changes, then bad stuff happens (esspecially DynDOLOD) The only clean and safe way to repatch stuff is to uncheck the mod, reinstall it, and then repatch it. for DynDOLOD, since you make changes to its ini file, (and it saves a pile of stuff in TES5Edit folder, you need to (STOP, turn off MO first) wipe the contents of the TES5Edit folder, dump a fresh set of files in there, and then follow the DynDOLOD instructions from scratch each time. Since you don't change any file locations, then MO doesn't need any new set up. I have not noticed a FPS drop while looking at a city. strange. Open Cities can be easily removed from the load order by turning it off, and unchecking the OCS patches for stuff. Just depends on how much you want to ride your horse into a city or not. looking at your crash log, I have seen that in the papyrus log of "most" of the crashes. But all the read up says that you either didn't patch stuff properly, or its something else's fault. The only sure fire way to solve this is to turn as much stuff off as possible and see if it goes away. This could take a long time. One way to shorten this is to collect mods into blocks. Take a grouping (say survival mods, or open cities, etc) and turn them off, and see if the problem surfaces. This is what I think I'll have to do. While each of the mods in the load order should be stable and good, there are enough of them that some where something conflicted with something else. All it takes is 1 mod. ------------------------------------------------------------------------------ Keep the load order you have, I definitely will not be adding anything additional to it (learned my lesson before that an unstable load order + more mods = bad). Make a list of mods you think you can live without, and drop them from the load order. Copy the full Profile to make a second paired down version. Let me know which you dropped, and I will drop a different set so we don't both do the same work. And thanks again for your help! [Note about the papyrus log. There is a HUGE number of items in it. What seems to be the case is that most of it is from opening/closing the MCM menu while setting stuff up, and shouldn't be a problem. You won't see that on subsequent papyrus logs] ------------------------------- Edit: there are 2 ways to narrow down the problem. 1 is sequentially turning off mods. Thats crazy with 300 mods. Method 2 is to mimic how a search algorithm works, Cut the list in half, does problem persist? Yes: cut the remaining list in half, test again. No: the problem is in the other half, so load back half of what you unloaded and test again. This will cut down on testing significantly ( theoretically, if you had 1,024 mods, you would need 10 tests. Theoretically of course) I will be assuming that the STEP Extended "base" is correct and does not contain the bug, and will be exuded from this search. If you gave a prefix for the pack mods, then it should be easier to pick them out.
  3. I'm adding info to the V0.4 to 0.5 post. Do people get notified when I edit a post?
  4. well... Cutting room floor is included with the base install, yet the STEP instructions state not to use it. I would suppose that the STEP uber patch takes care of it. I am defaulting to using the STEP instructions, deviating only where neccessary to patch stuff. for the ELE legendary_Fs_Wt, will need to change the master in the STEP extended Uberpatch to that one if its used.
  5. missed another instruction: The step intructions have a LOOT positioning instruction. should also include that here. Meta Rule Instructions ELE_Legendary_Lite.esp Main: Priority Value: 970000
  6. ok, here is a new one, while reading through the install order of STEP Extended, I note that the Brawl Bugs patch is now needed because the Pack will be using the scriptless Enhanced Blood Textures mod. I will do further reading into this. Quote: EDIT: You're probably sick of me nit-picking the pack guide at the moment. I do apologize. However I do need to get it installed properly in order to help you test this. Please PLEASE please!!! keep the tiny details coming. Successful Skyrim modding relies on the tiny details and the nit picking. so ya, every single thing that is incorrect, needs to be fixed. I am doing my best (when my load order doesn't' have gremlins in it) to make my install identical in every way to the Pack instructions. (Edit: wow, no idea how, but 2 posts got merged into 1. .... ?)
  7. oh wow, I may have found my crashing problem. Thank you!!! I don't know why/how/who (ok, who would be me) but some how, the load order of all my mods is screwed up way bad! example was the provincial courier service thing was not positioned correctly. wow. no wonder my game has gone crazy CTD crap lately. I have no idea how everything (left pane) got re arranged. ok, your question: Reading through the reinstall instructions, the Enhanced Lights and FX is for the Enhancer, so ya, you DON'T want that. don't know why the provincial courier service is not available. will need to look into that. Looking through the instructions, I don't know why I didn't state to patch ELE_Legendary_Fs_Wt. I would think I need that. Might have been a masters thing, I'll double check if the STEP extended esp has ELE_Legendary_Light.esp as a master, and the ELE_Legendary_Fs_Wt_Lite.esp won't take. Edit: yup, Needs ELE_Legendary_Lite.esp for the STEP Extended esp patch. Idea, will need to use TES5Edit to change the Master from ELE_Legendary_Lite.esp to ELE_Legendary_Fs_Wt.esp
  8. Currently, I've been trying to track down a CTD that occurs in whiterun. It wasn't happening earlier, and going back to an earlier MO profile doesn't seem to help. I suspect something with iNeed, but my testing has been inconsistent. i started a character in solitude, set up all MCM menu settings, and traveled to Whiterun. game crashes after spending 10 or so minutes in Whiterun. I tried the same thing, this time with no MCM menu settups, and I couldn't get it to crash (40min +). Setting up a few MCM settings at a time and repeating the test, eventually it seems that when I set up iNeed, then the CTD occurs. but if I don't, then no problem. But it also crashes if I skip iNeed, so don't get whats up with that. the nexus page for iNeed states that it is able to handle the various mods without problems or a custom patch. I suspect with Civil War Repairs. I have disabled it for now. on the nexus page posts, it seems that there are other people getting problems too. I have yet to find a satisfactory solution to the problem with the CTD after turning on the iNeed settings. Nothing in the papyrus logs seem to help. One other thought I have is that either a mod has some internal settings that gets updated (such as a patch) that I don't know about, or I accidentally dragged some files from the overwrite folder into a random mod some time. I'm going to try manipulating the esp load order of iNeed, and reinstalling it. If that does not work, then I'll have to try reinstalling from the STEP Extended profile all over again. I guess another idea is that something in the STEP super patch requires the latest Enhanced Blood Textures version, and the suggestion to use the no scripts version does not work. Its going to be a matter of writting down what I change, what happens, and trying to figure it out sequentially. that may include disabling mods 1 at a time, repatching stuff, and trying again. - Does anyone know if you need to have DynDOLOD patched and loaded, or can I test without it. That thing takes hours to remake.
  9. Install the SkyMills patches listed will edit instructions to make it more clear Edit: ya, that would be reinstall with the patches included.
  10. Updating notes for version V0.4 --> V0.5 I'll post the items I've found here first, then, make the update all at once. (so the current wiki version is V0.4. once this round of changes are grouped together, the update will be done as a batch so others can follow along.) Edit: Basically, all I'm doing is reading the Nexus mod page instructions really carefully right now. ------------------------------------------------------------------------------------------------------------------------------------------ NARC: the web page has instructions for setting up the custom NARC patch, basically moving changes to animals from other mods into NARC so those animals don't report crimes. This is surprisingly easy to do, not nearly as scary as it sounds. Anybody who has made it this far in Skyrim modding will have no problem doing this. Have to wait until everything is installed before doing the NARC patching ------------------------------------------------------------------------------------------------------------------------------------------ Clothing and Clutter Fixes Installation page notes that this mod should be close to the top of load order, loaded AFTER Weapons & Armor Fixes, but BEFORE Complete Crafting Overhaul. This change involves several scripts between the mods. ------------------------------------------------------------------------------------------------------------------------------------------ Weapons and Armor Fixes Remade Redundant esp's to disable (due to KFR - Kryptopy's Fixes Remade)Weapons & Armor_TrueOrcish&DaedricWeapons.espWeapons & Armor_TrueWeaponsLvlLists.esp------------------------------------------------------------------------------------------------------------------------------------------ Enhanced Lights and FX ELFX is supposed to be loaded after SMIM. Not using the ELFX exteriors modual. ------------------------------------------------------------------------------------------------------------------------------------------ KFR Install Instructions (didn't write any) as far as I can tell, either use the default install, or you can pick custom and then choose whether to use the new Heavy Stormcloaks armor. ------------------------------------------------------------------------------------------------------------------------------------------ SkyMills Make (install) notes to reinstall SkyMills with the patches selected. better instructions: Installed DLC?Dawnguard: YesDragonborn: YesFalskaar: YesWyrmstooth: YessCheck your selectionAll of them!LOD mod compatibilityI don't use these modsOptional Small WaterfallsNoneOptional PatchesNone Windmill sail Size1.5x vanila (default)Select your Water modRealistic Water Two (Default) ------------------------------------------------------------------------------------------------------------------------------------------ Brawl Bugs Patch (STEP) Because the pack uses the no script version of Enhanced Blood Textures, this would lead me to expect that the Brawl bugs patch (listed in STEP Extended) should now be used (it notes that STEP Extended users don't need it if they install EBT, so I expect people not to have it. ------------------------------------------------------------------------------------------------------------------------------------------ Immersive Citizens - AI Overhaul Uninstalling this mod or now due to CTD. Want to find a way to make ICAIO work properly with the mod pack. WIP. need to fix up the install instructions (ie no ELFX_E selection) whats up with the Provincial courier service selection? Main PartCoreCutting Room FloorNoneEnhanced Lighting for ENBPatch for ELE_LegendaryOpen Cities Skyrim Patch OCS ------------------------------------------------------------------------------------------------------------------------------------------ Reinstall the STEP Compilation Installer Making note to the STEP patch, when installed without ICAIO, it gives you the option to install the no ICAIO patch. ------------------------------------------------------------------------------------------------------------------------------------------ Making note to the Dual Sheath mod MCM menu. Continuously looping Sheath/Unsheathe animaitons Uncheck the option in the Dual Sheath MCM menu for sheilds on back for NPC's ------------------------------------------------------------------------------------------------------------------------------------------ Make a note on the DynDOLOD, Set output path to DynDOLOD OutputIe don't output to the same place as the textures.7z was created. ------------------------------------------------------------------------------------------------------------------------------------------ Posting the custom patches for testing. These will eventually be combined into one esp. ------------------------------------------------------------------------------------------------------------------------------------------ Edit May 14 Added note to Forgotten Magic listing it as optional. - the spells added by the mod can be quite overpowered, such as a conjured sword that fights on its own, lasting for 90+ seconds, and being cheaper than a ghost wolf which lasts for 15 seconds. - Some time I would like to make a patch to bring it inline with Requiem, but thats 39 spells that I would have to study closely, and I don't know if a simple TES5Edit patch is enough. Otherwise Forgotten Magic works just fine. ------------------------------------------------------------------------------------------------------------------------------------------ Edit May 21 Book covers Skyrim patches are on their own page now. Updating link. Skyrim Sewers patch does not install properly. Required to manually install to get the esp. Wonders of Weather. Suggesting Performance mode, to reduce script loading and help prevent script related CTD's. Forgot one: Civil war repairs may cause CTD or other glitchyness. There is a console command that apparently can restore the effected cities. It will be some time before I reach this, so for now I would suggest not installing it.
  11. As of V0.4 the pack has pretty much stabilized (papyrus logs are starting to calm down). Currently I anticipate minor changes such as repositioning mods for compatibility or adding any missing patches, but I'm not adding any new mods at the moment. Do note that some of these repositionings do require a new game because of different scripts. I wouldn't try starting a full play through, but it is safe to install the current set up and then debug any crashes/bugs. I'm making notes and will post the changes I make. Any problems you find I will make note of and add to the pack as well.
  12. Next bug to solve. is the following entries in the papyrus log by SM Drop Lit Torch a problem or not Edit, papyrus log I am investigating this because these logs showed up at the bottom of my papyrus logs after a CTD. It could have been an interaction with another mod, or it may have some how been Drop Lit Torch. But this mod is really simple and does not seem effect anything else that I can find in TES5Edit. i have found vague references to other people having CTD they believe is related. For now the mod is dropped (for simplicity sake), but I would love to add it back, just so useful. -------------------------------------------------------Edit Edit: for now, I'm just dropping the mod and moving on.
  13. wow, after finding out about the CCO-Reqtified note about requiem and that you need to disable the mine ore script from requiem, the papyrus log is now short enough that the little scroll bar actually got bigger. That has got to be a first for me. Major savings on papyrus log spam. Shows how much I follow my own instructions about reading through at minimum the mod authors front page. Guess I'll start a mod by mod walk through to check if there is any other funny things in the load order that I could easily fix. Its little things like this that cause unnecessary grief yet are easily fixed.
  14. Hello, thanks for the interest. I am currently trying my best to crash the game by trying out as many of the mod's functions as I can (frostfall, horses, lights, followers, etc). Currently tracking down why SM Drop Lit Torch is causing problems. If you install the load out, I would not advise getting psyched out and starting a full play through right away. I would guess this build is a good 1-2 weeks away from being "stable" enough to do a play through. If you are willing to do some testing, use the alternate starts to test the various functions, particularly to play a little of the civil war to test CWO. I would advise enabling god mode (tgm) just to speed stuff up a little. test what happens when you win a fight/loose a fight, and with tgm off, see if the Death alternative mod causes problems either. basically do stupid things and try to crash it. I also need to figure out if the CCO warnings are a problem or not. Take a script, or an error for something missing, and try entering it in TES5Edit and see what is over writing it (enter id values like 3F9A0 in the left box, and a written name in the right hand search box) solved. the CCO-Reqtified instructions state to disable the requiem mineorescript. following that there are no more papyrus errors. Thanks.
  15. I have some more clues to what is happening with Enhanced blood textures zbloodnpc script going nutzo. Requiem renames DLC1VampireBeastRace to Vampire Lord, so of course EBT is not going to be able to find what it is looking for. So I'm faced with either finding a way to patch EBT (need some way to open the script, and I'm guessing rename all instances of DLC1VampireBeastRace to "Vampire Lord") or finding some way to drop EBT from the load order. Anybody else have any ideas? Edit Edit: Using the no script version of Enhanced Blood textures (V1.1). Loose a few blood splatters, but gain stability and less script load Edit: One idea is to use Enhanced Blood Textures V1.1 which has no scripts. This may be simplest because the STEP Extended Patch has EBT as a master.No more vBloodscript errors in the papyrus log now. next: SM Drop Lit Torch is the next one that is causing a problem. Don't know if its a conflict perhaps with the lantern mod, or something else.
  16. Currently looking for a solution to CTD. At the end of the papyrus logs, I get the following chunk related to DLC1VampireBeastRace on script zbloodnpc. From what I've looked up, this is a Better Vampires and Enhanced Blood textures interference. Some say it only happens when you have a heavy load order, which would apply in this case. Easy way out will be to disable Better Vampires for now. I would really like to keep this, so if anyone has an idea to make things play nice, please let me know.
  17. I've done a major go over of the Requiem and patches esp's leading to some major stability improvements. I think most if not all of the bugs I've come across up to now are solved. Bugs I was tracking from the wiki page will be archived here. Bug smashing makes me feel feel like the old days of Pokemon and "gotta catch them all" .... ... ya, ... (solved "probably")Sudden FPS loss (1fps). I suspect it is related to pressing some setting from the ENB. I changed the buttons on the ENB to those I would be less likely to press, and have not had further problems.(still investigating) Random CTDs. Some times, when loading a save, the game crashes immediately. But, strangely, if I reload the same save, it does not crash. CTD when exiting a building, yet doing the same thing again, and there is no problem.I suspect this is related to SaveAutoSave. It warns you that you must disable the vanilla saves, which I had not done. After disabling the vanilla saves, I have not had these crashes after another hr of game play.MCM info updated.(cosmetics, get to eventually) Z-fighting. some textures (particularly mountains) flicker. This is a known problem with Skyrim. Some people have this worse than others. Also will see it on walls, roofs, etc.(looking into) Papyrus logs. Can't seem to get them to show up. I have enabled them in the skyrim ini.
  18. I've been playing a bit when I have time, and I am encountering some crashes, but only when the papyrus logs are disabled. Today I was reading through all the MCM menus, and came across SafeAutoSaves noting that I had vanilla saves enabled when I should not. After disabling vanilla saves, have not had any subsequent crashes over 1hr of game play. So that may have been a contributing factor. Another bug is a frame rate drop, less than 1 fps. I suspect it's because I hit some button related to the ENB that I should not have, so I edited the ENB key settings to move the keys out of the way, and I have not had that problem again. Immersive citizens is awesome, and even though white run is a bit empty without the city mods, it is still nice to see citizens acting more human rather than stupidly like normal. Now if only I could completely get rid of all Z texture flicker, that would be very nice.
  19. Patch Notes Reserved Archived POSTS (2017 06 26)
  20. MCM Menu Notes. These are the MCM settings. Some of these settings are required or you may experience CTD and general buggieness (or some mods will be running). Please read through them all.I will highlight all the critical settings. Everything else is personal preference/advised. When the game first starts, you will be in the Alternate Start Live Another Life dungeon where you select your start. Don't Open any menus at this time. Just sit and wait for the start up scripts to finish (all those messages at the top left of the screen). Wait another 20 seconds for good measure, then go to the Mara Statue, select your start, and go to the bed. Next, let the Requiem scripts and do the Ultimate Immersive Classes selection to get your starting equipment. Now, when no other start up messages are running, I would do a save, and then start on the MCM menu set up. You can NOT do all the settings all at once! As you start stuff up, you will need to let the scripts run, some (such as hunterborn) may need 20 seconds. Just let your charname sit there and be patience. It can take 15 min or more do go through all the MCM setups. If the MCM menu stops responding (ie you click on a menu item, but nothing shows up after 10 seconds) then it means there is a script waiting to run, and you need to exit out of the menu and let the scripts run. Don't just keep clicking on stuff. Bad stuff happens if you do.Again, be patient, you only need to do this once, and you want to do it right or you could cause irreparable damage to your save game if you rush it. Edit: 2016 11 13 Game start up should look like this: Set up character appearance, give a name Wait for ALL mods to finish their scripts. Do NOT talk to the Mara Statue, do NOT open the menu, don't save, nothing. Wait (1-2 minutes) for all scripts to finish running. Once you have waited 15-20 seconds and no new messages pop up, proceed. Talk to the Mara Statue, pick your start. Sleep in the bed Wait for the Requiem start up messages and the Ultimate Immersive Classes to run. Save Game. Find an indoor's location (like an inn) and now set up the MCM Menu. MCM Menu Set up (2.0 Alpha)
  21. Pack rebuild in progress. Refer to post #5 archival (for post #2) for the old info in you want to build this pack using STEP 2.2.9.2 --Requiem Patching Info Goes Here--
  22. Pack now formally under update. Post 5 (https://forum.step-project.com/topic/10307-everything-the-kitchen-sink/?p=162236) holds the old information. Link: https://wiki.step-project.com/Pack:Everything_%2B_The_Kitchen_Sink (2017 07 20) Since these STEP Packs will be formally discontinued come STEP 3.0, I will be moving this pack to "Mod Picker", and continuing work on it there.
  23. What I do is get the pre requiem built (placing the STEP patches at the end), then Place Requiem.esp, the USKP _ UDGP.esp stuff, etc in order, Then I do my patching, so Dual Sheath Redux.esp, is next, then the Requiem for the Indifferent, then DynDOLOD, and finally Realshelter (which has it's patch run after DynDOLOD) I'm happy to notice you are using NRM's patches. I've tried using another set of patches for Falskaar and such, and they caused a CTD upon start up. took hours to fix. I also notice you have FNIS.esp in there near the end. I don't have that. odd. Which ENB are you using. I completly removed the Lighting fixes that are from the lighting overhaul pack, (and from the STEP extended), and instead used Lumen ENB, with the suggested lighting as well. At least you are not using ELFX (though its an awesome mod, and I have it to thank for getting me into playing a dark skyrim, I've had my share of greif too. That and it wasn't compatible with Lumen ENB... :) Load order I place ******** infront of deactivated esp's (because they got merged), and I placed ******** behind the merged esp. What you want to look at is is the very end. The order of the Requiem patches will be a little out of date, but in general, that was what I got after looking up other people's postings for (reasonably) stable requiem builds. ---------------------------------------------------------------------------- Random thoughts that are off topic :) - So I'm playing through the Mage guild quest, the first one where you enter Sarthal. Its occurred to me that the 3 other guys are over eager mages, just like you, and yet, when there is the opportunity to go fight Dragur and have some adventure, they just stand around looking at rocks. Really, all that talk, and not one wants to go have some adventure and prove themselves (which was what they just said back at the collage...) Anyone else find that odd?
  24. Step uses the bashed patch. My understanding is that the Reqtificator is Requiems "Bashed Patch". At least that is how I understand it. So they are mutually exclusive. Merged patches are not "bad", but they are "dangerous", and can have unintended effects that may not be noticed until some time into your game, in which case you are screwed. However, when you have more .esp's than the limit, you don't have much choices. Which is my situation. The merged patches I suggest have not broken my game as far as I can tell, I think/hope/pray/etc. TES5Merged.esp I read about this some time back, made some notes on it because it was important enough to warrant them, and now months later, I only remember that it helped with stability and such (any my notes are incomprehensible and of no help). Anyways, when I started using it, I found I had reasonable stability improvements. Now whether that is from the TES5Merged.esp, or from other things, I can't exactly prove considering I have hundreds of mods loaded. Improved Weapon Sounds: I have something called "Improved Weapon Impact EFFECTS Correct Metal" in my mod order. ... yes. Basically, I installed the STEP Extended as my base (bashed patch and all), used console commands to let my fly like superman, and loaded up as much of the world as possible as a test. After that, I made a new profile, and installed the rest of the mods (one pack at a a time, testing for stability along the way). Eventually, I made it to Requiem:Pack, and that is where I stopped using the Bashed patch. the step patches and the other Pack patches are in my build. Once the pre requiem is stable, then I add Requiem and all its patches on top. oh, and once you start installing Requiem, DON'T USE LOOT! Everything needs to be hand ordered, because LOOT does not know how to handle Requiem. I did try adding loot load order instructions, but that just drove me nutz.
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