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aaltair

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Everything posted by aaltair

  1. You are a brave person asking for this wall of text :D Here are the 2 most recent MO logs: https://pastebin.com/mhXFPc2M https://pastebin.com/cDjG16w7 The FNIS log from profile A: https://pastebin.com/1Ni0NXmX The FNIS log from profile B: (this is in two parts because it exceeds pastebin's limit!) Part 1: https://pastebin.com/2SMmDCPV Part 2: https://pastebin.com/GG9qbUUZ Profile A Mods: https://pastebin.com/AfS4fA6n Profile B Mods: https://pastebin.com/6vfMgYCi Link to Halo mod: https://mod.dysintropi.me/mods/Skyrim/Halo%27sPoser_C.7z Halo webpage (which is not very useful) https://mod.dysintropi.me/ As an aside, I found a couple people around the internet complaining of the same issue and claiming to have fixed it by installing completely separate instances of the FNIS mod and executable for each profile. I tried this, to no avail. Thanks so much for your help!
  2. I updated FNIS to the latest version and tried again, this time deactivating entirely the main FNIS mod and esp as well as the patch-generated mod, while activating all in the profile I wanted to use. It did not make a difference. Whatever profile I generate a FNIS patch for last is what I get in my game, regardless of what I have activated where. So if I run the patcher for profile A (gameplay profile) last, leave the mod deactivated, switch to profile B (screenshot profile) and log in, none of my Halo animations work because profile A does not include Halo. Just to be clear here, I am not switching from one active profile to a new profile permanently, I am switching back and forth between profiles, each which uses a different set of animations. It does not seem to matter to FNIS that I am using different profiles, or deactivating my patch mod in one when switching to the other, the tool itself seems to overwrite everything, across profiles, making it so that each and every time I swap to the other profile, I have to completely re-run the patcher all over again, for the profile I am switching to.
  3. Yes, each profile has its own unique and totally separate output mod, although I have not tried completely disabling output mod A while using profile B. Since they are separate profiles and separate, uniquely named output folders I wouldn't have guessed I would need to disable one while I used the other, but I will try that next and see if it works. I am using FNIS 6.0.2, not 6.2, but I'm a bit hesitant to update mid-game. I don't use any mods from that "other" site, no :) I did however get the Halo animations for my screenshot profile, though I haven't heard of any major issues with it and they work fine in game. They're just poses anyway not actual animations.
  4. Hi guys, hoping someone can help me out, I've searched around on this subject but haven't seen any definitive answers. I've been running FNIS for a while now with no issues. I recently decided I would create a mirror profile of my current playthrough just for screenshots- adjusted ini's, more animation mods, etc. I created the new profile, made the adjustments, re-ran FNIS and created a new patch mod just for that profile, totally separate from the original profile. Problem is, when I return to Profile A, everyone is in the T. I re-run FNIS for profile A, everything is fine, but then none of the new animations work for profile B. Re-run for B, fixed, go back to A, same problem. My FNIS is installed as a mod with MO, not in the data folder. I run it as an executable from within MO. I'm moving the files out of overwrite into a unique mod for each profile. What am I missing? Should I install another instance of FNIS and run a separate executable for each profile, or am I just going to have to re-run FNIS every time I switch back and forth between profiles? That's doable but kind of a pain and seems like it shouldn't work that way. Any advice appreciated, thanks!
  5. Just a quick question regarding SFO... because there are billboards for SFO, we do not need to split LOD tree textures, is this correct?
  6. I use it and love it. It's great when you're playing a thief or assassin not to have to tromp in through the front door.
  7. Just thought I would mention that the Witcher trilogy is on sale at steam for $34.39 I've never played any of them, this seems like a good deal!
  8. I understand what some of you are saying regarding waiting to upgrade, but even if I wait I won't be buying the newest gpu due to cost, so regardless it will still be a 970 or 980. The only thing I play really is Skyrim and maybe with a new gpu I'll play witcher and FO4, but i'm not a person with a 4k multiple monitor setup so I don't think I need the most powerful everything, just want to run my mods and ENB on quality, heh. I've got inlaws who gave me cash with the specific caveat that I spend it on something frivolous, because really what ends up happening when I get any extra cash is I spend it on practical stuff which while not a bad quality also means that I pretty much take care of everything and everyone else first, which is their point with the frivolous caveat. So basically if I get the 970 the cost is covered, it's like a free upgrade. Or I could apply that money to the 980 and shell out the extra $200 or so. But i'm pragmatic as mentioned I tend to balk at spending $$ on frivolous things so mainly what I'm trying to figure out now is, am I going to be significantly happier with the 980 vs the 970? If I were just going by normal gaming and gpu benchmarks I would go with the 970 but of course those benchmarks don't account for heavily modded skyrim or modded FO4 which of course I will be doing if I play that. I'm also pretty confused about the whole 4/actually 3.5 Gb thing and if that extra memory is going to significantly improve my game, perhaps allow me to add better textures? Or if it's a non-issue really. So with that in mind, 970 or 980? I appreciate all your great advice!
  9. Regarding the 970 actually being a 3.5 Gb card, did the 980 address and fix that? So is the 980 actually a 4gb card?
  10. Happy holidays! I received a modest windfall for christmas and I'm thinking of upgrading my graphics card. I'm wondering, do I just get a new card and swap them out or will I have to do something with the other components to support the new card such as a better cooling system or whathaveyou? My system isn't anything special, here are the specs: Asus desktop M31AD series Intel i-7 4790 3.60 GHz 16Gb memory Current graphics card is Nvidia GTX 760 192 bit I'm thinking of upgrading to a 970 perhaps? The 980ti is too expensive. Will I see a significant improvement just going to a 970? Also should I go with an asus card since my system is asus or does it not matter? Is there a particular manufacturer recommended? Any advice you all have to offer is greatly appreciated, as always! :)
  11. So, yeah, 6 months or so of modding Skyrim and I have yet to play a full game because at the first sign of a CTD I freak out and go through my entire setup, starting all over. Some of the posts I'm reading suggest that no matter what you do, a modded Skyrim is probably going to CTD sometimes. Is there a point where you decide your setup is "good enough" and just proceed playing and don't worry about the occasional random CTD?
  12. Resurrecting this thread in case anyone comes here looking for an answer to what I thought was a major issue with this mod. It seemed to be the cause of a massive FPS drop nearly every time I typed in the journal. My FPS would drop down to 3 and it would persist even after I closed the journal. If you're having this issue it's not the mod, it's the setting KeyBruteForce in your enblocal.ini When you type shift+b it turns it on, in other words every time you type a capital B you're turning on brute force, a mode meant for screenarchers, and it tanks your FPS. This is probably not a problem for most people, but anyone using this mod is inevitably going to be typing a capital B at one point or another. To fix it change KeyBruteForce to 0 to turn it off. Thanks much to yuser who figured this out.
  13. I guess if I ever have a final final base I may do it :)
  14. Hey, I'm just wondering, is there any reason to merge ESPs other than to save space in the load order? Does it make for a more stable game or anything like that?
  15. Yeah I'm definitely seeing it at LOD distance using tfc and forcing the weather to clear, it's just nowhere near as dramatic as what you've got in the video. Probably has something to do with how hazy my ENB is; Jyggalag is definitely not a clear, sharp, realistic ENB but that's why I love it. Windows are still a cool feature though, thanks for all your awesome work!
  16. If you have [High] for Windows checked, and you have an ENB that adds a lot of bloom to the night sky, would it be possible that the lights don't "turn on" due the brightness adaptation? Just trying to figure out why I'm not getting any glow: Edit: I tried dropping the Bloom down a bit and turned up windowlight-intensity-night to 3x what the enb had them set at and I did get a bit more of a result but of course getting up close to the windows meant they were radioactive. Also when I compare my result to your video I'm realizing I'm not seeing nearly as many lights so I assume the effect isn't even happening. I RTFM, checked candles, meshes, windows, high, fake lights child worlds, and checked all the boxes next to the different worlds. Not sure where I went wrong. With bloom down windowlights up:
  17. I only recently got my Skyrim the way I want it. I'm too scared to update, lol.
  18. Thanks for the tip, found it! It was part of an armor mod that added armor to a merchant that another mod also added to. I deleted the instance of it in the armor mod as i'll craft it.
  19. Hi, not entirely sure if I should be asking this here, but I got this error and I've no idea what to do with it or even how to find what mod the item causing it is in: Error: Container.ElementCount {13} > aChildCount {12} for CONT in MerchantWCollegeFaraldaChest "Chest" [CONT:00098BA1] #0: Record Header #1: EDID - Editor ID #2: OBND - Object Bounds #3: FULL - Name #4: Model #5: COCT - Count #6: Items #7: DATA - #8: QNAM - Sound - Close #9: QNAM - Sound - Close #10: QNAM - Sound - Close #11: QNAM - Sound - Close #12: QNAM - Sound - Close Any advice? I'm not sure where to even start :(
  20. I like this mod. It provides an opportunity to have a vendetta against the guard who arrests you multiple times. Works well with open faced guard helmets and guard dialogue overhaul.
  21. SP: she gets one of her minions to work the foot pedals. also, dogs can do cute belly shots too!
  22. Here we have my dog in a tipi. And here she is chillin with some friends: Here she is politely trying to make friends with a baby alpaca: And here she is driving a tractor: Best dog ever!
  23. I think the companies can make statements like this because to most people it would be true, they would agree. I really don't think the average consumer/gamer thinks about the many flaws and things which could be improved upon unless there's a bug that messes with their game. And then for other people they might briefly consider the flaws but they're not going to do anything about it so there's no point in dwelling on it much less voicing a complaint. And the company already has their money and thus their silent vote of agreement on the hyperbolic statements. We all know it takes a lot of time, attention to detail and patience to successfully mod a game and most people don't want to deal with any of that, not even considering the number of people who are on consoles and so can't anyway. In fact I would venture to say most consumers won't even play these games more than once through and if they're not playing them more than once they're probably not dwelling on the imperfections very much, either. My husband is like that; buys the game, shrugs at the flaws, plays it once and never looks at it again. Rinse and repeat. He enjoys the story but once is enough, and he's definitely not going to be bothered modding it for a single playthrough. There seems to be a lot of people modding because that's what we're doing and what we see, but when you think about the staggering number of people who play games on consoles now, it seems clear we are a small segment and thus when Bethesda says how ground breaking their game is and modders say "Actually..." not many people hear, and probably wouldn't agree if they did. Although maybe if you sat them down, taped their eyes open and pointed out each flaw and explained how it could be better, and then replayed each flaw one hundred times, then they might see it and agree :D
  24. That sounds great! I look forward to your findings :)
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