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ButchDiavolo

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Everything posted by ButchDiavolo

  1. I find that the easiest way is to use the "data" tab in the right column of MO2 (assuming you are using MO2). Type ini in the search bar at the bottom and that will bring up all ini-files. Given your modlist there will be a lot, but focus on the UI mods. Same goes for txt files and swf files. If the results are in red text it means that multiple mods have those files. The red text mod name is the winner. If the winner is wrong, you can easily hide or delete the offending file. If the text is white, it means that only the mod mentioned has this file. I am no expert on UI mods, but I believe UI errors are usually due to swf files not being correct, due to not following the installation order. If all else fails, delete ALL the UI mods and re-install them in the proper order. Many UI mods have a list of "ideal" installation order. And remember that CNO also changes the UI.
  2. Make sure the UI mods you want are not overwritten by anything. And double check you have removed the txt, ini and swf files from old UI mods.
  3. Another update: Version 3.0.1 Corrected format of the optional Elven weapons textures so they appear correct in game. Corrected scabbard normal map file paths on a pair of optional LeanWolf's Better-Shaped Weapons meshes. Minor texts edits to the FOMOD for improved clarity.
  4. Judging by my Wrye Bash, the STEP patches involved will need some major work, especially on the level lists.
  5. Updated: Version 2.5.3 Fixed incorrect condition on Nord Hero Arrow recipe which made it uncraftable. Fixed Cutting Room Floor compatibility scripting so that its Gold Necklace with Sapphire recipe is actually disabled. Fixed Male World Model path for RingGoldEmeraldAA (it previously pointed to an amulet model). Updated Compatibility and PlayerAlias scripts to support aMidianBorn Content Addon v3.0.0 (mainly to swap Calcinium and Galatite into tempering recipes). Handful of minor plugin changes incorporating some content previously included in the aMidianBorn Content Addon (mainly related to daedric artifact variant replicas).
  6. Glad you got it sorted out by yourself. However, for the sake of fellow/ future users, can you please describe what the problem was and how you fixed it? The STEP community is as much a "troubleshooting" community as a modlist one. And an observation from your screenshots: I saw you installed at least the utilities in F:/steam/steamapps/common/Skyrim Modding. I would strongly advice against installing anything other than the game itself in the Steam directory. The reason being that Windows has a 255 character limit for filenames. So the further from the root directory (F:/ in this case), the more likely it is that you will run into this limit. That will cause files not to be recognized. My suggestion would be to create a directory called F:/Modding or even F:/Skyrim and install everything into that.
  7. Mod updated on Nexus Version 3.0.0 FOMOD installer. Removed CCOR requirement; consequently a separate non-CCOR version is no longer offered. Corrected slot position of _b texture in the Savior's Hide White and Black Variants' texture sets. Added new matching weapons for the Gilded Ebony, Gilded Elven, Gilded Thalmor, Silvered Ebony, Thalmor, Thalmor Glass, and Vvardenfell Glass armors. These weapons are craftable and are distributed in ways that mirror their respective armors. Provided Greatsword Scabbard, Believable Weapons, and LeanWolf's Better-Shaped Weapons options for relevant weapons. Added option to install matching weapon textures for the aMidianBorn retexture of the "vanilla" Ebony Armor and meshes with shader properties adjusted for consistency (textures based on the Ebony weapon textures from Project Clarity), with mesh support for Animated Armoury, Katana Crafting, and Heavy Armory. Added option to install matching weapon textures for the aMidianBorn retexture of the "vanilla" Elven Armor (textures based on the Ebony weapon textures from Project Clarity). Added option to install modified Glass meshes which replace the various specular colors used by vanilla Glass with a uniform white specular for optimal consistency, with additional mesh support for Animated Armoury, Glass, Tweaks, Katana Crafting, Heavy Armory, and Practical Female Armors.. Adjusted Thalmor Glass and Vvardenfell Glass armor textures for improved consistency. Added a patch for Animated Armoury - DAR Version - New Weapons with Animations which enables aMidianBorn variants of Animated Armoury's new weapons. Added a patch for Heavy Armory - New Weapons which enables aMidianBorn variants of Heavy Armory's new weapons. This is an updated version of the patch included in the Heavy Armory installer. Added an additional patch to resolve leveled list conflicts between the Animated Armoury and Heavy Armory patches. Added a patch for Stealth Skills Rebalanced which adds fingerless gaunlets for the aMidianBorn variants and resolves some leveled list conflicts. Removed some duplicate files which were already included in the aMidianBorn Book of Silence SE - CCOR CONTENT ADDON .bsa.
  8. I took the liberty of copying your response from the Dragonbone Mastery topic, because I was going cross-eyed switching back and forth between them... And your reply is more about LBSW and ENB Light than DragonBone Mastery anyway. I am not far along enough to check in game what mesh is used for i.e. Dawnbreaker, but a data check in MO2 tells me it is the ENB Light mesh. There are in total (including the 2 for dawnbreaker) 7 nifs overwritten by ENB Light. The other nifs are for the enchanted and bound weapons. I tried to look up the jewel shaders in the nif, but... well... I have no idea what I was looking for, so yah. I can't comment on that part. Hope this helps a tiny bit.
  9. New version od ENBSeries. Update without version change (0.499) "Updated ENBSeries 0.499 for TES Skyrim SE without version change. Added fog to water reflections."
  10. and it looks like you were correct. I read up on this stuck object LOD, which I had never heard about. So I checked my settings for DynDOLOD and there was one setting for "roadchunk" that didn't have a setting for LOD32. I set it at Level3 like other road settings. And boom... it all looks good again. Thanks!
  11. If you are using the current versions of everything and using Skyrim 1.6.640, then the dll complaints are most likely because the dll's are for version 1130 of Skyrim. Bethesda released an update on Dec. 5th. So double check you have the mods for version 1.6.640.
  12. Howdy DoubleYou, First of all, Merry Christmas (or whichever flavor you prefer). Now, I have been using FOLIP since it came out and haven't had any issues with it. I leave the ESL activated after LOD generation, etc. Recently, and slightly before the new Skyrim update dropped, I have started to notice odd things. I hadn't changed any mods or installed new ones. It was on a regular play through. What started happening is that there appears to be a floating texture over the roads. So the road is where it should be on the ground, but above it there is a kind of fuzzy texture with a road texture. See the pic. enb2023_12_25_16_31_01.bmp I did some investigating of course and after checking the mods with this NIF (blended roads, blended roads redone SE, Skurbro landscape),I came to the conclusion that it is most likely caused by FOLIP? The NIF I specifically traced is RoadchunkL02.nif. Changing the actual NIF didn't do anything. I then disabled FOLIP and the texture was where it should be (on the ground). Hence why I think the LOD NIF (RoadchunkL02_lod_0.nif) is causing this issue. Which is really odd since I haven't change anything at all. I regenerated textures and LODs multiple times to check to make sure and it only happens when I have FOLIP installed. Do you perhaps have an idea what could be causing this?
  13. I LOVE this mod. I usually hoard all the books I find during a play through and sometimes I read some as well. But now I know what the other books are actually about. I am tempted to ask her to do version for Lost Library as well.
  14. I agree completely. History teaches us that Bethesda WILL put out a fix to fix the fixes they fixed after a few months. And then this starts all over again. I am good staying on 640 for the time being. At least I know all the mods I am using work.
  15. Ah, I missed that part. I went straight for the error message, which is the same as the previous post. Hopefully the cure will be the same for Clutchman.
  16. Hi Clutchman, this question has popped up before, though I can't find the conversation right now. The crash log was very similar to yours. As far as I can tell, the issue was solved by installing Backported Extended ESL Support. Also delete the "_ ResourcePack.esl" and "_marketplace.bsa" (or something similar). For future reference, please provide more background information, like which version of Skyrim you use, which makes a huge difference in trying to solve problems. Especially in times when Bethesda dropped an "update".
  17. MA also announced that starting with this update, they no longer will maintain a modular version. So for those of us who don't have ALL creations installed, well... we're outta luck I guess.
  18. New version of ENBSeries. Update without version change (still 0.499) "Updated ENBSeries 0.499 for TES Skyrim SE without version change. Fixed complex grass flickering which was accidently removed after 0.494."
  19. Well... sometimes Steam just updates even when you have turned updates off. So to be extra sure, start Steam in offline. That is what I have been doing, since my "surprise" update the other day
  20. The .manifest files are, I think, the way skyrim knows which creations you downloaded. The fact that they are dated to 10/28 means they are before the update. I wonder what it means that you don't have those in your current Creations folder after you did the roll-back... Maybe putting the old ones in the current folder will make a difference? I just use those files to see if the roll-back was successful to be honest. In my case those files were dated to Dec. 6th when Steam decided to update Skyrim, despite having it set to NOT update. After the roll-back they are dated to Jan, 16th, which is when I last re-installed Skyrim. So yeah, kinda odd. As far as the papyrus logs go, those error messages at the start of the log you get/ got are pretty usual for a new game start. Some mods/scripts look for other mods that may or may not be installed. The more informative errors, if any, are further down the log. Unless you crash before those mods/ scripts get called by the game, in which case the log is useless. But, I am glad that Mousetick's suggestion is getting you to the main menu now. Hopefully that will have sorted it for you!
  21. You should find the papyrus log in \Documents\My Games\Skyrim Special Edition\Logs\Papyrus (or similar, I can't remember). As I said, sometimes it take a few tries/ starts of skyrim, for the logs to actually show up for some reason. *lightbulb moment* Make sure you have deleted the update's "_ ResourcePack.esl". If you still have this, it will cause a CTD because it uses the new expanded FormID's. You can also delete the BSA called "_Marketplace.bsa" or similar. Those two files are only "useful" for new "commercial" modders and the updated Skyrim. If that doesn't solve it, also check that the download depot files are correct. The easiest way is to check the date on the manifest files in \Steam\steamapps\common\Skyrim Special Edition\Creations. These files should be dated to when you last (originally) installed Skyrim AE, like in my case Jan 16, 2023. But since you reinstalled Skyrim a few times the last weeks, they maybe more recent. As long as they are not dated at or around Dec. 5th 2023 they should be fine.
  22. Hey RomanFox, From your crash log it looks like there is a problem initiating the player when starting the game. Can't say I have ever seen that before, but welcome to modding Skyrim I guess? Double check that you really do have all the files installed from the download_depot. I am sure you do, but double checking is always advised, especially with the mess caused by the update. Since the problem seems to be cause by the actual player, double check that you have the 1.1.640 versions of scripted mods that affect the player, especially RaceMenu. But since you don't get a version error, it is kinda unlikely this is the cause. Models & Texture mods should not create this problem, unless there is a SKSE file attached to them, but I can't think of any that do. Also check all the logs in your drive:\Users\[computer name]\Documents\My Games\Skyrim Special Edition folder for errors. The main one to check should be the SKSE log. This checks if all dll are loading and communicating properly. And skee.log, which checks if RaceMenu is working properly. Also check if all the fixes and patches mods are the correct version. Lastly, you could try turning on papyrus logging in Skyrim.ini, by setting the enablelogging, enabletrace and loaddebug to 1, and starting Skyrim again. the logs will be in the same folder as above. Sometimes you have to start 2 times before the logs appear though. Remember to return the settings back to 0 after.
  23. When I am trying to help people sort out problems, I tend to make "wordy" explanations. When you have been modding a long time, you tend to forget the minor details that became second nature, but new modders won't know about, which can make all the difference. I am glad my post are helping you because of that. And yes, deleting IDs in the original plug-in is considered a sin. But, I do that as well a lot of the time. In the case of LoS, it shouldn't be that much of a problem, because the mod is older and not likely to be updated any more. If mod still gets updated, you would have to go through the mod again to remove the IDs you deleted. Which is why patches are a better way, because they overwrite the references, but keeps the original mod intact. Thinking about LoS, given that you have a (vastly) extended modlist, you should probably use another version of LoS called Lanterns of Skyrim II. The version of LoS in the STEP list is the original mod that was ported to SE. STEP uses that version because it is closer to vanilla Skyrim. The problem when you start adding mods on top of STEP is that any patches are outdated/ not maintained. LoS II is a (slightly) newer version of the original mod that changes things like adding many different kinds of lanterns. And it has a lot more patches that work with more (recent) mods (JK's Skyrim, Cutting Room Floor, USSEP, SMIM, etc). If you want to switch over to the other version, you will first have to disable the mod in the MCM menu, if it has a disable/ uninstall function there. Wait 2 (real life) minutes, makes new save in a quiet interior place, then close the game. If it doesn't have a disable function in the MCM (I can't remember), then just close the game. Next you will have to remove the references to it in the STEP Lighting & Weather Patch, like you did for Oakwood. Once that is done and MO2 doesn't give a missing masters error, untick (don't uninstall yet) the old version. Now MO2 will most likely give some missing master errors (i.e. DynDOLOD). For now, just untick all the mods MO2 gives an error for. Load Skyrim with the last save and wait at least 2 (real life) minutes in game to let any scripts end. Then make a new safe. Now you can uninstall the old mod and install LoS II and any new patches. You will have to re-run TexGen and DynDOLOD (not xLODGEN). Or, much easier and faster, after removing the references from the STEP patch, uninstall the old LoS (and patches for that) and install LoS II and new patches. Re-run TexGen and DynDOLOD, and start a new game.
  24. Hmm, not sure if going through MY old posts is a good idea. I make a lot of mistakes still when modding. You would be better off to do a forum search for anything you want to know about. There are a lot of people better informed than me. Just saying. Both Lanterns of Skyrim and Oakwood are referenced in the STEP Conflict Resolution patch. So to be able to remove them from your mod list, you will have to deleted those references with xEdit. Which means you have to install them first. I am sure there is an easier way, but how I do this is by starting xEdit, then select ONLY the Step conflict resolution patch to load, which will automatically also load all the plug-ins it changes. When it is done loading, select the Step patch, Oakwood and Lanterns of Skyrim, (or the mod you are trying to edit), right mouse click on the Step patch and select "Apply filter to show conflicts (selected files only). This will pop up a screen where you can check if you selected the files you wanted, then press OK. Once it has done checking, it will be easier and quicker to find the references you need to remove. Open the plugin with the original reference (i.e. Oakwood), you will see only changed references in the list in red, orange or yellow. Go through those references to find the one (or more) that are changed by the step patch. When you found one, right click on the top of column of the step patch (on the name of the plugin) and remove that column. Be sure you ONLY remove the step column! Do the same until you found all changed references by the step patch. When you are done, lastly, and importantly (I usually forget this part...), right mouse click on the step patch in the left list and select "Clean Masters". Then close xEdit and save (with copy) the changed plug-ins when asked. That should have cleaned all references. Untick Oakwood and Lanterns of Skyrim in the left column of MO2 and you should not get a missing plugin warning and it is now safe to remove those mods. If you do still get a missing plugin warning, it means you missed a reference and have to do this again, find it and remove it.
  25. Mesh mods without a plug-in just replace the meshes (and/or textures). However, mesh mods WITH a plugin usually also change other setting, such a light settings and the like. This is especially true for ELFX. In the case of ELFX we just want to use the meshes from it, since we will add other light changing mods later. By hiding/ deleting the plug-ins files, those lighting and other changes aren't loaded into the game, so they can't cause conflicts. The same goes for, for example, XMPSSE. This mod changes/ updates the body meshes and basic animations. However it also adds a lot of weapon animations. For STEP we only want the body meshes and basic animations. So by hiding/deleting the plug-in, we prevent all the other animations to be loaded in the game. Maybe I should have started with what a plugin actually does. With a plugin, a mod author can make changes to the base game, that go beyond just switching out base game assets. They can add new quests, animations, light colors, NPC movements, NPC looks, etc. The plugin is then used to define those changes, so the game knows what to load and how to make the changes the mod author wants to appear in the game. Replacement mods, usually mesh/ texture mods don't need a plugin, because only the meshes/ textures have changed/ been updated, but no extra settings. So there is nothing else to load. I hope this explains it a bit better? That Parallax post I made is from March. Since then a lot has changed, so it is a bit outdated. For example, you no longer need the Parallax Patch for Embers, since Embers XD now has it's own parallax meshes. (I have removed it from the post now). Sorry that mod was causing your problem. Since that is a Patch, it will always come after the mod(s) it is patching. Which is why moving Ember didn't fix the problem. I can only speak from my experiences of course and share a the knowledge I picked up during years of modding Skyrim. And some of that knowledge may be flawed, I am still learning things. But using STEP as a basis is pretty much essential for the reasons you also mentioned. There is a wealth of information about modding, stable mods, conflict resolutions, etc. And once you have a stable basic STEP installation, you can add on to it as much as you like. So no, you are not committing a sin. Or if you are, then so am I. The only "problem" with adding on to basic STEP, is that the added mods are not officially supported by the STEP Curators. So any questions about non-STEP mods, must be asked in the General Skyrim SE Discussion forum. Other modders may be able to help you there. But if you use mods that no-one else uses or even knows about, you are pretty much on your own and will have to figure it out yourself. For me that is a very small price to pay. With xEdit and other tools, you can come a long way fixing problems. Another issue would be that the STEP Patches may not work/ conflict with the extended mod list. In that case you will have to decide if you are keeping the STEP solution or the solution in one of the added mod.
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