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NordPride_WorldWide

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Everything posted by NordPride_WorldWide

  1. So I found the issue. It was the line "bBackgroundLoadVMData=1" in skyrim.ini that made it crash at the main menu, removing it allows me to load my game. Thank you for your infinite patience.
  2. So it seems to be my .ini's, when I revert them to default my game starts, but if i use BETHini to change it I crash. What about my ini is causing issues all of a sudden? I've run DDL before with my regular settings without incidence.
  3. So I can run texgen and dyndolod without encountering a single error, and my logs look clean(to me), but when I check both texgen and dyndolod and load dyndolod.esp at the very end of my load order the game will crash before I'm able to see the "continue/new game/load" screen. wihtout it enabled My game loads and plays without incidence. Crash fixes reports the same error each time: "Game has crashed with exception address 0xF52344!" My modwatch: https://modwat.ch/u/SuperVillain0utcast/plugins My logs: https://www.dropbox.com/sh/b9xamehld3zzckj/AADJpYEIouUQboQI1lMl6jUka?dl=0 Thank you in advance
  4. Go into the MCM for CACO and turn off "no restore health for vampires" in the alchemy tab.
  5. So I wanted to use the creation kit to remove the duplicate lanterns as well as move the floating lanterns into appropriate locations that are found in the ECTV Merged.esp, but after ESMifying all of its masters and setting it to active file in the CK, the duplicate lanterns that are found in game don't show up in the rendered cell in the CK. Using MFG Console in game clearly states these duplicates are coming from ECTV Merged. So why wouldn't they show up?
  6. sands torch was causing me issues as well every time I equipped it, but not the issues you describe. I just stored it away, not worth the headache.
  7. https://www.dropbox.com/sh/l3pr73sz8ni9t2b/AADIA0x4X8wvHjK_sidw8NmLa?dl=0 Ran around tonight taking some shots of my newest configuration, check em out if you wanna. theyre not great shots or anything, dont get your hopes up. was just running around taking pics for testing purposes. i took several in the same locations that were with only ambient light, with a wearable lantern, and with a torch. You think its too dark???
  8. Fyi you need to attach a "names" bash tag to the obis.esp before building a patch otherwise all those unique names don't get carried over. One thing I noticed...
  9. ah so it merges. i didnt bother looking to see if it would, just copied the changes into my patch and called it a day. also of note, did you guys know your npc retextures CR esp will merge into the bash patch? just right click it in WB and select mark mergeable.
  10. for anyone interested, if you go into Xedit and find: _Camp_Tent_LargeLeatherStaticSN _Camp_Tent_LargeHideStaticSN _Camp_Tent_SmallLeatherStaticSN _Camp_Tent_LargeLeatherStaticSN under STATIC in campfire.esm, forward them to the bashed patch, and you can alter them under DNAM - Direction Material\Material to each read SnowMaterialObject1PBetterDynamicSnow [MATO:2C001305] this will make all the tents use better dynamic snow's snow shaders, and looks much better all around. you'll need to add BDS to the master list of the bash patch, but thats NBD.
  11. In what can be considered nothing short of a Christmas miracle, the discord devteam have released Mod Organizer 2.1.0 for SSE!!! they've fixed a ton of issues. time to start modding SE finally :)
  12. has anyone confirmed this worked? did you update the Undeath patch?
  13. Figured it out. the mod gives you a ring to detect all chests around you, and for some reason when i unequipped it one time it stopped working as intended but left the visual effects in place. re-equipping then unequipping it fixed my game. though now i almost want to go back and replay the gray cowl seeing as i played a large chunk of it with that wierd effect in place... I knew some of those dungeons were just way too dark... bet the whole mod looks totally different haha. too bad. i made too much progress to go back now. was fun anyway :)
  14. BAH So I finally got around to play The Gray Cowl of Nocturnal, and it was a blast, really enjoyed it. But when i returned to Skyrim, whatever filter GCON was using on its visuals is now superimposed on my base game, and nothing other than reverting to a save before i ever started the mod changes it. does anyone have a clue why this might happen and/or how to fix it without having to lose all my progress??? here's what my game looks like before i started GCON https://www.dropbox.com/s/913sv8v0h25pjpt/Before.bmp?dl=0 and here's once i returned to the regular worldspace https://www.dropbox.com/s/j3yxoankl0cprsx/After.bmp?dl=0
  15. Been using this for a week and its pretty great. https://www.nexusmods.com/skyrim/mods/83175/? A SKSE Plugin that splits the global shout cooldown into individual cooldowns for each shout, allowing more variety in the shouts you use while the powerful ones cool down. It's just a .dll file so it can be added without consequence.
  16. If you followed the guide to the letter than you shouldn't be missing any of the merges masters, but what you could do is manually extract the farmhouse chimneys zip into a new empty folder, take the merge esp and place it into your MO, name it something you'll remember like FHC MERGE TEST or something, activate it, And hover over the esp file in MO. IT will tell you which master is missing.
  17. Here's one of Rahgot: https://www.dropbox.com/s/vov1q7pgl8qvpak/Screenshot%202017-11-25%2018.05.09.png?dl=0 Here's the replica: https://www.dropbox.com/s/5w3gep4j7o842zv/Screenshot%202017-11-25%2018.06.01.png?dl=0 Thanks for the assistance
  18. there is no loot rule attached To my ICH Merged file, and my undeath Patch is indeed 1.01. which esp should i be looking to make sure it loads after? in xEdit my esp order for that file (00061cc0 when i drop rahgot and click on it using mfg console) is skyrim.esm, weapons & armor fixes_remade.esp, imp_helm_legend.esp., and bashed patch,0.esp. all records from imp_helm_legend.esp are forwarded to the bashed patch uninterupted, with the BOD2 data consisting only of "hair", where as the weapons & armor merged BOD2 data says "head hair circlet". i tried forwarding this info to see what happens and my PC's head just completely disappears now, which is worse than the original problem of no mask showing and my PC being partially bald. of note, also in the MFG console, in the extra data section to the left, it has info for the male and female model filepaths, being armor\dragonpriesthelms\drgpmo1.nif for male and armor\dragonpriesthelms\drgpfo1.nif for female. these filepaths however are not actually found under the baseID of 61cc0, and are actually nowhere to be found in any of the xEdit filepaths, though i'm fairly sure this isnt a big deal since krosis has the same "error" but works just fine.
  19. So I just entered a cave and this popped up on my screen. Never seen it in my 900hrs of gameplay... any clue what it is? https://www.dropbox.com/s/p4mzheh6lf6yvxh/IMG_1959.JPG?dl=0
  20. I'm playing a female dunmer. Can I ask what changes you made to the CR for the masks?
  21. Did anyone ever find a fix for the dragon priest masks? Krosis works just fine but rahgot makes my character semi bald and doesn't show up at all, both have identical xEdit entries so I'm not sure what to do.
  22. So I installed mortal enemies and both SIC patches, deadly combat and it's ordinator patch, athletik combat, and realistic melee range. But I kept ultimate combat because I like all the new attacks it brings, and allowed deadly combat to overwrite it. Sorted all the conflicts in the CR. Made sure to adjust wildcat according to the DC page. everything seems to play nicely together, though I can't really comment on athletik combat seeing as I'm second from the top rank of better vampires scale and my movement speed is bordering ridiculous. One thing I question, the DC page doesn't specify if we are supposed to check "allow wildcat to manage difficulty" or not, so I left it unchecked. After some playtime like this I did decided to check "hardcore damage" in ultimate combat, and that really brought the whole thing together. Now taking a mace to the skull actually reflects taking a friggin mace to the skull, and every hit counts. Also of note, using the improved asis files, I followed the wildcat instructions to exclude it, and placed imperious into the block list as well, and instead of only using the enchant fix I use the increased spawn, auto perks, auto spells, and npc potions , while using the increased spawn values on the improved asis. INI files page. Though those might need some tweaking, I think it might be a tad too much, entered a cave and ended up having to fight Damn close to a dozen bears. All in all I'm having the most fun I've ever had combat wise with this game.
  23. The one thing the page doesn't say is, should I load wildcat before or after deadly combat? EDIT: NVM, Wildcat page says it doesnt matter...
  24. I have ultimate combat overwriting wildcat, with tk hitstop and attack commitment as my current. Been pretty enjoyable. Whats the major difference with deadly combat?
  25. Install both of these? Looks good, but this looks I should remove attack commitment from my current load out then huh?
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