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Everything posted by fightinfilipino
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i'm driving myself up the wall here and need some help. here are my system specs: https://wiki.step-project.com/User:Fightinfilipino/SystemSpecs i'm running Windows 8.1 64 bit. i'm trying to get Vividian ENB to work on my STEP install. for some reason, the game keeps CTDing when i set Vividian to run. it does NOT CTD with just ENBoost set. i've made sure to set the right parameters in Skyrim.ini, Skyrimprefs.ini, and the enblocal.ini. according to the Memory Blocks Log mod, memory is being allocated correctly (512 and 256). i saw an issue regarding needing to reinstall the DirectX 9.0c runtime, so i downloaded the full runtime and installed that without issue. i STILL can't get Skyrim to run with the ENB. anyone know what i can try to fix this?
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Conflict Resolution - Typo?
fightinfilipino replied to fightinfilipino's question in Guide Support & Bug Reports (retired)
ah, that was the problem. thanks. -
Conflict Resolution - Typo?
fightinfilipino posted a question in Guide Support & Bug Reports (retired)
i'm working through the conflict resolution and have found something odd: 0002BDDD > 000EA261Conflict Resolution: Use record from Guard Dialogue Overhaul.esp, right-click on the conditions bar and select add. Move the "ARTHLALRumorsOfWarQuest" condition from Alternate Start - Live Another Life.esp and overwrite the newly created condition slot(GetWantBlocking). Move the VMAD - Virtual Machine Adapter block from Alternate Start - Live Another Life.esp. Problem Resolved: Additional conditions and script added by Alternate Start - Live Another Life needed to be merged with the changes fromGuard Dialogue Overhaul. the "ARTHLALRumorsOfWarQuest" condition doesn't appear in the Alternate Start .esp column. also, there is nothing in the VMAD entry for any of the plugins involved (Skyrim.esm, Guard Dialogue Overhaul.esp, and Alternate Start - Live Another Life.esp). i am finding some old pages referencing this same FormID with instructions to move over the "MQ102" condition, rather than the ARTHLAL one. was this a typo? thanks. -
Wrye Bash step
fightinfilipino replied to fightinfilipino's question in Guide Support & Bug Reports (retired)
very much appreciated! -
hi folks, i'm at the Wrye Bash bashed patch step, and the language here is a bit confusing with what i'm seeing. the step says this: A popup asking to deactive mods prior to patching may appear. If it does, simply click [OK] unless the mod is marked "NoMerge" then click [Skip]. This will deactivate those mod files and it will be merged into the bashed patch. what i'm seeing in Wrye Bash is this: i've been searching for the last hour for answers on how to handle this but not finding much help. my best guess here is to uncheck WM Trap Fixes.esp, leave the others checked, and hit "OK", but wanted to confirm that is correct. do i have this right?
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i just...wow really? i understand you're one of the authors of TES5Edit/xEdit. you're of course in a position to know the software well. an end user like myself in comparison is trying to learn how to use the software to get mods working. i've reviewed what materials are out there, gone through Gopher's hyper detailed videos, and Sharlikran's more meandering rough draft conflict resolution video. until this thread, i had no idea you could save using the Ctrl-S shortcut. i also didn't know until after some google searching that there is a -IKnowWhatImDoing switch for TES5Edit. i've definitely learned my lesson and will save often. but surely you can see how frustrating it is in having a random popup show up in the middle of a user workflow. you don't see that in decent freeware; usually you only see that sort of crap in malware or worse. people mod because their favorite games could improve and be more fun (from little bits that might be awesome in some RTS's, to Bethesda's lacking QA in their open world games, even to EA's outright disdain to customers in releasing half-baked games). the modding tools used for this shouldn't have the same sort of frustrating cruft. i get that the pop up is from Elminster's original work, and i certainly respect it. but there HAS to be a way to move that message to either the program startup splash or to the program close screen. in short: yeah, i'll save often now that i know it's even possible. but please please help your users and have some sympathy for the user experience. i realize you basically do this in your free time on a volunteer basis, but this is a seemingly-known problem now.
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so i just flushed the last five hours of work trying to resolve conflicts using TES5Edit. the goddamned program FROZE in the middle of an edit. while moving a record, i got a popup from TES5Edit starting with "You've been actively using this program for a while now" and asking for an endorsement on Skyrim Nexus. unfortunately, this popup seemed to have FROZEN the program. i could not click on the OK button on the popup or do anything else in TES5Edit. i suppose this is meant more as a warning than anything else: while working on your SR Conflict Resolution.esp, SAVE the .esp by either closing the program every hour or so. from the various things i've found on the internet, this is something that apparently has stuck around since TES4edit. it is INFURIATING. i am LIVID right now. this is absolutely NOT Neovalen's fault; apparently the folks currently working on the xEdit program know of the popup and don't think it's an issue. quite frankly, there's no way now that i will ever endorse their work. Neo, i appreciate the detailed work you continue to put into SR:LE. i do think a warning about the TES5Edit freeze issue in your conflicts guide would be good to add. meanwhile, i guess i'm going to start from scratch.
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Conflict Resolution - Not finding an entry
fightinfilipino replied to fightinfilipino's question in Guide Support & Bug Reports (retired)
thanks! -
Conflict Resolution - Not finding an entry
fightinfilipino replied to fightinfilipino's question in Guide Support & Bug Reports (retired)
thanks for the help! if i still follow your instructions to resolve the conflict, but using the different base topic from Guard Dialogue Overhaul.esp, will that work? -
Conflict Resolution - Not finding an entry
fightinfilipino replied to fightinfilipino's question in Guide Support & Bug Reports (retired)
i tried that, and the entry shows up, but under Skyrim.esm. when i click on that entry, i do see a corresponding entry (in the right windowpane of TES5Edit) under Guard Dialog Overhaul.esp, but under "DIAL:4300C497" -
hi all, i'm not seeing an entry in TES5Edit for the following under the dialog topic conflict resolutions. any ideas?: 0002BDDD > 000D5E9BConflict Resolution: Use record from Guard Dialoque Overhaul.esp then move the NAM1 - Response Text from Unofficial Skyrim Legendary Edition Patch.esp. Problem Resolved: Response fix from unofficial patches was not properly forwarded
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after looking at this more, i think i had it wrong. i am now trying to copy over the .esm and .esp files not listed in the merge instructions but are from mods with other esps being merged.
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after some testing, i seem to be getting CTDs with a lot of the different start options. the CTDs happen in the exact same place: after interacting with the bed, the game goes to the loading screen, i hear the "item unequip" sound, and then a CTD. from what i can tell, this may be an issue between Alternate Start and the XP32 skeleton. i'm going to go back through my install and see if i can figure this out... has anyone else run into this problem?
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i don't think it's a dumb question since i troubleshoot in the same way haha. i did try again. no joy. however, i'm experimenting starting with the other options, and they seem to let me get past things... i do know that the Vanilla game starting sequence has the most messed up scripts out of the game, so maybe something there is just screwing it up. i'll keep experimenting.
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hi all, i'm trying to troubleshoot getting SR:LE running, and am not sure where to start. i was able to finish installing the mods and setting everything up per the instructions. loading the game via SKSE in MO works fine. the game loads and i can get to the "Alternate Start" prision cell and interact with the Mara statue. i pick the "vanilla" option and activate the bed to start. the game switches over to the loading screen showing Alduin, works a bit, and then CTDs. can anyone point me in the right direction on how to troubleshoot this? thanks!
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after some googling, i think i've hit upon a solution. following the Merge Plugins Standalone instructions is ok for the .esp plugins but neglects any .esm masters. the solution seems to be to deactivate any mods that are only plugins but to leave active any mods with .esms and just set any .esp plugins in the latter type of mods to "Optional" in Mod Organizer. a good example is with Climates of Tamriel. after following the merge instructions, i will deactivate the Falskaar CoT patch mod, leave the main CoT mod active, but set the .esps from the main CoT mod as "Optional", leaving the main .esm still active. would anyone be able to confirm that i have this correct? if this is the case, this should also be in the SR:LE guide.
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i've got questions on the same topic as well. the steps are a bit unclear as to what exactly needs to be deactivated and what plugins (if any) need to be manually copied to the merged mods. any help? also, Merge Plugins does not seem to be able to find the TESV_Papyrus_Flags.flg file when running from Mod Organizer, but manually entering the file path in seems to allow the program to work. i suppose i will know when i reach the end.
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hi all, i'm nearing hopefully the end of my first attempt at SR:LE and was wondering: can i leave out the Bathing in Skyrim, Frostfall - Hypothermia, and iNeed mods? the rest of the mod list looks great, and i'm down with all of the gameplay changes except the surivival-oriented ones. if i do this, is there anything i should know, besides omitting options from other mods that involve these particular mods? thanks!
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Optimized Texture Pack BSA's
fightinfilipino replied to john7's question in Guide Support & Bug Reports (retired)
awesome, thanks! will definitely update once i've got SR set up...in a few days haha!- 18 replies
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Optimized Texture Pack BSA's
fightinfilipino replied to john7's question in Guide Support & Bug Reports (retired)
hi folks, sorry to necro a thread, but i did a search for the same question as the OP and didn't find any answers... long story short, i am trying to set up Skyrim Revisited on my PC and have the same question: for the Mod Organizer-ready BSAs for the optimized vanilla textures (Skyrim + Dawnguard + Dragonborn + Hearthfires), do i need to extract them as with the other BSAs? the Skyrim Revisited instructions are unclear.- 18 replies