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Matter2003

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Everything posted by Matter2003

  1. mod delete this...thought he was using skyrim
  2. I have to say I cannot believe what a difference this has made. I was having crashing issues pretty much everytime I'd transition from an interior to the exterior world...didn't matter where it was Dawnstar, Falkreath, Whiterun, Windhelm, etc...I traced the issue to ETAC Complete Merged. I was testing some things out and had forgot to turn ENBoost back on. I came across the STEP forum talking about ETAC and saying that ENBoost was required(all the time not just with that mod), even without running an ENB(I currently had it off), and amazingly enough as soon as I followed the instructions and turned ENBoost on the crashes stopped completely. I added almost all the mods back in on top of ETAC including the various SkyProc Patchers(ASIS, AV, EBD, and PatchusMaximus) and still no issues. I even tried to crash it by setting my speedmult to 15000, TGM and TCL and started flying all over the place. Had a lot of lag waiting for the textures to load because I was going so fast, but still no crashes! Amazing how this one thing can allow me to play with an extra 50 mods and make it very stable on top of that!
  3. Thanks! I redid the DynDOLOD and started a new game and everything is back to working normal...well, other than some farm animals(dogs, cows, chickens) being completely white but having a purple aura glow which I have no idea what happened with those because it just recently started(un-related to DynDOLOD)
  4. Thanks for the reply...one other thing, I see in your instructions it says to only run the dyndolodworlds script but in other tutorials it states to run the dyndolod textures script first. It seems to me the LODgen is included in the dyndolod worlds script, or do I still need to run the texture script before it? And once these output to the directory, I want to copy them to the Dyndolod folder in mod organizer or do I want to put them in the skyrim data directory?
  5. Error: Failed to read basic script data for SHESON_DynDOLOD_Minion attached to (ED01F9A7) [01/01/2016 - 06:53:20PM] Error: Unable to load object 0xBA54BE50 from save game [01/01/2016 - 06:53:20PM] Errors occurred while loading the Papyrus save game data [01/01/2016 - 06:53:21PM] VM is thawing... DynDOLOD is causing a crash when I try to go from an interior to the world or from the city to the world(ie, Honingbrew Mead to Skyrim and Whiterun to Skyrim) and this is the last DynDOLOD entry in the Papyrus Log before it crashes...I can uncheck DynDOLOD from loading and everything works fine...so I'm assuming I should go in and look for this entry and delete it, or should I just rebuild DynDOLOD from scratch?
  6. Having a few strange things happening that apparently shouldn't from what I'm reading... 1) Running TES5EDIT from MO to update masters(running script to swap USKP masters for USLEEP masters). Only one that needed it was Realistic Needs and Diseases Reborn/Redone. It worked fine, the masters were swapped, exited out, it updated the .esp in MO but yet it was still flagged as needing USKP as a master even though when I opened the file back up with TES5Edit, I confirmed that USLEEP was now listed as the master instead of USKP. When running other patchers(ASIS, etc) it throws an error saying that RND requires USKP as a master, even though it was properly updated in TES5EDIT. 2) Running Wrye Bash through MO. Creates a Bashed Patch which I can see in WB Load list, however it is not in the MO overwrite folder, its not in any of the MO mod panes or the mod folder, and its not showing in the Skyrim/Data directory. However, when I attempt to duplicate the file, and name it Bashed Patch, 0.esp and save it in the Skyrim/Data folder, it says that file already exists. Huh?? I thought it might be hidden, so I changed my settings to view all hidden files, but it still doesn't show up. Somehow the file is there, but I can't see it and only WB can access it...even crazier, when I attempt to make a backup of the bashed patch and check the MO overwrite directory to save it, it shows the bashed patch, 0.esp is there, but once I close out and go check the MO overwrite directory its empty. Huh??? 3) Cleaned plugins per LOOT via TES5EDIT running inside MO. Normally when I've done this in the past(without MO, just running TES5Edit by itself), it removed the "clean plugin" messages from LOOT once they were cleaned. Verified they were cleaned as I reloaded all of them and none of the records needed to be deleted, but they still showed up as dirty in LOOT. Unsure what is going on, as the bashed patch is supposed to be in the overwrite folder but isn't, from what I am finding on google, and it appears MO isn't updating the properties of the mods even once they are changed and MO is closed and then re-opened... Any help with these would be appreciated... UPDATE: Found all of these were caused by my anti-virus/firewall...once I disabled them, everything worked as it should...
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