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aba42

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Everything posted by aba42

  1. Yes, sorry, I've been rebuilding my wife's Tax Business Computers...without backwards compatibility, we now have to keep Win10Pro and Win7Pro machines running for the next six years! UGH! But, yes, that's exactly what I was doing. i had been building merges with Merge Mod from Mod Organizer to conserve ESP's as I was approaching the 255 ESP limit for Skyrim. Most of them were smooth (after I fixed errors in individual files with Merge Mods Error Check stuff). BUT a couple of the merges had conflicting NavMeshes. Merge Mods still builds the mods, but to rebuild the NavMeshes, you just need to open all of the Merged Mod's Masters (they must be ESM files) and the target Merged-Mod.esp file. Then, just save it back out and MAGIC HAPPENS, all the NavMeshes are recreated. Still trying to find out how to either get Win10Pro to play nice with CK OR on a dual-boot with Win7Pro (which I just got out of frustration with Win10Pro). Ugh. Over and out. Feel free to close this discussion out, please!! Allen
  2. Ya, will do, and thanks, anyhoo. If I'd realized that this was the error it was slowly narrowing itself down to, that would've been my first shot. Thanks anyway! I'm sure I'll be back with more sprightly S.T.E.P. issues later. Thanks, again! Allen
  3. I believe that I'm having Creation Kit errors. Where the heck do I post problems about that? I FINALLY got TES5Edit to play nice on Win10Pro inside MO. And I JUST (again) had to resolve the Multiple Masters Load problem (bAllowMultipleMasterLoads=1 add under General in SkyrimEditor.ini) in Creation Kit. NOW I get the Skyrim.esm almost 70% loaded, and CK crashes to Desktop (no BSOD, just Desktop). I have uninstalled and reinstalled CK THREE times, made sure ALL of the links in Win10Pro matched those in Win7Pro for MO, and now I cannot even get CK to load a modname.esp with its Masters in order to recreate the NavMeshes! Suggestions? DRAT!!!
  4. OK, I take that back. I opened CK with no files selected, then tried to save the test.esp. I got "Invalid directory." Suggestions? Oh, and it WAS at the <overwrite> folder, too.
  5. JUST to double-check, I reinstalled all the MO add-on tools. I also restarted Vanilla Skyrim to make sure all folders had been created. This time, when I try to save the Rebuilt-NavMesh modname.esp file from Creation Kit, a window opens showing me the <overwrite> file (at least THAT's and improvement), BUT there's no modname.esp filename. It's blank. In Win7Pro, not only did CK EITHER drop modname.esp on top of the old one (thus updating it) OR it automatically put it into the <overwrite> file, from where I then dragged it on top of the old modname.esp to update it. Do you have any idea why in Win10Pro I would now have to enter the filename to be saved? I want to make sure that I do NOT end up with a bunch of incorrect files, all with their NavMeshes removed!! Thanks!
  6. GrantSP, thank you for your response. My profile is full administrator under Win10Pro. I DID just go check the permissions for the entire <Skyrim> folder and I had access to everything, except for "Full Control". So, I just reset it to "Full Control" and I'll see if it happens again. Thank you!! Allen
  7. Well, I appreciate the apparent fact that you believe that I asked my question in the incorrect forum, rather than just delete it or move it, would someone please tell me where the heck you put it so that if someone knowledgeable CAN answer my question, I may see the answer? Thank you. Allen
  8. I just built a new Win10Pro machine. I had been using Win7Pro, and all worked flawlessly from inside MO. Now, I've installed all the tools in MO that I had on Win7Pro. BUT, Creation Kit's NOW giving me problems. Under Win7Pro: 1. Open Merge Plugins from MO, create merged mod, called modname.esp. Receive message stating NavMeshes need to be rebuilt. Exit. 2. Open modname.esp in TES5Edit, left-click the "+" next to modname.esp to expand it, and remove "Navigation Mesh Info Map". 3. Open modname.esp (and it's Master.esm's) in Creation Kit from MO. As soon as Creation Kit finished loading modname.esp, save the file. The file gets saved to EITHER: A. <Skyrim><Mod Organizer><mods><modname> as modname.esp (with the rebuilt NavMeshes in it), overwriting original modname.esp. OR, B. <Skyrim><Mod Organizer><oversrite> as modname.esp (with the rebuilt meshes in it). In THIS case, I open the <Overwrite> file, and drag the modname.esp onto the identical modname.esp file in the Left-Pane of MO, overwriting original modname.esp. WONDERFUL, I got used to working with CK in MO this way. BUT, in Win10Pro, in Step 3 above, when I attempt to save the file, CK opens Windows Explorer at <Skyrim><Data>, and waits for me to enter a modname.esp filename. IF I navigate away from <Data> to <Skyrim>Mod Organizer><mods><modname> so that I can save the CK file on top of the original modname.esp, CK errors, stating that's an illegal folder. The same thing happens if I try to navigate away from <Skyrim><Data> to <Skyrim><Mod Organizer><overwrite>. So, what am I doing incorrectly? Thank you!! Allen when I opened a file in CK to recreate NavMeshes following a Merge Mod (also created via MO Tool), when I saved the file, it would save it in <Skyrim><MO><overwrite> OR it would save it in <Skyrim><MO><mods><modname>. When the modname.esp file was saved in <Skyrim><MO><overwrite>, I would just drag it on top of the filename in the left-side of MO, overwriting the filename.esp that was there. I assume this was correct, because when I'd check the file in TES5Edit, the NavMeshes would be there Please ignore everything after "Thank You!! Allen", I have been unable to delete it with the edit function! EDIT: Split this post from the MO Guide topic as it is actually a support question. GrantSP
  9. DRAT, even when I try to help, I'm wrong. I STILL haven't gotten Skyrim to work on two screamin' machines. All I have to do is add a few (5-10 mods) after S.T.E.P. and CTD...no matter what. So, I guess it's either all S.T.E.P. or my old way, where I had 220+ mods working just fine...GUMP!!!
  10. In Section 1.C of the Guide, the TES5Edit link should point here: https://www.nexusmods.com/skyrim/mods/25859/? However, at the moment, it points to FO4Edit PreRelease Alpha, here: https://www.nexusmods.com/fallout4/mods/2737/? For what it's worth. You can get to TES5Edit by clicking on TES5Edit on the FO4Edit main screen, then scrolling down the page to the correct link to TES5Edit. Allen
  11. One final thing. I'm using Mod Organizer, with a specific profile. So I would THiNK that SKSE would grab the correct skse.ini file...it's just that, not only do the logs appear as if SKSE is NOT doing so, the logs report an incorrect heap size, compared against the one I've got in the skse.ini file. Thanks, again. Allen
  12. P.S. skse_loader.log shows the same config path
  13. I think I have a problem, but I cannot figure it out. Related to SKSE.ini location! In the SKSE.log for my most recent attempt to start Skyrim, it states: config path = D:\Steam\steamapps\common\Skyrim\Data\SKSE\skse.ini However, there is NO skse.ini in that location! The SKSE.ini file is under D:\Steam\steamapps\common\Skyrim\Mods\Skyrim Script Extender\SKSE\skse.ini. My first question is, how do I make sure that skse_loader.exe is using the correct SKSE.ini to start the game? My second question is, why does Skyrim load, menu opens, select "Continue" continues loading, then I hear music, I hear Skyrim, I have NO VIDEO! When I finally do a 3-finger salute, Task Manager says Skyrim Not Responding. This started two days ago. I had not added a THING to Skyrim. There were new nVidia drivers installed, and that's when it started. So, I rolled the drivers back to the previous version, and still, no video. Can someone point me in the correct direction to resolve THIS issue, too, please? Thanks, Allen
  14. Oh, okay, thank you! Just poking at straws any more. Can't get the dang game to work and I'm REALLY tired of playing with settings. Just want to go back and get lost in Skyrim...
  15. Is there any conflict between the STEP guidance to change decals under [Display} to read: iMaxDecalsPerFrame=250iMaxSkinDecalsPerFrame=100While under [Decals] is already specified: uMaxSkinDecals=100 uMaxSkinDecalsPerActor=60 Or aren't these two things related? Yes, I'm STILL trying to get this to work. I finished STEP (several times), get slightly into the game, add my NPC mods, head from Riverwood toward Falkreath toward Lake Illinata, and CTD. Disabling all my NPC mods, still CTD. Still can't figure it out. So, I'm going all the way back in and trying to double-check everything from the beginning...AGAIN...even though STEP has completed successfully three times already.
  16. DRAT!! I don't think I've gotten my question (any question) into the correct forum yet! That's what I get for being an Old Fart. Yup, you're absolutely correct, my query relates to LOOT's sorting into the right pane, and how to set LOOT's meta-data. Gump! Probably why I couldn't find my answer in the MO Manual, huh? 8-(
  17. Mainly, it's a pain to have to physically drag and drop mods every time I add or remove another mod. That's why I'd like about 4-6 mods to be set in a specific order as low as possible in the load order, but above STEP Extended Patch.esp.
  18. I hope this is the correct location for this. I am installing Amazing Follower Tweaks ('cause it's the one I prefer). I've run LOOT, Dual Sheath Redux, FNIS, and WryeBash to make sure there are no conflicts. The problem is that MO is putting Amazing Follower Tweaks above several NPC mods that I've loaded, and therefore I am unable to apply AFT to those NPC's. How does one edit the metadata specifically to load always at a specific priority in the load order or, better yet, tied to be specifically relative and adjacent to a particular file? I haven't seen that specific discussion in Guide: Mod Organizer. In STEP, we tied two files together (two different times), but all that did was set relative priority. How would we tie them to load immediately one after the other, and at a certain location near the bottom of the mod list (right pane)?
  19. And, sorry right backatchafalaya, I was responding to him, by leapdfrogging your message....didin't make that clear enough, though! DRAT!!
  20. Thanks Darth_mathias...can I call you Dark? Of COURSE I have the (legal) Steam version. I followed the STEP instructions faithfully. I even pathed the SKSE dropdown to the incorrectly located SKSE.ini file and that's the only file that I edited, and it did have the 768 and 256 Memory Block strings in it. But, until I created a SKSE folder underneath <Skyrim><mods><Skyrim Script Extender> and move SKSE.ini there physically, for whatever reason, the Memory strings didn't appear to take effect, per that Memory Blocks logger. Seems to be working okay now...at least, so far. Allen
  21. FINALLY, first to whomever, or ALL of you, who Yellow-Stickied that CTD Folder under General (I have NO idea why I could not find that before). First, I FINALLY (I think) have resolved my memory problem...the one in the Skyrim game (that note's for my wife). I have STRICTLY ADHERED to everything in the S.T.E.P. 2.2.9.2. process THREE complete times. Each time, as soon as I got outside the final cave from Helgen, if I saved my game and attempted to restart, I got infinite loading screen. Following the conversation on the Yellow-Stickied CTD discussion, I realized that, DESPITE strict adherence to S.T.E.P. 2.2.9..2. on the creation of SKSE.ini, MO does NOT put it where it's supposed to be!! ONE time, I found it under <Skyrim><SKSE>. Twice, I found it under <Skyrim><mods><Skyrim Script Extender>. In NONE of those three instances did the: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 addition to SKSE.ini do what it was supposed to do. Having installed Memory Blocks Logger, ALL of my starts from outside Helgen's cave in Skyrim crashed when Block 1 hit 256 (MB) during loading --> thus, inifinite loading screen. It wasn't until I FINALLY saw the image from keithinhanoi on 16 Mar 2015 in the Yellow-Stickied CTD Discussion group, that I realized that I had NEVER found SKSE.ini inside its own SKSE folder inside Skyrim Script Extender!! SO, I manually moved SKSE.ini from <Skyrim><mods><Skyrim Script Extender> to <Skyrim><mods><Skyrim Script Extender><SKSE>. AND, at least for now, PROBLEM SOLVED. The default Block 1 size has now gone from 256 (MB) to 512 (MB = 768 - 256), as it SHOULD have been all along. And, on my very next startup, Block 1 topped out at 272, Block 2 at 134, when the game loaded!!! In case someone has not seen that graphic, I've copied the link location here: https://i.imgur.com/rXzC0O3.png Could one of you Moderators kindly move this discussion to the tag end of that discussion: Common CTDs, Freezes, ILS and memory issues. THANK YOU!! Allen
  22. I'm not sure where to post this. I assume some simple settings change that we made in the S.T.E.P. 2.2.9.2. process is causing this problem, at least on my machine, but I have no idea where to start. I also did not see this specific problem posted. I even finished yet another clean build, with the same result. After exiting Helgen via the cave, and ending the first Task, I saved the game, twice. I didn't add a thing to the game. I cannot start Skyrim outside the cave. The hard drive spins for awhile, then nada. If I let it go for about 2 more minutes, it CTD. BUT, if I go to a save just inside the exit from the caves, Skyrim starts right up. Not only that, but it starts right up even after I've added several mods, no problem. Then, we exit the cave, end the first Task, and get ready to go to town, so to speak. The problem is that I would like to mod-up my game at this point. I don't know how many more mods I can safely enter and still start Skyrim inside the cave's exit portal without crashing the beginning of the game scripts. Is there some setting that we installed during the STEP process that's preventing me from starting the game outside? OR is there some INI change or something to make to allow me to start outside? Thanks! Allen
  23. Again, I misread the index on where to post. Apparently, it's just not as crystal clear to me as it apparently is to everyone else...and I DO try to figure out where best to post first. Yes, I ran LOOT! Holding my mouse over the plugin the only message I get is "Categories: immersion". WryeBash shows: BetterQuestObjectives.esp BetterQuestObjectives-CRFPatch BetterQusetObjectives-NECPatch BetterQuestObjectives-PaarDilemmaPatch Both of the latter two are marked Orange, as it STEP Extended Patch. I uninstalled Even Better Quest Objectives, and the STEP Compilation. Then, reinstalled them. ran LOOT, again, and got the identical orange on the last two lines above. I ALSO get an orange line on STEP Extended Patch.esp. I had gotten this on my previous run, ran the TES5Edit Fix (mentioned earlier) to Sort Masters, and everything straightened out. This time through rebuilding S.T.E.P. 2.2.9.2., I got the error. However, this morning, I was finally able to run the Sort Masters fix on STEP Extended Patch, and that fixed it. AND, since I was working from the bottom of the errors up, not top down like earlier, I was FINALLY able to run Sort Masters trick on all three files (Step Extended, BetterQuestObjectives-PaarDilemmaPatch and then BetterQusetObjectives-NECPatch). AND, the Sort Masters trick fixed all three!! (dunno why I couldn't get it to work for hours yesterday). Now, the only orange line I've got is for Hearthfiresextended, and I've been told previously to ignore that one. Sorry to have bothered you.
  24. If it helps any, I DID try to resolve this with Internet searches, but those led me to (something's not installed or installed out of order). Well, if it hadn't been installed, the STEP Extended Compilation Patch wouldn't have run, and I sorted that puppy with LOOT before running WryeBash and finding the "sorting problems" in those three files. Two of them are in Even Better Quest Objectives. It implies that the 5 pieces are being installed out of order. I uninstalled and reinstalled it, but that didn't fix it. Still get the same error. Can't figure out what, if any, MOD would need to be entirely placed before Even Better... to make it work (yes, the Meta Files are ALL in there, Too, pre-WryeBash). That's why I'm stuck. Anyone got any more ideas?
  25. I ran the Compilation patch, then LOOT, then Wrye Bash. Three mods (other than hearthfiresextended.exp) are marked orange. So, I ran TES5Edit, select none, double-click problem mod (so I can go Sort Masters on the problem mod). But, JUST as the problem mod pops up in the left pane of TES5Edit, I ger the following Error: TES5Edit 3.1.2 -- An error occured while loading modules. Editing is disabled. Check the message log and correct the error. <OK> I have looked at the TES5Edit_log.txt, but didn't find anything about editing being disabled. That's the only "message log" that I can find of TES5Edit that is dated at the time of this run. Can someone please point me in the right direction, or tell me what switch, and where, I need to change to get TES5Edit to run now? Thanks! Allen
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