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baronaatista

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Everything posted by baronaatista

  1. I just went through this with New Vegas, the only thing that helped was removing NVSR completely. It appears to be broken with the Creators update - I found a thread or two on Reddit where people were describing the same issue, and a TTW guide author here, Adonis seems to confirm as well. As for what to do - play a stuttery game, unfortunately has been my solution. I've been waiting too long for mod updates that never came, and watching Gopher too much to wait more.
  2. Are you certain it's been updated? There's no indication on enbdev that it has. I assume you're talking about the 0.322 version?
  3. So yeah, just to confirm - played for multiple hours yesterday without issue. There is a pretty serious stutter every now and then, but it's better than freezing/crashing every 10-20 minutes. I'm guessing that I may be able to use NVSR, and that the real problem may be certain settings in it, but I don't have the energy to do the testing, I just wanna play. The game does seem to freeze a little when exiting, I actually had to restart my computer in order to close the application once, which is annoying... Everything else is peachy though. * Pretty sure the issue is with NVSR and the Win10 Creators Update. I'd love to hear from anyone else using the creators update - are you having issues? or not?
  4. After doing more research it appears to be an issue with NVSR itself. Deactivating the mod entirely and starting a new game, I was just able to play for around an hour without issue, where my system had been reliably freezing after 10-20 minutes of play with it activated. I do seem to get a pretty heavy stutter on crossing cell boundaries, but otherwise smooth. I'll check back here if anything changes or I get some specifics. Reddit post that suggested the fix.
  5. Yeah, I actually use BethINI to do my .ini's already, use it on all my Bethesda games. Maybe I'll play around with my ENB settings...
  6. Yeah, my nvse_config.ini and new vegas stutter remover.ini look exactly the same as far as I can tell. I'm realizing this actually may be two different issues. Before, I was getting the 'out of memory' message. Now, it seems to just stall. When I was initially troubleshooting I realized I was launching the game from NVSE, not the patched FalloutNewVegas.exe... Can't remember if I had gotten the 'out of memory' message after launching the 4G enabler properly. I've been playing a game through all this, do I need to start a new game perhaps? I'm not sure if the launching process gets tied to a save somehow or if it's safe to tweak NVSR settings during a playthrough?
  7. Just bit the bullet and decided to stop waiting for the CaliberX + RWLE updates, and have been actually playing for the first time in a while. I'm running the guide exactly, with a couple minor additions - Russell, the Inheritance, Hope Lies and Solid Project. Anyway, everything is peachy except every 20 - 40 minutes the game crashes, sometimes giving me an 'out of memory' error, sometimes locking up my whole system, requiring a restart. I am running the Win10 Creators update, and have updated my enblocal.ini to the new dx9 vram sizetest number (though it was crashing before I changed the number as well. checking enblocal was one of my first attempts at a fix). I also can confirm I am using the patched 4G FalloutNewVegas.exe, launched from MO. Did some looking around and it was suggested heap replacement in NVSR could be the issue, so I set bReplaceHeap = 0, Still crashes. If anybody has any insight/suggestions?
  8. See this. You can actually use both alongside TreesHD (which you can see is installed after EVT in the LOTD guide) though I would recommend grabbing the upgrade and fix for TreesHD by pfuscher, as recommended in the guide. You can also use the Bent Pines Standalone optional from SFO along side this combo, as well as Oaks and Marsh Pines Standalone from Enhanced Landscapes, if you like.
  9. @ AyaJulia - not sure why what I said was offensive? I don't disable auto-saves and do overwrite old saves and don't experience this issue. All of my saves take about as long as they did in vanilla, as far as I can recall - they cause a small stutter every now and then, but that is all. I wasn't trying to say - you screwed something up, dummy. I just meant maybe there is something particular to your setup that is highlighting this issue. I've got a pretty beefy rig, perhaps that's why I've never noticed? From what I could tell the post Greg linked seemed to suggest SKSE plugins contribute to it?
  10. @AyaJulia - I believe I've heard you mention this problem of saves taking forever when using skeleton and animation mods... haven't researched at all, but I use just about everything the guide does other than PCEA, and don't have any problem with long save times - whether auto, quick, or simply full saving over top of an existing save. Interested to know if this long save time is an issue for many/all users of the guide? If not, there may be a problem on your end? regarding 'Equip Best Ammo' - the functionality of Auto Unequip Ammo is that it remembers your commonly equipped ammo, and I believe can be used to pair certain ammo with certain bows (though I've never really used the equip sets feature). If you ask me this is preferable to just auto-equipping your highest damage arrows/bolts. I frequently carry multiple arrow types with me, and save the more common ones for common use, preferring to save the higher damage ones for tough fights. EBA is actually counter productive to at least my desires.
  11. Pretty sure this isn't possible, at least not with STEP community guidelines. For someone to do an install for you, they'd need to download everything, set it all up and maybe dropbox a .zip of the whole thing? Which isn't any different than distributing the mods themselves as far as I can see.
  12. Yeah, I think I was just misunderstanding. You want that collapse to happen, just before you start the HR quest rather than after, yes? For some reason I thought it wasn't supposed to happen at all. And there's the dangerous diseases plugin from INeed (which I use)... as for realtime menu mods, I love the sound of them but feel like that might notch the difficulty up to nightmare. That really is a redesign of a fundamental game system in Skyrim...
  13. @ Lexy - I only use Vigor actually... used to use them together before they became so similar, but I think they have diverged a bit since then. That does sound right though, especially if you’re using the movement tweaks file I’d suggest letting Vigor handle stamina. I really like Vigor’s poise system for stagger as well, can’t quite remember how it’s handled in WC...
  14. I've been using 1st person parry since I saw it on Nexus, really like it. The 1st person magic animation haven't played with but wasn't really excited about the video. @JD - I mean, to each his own. I'm sure they do all work together fine, I just generally prefer to try to keep things simple, as my mod list is already massive enough. There is also something to be said for the consistent vision of one author, IMO; Vigor + movement tweaks achieves most of what that combo does, and most of the stuff I'm missing I don't *think* makes a big difference (or, like DC's spell reflect on timed ward 'block' I feel would fit better as a perk in Ordinator). Anyone have any advice on Helgen Reborn? I can't find anything related. As far as I'm aware, all of the requirements / stages have been properly met, bandits have taken up residence, bodies on spikes out front, but the collapse inside the fort (added by LAL) still happens.
  15. On a completely different topic, I'm doing a Helgen Reborn playthrough (or, attempting to). I've read all the stuff in the book about what to do with Alt Start; the bandits have indeed set up in Helgen, spikey bodies out front and all. However the 2nd collapse added by LAL is NOT disabled. So as I understand it, that rubble pile will not be removed as I restore the keep if I play this way. I have a save just out front so I could test this - what to do? Anyone else have trouble with this?
  16. I really don't understand the use of all of them at the same time, personally. Though I don't think SkyTweak would really make up for some of the more important features. I use Vigor with the movement tweaks file and absolutely love it, have had multiple fairly long playthroughs with it. I chose it initially over Wildcat because of the way it handles injuries, and I also love the way it handles stamina and movement. Don't see a necessity for any further tweaking. DC, UC & AC all have some pretty cool features, but theres really only a handful of things between them that Vigor doesn't already do (with movement tweaks). I am gonna check out Wounds though, personally. I like Vigor's injury system because it's a little more complex & involved than Wildcats (was? I think WC removed injuries?) but its still a little simplistic for me. @memnochs' recommendation sparked my interest though... so yeah, Vigor + Movement Tweaks + Wounds (maybe... might be TOO involved... will be testing) is a simpler setup with only minor overlap and still accomplishes most of what these other combinations are doing... just my two cents.
  17. I'm not sure how helpful an 'order of operations' is for modding. The order in which you do things is important sometimes (much less with Mod Organizer) but it can't be generalized in the way you've attempted. If you like the look of the mods in STEP, then just follow that guide to a T and you will be fine. If you want to add your own selection of mods on top, or begin to seriously alter what the guide does in any way... There is SRLE Extended; Legacy of the Dragonborn which is more all-encompassing. However if neither guide will satisfy your modding desires and you want to add or take things away still, then you need to know how to manage conflicts properly through MO and xEdit. No procedure or steps or merge patch or bash patch or anything else will help much (depending at least on the mods you want to add). In general, things like Bash Patch, DynDOLOD, FNIS, DSR, ASIS... these are all automated patchers of one sort or another, and should all be ran after all other mods are installed. There is a specific order in which you want to run your patchers, as outlined in STEP / SRLEXLOTD, but again they will not solve all your problems.
  18. Open Cities + ETAC is a no-go as far as I'm aware (also would imagine ICAIO is no-go as well - the way Open Cities works, as far as I understand it, is that it actually builds the city into the regular worldspace; meaning its actually a different city. So any mods affecting the vanilla cities will not work, as you won't ever visit there), and while I haven't tried it, my big concern would be performance with open cities. The area around Whiterun is already pretty heavy, especially with the DynDOLOD .esp's for the buildings around there (pretty sure those are a thing in SE? forgive me, haven't done much with SE so far). Performance again may not be as big an issue in SE, but I'm sure there are limits. Also I think the LE ETAC has some, but not complete compatibility with ICAIO - from what I read on the SE edition, *she's re-building the mod completely with compatibility in mind, but it sounds like there will be a lot of AI package stuff, minor new quests + dialogue, which sounds at least like it's doing some of what ICAIO does - may be intended more as a replacement. That being said, I believe *she only has one town finished right now so it may be a bit before it's really ready to go. Never played with Genesis, but if you're using SIC and OBIS, not really sure more spawns are necessary? Totally a preference thing. Run and Swim after Me (I believe you mean Follow me and Swim After Me?) I've heard that there are potential issues with allowing NPC's to follow you through zones or cells or whatever - if I remember correctly it was Dreadflopp that advised against it? There is a mod that's scripted (no .esp) and only does the Swim after Me part (for LE, not sure about SE) - I know I use it because NPC's follow me through water, but I can't for the life of me remember the name or find it in my MO - and I have a well organized Mod Organizer. Dammit. * oh also if you use an encounter zone mod, you will basically have to re-make it in order to patch with Follow Me and Swim After Me, as they both touch basically all the same records in order to do what they do... not that it's all that much extra work. I have been playing with in LE for a long time now and absolutely love Sands of Time Sleeping Encounters though. Fits perfectly with a Hunterborn/Frostfall playstyle, gives a little risk to camping. As I'm reading, the SE edition doesn't appear to have a proper menu of any kind at the moment, which is kind of a bummer. All settings can be controlled with some easy console commands though, explained in the 'posts' tab. His default settings look pretty solid, at least for my tastes.
  19. Have to say, on my current playthrough I’ve been experiencing more crashes than I remember in the past, and almost every time I’m near some blowing in the wind objects (now that doesn’t mean much as that’s pretty much anywhere outside in Skyrim). Anyway it’s not a huge issue, but enough that I am going to start a testing profile without BitW, and just for kicks I’m turning useOSAllocators to off in crash fixes. Not sure if it’s really worth using at all anymore with the fall creator update? Not sure if it’s safe to change settings in Crash Fixes during a playthrough? I’ll report back here if I find a smoother experience on this new profile. Have also heard some things about Better Fast Travel, considering switching for Carriage + Ferry Travel Overhaul which ‘claims’ to be bug free and is more recently updated, wondering if anyone has insight here?
  20. That sets my mind at ease a bit, thanks. I was pretty sure adding items would be no big deal, mostly the player.advskill command that worried me. Had some CTD issues recently so I’m maybe more concerned than I should be - just looking forward to some real fleshed-out playthroughs with a couple characters I’ve been planning for a long time and don’t want to screw it up with bad practices in the beginning.
  21. Just bumping this as I didn't get a response before. Pretty much planning to just get started with this character as it's something I've wanted to do for a bit, but I have an ongoing playthrough currently and want to re-jig my setup a bit for this next one - so it will be a bit before I get around to it. I'll check back here if I don't get a response, but wind up playing this character for a significant amount of time without issues (using console). Would still love to know though if anyone in the community has done something like this, or any mods people have used and are reliable (additem menu looks interesting but seems to have a fair number of bug reports...).
  22. So I have this playthrough I want to do but I’d really prefer to start with an already skilled character, as the RP behind it is an old, skilled mage high elf who is bored of a life of luxury & decides to go adventuring (own property in Solitude Alt Start). I want to give him gold, some gear, spells, etc. and level to 50-60 ish in his ‘class skills’. I’m aware of the console command player.advskill, and I know how to add gear and so on through the console, but I’m not sure of the safety of these commands. Did some searching already but haven’t found much definitive, mostly just some mod suggestions - levelers tower is way too much, definite no... Wondering if anyone has advice here; good mod/mods for this? If the console is safe I’d rather do that, slow though it may be as I don’t particularly want to add anything to this setup... but if there’s a good, safe mod /mods that work I’d love to check them out.
  23. As far as I understand it the first quote is entirely incorrect. Having MO manage archives will have no effect on your load order of plugins whatsoever. I’m also fairly certain loose files always take priority over .BSA (archives). Arthmoor’s position on .BSA is fairly well known, and certainly well-informed, but most guides for Oldrim say to extract all .BSA through MO (except exclusively for Arthmoor’s mods, I think largely just to not piss him off). This allows for a great degree of control over your install as you can check all installed files/overwrites against each other in MO’s ‘conflicts’ tab, and there have not been reports of errors or game issues as a result... This method has worked for me for years and many long playthroughs, I see no reason to not trust it. Short answer - yes, you should let MO handle archives.
  24. I will say despite having a very stable setup, after this conversation I’ve had 3 crashes in 2 days, all at the crossroads near whiterun / riverwood, which does indeed feature those BitW / LoS meshes. Now there’s also the waterfall there and I’ve got RW2 with Purity falls over top and have not done any CR as I wasn’t sure what/if anything was necessary as it all looks good and seems to function fine, so there could be an issue I’m unaware of. Anyway I personally love both Blowing in the Wind and Lanterns of Skyrim, and would be loathe to let either go. It would be great if we could identify the specifics here - whether there is a real problem, what that problem is, and best; if there’s anything ‘we’ can do about it.
  25. I play without fast travel, and run or walk everywhere... About the guides / community - yes, most modders aren't knowledgeable enough to be able to understand and properly correlate CTD's (I would put myself on that list, despite being fairly capable with all the tools). However this community (the SRLEXLOTD AND the wider STEP community) has quite a few extremely knowledgeable people in it, and I have watched as re-produceable CTD's and other stability issues have been identified and sorted multiple times right here on this thread. Its the re-produceable part that bothers me here; I have one experience, you have another. How is it possible that our experiences are so different? A corrupt mesh should be a corrupt mesh and should induce CTD in my game just as much as yours, regardless of setup, no?
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