
mentaltyranny
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Everything posted by mentaltyranny
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Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
I finally figured out the issue. It somehow the player gets "stuck" in the Kyne's Peace faction, whether through the animal allegiance shout, Kynarth's blessing, or otherwise. You can see if the below fix will work by opening the console in 3rd person view, clicking your player character, and typing the following: getfactionrank e0d58 If the console reports a value greater than or equal to 0, type the following in the console: setfactionrank e0d58 -1 -
Oldrim Bugfixing Self-help Guidance Requested
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
Okay my suspicion is that a AI package or something similar that makes natural creatures hostile is getting turned off during certain quests and occasions. Interestingly I can count Chaurus among affected creatures. I there a way to reboot enemy AI through console command? -
Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Shadriss, okay my suspicion is that a AI package or something similar that makes natural creatures hostile is getting turned off during certain quests and occasions. Interestingly I can count Chaurus among affected creatures. I there a way to reboot enemy AI through console command? -
Oldrim Bugfixing Self-help Guidance Requested
mentaltyranny posted a question in General Skyrim LE Support
I had a bug that I thought I successfully troubleshot, diagnose, and fix, only to reappear on me later. Please see my OP and most recent post here: https://forum.step-project.com/topic/13616-oldrim-step-new-game-animals-not-hostile/ BTW: the link buttons aren't working above, weird... Any help is appreciated. Is so annoying seeing a bear charge at me on my horse just to lay down in front of me. -
Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Ok, I have actually had this issue REAPPEAR in game twice again! At level 30, during the quest, A Night to Remember, I got attacked by bears, sabre cats, and pit wolves as normal during the trip to Morvunskar, then upon leaving all "natural" wildlife would run up to me as if they were hostile, and then just sit there... sometimes they would growl, but would definitely not attack... not even a red dot on the compass. Interestingly, I didn't real the problem until a few unrelated quests later, and I just went back through my save files, loading the most recent untested save and running outside to see what the wildlife did. Unfortunately I didn't have a save inside Movunskar or the Misty Grove, but I did have one very shortly after the game teleports you out of the Misty Grove to the starting Inn, and the bug was there; but the bug was not present in the save right outside of Morvunskar. So I picked it up again from there. I tried doing everything the same, taking it one step at time, saving and running outside, seeing how the wildlife reacts, and then reloading my save to proceed. Unfortunately, I did everything the same and could NOT reproduce the bug. To make matters worse, after playing again without issue for quite awhile, I noticed the bug again when I noticed the spiders in Skuldafn (during the Main Quest, the dungeon immediately after Odahviing) just sat there refusing to attack me. I should have reloaded then, but I honestly didn't think it would affect spiders, so I assumed that it was different bug. Then, after returning to Skyrim, I noticed that the wolves, sabre cats, and bears just sit there. For spoiler reasons, I just can't reload; it took me way too long to get through it just to reload and do it again. I do really want to fix this. Granted I am sick of animals jumping me on my travels, but the materials from their pelts is essential for raising my crafting skill. It is actually really hard to get the materials without them being hostile. I have a theory that the game uses a command to "turn off" natural creature hostility during certain periods within quests like Misty Grove or when fighting Odahviing, and for some reason, with my mod configuration described above, it fails to turn on occasionally. Anybody have any ideas of console command I could try? It is just so frustrating because the bug persists despite loading the save in vanilla Skyrim (of course I don't save when testing) so the binary method doesn't work. Any advice is appreciated... -
Unusual/intermittent Lag While Resting/Spell-casting
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
Oh, I also have two (2) GeForce GTX 970 video cards in SLI. I have g-sync disabled and my frame rate capped at 58.6 through nvidia inspector. Yes, I have v-sync enabled through BethINI... any help would be appreciated! Does anybody know if overclocking could cause this? Like I said, I have minimal overclock to 3.9 ghz because I have high grade memory (G.Skill - Ripjaws X Series 16GB (2 x 8GB) DDR3-1866) and in order to use is optimized timing requires an 11% overclock, at least according to AISuite... or maybe it has nothing to do with that. -
Unusual/intermittent Lag While Resting/Spell-casting
mentaltyranny posted a question in General Skyrim LE Support
Okay this the second time I have tried to post this, so I am going to try to make things quick... As the title suggests, I am getting significant lag when resting. After choosing the amount of hours I want to rest, but before the hours start counting down, the game "hangs" for over 15 seconds. It also seems to happen during the auto-save after leaving the main menu, but strangely NOT the auto-save after entering a new area. Strange... Additionally, about 50% of the time I get like a 3 second lag when using AH Hotkeys to auto-cast spells. It happens in combat, out of combat, but when it does seem to work, it seems to not happen again for several minutes. What is strange is that I used the script lag benchmark and it was only a 0.05 second lag, so I don't know what the problem is. Oh, I am running Oldrim with a STEP Extended setup plus a handful of magic mods. I would post my load order, but I can't for the life of me find where to copy this from. I tried to copy it out of MO (from "Open list options..." --> "Export to csv..."), post after trying to post it my browser crashed. I have only 151 (decimal, 8F in hexadecimal) plugins, of which 143 are active. Also, I tried posting my report with CPU-Z, but again it crashed. However I have a i5-4690K 3.5 ghz processor, I am overclocking only to 3.9 ghz to match my memory settings, 16 gb ram, 64-bit Windows 10, a system drive SSD with 59.4 gb free out of 118 gb, and Skyrim Legendary Edition installed on 7200 rpm hard drive with 1.43 free out of 1.81 tb. If anybody could tell me where I easily copy this in a post-able format, I would definitely post it. Additionally, if someone could tell me how to post in a format that this forum will accept, I would appreciate it. I tried using <spoiler>/</spoiler> and like I said earlier, browser crash... -
Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
I just wanted to let everyone that I figured out the issue. The problem is Disparity. If you don't choose a race or class with a bonus in Smithing, you start the game with a Smithing skill of 5. If you do the Blacksmithing tutorial quest from Alvor or Adrianne (others?), you will only be able to advance the quest to point where you construct an Iron Dagger; you will NOT be able to temper it. For some unknown reason, advancing the quest to this point (and NOT before), and then walking away because you can't temper the Iron Dagger, will cause Skeevers, Wolves, Mammoths, and maybe other creatures to not attack or become hostile unless attacked. This glitch is resolved if you raise you Smithing skill to 15 (through "player.setav smithing 15" in the console or fortify smithing potions, depending on your mod setup) and complete the quest. I did not test if just tempering the Iron Dagger would work, I went ahead and completed the quest entirely (and then used the console to restore my smithing score). I can confirm that this is the source of the glitch and resolvable through these means. I do not know if this would happen in vanilla Skyrim if you walk away before tempering the dagger, but will happen with a STEP Extended setup with the mods listed above. Interestingly, I looked in xEdit, the only mods affecting the quest are RDO, and have no idea how this is actually occurring with the way the record is setup. -
Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Yeah, I started a new game without changing my mod configuration using the coc whiterunexterior01 mentioned in your link. The effect did NOT persist... so I am starting a game and seeing what happens. I have only the mods mentioned above, so I have no idea what the culprit was... my only thought is that it could be Convenient Horse's update faction relations scripts when I was exploring the MCM menu for it. I am going to avoid triggering that this time. -
Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Unfortunately, when loading a save, it persists with no mods whatever... no this won't help. Again, I launched it through steam so whatever it is, it is baked into the save file... So I am really at a complete lose here! -
Oldrim STEP New Game "Animals" Not Hostile
mentaltyranny replied to mentaltyranny's topic in Step Skyrim LE Guide
Ok... this is even weirder! Wolves actively run away from me! I have no idea what is going on... I don't use console commands (except to diagnose issues/then I reload to previous save), and my save size is 8991/340 (ess/skse) compared to my first save of 8041/54, so I doubt that it is save bloat... never mind that I have a powerful 3.5 ghz processor, 16 gb ram, and two geforce 970s... could it be convenient horses updating faction relations when I changed it to neutral and back to friendly? Any ideas would be appreciated! -
Everyone, I am having the strangest issue with my STEP Extended installation. For some reason, no animals are hostile to me, not skeevers, not wolves, not mammoths, and not even mud crabs… They will fight back if attacked, but they will not initiate combat. In fact, they seem to be "allied" to me, rushing to attack whatever is hostile. Now I know my way around an ESP/ESM file, and I can verify it is not the usual culprits. I did have blessing of Kyne active, but I dispelled it with a console command, and the glitch persisted. I have not been to High Hrothgar, and so I have not read any of the tablets. This is basically a new STEP Extended install with the following changes: UPGRADED clothing and clutter fixes to 2.0 (and accordingly removed appropriately attired Jarl's) Deadly dragons Deadly dragons script patch Narc (deadly dragons version) weapons and armor fixes (ADDED dragon mask priest fixes and ammunition fixes) Legible item descriptions for SkyUI REMOVED main font replacement Skygazer moons – Masser and Secunda Disparity EK_ringlimiter Jaxonz positioner Multiple floor sandboxing More dangerous traps AH Hotkeys No level item awards Mighty magick Skyrim Complete alchemy and cooking overhaul (and REMOVED the appropriate mods, such as claims drop pearls) Immersive College of Winterhold College of Winterhold entry requirements Better college application Mater smash (INSTEAD of bashed patch) 3 custom ESPs – one fixes incompatibilities between STEP mods only, one fixes incompatibilities between all mods below and including AH hotkeys between themselves and the STEP mods, and one fixes incompatibilities between all mods on this list and the STEP mods DynDOLOD – ADDED lanterns of Skyrim patch, HighHrothgarWindowGlow.esp, and checked FXglow, windows, high, and add fake lights to child a parent cells That's basically it; everything else power STEP extended to the "T." I have a suspicion that this issue has been around the entire game, as I have only fought with one wolf, and I'm not sure he was hostile before I attacked him. Other than that, every skeever I have fought has been idle before attacked (to be clear, by idle I mean not hostile; they do wonder about still). I have only been to Whiterun, the Barrows, and back. Finally, I have tried disabling my compatibility ESP's, all non-STEP mods, and even running Skyrim through steam alone, and therefore without any mods… and in all cases the glitch persists. I have not messed with any of the scripts or assets beyond following the STEP guidelines, making my compatibility ESP's, and sorting with LOOT. I am at a complete loss! Any advice is of course appreciated! Thank you for your time!
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Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Okay guys... please help! I haven't reinstalled notepad++ as x86 yet... However, I am now having another problem. I loaded the creation kit through MO as usual, but when I went to view a scripts properties from a mod in a spell record, it errs… This does not happen for mods that packed their assets loosely, only mods that use the BSA. What strange is that I have the corresponding ESP file loaded and set as the active file in the creation kit, so I assume it should be loading the BSA. Do I have to add every BSA into Skyrimeditor.ini manually? If so, this seems especially weird, because you do not need to do that with Skyrim itself… well at least when loaded through MO. I'm having so many problems, and I don't even know where to begin fixing them. Google seems to have many answers, but most are contrary and older than the current generation of tools. The funny party is that I think I have the edits I want to the scripts down, I just need to successfully compile them and get them into the appropriate mod folders… Any advice is appreciated… -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Hey everyone, I am a little over my head... Tech, to be honest, that setup guide you sent me in the CK wiki is very difficult to follow as is... the video was hard for me to follow physically (I'm disabled), but I could understand it. Could someone please give me an idea of how to set this up through MO? In the meantime I am going to try "editing externally" through CK, and if that doesn't work, reinstalling Notepad ++ and Papyrus ++ in x86 and use the Papyrus Compiler Patch for x64 Systems... wish me luck! -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
I was avoiding it because MO2 doesn't manage archives like MO. Literally, that's the only reason... -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
OK, already kinda figured out that I need to run Notepad++ through MO... it through up a bunch of errors when I tried to compile outside the vanilla skyrim folder! Can someone please tell me if there is an argument or if I need to reinstall Notepad++ in x86? I could use some advice regarding the Papyrus Compiler Patch for x64 Systems, and whether it is necessary to compile through MO still? Thanks everyone! -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Hey I installed Notepad++ x64 and then Papyrus++ from Nexus. Basically, I started following Darkfox127's youtube page before your replies, so I just finished it. Fortunately, I got it to work, having script highlighting, autocomplete, and access to the compiler through Notepad++. However, it being the 64-bit version, I can't run it through MO. Is there an argument I can start Notepad++ x64 in MO in 32-bit mode? Also, googling this issue has lead me to wonder if I need the Papyrus Compiler Patch for x64 Systems as well, but has not answered my question regarding argument to start Notepad++ in 32 bit. The way things look now, I am hoping to benefit from you guy's experience. Should I work with what I have, and just pull any new compiled scripts out of the vanilla skyrim folder and place them in the appropriate mod folder in MO manually? Or should I my entire Notepad++ installation in 32 bit mode following your instructions instead of Darkfox127's? If my current setup is doomed to failure, I would prefer to fix it now than wondering if it is just my scripting... -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Okay, I will try to setup Notepad++ as you have linked. I will respond back if I have any troubles. Ironically, I already found and tried Champolion to get the source for its scripts; I needed it so evaluate the consequences of the couple scripts in STEP it overwrites. I will reach out to DamarStiehl to get his permission regarding making MMSk consistent and balanced with ICoW... is he on the STEP forums. I also already got the vanilla Skyrim source scripts as well, I extracted scripts.rar in the Skyrim/Data folder, but I have added anything to editor.ini. However, I did check the suggested CK edits in BethINI, so it might be done already... Thanks Mator, I will try Notepad++ since both you and Tech recommend it. Its funny because I understand logical expressions real well, so I generally can figure out already written scripts. The problem is attempting anything new or figuring out what can't be logically derived. Like I can't figure out what the 0.000000s mean in this line of code: Int iButton = [Message].Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000) -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Oh... I think I see what you mean! Are you talking about setting up Notepad++ like Darkfox127 describes in his youtube video titled "Creation Kit Tutorial (Notepad++ Scripting)"? But I don't see anything in the video regarding MO, so I am a little concerned it working with a STEP setup... -
Helping with Scripting for Beginners
mentaltyranny replied to mentaltyranny's question in General Skyrim SE Support
Thanks Tech! I was looking up third party script compilers on nexus and saw PapyrusCompilerPlus and Skyrim Script Editor Pro. Is there any value to using either of these or some other third-party tool over CK? -
Hi everyone! As I am am sure all of you who have answered my posts are aware by now, I am building to test a magic pack for STEP. The backbone of the pack is Mighty Magic Skyrim, CACO, and ICoW. I got everything pretty much good for my test play through as I can through xEdit, but I think that I am going to have to edit a few scripts in order to iron out some implicit incompatibilities. Does anybody have any advice on a 3rd party scripting tool or am I stuck with CK? Any websites or resources regarding scripting would be great too! Thanks everyone!
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I am building a NSF-Mage Guild/Immersive College of Winterhold compatibility patch. I have figured out in theory, but its going to be intensive. I have to replace a single condition that appears on on dozens of AI Package records in ICOW. I was hoping that I could simplify things by manually replacing the condition on the first AI Package record, and then "copy it" and "paste it" over on the other records... but I have no idea how to do that. Any ideas on how to do this or a better alternative would be appreciated! Thanks!
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ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
mentaltyranny replied to z929669's topic in Skyrim LE Mods
Yes, I was referring to Mage Outfit Texture Overhaul... the problem is not a conflict with the robes themselves. The conflict with CCF is the changes to the outfits of various NPCs. You may expect a certain robe to be on a certain NPC, but CCF changes things by swapping outfits through hidden quests. For example, if I am reading the script source and accompanying xEdit records correctly, it looks like Mirabelle and Urag's Outfit will be swapped to wear Master Robes of Regeneration, which doesn't benefit from MOTO textures. This is made even more complex if you use Immersive College of Winterhold, which also gives many of the College NPCs unique outfits through editing the Actor records directly. Now this may not necessarily be a bad thing; it is probably good to have the College mages have robe standards different from outside mages. But I can't quite understand what those standards are. Perhaps leaving MOTO is okay. Can you see any gaping style discrepancies in your build? Is it weird seeing more variation in generic NPC mages using MOTO robes alongside College mages using CCF robes? -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
mentaltyranny replied to z929669's topic in Skyrim LE Mods
This also seems to be the case with MOTO as well. Trying to get CCF and MOTO to not conflict is definitely a pain in xEdit... then I saw the MCM script for CCF and realized there is a whole other can of worms I gotta get through for MOTO to properly overwrite CCF. Quick question: since I am starting a new game after finishing my compatibility patch, can I just remove AAJ & MOTO? Or will there be problems with other clothing mods or the STEP Patch? If this mod does the same things as these two mods, then wouldn't everything just be simpler to use CCF 2.0? I really like how the new updates look... -
Kryptopyr's Mods & USLEEP
mentaltyranny replied to mentaltyranny's question in General Skyrim LE Support
While I usually think of Patreon as a place to pay cash for something that should be free, I'd have to say your mods are worth it, Kryptopyr! While STEP showcases your bug fixing mods, your non-STEP mods are some of best I have ever seen. Disparity, for example, after playing with it you can't imagine playing without it! You will probably see me as a contributor soon... I am generally doing the same. Most of the time, if a record from her mod is also modified by USLEEP, she incorporates the fix or makes a different fix; albeit one that is superior to game balance or lore. So please Kryptopyr (Lauren) don't think I am being critical ! However, using ArmorPenitusGauntlets "Penitus Oculatus Bracers" [ARMO:000D3EAB] as an example, USLEEP adds two armor addons, USKPPenitusGloves_ArgAA [ARMA:06009D62] and USKPPenitusGloves_KhaAA [ARMA:06009D63] I believe to show Khajiits and Argonians skin when using the gloves (although I cannot find the entry in the USLEEP changelog). WAFR does not incorporate this fix. As I have seen her have a superior fix elsewhere before, I have looked in WAFR to see if she edited elsewhere in a referring record ( in the .esp) or if WAFR contains a mesh or texture making this USLEEP fix unnecessary... I have also found several armor addons where USLEEP marks the Amulet slot but CCF doesn't mark the Amulet slot nor contains new/fixed meshes or textures, such as FineClothesTorso01AA [ARMA:00086994], WeddingDressTorso01AA [ARMA:00088955], FineClothesVariant01AA [ARMA:000F8712], and DawnguardBody4AA [ARMA:0200F401]. There also a few other addons that have the same change in USLEEP but CCF may have made that edit unnecessary because the mod provides one or meshes or textures in Model section, such as MageApprenticeAA [ARMA:0006B468], MageCommonRobesAA [ARMA:0007E012], MonkRobesAA [ARMA:000BAD04], WenchOutfitAA [ARMA:000D191E], and MageJourneymanRobesVariant1AA [ARMA:0010D69B]. But the only changelog in USLEEP I could find says "Numerous armor add-ons that were hiding amulets and shouldn't, along with numerous add-ons that display them and shouldn't, have been corrected..." and I can't find a feature or changelog in CCF that says anything about these records (I found the one regarding NecromancerRobesAA, WarlockRobesAA, and MageRobesAA, but can't cannot deduce the meaning of NOT mentioning these, as it could go either way). Sorry if I appear anal... I am trying to improve my modding game. I have really learned a lot here...