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Everything posted by dunc001
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SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
Looks more like a deer than a bug to me... -
OK, so how do I unkill someone...
dunc001 replied to dunc001's question in General Skyrim LE Support
Sorry, should have said, resurrect doesn't work - when I click on the corpse I get the Base ID not the Ref ID. Unless I can look up the correct Ref ID in the mod in xEdit and use that? -
It appears that in my eagerness to go off-piste and explore I may have just... inadvertently... you know... well, killed someone I shouldn't have! I am currently running through another of the Beyond Reach main quests (Come hither horror) and find that I have already cleared the featured dungeon including dispatching the final guardian, a guardian who it now seems I have to kill in the presence of the following NPC to complete this quest stage! The body is still there, complete with floating quest marker, but apparently the quest doesn't like it already being dead. I have tried SetObjectiveCompleted arnimamainquest6new 30 1 - didn't do anything. I have tried setstage arnimamainquest6new 35 which has set the next stage, but the previous is still incomplete and the NPC I am now supposed to follow is still hanging around for me waiting to kill the already dead thing. I have tried reanimate spells and resurrect scrolls on the corpse but I just get the message 'too high level for spell/scroll to work'. Is recycleactor the correct console command to use? The corpses inventory is already empty (must have already looted it) so what's the correct syntax for the command to reset the actor and refill their inventory - recycleactor <#> or just recycleactor # Other than that any other suggestions (not including load a save before you killed it as that's like 4 hours ago!)
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22hrs in and Lvl 18 - now trying to save causes a crash
dunc001 replied to dunc001's question in General Skyrim LE Support
It's nothing to do with reloading from death. The crash occurs as soon as I attempt to make a save. There's a save .tmp file created but never a.ess or .skse file. And it's not save file size related either - my saves are around 22mb, my son's saves are 65mb and still saving with no issues at ask on his game on the same MO profile. -
22hrs in and Lvl 18 - now trying to save causes a crash
dunc001 replied to dunc001's question in General Skyrim LE Support
Nothing useable, just the memory address -
22hrs in and Lvl 18 - now trying to save causes a crash
dunc001 replied to dunc001's question in General Skyrim LE Support
I have had both in use since release :D I run BethINI on High with textures on Ultra, windowed mode, etc. CF I have UseOSAllocators=1, CustomMemoryBlockWhatever=1, AlignHeapAllocate=0 (better performance and load times for me), custom memory block size currently at 136 which gives me highest block usage of 80-95%, script latency tests at below 0.1 generally (usually around 0.08). GPU does show in SPM as running almost permanently at 100% (GTX 970 4Gb), but SPM doesn't show any spikes causing the save crash. As an experiment I decided to revert to an earlier save prior to completing the final 'Talk to' stage of the previous main quest leg, and instead continue on through what I know of the next main quest (so without actually completing arnimamainquest2 and starting the next one) and I am able to play through the areas in which the save crash was happening and can save with no issue. So weirdly I can play the quest areas and save OK as long as I haven't officially started the quest, but as soon as I start the quest I then can't save! -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
So with: ;Sheson memory patch [Memory] DefaultHeapInitialAllocMB=1280 ScrapHeapSizeMB=512 and: [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=1024 VideoMemorySizeMb=11734 EnableCompression=true AutodetectVideoMemorySize=true And with UseOSAllocators=0 Skyrim launches and takes three times as long for Main Menu to appear, sits forever on the loading screen when I load a save, and eventually crashes before loading in. So I'm guessing I am only able to run this setup at all if I am using UseOSAllocators=1 rather than your SKSE memory patch? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
OK, was beginning to think as much. I'll try the original memory patch and some ENBoost tweaking. I've only been travelling in-game, haven't tested with cow. I thought it might just be when I was fast travelling but even running from A to B causes the issue, plus if I make a save when it's happening then exit and load back in the issue is there immediately. -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
Don't do that! 256 is way too high for the Crash Fixes custom memory block size. If console is showing blocks at 80% you'd actually get away with lowering this value. Adjust it in 5's until you see the highest block sitting at around 85-90%, otherwise you're wasting memory allocation that could be being used for something else. It doesn't have to be 64/128/256/512 btw, this value can be set to any value it needs to be. Mine is currently at 136. Your available texture memory will only display in the ENB startup info in the top left if you have AutoDetectVideoMemorySizeMB set to true in enblocal - try that and see if it helps. -
A different approach to adding mesh rules?
dunc001 replied to Megaloblast's question in DynDOLOD & xLODGen Support
Ooh, what's Ultra Mountain LODs... :D -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
I still seem to be having regular issues in the Beyond Reach worldspace with static LOD not unloading. Even if I restart Skyrim and load into a previous save some times it will load in fine with no LOD problem, other times on the same save it'll load in with static LOD still hanging around. It is happening both in the main worldspace and inside Arnima city. Last time it happened and was present immediately on loading in I checked the memory blocks usage and they were in the 65-85% range. I'm not using the AlignHeapAllocate setting BTW. My BethINI settings haven't changed in months so I'm certain there's nothing up with my inis. I have regenerated full DynDOLOD and the problem still persists (although I didn't do the full clean update procedure as I was already in an interior cell and couldn't therefore disable. Any further suggestions? -
22hrs in and Lvl 18 - now trying to save causes a crash
dunc001 replied to dunc001's question in General Skyrim LE Support
Yeah, that's my experience so far. When this happened on the previous quest I did exactly that and managed to complete the quest and save, now it's happening again on the next main quest stage (and I'm certain it's not related to this particular mod/quest). It's just a major pain in arse. On a plus point I've found a setting in Autosave Manager I'd missed which has now disabled all time based autosaves as well (which were set not to fire if in combat, hence the save/crash whenever I sheathed my weapon) so I should be able to carry on playing and just try not to die before the end of each quest until this resolves itself! Still, it would be nice to identify the cause/solution so if anyone else cares to chip in... -
22hrs in and Lvl 18 - now trying to save causes a crash
dunc001 posted a question in General Skyrim LE Support
I am having a very frustrating problem. I am around 22 hours into my playthrough and currently Lvl 18. I am working my way through Beyond Reach at the moment. In arnimamainquest2 (Malacaths March) I had an issue with one of the quest stages not completing (Talk to X - talk to them and just get generic answers rather than stage complete) which I have used console to SetObjectiveCompleted and then setstage to move on to the next stage. I was able to carry on and complete the quest with no issue so I don't think my current problem is caused by that. Now I am halfway through the next main quest and have made several saves in the process all of which load me into the game fine, but when I then try to make another save even immediately after I have just loaded in without moving or doing anything at all Skyrim crashes. And it's not just in the most recent location. If I go right back and try on each of the last five or six saves the same thing happens - load in, try to save, crash. If I go right back to prior to accepting the latest quest, or having accepted the quest but not completed any stage of it, I can load that save and save again, but as soon as I speak to the next required NPC and carry on any attempt to save (even if it's not as far on as I got before I first had the problem and started trying to track back to where it starts, so I have previously made saves further through the quest) it crashes. I haven't added any new mods. The only thing I removed was Continue Game No Crash, but that was a while back, and like I said I (and my son who is playing on the same profile with a different character) can make saves elsewhere without the crash occurring. I read in some of the threads with similar but not identical issues that playing right through the quest to completion and then travelling away to make the save may work, but the problem is as soon as I sheath my weapons after combat AutoSave Manager attempts to autosave and it crashes again. And that's with ALL the condition based autosave options in Autosave Manager and the main Skyrim settings turned OFF. It doesn't appear to be a memory issue as SPM doesn't show any spikes on saving. Anyone got any suggestions? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
OK will do. Already using BethINI on High with textures on Ultra; CF memory settings are all good (running custom block size and memory block usage always in 85-95% range. No other issues and like I mentioned LOD is fine in Tamriel. Hopefully a reload tonight will resolve it... -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
So just got to my first non-Skyrim worldspace on this playthrough, Beyond Reach. LOD is not unloading - floating roads, flashing buildings, blocky landscape. LOD in the Tamriel worldspace is just fine, no issue at all. Can I fix the Arnima LOD without having to rerun the whole process? Is this a TexGen issue or a DynDOLOD esp issue? What should I be trying? -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
Just catching up on the past few pages. Regarding the grey face bug in the ECTV merge I see you've resolved it. For future reference if you are merging any mods which contain facegen/facetint you have to merge the full mods, not just the esps. The resource files as you have discovered need to be in a folder reflecting the correct esp name (in exactly the same way as the lodgen files as you discovered away back with the trees merge). MP is set up to handle all this correctly. I haven't read the revised instructions so apologies if this has already been made clear. For the Riverwood signpost issue I remember having exactly the same issue away back when I first tried out ETaC. It's one of three things, but I can't remember which - either an incorrect texture, an incorrect texture path within the mesh itself (unlikely as I'm sure the same mesh will be being used elsewhere without a problem), or the reference in xEdit may be making use of alternate textures and is point to the wrong one. Get the formID of the signpost using mfgconsole, look it up in xEdit and see if there's anything under the Alternate Textures section. If not it'll be a case of identifying the mesh, opening it in NifScope, finding the relevant texture path, and then actually checking that texture. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Thanks, I'll give it a try tonight. I'll also read the TexGen manual, but now that you've made the whole process so much quicker it's really easy to just be lazy and run the whole thing :P -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
OK, so I was tired last night and I f'd up. I finished updating a couple of city and retexture mods and without thinking deleted and reran Texgen and DynDOLOD without following the update procedure in game :( Can I follow the process of disabling in MCM/interior cell/save/remove/load/save/load/reactivate using the newly generated esp and get the same result? Or is there anything else I should do? All I changed was a mod that completely retextures Solitude, and one that adds a load more snow in Windhelm (different meshes for buildings, etc). In game I am currently nowhere near either of these places, although my last save made is in the main Tamriel worldspace. Any advice would be most welcome. -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
I'm puzzled as to why you would NOT be using an ENB with your system spec anyway? BTW, are you dual booting Win 7 to run this on? Even with your specs trying to run this on Win 10 you will struggle because of the Win8/10 DX9 memory limitations even with ENBoost. Given the ridiculous amount of HD space you seem to have you really should be dual booting for the best experience, at least until SSE is ready for this and then we can all switch back to Win10 -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
TLDR - Just download and install an ENB of your choice, or even just install everything from the .308 stock ENB files. For whatever reason just installing the three files needed for ENBoost in some cases causes this crash. Adding the rest of the files, even if you the CTRL+F12 to disable all ENB effects, fixes the issue. -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
It frustrates the sh#t out of me how little people read given how much time they must have invested in downloading and installing everything. This exact issue has been covered in the past few pages. -
What to do with Script Conflicts?
dunc001 replied to reddvilzz's question in General Skyrim LE Support
Yep, completely unrelated but obviously both being used. That's why I suggested just adding both functions to the same script fragment. Then like Tech says whichever mod is calling it's function it will be found. -
What to do with Script Conflicts?
dunc001 replied to reddvilzz's question in General Skyrim LE Support
Ah hadn't noticed that, so it's two distinct functions. Then I guess you could just add the complete function from script one to script two Function Fragment_1(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor Form OrderedItem = Game.GetFormFromFile(0x0005AD93, "Skyrim.esm"); (GetOwningQuest() as OrderMyItems_QuestScript).PlayersOrder = OrderedItem; EndFunction That way I guess both Fragment_0 and Fragment_1 functions can be called independently of each other by the respective mods. Anyone with actual knowledge please feel free to interject... -
What to do with Script Conflicts?
dunc001 replied to reddvilzz's question in General Skyrim LE Support
Well if you want the function to do both things just paste the two lines from the first script and recompile: Form OrderedItem = Game.GetFormFromFile(0x0005AD93, "Skyrim.esm"); (GetOwningQuest() as OrderMyItems_QuestScript).PlayersOrder = OrderedItem; into the second script just ahead of endFunction: (self.GetOwningQuest() as dialoguefollowerscript).FollowerFollow() Form OrderedItem = Game.GetFormFromFile(0x0005AD93, "Skyrim.esm"); (GetOwningQuest() as OrderMyItems_QuestScript).PlayersOrder = OrderedItem; endFunctionThat way whichever mod calls the fragment both things will happen. Or at least I'd have thought that would be the solution... [waits for the abuse] -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
NP friend, go forth and conquer :D It took me eight days of head scratching to get to the bottom of it when it happened to me, just glad the pain can benefit others!

