DarkladyLexy Posted April 9, 2017 Posted April 9, 2017 I'm having an issue with the install of Vividian ENB. I've followed the steps in the pre-reqs and in the install guide. Whenever I have Vividian turned on the ENB Manager and the mod checked off in MO, the game crashes right at the loading screen ( can't select new, continue, etc). If I turn off everything through ENB Manager and just do an ENBoost install for the memory fixes, the game runs fine. Help!Have you tried installing it manually? I have never liked the ENB Organizer and thus don't personally use it.
DarkladyLexy Posted April 9, 2017 Posted April 9, 2017 (edited) Not sure if this is a pack problem or a Lost Grimoire of Skyrim problem, but the spell "Manifest Fear" results in a CTD.yes you are right not sure why thou i don't think it's a pack problem as there are no conflicts in xedit so my only recommendation for now is not to use that spell. Edited April 9, 2017 by DarkladyLexy
Nozzer66 Posted April 9, 2017 Posted April 9, 2017 (edited) There's a post on Lost Grimoire of Skyrim saying the same thing and suggesting it's an ASIS issue... "Manifest fears cause ctd when fears attacks enemy - it is problem with ASIS.Can anyone share with me proper asis ini config to make this mod work right" No reply to it so far as I can see. EDIT: A user named Dekky suggests the following: Checking the mod with TES5 Edit I discovered that a spell referenced by xFearDog "Terror" known as xabFearDogBiteSpell has a null value for it's base effect. Might be the issue.EDIT: I believe I managed to fix this bug by copying xabFearDogBite MGEF over the null value using TES5 Edit. Note that I've not checked this, but if someone has a working machine, please check this and see if it's the case. Edited April 9, 2017 by Nozzer66
DarkladyLexy Posted April 9, 2017 Posted April 9, 2017 (edited) There's a post on Lost Grimoire of Skyrim saying the same thing and suggesting it's an ASIS issue... "Manifest fears cause ctd when fears attacks enemy - it is problem with ASIS.Can anyone share with me proper asis ini config to make this mod work right" No reply to it so far as I can see. EDIT: A user named Dekky suggests the following: Checking the mod with TES5 Edit I discovered that a spell referenced by xFearDog "Terror" known as xabFearDogBiteSpell has a null value for it's base effect. Might be the issue. EDIT: I believe I managed to fix this bug by copying xabFearDogBite MGEF over the null value using TES5 Edit. Note that I've not checked this, but if someone has a working machine, please check this and see if it's the case.thanks Nozzer this might be my lack a sleep and brain freeze this morning but i can't actually see how to fix this so if someone could please test this out that would be awesome so we can issue a fix. Edit: sorry Guys my brain is Obliviously not working i just cant see how to fix the issue. Edited April 9, 2017 by DarkladyLexy
Darth_mathias Posted April 9, 2017 Author Posted April 9, 2017 The changes I made didn't work as expected, so I went back in and played around with the values a bit more.Now, in my tests, when being attacked by a group of 3 wolves, if a wolf got to 20% of health, it would flee (Down from 30%) and if wolves were killed to where there was only 1 left, that wolf would flee.The difference now, it seems, is that the wolf will only run a short distance away and then stop and turn back to face the player. If you get close again however, it will turn and flee again, but only a short distance like before and stop.This should keep the realistic behaviour, but allow for easier killing of the remaining wolf. (This change was made to other creatures as well, but was only tested with wolves) Obviously it hasn't been fully tested, and I have no idea if what I did is truly doing anything, but I present the patch to you to test and use as you see fit. https://www.mediafire.com/file/g214ijqxq94h4jk/SkyTEST_Patch.rarHey Sirjesto do you have any objections if i make this patch available on my SRLE Extended Patches page on the Nexus once it has been confirm to be working as intended or would you prefer to maintain control over it?
Darth_mathias Posted April 9, 2017 Author Posted April 9, 2017 OK guys with Nozzer out of action for the time being due to the sad death of his Motherboard I will be stepping back in for until he is back up and running. With that said I done some version updates and as per order from the wife have changed the UNPB Body to be SFW Nevernude which means no more naked girles when you strip them of armour.
berndaroy Posted April 9, 2017 Posted April 9, 2017 As to SFW Nevernude....SO, SO Sad :confused: .....only kidding Berndaroy
sirjesto Posted April 9, 2017 Posted April 9, 2017 Hey Sirjesto do you have any objections if i make this patch available on my SRLE Extended Patches page on the Nexus once it has been confirm to be working as intended or would you prefer to maintain control over it?You can post it for sure. It's just something that I whipped up that anyone can freely edit too. If you can make changes that work better, by all means you can do that. I'm still not sure it's 100% to my liking, but it does seem to prevent the animals from taking off and running for miles and miles. As I said, they will still run, but not too far and then turn around and stop, making it easier to deal with them. At least that's how it seemed in my testing. ;)
Darth_mathias Posted April 9, 2017 Author Posted April 9, 2017 You can post it for sure. It's just something that I whipped up that anyone can freely edit too. If you can make changes that work better, by all means you can do that. I'm still not sure it's 100% to my liking, but it does seem to prevent the animals from taking off and running for miles and miles. As I said, they will still run, but not too far and then turn around and stop, making it easier to deal with them. At least that's how it seemed in my testing. ;)OK thanks I'll wait a bit until others (and the wife are happy) before i upload.
Darth_mathias Posted April 9, 2017 Author Posted April 9, 2017 There's a post on Lost Grimoire of Skyrim saying the same thing and suggesting it's an ASIS issue... "Manifest fears cause ctd when fears attacks enemy - it is problem with ASIS.Can anyone share with me proper asis ini config to make this mod work right" No reply to it so far as I can see. EDIT: A user named Dekky suggests the following: Checking the mod with TES5 Edit I discovered that a spell referenced by xFearDog "Terror" known as xabFearDogBiteSpell has a null value for it's base effect. Might be the issue. EDIT: I believe I managed to fix this bug by copying xabFearDogBite MGEF over the null value using TES5 Edit. Note that I've not checked this, but if someone has a working machine, please check this and see if it's the case.I too have had a look and i can't work out how to fix so i guess this one will be down to one of you guys who know TES5edit better them me to fix and issue a patch.
Razorsedge877 Posted April 9, 2017 Posted April 9, 2017 (edited) OK guys with Nozzer out of action for the time being due to the sad death of his Motherboard I will be stepping back in for until he is back up and running. With that said I done some version updates and as per order from the wife have changed the UNPB Body to be SFW Nevernude which means no more naked girles when you strip them of armour. You guys are doing a great job on the history page. It is very convenient for the end user when you are so descriptive with your updates. No more trying to find the fixes in the main guide (Line 345654, where the heck do you find that), Now we know if the update was just a typo fix or an actual mod update, ect, ect. This allows you to get rid of the Changelog guide in my opinion because the base problem was trying to follow the history pages. I installed all of the LOOT rules last night and my load order came out nothing like your Load order that you uploaded the other day. It would be very helpful to end users if you kept an up to date version of the Load order.txt always available (please just keep it to the guide and no additional mods that you are using from your personal play through). You should also make sure that it has both options for NPC Retexture 1 & 2. I also have an idea for the merging section that will help speed the merging process up for new users. When I merge my Mods I 1. Activate all of the mods in the guide 2. Open up your merge guide and preorder all of the esp's to be merged in the left pane of MO 3. Run Merge Plugins. When the first box pops up 1. Right click mouse and choose deactivate all mods 2. Activate the mods you wish to merge 3. making sure all mods to be merged are highlighted (blue) right click mouse and choose activate masters 4. If the OK box is not bold look for esp's with red text and activate them (usually seams to be the esm's or usleep) 4. Make your merge Also can you add steps to the merging guide to make a mod called Even Better Quest Objective Patches, Where we cut and paste the patches into it from the main Even Better Quest Objectives mod. Edited April 9, 2017 by Razorsedge877
sirjesto Posted April 9, 2017 Posted April 9, 2017 I too have had a look and i can't work out how to fix so i guess this one will be down to one of you guys who know TES5edit better them me to fix and issue a patch.
Darth_mathias Posted April 9, 2017 Author Posted April 9, 2017 (edited) how did you actually do this can't seem to get it to work. Edit: never Mind got it to work will now test. Edited April 9, 2017 by Darth_mathias
sirjesto Posted April 9, 2017 Posted April 9, 2017 (edited) how did you actually do this can't seem to get it to work. Edit: never Mind got it to work will now test.Be aware that that mod has errors in it. [00:00] Checking for Errors in [04] LostGrimoire.esp[00:00] xab_Self "x" [MGEF:04029079][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04029086] < Error: Could not be resolved >[00:00] xCONBoneOverlordFF "Bone Overlord" [MGEF:0405BAF1][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0405BAED] < Error: Could not be resolved >[00:00] xCONLadyoftheVeilFF "Lady of the Veil" [MGEF:04075042][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04075041] < Error: Could not be resolved >[00:00] xab_StagFamiliar "Healer" [MGEF:04089496][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0407F262] < Error: Could not be resolved >[00:00] All Done! Edited April 9, 2017 by sirjesto
Darth_mathias Posted April 9, 2017 Author Posted April 9, 2017 (edited) Be aware that that mod has errors in it. [00:00] Checking for Errors in [04] LostGrimoire.esp[00:00] xab_Self "x" [MGEF:04029079][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04029086] < Error: Could not be resolved >[00:00] xCONBoneOverlordFF "Bone Overlord" [MGEF:0405BAF1][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0405BAED] < Error: Could not be resolved >[00:00] xCONLadyoftheVeilFF "Lady of the Veil" [MGEF:04075042][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04075041] < Error: Could not be resolved >[00:00] xab_StagFamiliar "Healer" [MGEF:04089496][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0407F262] < Error: Could not be resolved >[00:00] All Done! yes i know i tested all spells this morning and worked as intended expect the manifest fear which caused a CTD which thanks t you is fixed what i might do is clean those error the issue a replacement esp. Edited April 9, 2017 by Darth_mathias
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