Jump to content

Skyrim Revisited Pre-Release Feedback


Recommended Posts

Posted (edited)

Odly, my skyrim freezes without reason, I don't know why.

 

I added some mods, just ones that add more npcs. I should be overloaded with that, any idea ?

 

Let's see, it happens randomly, the music keeps going, and I followed precisely the guide.

Edited by Monobloc
Posted
  On 5/25/2014 at 10:16 AM, Monobloc said:

Odly, my skyrim freezes without reason, I don't know why.I added some mods, just ones that add more npcs. I should be overloaded with that, any idea ?Let's see, it happens randomly, the music keeps going, and I followed precisely the guide.

Freezes are hard to diagnose. The first thing the comes to mind is whether or not you installed SKSE correctly and whether you have the proper settings in your SKSE.ini. Common problems are not creating the SKSE in your "MO/mods/<what ever you called your SKSE directory>/SKSE" correctly. If you have Windows set to not show file extensions, you may have inadvertently created a SKSE.ini.txt file instead of SKSE.ini. Your content in the file may be incorrect. If you are looking for help, you need to post more info, for example your SKSE.ini file, your mod load order (modlist.txt), and your plugin order (plugins.txt). These files can be found in your "MO/profiles/<where ever you called your profile>/" directory. Use spoiler tags when posting large lists.

Posted

It appears the SMIM installer now installs the Windmills WITH yellow sails by default if using the full option. Pretty sure it wasn't that way in 1.66 and before.

Posted

I can't download the 2k version of Vivid Landscapes - All in One because my machine can't handle it. So, I downloaded the 1k version(loose files) along with the elfx patch, the update and the non-enb patch(I'm using just ENBooost). I'm planning to use the 2k version of Vivid Landscapes - Dungeons and Ruins and Vivid Landscapes - Rocking Stones and Mountains Parallax though. So, my question is what to do I need to download from these mods apart from the base mod of course?For example, Dungeons and Ruins has many compatibility patches for mods that I use and that's confusing.

Posted (edited)

Here is the modlist :

 

 

  Reveal hidden contents

 

 

 

skse.ini :

[General]ClearInvalidRegistrations=1

[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256[Display]iTintTextureResolution=2048

 

Edit : more information, when the game freezes, it's not responding, the ram used doesn't change, happens more often when loading or opening the map. 

 

Edit 2 : seems to be related to enbhost.exe reaching 1.5 gb of ram, but not sure. 

Edited by Monobloc
Posted
  On 5/25/2014 at 3:50 PM, Monobloc said:

Here is the modlist :

 

 

  Reveal hidden contents

 

 

 

skse.ini :

[General]ClearInvalidRegistrations=1

[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256[Display]iTintTextureResolution=2048

 

Edit : more information, when the game freezes, it's not responding, the ram used doesn't change, happens more often when loading or opening the map. 

 

Edit 2 : seems to be related to enbhost.exe reaching 1.5 gb of ram, but not sure. 

It looks like you have nothing out of the ordinary for your SKSE.ini and modlist.txt. You are running mods similar to my SR-LE plus my own mods. I do run multiple profiles and keep them separate. For example, I have a SR-LE profile, a SR-LE profile that include my own mods (that includes all your extras), a SR-LE & REGS profile, and a SR-LE & REGS plus my own mods. I would recommend doing the same. That said you plugin.txt would be more helpful. If you have not done so already, install Sheson's Memory Blocks Log mod. This will tell you if you are running out of memory or if his memory patch is running correctly. Install like any other mod using MO, the log file can be found in your overwrite directory under "MO/overwrite/SKSE/Plugins/MemoryBlocksLog.log". This will tell you if you are running out of memory. The log will look something like this

 

  Quote

 

logging of blocks enabledlogging max values onlyTimer disabledBlock1 Block2512MB  256MB

 

 

and then a list of numbers. If either value is exceeded, you will experience a CTD or game freeze.

  • +1 1
Posted
  On 5/25/2014 at 6:04 PM, DanimalTwo said:

It looks like you have nothing out of the ordinary for your SKSE.ini and modlist.txt. You are running mods similar to my SR-LE plus my own mods. I do run multiple profiles and keep them separate. For example, I have a SR-LE profile, a SR-LE profile that include my own mods (that includes all your extras), a SR-LE & REGS profile, and a SR-LE & REGS plus my own mods. I would recommend doing the same. That said you plugin.txt would be more helpful. If you have not done so already, install Sheson's Memory Blocks Log mod. This will tell you if you are running out of memory or if his memory patch is running correctly. Install like any other mod using MO, the log file can be found in your overwrite directory under "MO/overwrite/SKSE/Plugins/MemoryBlocksLog.log". This will tell you if you are running out of memory. The log will look something like this

 

 

and then a list of numbers. If either value is exceeded, you will experience a CTD or game freeze.

Okay, Will do, Did the same thing about profiles, untouched revisited profile and next to it one with my own mods added. 

 

Thanks for you help. 

Posted (edited)

Neo, thanks for continueing the great work on SRLE! I noticed some things in the Conflict Resolution Guide that appear to be no longer necessary -yay!- with the AOS2 patches (are included now with AOS2):

 

Under Sound Descriptor - (these are fixed with AOS2 patches)

 

  Reveal hidden contents

 

 

Under Weapon - (only these must be edited as per your CR guide..i.e..are not fixed by the patches)

 

  Reveal hidden contents

 

 

Hope this helps some.

 

Edit: Caveat, I just realized that your SRLE guide doesn't say to install the patches...mark that one up to poor reading on my part. I installed the Ehanced Blood Textures, Guard Dialogue Overhaul, Realistic Water Two, Weapons and Armor Remade, and Wet & Cold patches included in the AOS2 installer. Not sure I was supposed to do that. Also, I'm not currently using CoT so its patch is not in my build.

Edited by ipmlj
Posted
  On 5/26/2014 at 6:25 AM, Neovalen said:

I included some of the smaller patches in the CR to save plugin slots.

Ah ok, makes sense. Think I read that before in this thread but forgot. This is the first time I've completely rebuilt my SR Conflict Resolution patch since I started using LOOT. Quite honestly, I don't see much difference (only a handful of CR fixes -like 3 so far- in the Worldspace section that look like they are corrected when using LOOT) but who knows what other errors it may have created.

 

Anyway I was trying to help and was a bit overzealous after realizing the SRLE guide doesn't call for the AOS patches.

Posted (edited)
  On 5/26/2014 at 1:15 PM, thaiusmle said:

Can I use Better Fast Travel instead of Touring Carriage? Any major conflict or issue?

I think you will find your answer in the REGS guide located here. Here is what it says:

 

  Quote

 

Better Fast Travel - Carriages and Ships - Overhauled

Description: This mod adds more carriages to Skyrim. Now you can travel with carriages to every town and village. This mod also adds ship transportation. You can see the ships that will transport you in the images. This mod will make your role playing experience much better.

Authors: Dj20 & Sp0rk

Version: 3.7 (BSA Vanilla or Hearthfire)

Special Instructions: Do not use with Touring Carriages.

TES5Edit Cleaning Required: (Cleaning Guide)

  • BFT Ships and Carriages - HF.esp

     

I take that to mean user one or the other, but not both.

Edited by DanimalTwo
Posted (edited)
  On 5/26/2014 at 1:41 PM, DanimalTwo said:

I think you will find your answer in the REGS guide located here. Here is what it says:

 

I take that to mean user one or the other, but not both.

Thanks for the answer, but that's not what I asked. I plan to use only one of the two mods. I would like to know any major problem or conflict using Better Fast Travel instead of Touring Carriage with SRLE.

Edited by thaiusmle
Posted
  On 5/26/2014 at 2:12 PM, thaiusmle said:

Thanks for the answer, but that's not what I asked. I plan to use only one of the two mods.

It is part of the REGS guide which is meant to be compatible with STEP and SR-LE which answers your question whether there are major conflicts and issues. The answer is yes there is a conflict between Better Fast Travel and Touring Carriages, thus you cannot use both. You should be ok to use Better Fast Travel is it part of REGS which by design is compatible SR-LE and meant to be modular thus you can mostly pick and choose which mods of REGS you wish to include. You will have to fix your "SR Conflict Resolution.esp" patch as it contains records for Touring Carriages. If you don't, you will have missing masters.

  • +1 1
Posted

Hi Neo,

 

For "Skyrim Particle Patch for ENB" section, guide points to version created on 11th January 2104.

There is a more updated one, dated 11th May 2014...should we use the updated one instead or there is a reason not to?

 

Thank you!

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.