statmonster Posted February 9, 2015 Share Posted February 9, 2015 I would think the navmesh (which should end) at the edge of the cliff woukd prevent this... Guess not... Was the navmesh (or underlying terrain) in the area altered? Link to comment
hishutup Posted February 9, 2015 Share Posted February 9, 2015 I'm not sure how skyrim handles it but that seems completely normal.My guess is eff spawns a marker and tells the NPC to go there. The ai will try to go there and if the ai can't then it will tele there. I'm guessing the maker was created in a space where there was no navmesh. Link to comment
hazelwolf Posted February 9, 2015 Share Posted February 9, 2015 I would think the navmesh (which should end) at the edge of the cliff woukd prevent this... Guess not... Was the navmesh (or underlying terrain) in the area altered?Nope. Thing is this keeps happening whenever I set him to 'Wait' He proceeds to idle about and then randomly sprint in whatever direction for a few seconds. Likewise each of the followers seems to bleed out and die with barely any hits. I seem to remember them being a bit tougher than this. Link to comment
danielleonyett Posted February 9, 2015 Share Posted February 9, 2015 Nope. Thing is this keeps happening whenever I set him to 'Wait' He proceeds to idle about and then randomly sprint in whatever direction for a few seconds. Likewise each of the followers seems to bleed out and die with barely any hits. I seem to remember them being a bit tougher than this.I think I've read (on the EFF page) that quite a few people are having similar issues. actually, all I see are comments of people having issues with the mod, which is why I'm considering using simple multiple followers instead. that mod author is active on that mod whereas expired doesn't seem to be as interested in EFF since he's probably so busy with RaceMenu. not complaining, though. i'll still probably at least try EFF. Link to comment
Ogham Posted February 9, 2015 Share Posted February 9, 2015 (edited) Hello Neo, sorry if I'm overlooking something, been on my mind for a long time but passed on asking before now. Concerning Skyfalls & Skymills. author's note on the mod page; Note: Some people mention The Skyrim Distance Overhaul LOD Improvement (SDO) by Grieche. I use this mod in all my images and my video. It is a brilliant mod, recommended by me, but it does not render distant waterfalls animated, because simply ticking the "is full LOD" box on the old static waterfalls does not work!The SDO mod compliments my mod real nice, also the optional waterfall effects file! (Makes things like the steam on bottom of waterfalls and the rapids fully animated in the distance) In the Fomod options for Skyfalls & Skymills we are to select "I am using SDO", yet we do not install the SDO Full-LOD - Waterfall Effect.esp. I guess the " "I am using SDO", is only selected then to enhance the Whiterun Creeks, have you experienced issues with the Waterfall Effect.esp and therefore opted to leave it out ?I noticed that the regular STEP guide does have users install the Waterfall.esp. so it got me curious why you left it out :) Edited February 9, 2015 by Ogham Link to comment
hishutup Posted February 9, 2015 Share Posted February 9, 2015 hey neo, I think it is time to change one of the enblocal.ini settings [MEMORY] ExpandSystemMemoryX64=false Here is a post from keith Link to comment
hazelwolf Posted February 10, 2015 Share Posted February 10, 2015 I think I've read (on the EFF page) that quite a few people are having similar issues. actually, all I see are comments of people having issues with the mod, which is why I'm considering using simple multiple followers instead. that mod author is active on that mod whereas expired doesn't seem to be as interested in EFF since he's probably so busy with RaceMenu. not complaining, though. i'll still probably at least try EFF.Seems you have to select the "Relax" option in the options wheel rather than "wait" and avoid the dialogue options whenever possible. I still count this as less than ideal but at least I can leave them to their own devices without them committing suicide... that is until they aggro something far bigger than them :/ Link to comment
cstarkey42 Posted February 10, 2015 Share Posted February 10, 2015 hey neo, I think it is time to change one of the enblocal.ini settings [MEMORY] ExpandSystemMemoryX64=false Here is a post from keithNice find, hishutup, but I'm afraid it didn't work for me. I'm able to set it to false/1024/256 and have it start up, finally ( it would always ctd on start before on anything over 756 for block one, going by the convention that 1024/512 is actually using 756/512 of actual memory ), but whenever I try and load my save game it crashes. Going back to true/756/256 works ( I used 1024/512 before but if the second block doesn't use more than 256 I'm going to try this a bit and see how it works. I always found it strange that the memory block log would reach 256 and never show anything higher for block 2 but assumed it must be working since it didn't crash, despite reading 256 repeatedly ). Link to comment
hishutup Posted February 10, 2015 Share Posted February 10, 2015 The first block doesnt even need to be raised, unless it maxes out.If you need to raise blocks1 then you are doing something crazy. blocks2 will never expand beyond the default 256 and has no need to.It will allocate another blocks2 if it fills up by my understanding. Link to comment
cstarkey42 Posted February 10, 2015 Share Posted February 10, 2015 I only said I couldn't raise it beyond 756, I never said I wasn't doing anything crazy. :-) Link to comment
hishutup Posted February 10, 2015 Share Posted February 10, 2015 there is no need to raise it unless you are maxing it. Link to comment
perkymcgiggles Posted February 10, 2015 Share Posted February 10, 2015 Make sure your using the latest version. There was a bug in a previous version that you couldn't get cured.I think you were right. I put several hours into my game last night and updating the mod seemed to fix that issue. Link to comment
cstarkey42 Posted February 10, 2015 Share Posted February 10, 2015 there is no need to raise it unless you are maxing it.If I wasn't maxing it I wouldn't be trying to raise it. My point is, I was hoping your method would work for me, and it did allow the game to start, which was a step in the right direction, but I'm having a problem with it crashing when loading the save game. For some reason setting it to false seems to cause this since I get the same result setting my skse back to the previous values. Once I set it to true it works fine. I'm going to test it some more today. It's not a huge deal since I can usually get at least 1 to 2 hours in before I hit the 756 mark ( it really depends on how many times I need to load new interiors/exteriors. A trip to Whiterun maxes it much sooner. ) I hit the 512 mark rather quickly, however. Obviously I'm playing with a highly modded game but so far at level 40 this is the only persistent problem I'm dealing with so I feel 1 to 2 hours before I hit the cap and freeze is a fair compromise. Link to comment
Hackfield Posted February 10, 2015 Share Posted February 10, 2015 (edited) Seems you have to select the "Relax" option in the options wheel rather than "wait" and avoid the dialogue options whenever possible. I still count this as less than ideal but at least I can leave them to their own devices without them committing suicide... that is until they aggro something far bigger than them :/Actually I have that problem too, when you tell a follower to wait (not relax, but wait, most of the time outdoors, but can happen indoors too) suddenly it will start to run somewhere (in straight line, not even following a path) and it will be stopped by whatever object in its way, and instead of standing there, the follower will try unsuccessfully to trespass that object. I think is a sandbox problem, perhaps Expired didn't found the right way to implement the waiting sandbox like AFT does. Also, it can happen that when you tell your follower to "wait" somewhere (e.g. at Breezehome) instead of sandboxing there, it will go sandboxing to the entire world (I've found Kharjo sandboxing at the Honningbrew Meadery and once melting stuff at Kynesgrove after I've told him to wait inside Breezehome) Also, EFF has a lot (and I really mean a lot) of incompatibility issues, not only with custom voiced NPCs, but with some of the most popular mods, many of them are also in the SR:LE, like Auto unequip ammo, Wet and Cold, iNeed or Convenient Horses, Loot and Degradation, and so. So, my question is, what are the advantages of using EFF over other mods like Simple Multiple Followers or Amazing Followers Tweaks? Beside the Fallout like wheel command (which I found very immersion breaking). I'm sorry if it sounds rude, english is not my first language and I'm not very talkative, but after a long time using AFT and recently changed to EFF, I really want to go back to AFT. I hated the poses, dances and excesive quantity of scripts on AFT, but at least my followers behaved like they should, and not like crazy maniacs running away everytime I ask them to wait, pushing me when they are sandboxing so close to me or getting naked everytime I dismiss them. Edited February 10, 2015 by Hackfield Link to comment
Neovalen Posted February 11, 2015 Author Share Posted February 11, 2015 Hello Neo, sorry if I'm overlooking something, been on my mind for a long time but passed on asking before now. Concerning Skyfalls & Skymills. author's note on the mod page; Note: Some people mention The Skyrim Distance Overhaul LOD Improvement (SDO) by Grieche. I use this mod in all my images and my video. It is a brilliant mod, recommended by me, but it does not render distant waterfalls animated, because simply ticking the "is full LOD" box on the old static waterfalls does not work!The SDO mod compliments my mod real nice, also the optional waterfall effects file! (Makes things like the steam on bottom of waterfalls and the rapids fully animated in the distance) In the Fomod options for Skyfalls & Skymills we are to select "I am using SDO", yet we do not install the SDO Full-LOD - Waterfall Effect.esp. I guess the " "I am using SDO", is only selected then to enhance the Whiterun Creeks, have you experienced issues with the Waterfall Effect.esp and therefore opted to leave it out ?I noticed that the regular STEP guide does have users install the Waterfall.esp. so it got me curious why you left it out :)I will check this out in more detail when I get time. Not sure when, I just got my RMA# from Newegg so will need to send my video cards back for my refund/store credit. Luckily Newegg is only a few towns over from where I live so should take less than a day to ship, then they take 2-5 days to process the return. Then I have to buy new cards and wait for them to arrive so... may be out about a week and a half or so once I send those in. Mean time, its minor and honestly haven't noticed anything "not moving" or out of the ordinary without it. Actually I have that problem too, when you tell a follower to wait (not relax, but wait, most of the time outdoors, but can happen indoors too) suddenly it will start to run somewhere (in straight line, not even following a path) and it will be stopped by whatever object in its way, and instead of standing there, the follower will try unsuccessfully to trespass that object. I think is a sandbox problem, perhaps Expired didn't found the right way to implement the waiting sandbox like AFT does. Also, it can happen that when you tell your follower to "wait" somewhere (e.g. at Breezehome) instead of sandboxing there, it will go sandboxing to the entire world (I've found Kharjo sandboxing at the Honningbrew Meadery and once melting stuff at Kynesgrove after I've told him to wait inside Breezehome) Also, EFF has a lot (and I really mean a lot) of incompatibility issues, not only with custom voiced NPCs, but with some of the most popular mods, many of them are also in the SR:LE, like Auto unequip ammo, Wet and Cold, iNeed or Convenient Horses, Loot and Degradation, and so. So, my question is, what are the advantages of using EFF over other mods like Simple Multiple Followers or Amazing Followers Tweaks? Beside the Fallout like wheel command (which I found very immersion breaking). I'm sorry if it sounds rude, english is not my first language and I'm not very talkative, but after a long time using AFT and recently changed to EFF, I really want to go back to AFT. I hated the poses, dances and excesive quantity of scripts on AFT, but at least my followers behaved like they should, and not like crazy maniacs running away everytime I ask them to wait, pushing me when they are sandboxing so close to me or getting naked everytime I dismiss them. Personally I've never used the wait function, always used the relax function which is probably why I never saw this issue. As far as compatibility is concerned there are patches available for three of those listed. No big deal there. Custom follower mods shouldn't have a problem if they use their own system, just simply don't force recruit them into EFF. The iNeed and Loot and Degredation issue should be resolved once Expired gets back to releasing an update to make the inventory management optional, at one point he said he was going to make it so. As far as the naked on dismissal I dont have that issue, from what I tell it was mostly caused by Wet and Cold distribution of cloaks/hoods (as noted on the compatibilty patch page). The only time I've had a character get naked is when they betrayed me for breaking the law and that is a known issue. Link to comment
Recommended Posts