pleasenomore Posted July 13, 2019 Posted July 13, 2019 Hello all, I'm hoping to get a little clarity. I started downloading everything I needed in my spare time back in May to do this guide. SKSE updated so I reacquired mods that needed updating, as I installed them, if it came up, i grabbed the new files. I installed this once, did the guide to completion and would get CTD right at main menu. I troubleshot a bit and came to the fact that nothing worked, so I scorched earthed the whole thing and redid it from scratch and took a much more methodical approach. This time round it worked. Until it didn't. I resolved the issue with Aventus that USSEP was throwing that may have been the cause of my previous issue apparently, and was able to load in and create a character. I picked a path in alternate start, got to the point of going outside, and instant CTD. Thought maybe something might be bugged there, loaded again and picked the vanilla skyrim path of going to Helgen. Got through the cave and went outside, instant CTD. Stupidly, I didn't do Stunning Statues of Skyrim correctly with creating and copying the snow_only files. I did do the testing of using coc to go to a couple statues, which did work, so I thought I was fine before fixing it. Now that I rectified that, I loaded in, and instant CTD before main menu fully loads. So I redid my LOD. CTD again before main menu. I decided to check BethINI and make sure I had everything correct, which I did have to adjust a couple values. I redid the entire finishing line again, still CTD just before main menu loads. I excluded all finishing line stuff beyond using LOOT and SSEEDit to sort masters, same deal. When I say it crashes before the main menu loads, the Dragon symbol will be spinning, and the loading circle in the lower right is working, but before text appears it CTD. I'm at a loss here, I know I'm close and just missing something simple. Anyone have any ideas?
DarkladyLexy Posted July 13, 2019 Author Posted July 13, 2019 Hello all, I'm hoping to get a little clarity. I started downloading everything I needed in my spare time back in May to do this guide. SKSE updated so I reacquired mods that needed updating, as I installed them, if it came up, i grabbed the new files. I installed this once, did the guide to completion and would get CTD right at main menu. I troubleshot a bit and came to the fact that nothing worked, so I scorched earthed the whole thing and redid it from scratch and took a much more methodical approach. This time round it worked. Until it didn't. I resolved the issue with Aventus that USSEP was throwing that may have been the cause of my previous issue apparently, and was able to load in and create a character. I picked a path in alternate start, got to the point of going outside, and instant CTD. Thought maybe something might be bugged there, loaded again and picked the vanilla skyrim path of going to Helgen. Got through the cave and went outside, instant CTD. Stupidly, I didn't do Stunning Statues of Skyrim correctly with creating and copying the snow_only files. I did do the testing of using coc to go to a couple statues, which did work, so I thought I was fine before fixing it. Now that I rectified that, I loaded in, and instant CTD before main menu fully loads. So I redid my LOD. CTD again before main menu. I decided to check BethINI and make sure I had everything correct, which I did have to adjust a couple values. I redid the entire finishing line again, still CTD just before main menu loads. I excluded all finishing line stuff beyond using LOOT and SSEEDit to sort masters, same deal. When I say it crashes before the main menu loads, the Dragon symbol will be spinning, and the loading circle in the lower right is working, but before text appears it CTD. I'm at a loss here, I know I'm close and just missing something simple. Anyone have any ideas?a crash at startup is usually 1 of 3 things either you have a missing Master or you still have a LE BSA that need extracting or you still have a old SKSE plugin (but MO2 will tell you that).
letgo_my_eggo Posted July 13, 2019 Posted July 13, 2019 First off, amazing guide and hats off to Lexy and all the folks that have put in a massive amount of effort to create.. My first time thru the guide and at the Trees and Flora Merged section and hit my first bump. Followed the post merge information; found errors, deleted, redid. But I also saw Volrian's post #10903 that stated zedit isn't sorting the master ESM's incorrectly and the advice was to manually add Update.esm as a master to YAWTO - Aspens.esp. Checked it in sseedit and redid the merge using Clobber to see if that would also fix the errors in the merged esp. It did not so reading more of Volrian's post I went to mator's github to check known bugs and to see if the ESM order issue had been reported yet and I found bug #119 Bethesda plugins don't get added to load order unless user re-visits the plugins tab and makes a change #119https://github.com/z-edit/zedit/issues/119 Per mator this is a known issue with the master ESM's sorted incorrectly when using the Clobber method that appears to have been fixed in the Clean method. There is a Clobber method workaround: User workaround: Toggle a plugin on the plugins tab on/off. which I have confirmed works (at least for me). Trees and Flora Merged no longer spews errors when using this workaround and the load order within zMerge is corrected in the log. If someone can verify this works, maybe this should be added. Again thanks for the amazing effort and hope this helps..
DarkladyLexy Posted July 13, 2019 Author Posted July 13, 2019 First off, amazing guide and hats off to Lexy and all the folks that have put in a massive amount of effort to create.. My first time thru the guide and at the Trees and Flora Merged section and hit my first bump. Followed the post merge information; found errors, deleted, redid. But I also saw Volrian's post #10903 that stated zedit isn't sorting the master ESM's incorrectly and the advice was to manually add Update.esm as a master to YAWTO - Aspens.esp. Checked it in sseedit and redid the merge using Clobber to see if that would also fix the errors in the merged esp. It did not so reading more of Volrian's post I went to mator's github to check known bugs and to see if the ESM order issue had been reported yet and I found bug #119 Bethesda plugins don't get added to load order unless user re-visits the plugins tab and makes a change #119https://github.com/z-edit/zedit/issues/119 Per mator this is a known issue with the master ESM's sorted incorrectly when using the Clobber method that appears to have been fixed in the Clean method. There is a Clobber method workaround: User workaround: Toggle a plugin on the plugins tab on/off. which I have confirmed works (at least for me). Trees and Flora Merged no longer spews errors when using this workaround and the load order within zMerge is corrected in the log. If someone can verify this works, maybe this should be added. Again thanks for the amazing effort and hope this helps..the tree merge is sometime known to bug out the solution is you delete it and rerun using the improved clean merge method instead. I have never had this problem myslef
berndaroy Posted July 13, 2019 Posted July 13, 2019 First off, amazing guide and hats off to Lexy and all the folks that have put in a massive amount of effort to create.. My first time thru the guide and at the Trees and Flora Merged section and hit my first bump. Followed the post merge information; found errors, deleted, redid. But I also saw Volrian's post #10903 that stated zedit isn't sorting the master ESM's incorrectly and the advice was to manually add Update.esm as a master to YAWTO - Aspens.esp. Checked it in sseedit and redid the merge using Clobber to see if that would also fix the errors in the merged esp. It did not so reading more of Volrian's post I went to mator's github to check known bugs and to see if the ESM order issue had been reported yet and I found bug #119 Bethesda plugins don't get added to load order unless user re-visits the plugins tab and makes a change #119https://github.com/z-edit/zedit/issues/119 Per mator this is a known issue with the master ESM's sorted incorrectly when using the Clobber method that appears to have been fixed in the Clean method. There is a Clobber method workaround: User workaround: Toggle a plugin on the plugins tab on/off. which I have confirmed works (at least for me). Trees and Flora Merged no longer spews errors when using this workaround and the load order within zMerge is corrected in the log. If someone can verify this works, maybe this should be added. Again thanks for the amazing effort and hope this helps..Thank you for this info letgo_my_eggo: This has been an issue for awhile now; However Lexy has said with this merge to those with issues of errors, to just use the Clean method as shown on the merge page:Post Merge Perform the following:Open xEdit and Check Trees and Flora Merged.esp for errors if it spews any out delete the merge a redo using the Clean - Merge down (improved) methoddouble check that the merge contains a Trees and Flora Merged.ini. If not, cut and Paste Verdant - A Skyrim Grass Plugin SSE Version.ini and rename to Trees and Flora Merged.iniCut and paste the DynDOLOD Folder from Bent Pine II to ---- Trees and Flora Merged then Rename DynDOLOD_SSE_BentPinesesp.ini to DynDOLOD_SSE_Trees and Flora Mergedesp.inSince people have been doing this(for this merge only), the problem has all but been resolved.......it good to know that there is another workaround, but if the clean method works, i don't think she will add in another instruction that might confuse people.Still thank you for bringing this to the forums attention......this is just my view...NOT NECESSARILY LEXY'S or her dev teams view
Kurt91 Posted July 14, 2019 Posted July 14, 2019 I'm still in the process of assembling everything right now, and wanted to ask about the NPC Overhauls. I'm fine with everything as-is except for one particular thing. I still have the "Tiny Serana" mod files that I had downloaded a while back before they got taken down from the Nexus site. I intended to use the mod back then, but never got around to it. I'd like to add that in, but the guide already makes changes to Serana. How difficult would it be, and is there anywhere that would explain the process, to swap out the existing changes to Serana and use the "Tiny Serana" mod instead?
pleasenomore Posted July 14, 2019 Posted July 14, 2019 a crash at startup is usually 1 of 3 things either you have a missing Master or you still have a LE BSA that need extracting or you still have a old SKSE plugin (but MO2 will tell you that). I'm aware of the usual things that cause crash at start like this, it just doesn't make sense to work, then not work. My problem is that it did start up fine, until I went outside. It was after I fixed Stunning Statues of Skyrim that caused it to crash before the main menu populates. I definitely don't have a missing master, my SKSE scripts don't show being an issue. Mod Organizer isn't throwing any errors at all. If I had a LE BSA that still needed extracting, wouldn't it have not worked from the start? Pre-emptive thank you for the feedback you gave and any other future help. I'm still working through crumbs I find, but every new thing I've tried today has given the same results
madskyrim Posted July 14, 2019 Posted July 14, 2019 Sorry to pop up this again but I stopped merging until I get a definite answer. Is it safe to use the normal file and not merged file of Moonpath Music - Sky and Light fix ... since this appears to have some sort of looping music bug ?! Thanks in advance.
madskyrim Posted July 14, 2019 Posted July 14, 2019 When trying to build the Enhanced Lighting For ENB Merged patch I get this error: Preparing merge... ============================================================Unloading plugins[ERROR] ----Enhanced Lighting For ENB Merged failed to build: TypeError: Cannot read property '2' of null at Object.fh.getFileBase (file:///C:/Users/noefa/Downloads/Skyrim%20SE%20MODDING/Tools/zEdit/resources/app.asar/app/app.js:129:55) at getMergeFileName (file:///C:/Users/noefa/Downloads/Skyrim%20SE%20MODDING/Tools/zEdit/resources/app.asar/app/app.js:9071:23) at prepareMergedPlugin (file:///C:/Users/noefa/Downloads/Skyrim%20SE%20MODDING/Tools/zEdit/resources/app.asar/app/app.js:9082:24) at tryPromise (file:///C:/Users/noefa/Downloads/Skyrim%20SE%20MODDING/Tools/zEdit/resources/app.asar/app/app.js:9108:13) at action.then (file:///C:/Users/noefa/Downloads/Skyrim%20SE%20MODDING/Tools/zEdit/resources/app.asar/app/app.js:9047:17) at processQueue (C:\Users\noefa\Downloads\Skyrim SE MODDING\Tools\zEdit\resources\app.asar\node_modules\angular\angular.js:15616:28) at C:\Users\noefa\Downloads\Skyrim SE MODDING\Tools\zEdit\resources\app.asar\node_modules\angular\angular.js:15632:27 at Scope.$eval (C:\Users\noefa\Downloads\Skyrim SE MODDING\Tools\zEdit\resources\app.asar\node_modules\angular\angular.js:16884:28) at Scope.$digest (C:\Users\noefa\Downloads\Skyrim SE MODDING\Tools\zEdit\resources\app.asar\node_modules\angular\angular.js:16700:31) at Scope.$apply (C:\Users\noefa\Downloads\Skyrim SE MODDING\Tools\zEdit\resources\app.asar\node_modules\angular\angular.js:16992:24)
madskyrim Posted July 14, 2019 Posted July 14, 2019 Sorry to write again ... but cannot edit previous post (dunno why) I found the error was all my fault. When renaming the ELE Merged.esp, I was forgetting to write the .esp .
berndaroy Posted July 14, 2019 Posted July 14, 2019 I'm aware of the usual things that cause crash at start like this, it just doesn't make sense to work, then not work. My problem is that it did start up fine, until I went outside. It was after I fixed Stunning Statues of Skyrim that caused it to crash before the main menu populates. I definitely don't have a missing master, my SKSE scripts don't show being an issue. Mod Organizer isn't throwing any errors at all. If I had a LE BSA that still needed extracting, wouldn't it have not worked from the start? Pre-emptive thank you for the feedback you gave and any other future help. I'm still working through crumbs I find, but every new thing I've tried today has given the same results Pleasenomore hi! Just a radom thought here......whilst in the start charactor cell, have you done your classic class yet and mcm menus?. There were reports awhile back of people trying to leave that cell BEFORE having created the classic class or mcm menus, leading to ctd. The thinking if i remeber correctly was to do those first, save, exit...then reload and then go into the world. May not be your specific case, but nothing to lose trying....hope you find your answer
falconcpd Posted July 14, 2019 Posted July 14, 2019 I have a problem converting Extended UI. The first step seems to be all right, but when i proceed to the second with the SSEEdit, to check for errors, instead of leaving the message "All done!", puts me : "Done: Checking for Errors, Processes Records: 6, Errors found: 0, Elapse Time: 00:00. I tried to do a quick cleanup, but apparently its still the same. Does anyone know what should i do? (I have not touched the theme of masters records just in case). Take this opportunity to also ask if after everything goes well, i would have to point out the one-to-one dlcs next to the ExtendedUI.esp to clean them in the SSEEedit?
pleasenomore Posted July 14, 2019 Posted July 14, 2019 Pleasenomore hi! Just a radom thought here......whilst in the start charactor cell, have you done your classic class yet and mcm menus?. There were reports awhile back of people trying to leave that cell BEFORE having created the classic class or mcm menus, leading to ctd. The thinking if i remeber correctly was to do those first, save, exit...then reload and then go into the world. May not be your specific case, but nothing to lose trying....hope you find your answer Originally yes I had created the class and done my MCM items. But my issue is resolved I hope? I thought maybe it was a bad mod, so disabled all of them and loaded vanilla. It worked. I enabled half my mods and got my crash. I made sure they were sorted properly and all before launching and that there were no conflicts. I cut that number by half and it booted up. I enabled basically 10 more mods at a time and would launch until I got a crash. What it turned out to be was the landscape overhaul HD. It was the only enabled mod causing the crash. I reinstalled it and now am able to play just fine. Thank y'all for the input, this forum has done wonders for figuring stuff out. My approach was actually a suggestion from many posts ago. If anything else strange happens I'll bring it up here.
TMMania Posted July 15, 2019 Posted July 15, 2019 (edited) My Preference: I would like to not use Men of Winter, I'm not a fan of any of the faces modified by the mod, and that mustache is hideous. I've added 2 of my own mods (Skyrim Sizes, iEquip) and have tried the modding setup without those, same problem persists, onto my problem. Having an issue with NPC Textures. In any setup the game gets stuck on loading screen with the wheel in the bottom right spinning infinitely without NPC Retextures Merge SSE.esp and OMEGA NPC Retexture - Conflict Resolution.esp both activated, which when opting against textures from Men Of Winter, causes a lot of immersive purple people. If I do have all of the 'optional' NPC Retexture mods (WICO, Bijin and friends) activated and the NPC Retexture Merge and the fix esps according to the guide, the game loads and works except that the game crashes whenever various NPCs are enter my line of sight and there are male and female NPCs with missing face textures, Delphine and Hjoromir in Riverwood for example. On the crashing, I've noticed when I load into Riverwood that very few times my game will crash, but I've noticed consistencies in the NPCs I see if my game does crash. If I look at Sigrid by for example, my game will crash, there are also maids and such in Dragons Reach who will do the same. The game will still refuse to progress past the initial load if I have no optional NPC retexture mods (Wico, Bijin and friends) activated unless I have the Merge and OMEGA Fix esps activated so I have no findings for any situation without any texture mods at all. If I do have the NPC Retexture duo activated, there will be missing textures from any mod that I don't have activated in the left pane, which results in a bunch of blue-eyed twins staring at me in a cart on launch of the Helgen start and the thief main body is also purple, and all of the guards around me, I don't judge personal life choices, but I don't think Nords are meant to look like that. I've tried opting for just using WICO following similar install instructions to the guide, ignoring the deleting of the esps and the game still won't progress past launch without NPC Retextures Merge SSE.esp and accompanying OMEGA NPC Retexture Fix mod. Only thing I haven't tried is loading the optional NPC Retexture mods (Wico, Bijin, and friends) with their ESPs still active and no Merge & OMEGA Fix active. At this point, I would prefer to run with my own NPC Texture setup, which I've tried, but I can't get pasted the launch loading screen without the NPC Rexteture Merged, which would result in purple people everywhere. I've tried generating all the patches in Final Steps with multiple different setups without the NPC Rextexture duo active and MO shows no errors without them but still the infinite loadscreen problem persists. Just being thorough with my findings and giving everyone as much information as I can to help ya'll out. Multitude of things that it could be and I've been working on this for a day or two to figure it out, wondering if anyone has any thoughts. Edited July 15, 2019 by TMMania
DarkladyLexy Posted July 15, 2019 Author Posted July 15, 2019 TMMania when it comes to the NPC Rextexture section you can't pick or choose in order to use my NPC Retexture Merge and NPC Retexture CR it all or nothing. If you omit something you will have to generate your own NPC Retexture Merge and do you own NPC Retexture CR.
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