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theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Scyantific posted:

Trade & Barter and Morrowloot are what you need for loot and economy needs. Morrowloot especially. It owns. So much.
The only thing that's really bugging me about Morrowloot is the removal of crafting - not because I'll necessarily miss it, but because if I plan on using SPERG and/or SXP it kind of makes the Smithing tree a bunch of dead points...am I totally off here? I mean, I guess the points are still useful for being able to improve the stuff, so maybe I'm overthinking things.

Also, further reading suggests that SPERG and SXP should work together if I drop the perks to once every two levels as SPERG suggests, so I think I'll give them a shot.

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SheepNameKiller
Jun 19, 2004

Phetz posted:

Weird thing is, I have been using a bashed patch for them both but I still get the higher-tiered stuff. Do I let it automatically pick which lists to bash, or should I pick and choose only the ones affecting loot/equipment?

Bashed patches may or may not fix your problem because they could potentially automatically add equipment from higher tiers back to the leveled list since they exist in those leveled lists in Immersive Armors. Bashed patches generally screw with loot re-balancing leveled list mods. If it doesn't work for you you may just need to pick one mod until IA gets updated, or suck it up and load IA last and deal with morrowloot's affects on armors being overridden while maintaining its other changes.

Scyantific posted:

How does injection actually work though? Just as the name implies?

Leveled list edits are made via script instead of making hard changes to the leveled list record, it's that simple and allows changes to leveled lists to work cumulatively.

SheepNameKiller fucked around with this message at 16:45 on Oct 22, 2013

futile
May 18, 2009

theshim posted:

The only thing that's really bugging me about Morrowloot is the removal of crafting - not because I'll necessarily miss it, but because if I plan on using SPERG and/or SXP it kind of makes the Smithing tree a bunch of dead points...am I totally off here? I mean, I guess the points are still useful for being able to improve the stuff, so maybe I'm overthinking things.
Actually all the SPERG perks in smithing deal with upgrading/tempering items which Morrowloot doesn't get rid of, so it's not that bad at all.

Synthwave Crusader
Feb 13, 2011

theshim posted:

The only thing that's really bugging me about Morrowloot is the removal of crafting - not because I'll necessarily miss it, but because if I plan on using SPERG and/or SXP it kind of makes the Smithing tree a bunch of dead points...am I totally off here? I mean, I guess the points are still useful for being able to improve the stuff, so maybe I'm overthinking things.

Also, further reading suggests that SPERG and SXP should work together if I drop the perks to once every two levels as SPERG suggests, so I think I'll give them a shot.

There's a version on the Nexus (listed in the OP) that adds crafting back in. But really there's no point in removing everything from the leveled lists if you're going to be able to craft it anyway. And most of the perks really apply towards improving/enchanting, and providing bonuses so that the early game stuff (steel/iron/orcish/dwarven/elven) can keep up with the late game stuff.

I'd say you're kinda overthinking things. But hey, at least you're not one of those people over on the Nexus who bust out in-game books and lore as their citations for keeping crafting in the game!

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Good to know! I'll probably be grabbing Morrowloot, Trade & Barter, SPERG and SXP (and I guess the uncapper to halve perk progression) and then come back tonight sobbing when my game explodes into a bloody mess. And I may grab Project ENB as well.

Whee!

melon farmer
Oct 28, 2009

My boy says he can eat fifty eggs, he can eat fifty eggs!

theshim posted:

Good to know! I'll probably be grabbing Morrowloot, Trade & Barter, SPERG and SXP (and I guess the uncapper to halve perk progression) and then come back tonight sobbing when my game explodes into a bloody mess. And I may grab Project ENB as well.

Whee!

theshim posted:

I am not looking for complete graphical overhauls (at least not yet; I'm still running with my GTX 260 for another month or two and I'm not sure it can handle a lot of them - but if there are any lightweight ones feel free to throw them at me)

I'd hold off on ENB until the above changes; it murders even far stronger cards. I'll plug SweetFx though, great color changes for no noticeable performance loss. You lose a lot of the advanced effects of an ENB (shading, god rays, etc.) but it's definitely a noticeable improvement over vanilla colors.

Sloppy Milkshake
Nov 9, 2004

I MAKE YOU HUMBLE

I wouldn't hold off . I used to use enbs with a crappy video card. It really alters how the game looks to the point that I couldn't play without one. Plus it's really easy to remove if the performance hit is too high and won't cause any save game issues down the line.

boho
Oct 4, 2011

on fire and loving it
I updated Undeath after I stumbled over a related quest location that crashed on load due to bad sound .bsa-s or something. Now Solstheim has gone nutty and likes to crash around specific places (like the farm right outside the starting city), and that barrow dungeon the dude excavates for you always crashes on load or does the infinite load thing. "Regular" Skyrim seems to work fine.

I'll post my mod list/load order when I'm back at my computer.

Also, The Lost Wonders of Mzark is utter garbage, from stupid Internet memes, miserable voice acting, to just plain unfun and poorly designed content. I highly recommend removing it from the OP.

e: the list in BOSS-ified order:

code:
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
SPERG.esm Active
unofficial skyrim patch.esp
unofficial dawnguard patch.esp
unofficial hearthfire patch.esp
unofficial dragonborn patch.esp
Rayg_ShutUpMirmulnir.esp
dragonsoulstoperks.esp
enhanceddistantterrain.esp
improvedskillbooks.esp
moredragonloot.esp
SkyUI.esp
DeadlyDragons.esp
ERSO 30 - Better Enemy AI Dawnguard&Dragonborn.esp 
quest_andtherealmsofdaedra.esp 
buildablehouse.esp 
tos_granitehall.esp 
hg.esp 
MzarkWonders.esp 
quest_nomercy.esp 
quest_sorcery.esp 
quest_seaofghosts.esp 
quest_thebiggertheyare.esp 
Undeath.esp 
Wyrmstooth.esp 
MageFriendlyDragonPriestMasks.esp 
unreadbooksglow.esp 
tos_amber_guard.esp 
tos_laintardale_hf.esp 
tos_oakwood_hf.esp 
apocalypse - the spell package.esp 
MidasSkyrim.esp
ForgottenMagic_Redone.esp
SPERG.esp
SPERG-DG.esp
SPERG-DB.esp
3DNPC.esp
blaze of eventide.esp

boho fucked around with this message at 21:11 on Oct 22, 2013

Phetz
Nov 7, 2008

Daddy like...
Fun Shoe

SheepNameKiller posted:

Bashed patches may or may not fix your problem because they could potentially automatically add equipment from higher tiers back to the leveled list since they exist in those leveled lists in Immersive Armors. Bashed patches generally screw with loot re-balancing leveled list mods. If it doesn't work for you you may just need to pick one mod until IA gets updated, or suck it up and load IA last and deal with morrowloot's affects on armors being overridden while maintaining its other changes.

Thanks, that's kind of the conclusion I'm drawing. I want Morrowloot way more than I want some additional variety, so I'm just getting rid of Weaponizer and Armonizer and going with Morrowloot and Weapon Variant Expansion, which I'm HOPING doesn't mess with Morrowloot's balance too much.

Would not incorporating Morrowloot in a bashed patch and loading it after the bashed patch have any effect?

SheepNameKiller
Jun 19, 2004

Phetz posted:

Would not incorporating Morrowloot in a bashed patch and loading it after the bashed patch have any effect?

If you're running immersive armors and another mod that adds armors then it would combine the leveled lists from both those mods and overwrite only the leveled lists that are changed by morrowloot, if that makes sense.

In your particular scenario it sounds like it wouldn't help you, because what's gonna happen in the end is whatever loads last (Morrowloot) will overwrite whatever is in the bashed patch same as it would overwrite the individual mods.

Viperix
Apr 21, 2006
Does SPERG play nice with mods that add higher tiers of enemies such as http://skyrim.nexusmods.com/mods/27866/ Along those lines does SPERG make any changes to level dependant spells to make sure they scale nicely?

SheepNameKiller
Jun 19, 2004

Viperix posted:

Does SPERG play nice with mods that add higher tiers of enemies such as http://skyrim.nexusmods.com/mods/27866/ Along those lines does SPERG make any changes to level dependant spells to make sure they scale nicely?

Sperg has no conflicts with any mods that add enemies to the game.

Sperg does allow you to select perks that increase the level ranges affected by illusion spells, and those are really the main level-dependent ones.

Viperix
Apr 21, 2006
Unrelated question, is it normal for Conjure <atronach> spells to only level Conjuration by a sliver with each cast while Soul Trap will level almost half a skill point with each cast, despite being a cheaper spell to cast? I'm at level ~20 with Conjuration at ~33 and summoning a Flame Atronach.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Viperix posted:

Unrelated question, is it normal for Conjure <atronach> spells to only level Conjuration by a sliver with each cast while Soul Trap will level almost half a skill point with each cast, despite being a cheaper spell to cast? I'm at level ~20 with Conjuration at ~33 and summoning a Flame Atronach.
You want this thread. (Also I dunno, I never used Conjuration much :v:)

Viperix
Apr 21, 2006

theshim posted:

You want this thread. (Also I dunno, I never used Conjuration much :v:)

I asked here because my game's modded to hell and back and I've never used Conjuration on Vanilla Skyrim and figured it might be mod related, or fixable by a mod.

Synthwave Crusader
Feb 13, 2011

Viperix posted:

Unrelated question, is it normal for Conjure <atronach> spells to only level Conjuration by a sliver with each cast while Soul Trap will level almost half a skill point with each cast, despite being a cheaper spell to cast? I'm at level ~20 with Conjuration at ~33 and summoning a Flame Atronach.

Do you have SkyTweak or the Uncapper installed?

Viperix
Apr 21, 2006

Scyantific posted:

Do you have SkyTweak or the Uncapper installed?

Uncapper - yes, SkyTweak - no. As I understand it the Uncapper doesn't affect individual spell rates, though.

Synthwave Crusader
Feb 13, 2011

Try installing SkyTweak and messing with the experience gain rate for Conjration.

Raygereio
Nov 12, 2012

Viperix posted:

Unrelated question, is it normal for Conjure <atronach> spells to only level Conjuration by a sliver with each cast while Soul Trap will level almost half a skill point with each cast, despite being a cheaper spell to cast? I'm at level ~20 with Conjuration at ~33 and summoning a Flame Atronach.
For some reason the Conjure Flame & Frost Atronach spells seem to give very little XP. The higher level conjure spells are better, but you're probably not going to be impressed at the xp gain.

If you want to power level conjuration, cast Soul Trap on a corpse or use Bound Sword over and over again when there's an enemy around (a mud crab will do).

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
Ughhhh. Does anyone have the problem, with the unofficial patch, where it just seems that certain scripts refuse to fire? For instance, if I kill a dragon it won't disintegrate and give me the soul. Or I can't pick up unusual gems. Or I can't use, say, dual wield block (which is my go to to test to see if that's a thing). It really is incredibly annoying and I've heard that it's the unofficial patch that causes it, but given that I'm literally running 200 mods on this thing it's probably my own bloody fault somewhere along those lines.

Burns
May 10, 2008

There was a mod for Oblivion that added a more dynamic economy. Certain cities either produced a particular ware or consumed/demanded more of a particular type of item. Luxury (ayleid) goods sold for the best price in the Imperial City, while furs and other such items were in demand in Bravil. Suffice to say it was an interesting system. Skyrim could use something like it and it would be better in Skyrim since it offers more things to do. There is essentially no supply and demand dynamic in the economy in Skyrim. It would require a massive overhaul of all of the merchants in the game. In some ways it could also allow some merchants to offer better types of wares. The smith in Solitude is said to make the best armor, the smith in Riften claims to make the best shields, Whiterun (arguably) produces the best weapons, Markarth mines and refines tons of silver. I've never even used the services of the bowmaker/fletcher in Solitude. The various mines scattered throughout don't offer their raw materials for sale. All those lumber mills do nothing, and similarly there is no trade in or from Soltheim.

Raygereio
Nov 12, 2012

The Iron Rose posted:

Ughhhh. Does anyone have the problem, with the unofficial patch, where it just seems that certain scripts refuse to fire? For instance, if I kill a dragon it won't disintegrate and give me the soul. Or I can't pick up unusual gems. Or I can't use, say, dual wield block (which is my go to to test to see if that's a thing). It really is incredibly annoying and I've heard that it's the unofficial patch that causes it, but given that I'm literally running 200 mods on this thing it's probably my own bloody fault somewhere along those lines.
Read this for your dragon souls problem.

If you're using a lot of script heavy mods, you're also probably running into the problem where you simply have too many scripts running (some of which are likely poorly optimized).
You can fiddle a bit with some papyrus ini settings and increase the time allotted to script loops and the memory available. Here is some documentation. Don't go overboard and immediatly increase all settings to their max. Use small increases.

Cialis Railman
Apr 20, 2007

Apotheosis posted:

So I have a bit of an issue that I would like to solve. There's an armor mod called "Dude Where's My Pants" that adds pants to the stock leather armor. I like the way it looks, but when I put it on there's a black seam at the neck. It's a little higher up than the seam between head textures and body textures. What causes that? Is there some way I can fix it?

Bringing this back to the top, it kinda got buried in discussion about merged patches. Does anyone have any ideas?

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Crap.

Got everything installed and working fine, except that I think because I'm running both SPERG and SXP I'm still gaining skill exp as I play as well as the general exp being granted by SXP. Is there a way to disable gaining skill exp through usage? I'd like to use the SPERG skill trees but I also really want to play with SXP's system.

e: vvvvvv yeah, I did exactly that and it's working great. Probably slightly unbalanced given that SPERG redid the gain rates in the first place, but I'll manage

theshim fucked around with this message at 01:20 on Oct 23, 2013

Synthwave Crusader
Feb 13, 2011

theshim posted:

Crap.

Got everything installed and working fine, except that I think because I'm running both SPERG and SXP I'm still gaining skill exp as I play as well as the general exp being granted by SXP. Is there a way to disable gaining skill exp through usage? I'd like to use the SPERG skill trees but I also really want to play with SXP's system.

You'll probably want to turn off skill gain through the Uncapper.

AHungryRobot
Oct 12, 2012
Are there any good SweetFX presets that don't have very much performance impact? Something with more color would be good.

pmchem
Jan 22, 2010


Dudes, problems. :smith: I'm having missing textures on gear carried by the Companions at the initial giant fight in a new game:



Not sure what's causing it - has anyone ever see problems like this before? I have not seen this in old games. For what it's worth, Aela is carrying a hunting bow and Ria is carrying an iron shield. If I pickpocket them, the textures come up ok in the pickpocket/inventory menus. I've also seen iron shields and hunting bows elsewhere that looked fine (maybe they were a different variant, or it's something related to these NPCs holding them?).

A shot of my MO initial mod priorities (where most of the graphics replacers are) and ESP load order is here:



And my complete active mod list (alphabetical export by MO -- loaded by BOSS ingame) is here: http://pastebin.com/KFWheUNg

Any ideas? I also had a crash on the very first time I ran up to that scripted encounter, but reloading it worked fine. Getting so close to having a fresh Skyrim setup ready to play!

melon farmer
Oct 28, 2009

My boy says he can eat fifty eggs, he can eat fifty eggs!
I had that exact same issue recently; mine was because I forgot to install a patch for aMidianBorn, I think.

edit: yep. http://skyrim.nexusmods.com/mods/24909/
Skyforge Hotfix 4,422 unique downloads 5,160 downloads 21,279kb size Hotfix for missing Skyforge shield, bow and arrow textures.

I was at the point where I was just shotgunning mods onto my fresh MO/Skyrim reinstall, and just clicked Book of Silence among like 5 others in quick sequence and missed this patch at the bottom of the files list.

Synthwave Crusader
Feb 13, 2011

Those are the new Skyforge weapons that were added by the aMB Skyforge Weapons plugin. You need to download the hotfix that was put out a day after the big 1.9 update. It's on the same page as the main file downloads for Book of Silence.

E: I should know because I was the one who reported this bug to Cabal and his team :v:

pmchem
Jan 22, 2010


...aaaaand that was exactly the fix I needed. Thanks guys, spot-on. I dl'd the zip, moved it to my MO downloads folder, had MO query info on the zip, and then it installed/merged straight into the main mod.

Forsythia
Jan 28, 2007

You want bad advice?

Anything is okay if you don't get caught!

... I hope this helps!
What's the best way to figure out what's breaking my game? I have the Papyrus log enabled in the Skyrim.ini, but no Logs folder is appearing. I'm trying to figure out an issue with my game hanging and not outright CTDing.

Edit: I'm also wondering if any of the quick/alternative start mods are safe. Apparently if you use them, certain scripts are never activated and continue trying to fire forever. Is this true of all mods of this type?

Forsythia fucked around with this message at 06:42 on Oct 23, 2013

Synthwave Crusader
Feb 13, 2011

Mizuti posted:

What's the best way to figure out what's breaking my game? I have the Papyrus log enabled in the Skyrim.ini, but no Logs folder is appearing. I'm trying to figure out an issue with my game hanging and not outright CTDing.

Edit: I'm also wondering if any of the quick/alternative start mods are safe. Apparently if you use them, certain scripts are never activated and continue trying to fire forever. Is this true of all mods of this time?

What exactly is the problem? Is your game freezing during a loading screen? Freezing randomly?

And as far as I know, Dime's Quickstart and Arthmoor's LAL are pretty safe as far as alternate/quick start mods are concerned. I haven't had a problem with either of those and I've been using them for quite a while already.

Forsythia
Jan 28, 2007

You want bad advice?

Anything is okay if you don't get caught!

... I hope this helps!
I am trying to issue a command to level my follower Faendal up with Extensible Follower Framework. Game instantly hangs when I try.

Synthwave Crusader
Feb 13, 2011

Mizuti posted:

I am trying to issue a command to level my follower Faendal up with Extensible Follower Framework. Game instantly hangs when I try.

You mean you're trying to get him to update his level, right? So he can scale properly? A simple disable + enable command in the console should do that.

Forsythia
Jan 28, 2007

You want bad advice?

Anything is okay if you don't get caught!

... I hope this helps!

Scyantific posted:

You mean you're trying to get him to update his level, right? So he can scale properly? A simple disable + enable command in the console should do that.

Oh, I know how to manually force the game to do that, but it's worrying. I've had some other moments that I couldn't replicate where my game would suddenly hang, so obviously something's not right. I'm just trying to figure out how to find the problem(s).

Vasudus
May 30, 2003
If you're running a lot of mods it's entirely possible that the game engine just chokes. That's pretty much the only source of my crashes these days, but I haven't played with the new 2.0 patch that may or may not make things easier.

Forsythia
Jan 28, 2007

You want bad advice?

Anything is okay if you don't get caught!

... I hope this helps!
The question is, then, how do I triangulate what is causing the issues on a brand new save game if the cause isn't very evident (i.e., an easy one to solve such as CTD upon entering an area)? I'm getting random lockups just initiating combat. I have tried to retrieve Papyrus logs by editing Skyrim.ini, but the folder never shows.

Vasudus
May 30, 2003

Mizuti posted:

The question is, then, how do I triangulate what is causing the issues on a brand new save game if the cause isn't very evident (i.e., an easy one to solve such as CTD upon entering an area)? I'm getting random lockups just initiating combat. I have tried to retrieve Papyrus logs by editing Skyrim.ini, but the folder never shows.

If you're using mod organizer, make sure you've edited the skyrim.ini that it provides for you in the ini editor.

Otherwise they should show up in documents\my games\skyrim

Forsythia
Jan 28, 2007

You want bad advice?

Anything is okay if you don't get caught!

... I hope this helps!

Vasudus posted:

Otherwise they should show up in documents\my games\skyrim

Aha, I think that's what I was tripping up on. I was looking in the wrong folder. Thanks to your tip, I think I've found the culprit.

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pmchem
Jan 22, 2010


Has anyone seen the message: "Your follower cannot accompany you here" -- at the start of a new game? I'm seeing that appear in the top left corner briefly when starting a brand new char. Same mods as my post above, so using all DLC+alternate start (campsite option), and many other mods including SPERG. But none that I'm aware of which give you a follower at the very start of the game (?). How can I debug this or find my supposed follower? The papyrus and skse logs had no reference to that message text.

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