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Kaebora posted:There's a mod that's fine for 47 hours, then breaks on hour 48? I mean, I could understand it if it was doing this on a new game or what have you, but for it to be fine for so long, then suddenly do this in the middle of a play session? Just seems so weird. So that leaves a mod with a badly coded script that got stuck in a loop or something. Depending on the specifics of the mod that causes the bloat, that can just happen out of the blue. Could be whatever script is the problem wasn't active before for example. You could try posting your loadorder & installed mods. Maybe someone spots a mod they know to be faulty. Raygereio fucked around with this message at 23:15 on Dec 14, 2013 |
# ? Dec 14, 2013 23:13 |
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# ? Jun 5, 2024 05:43 |
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That's... a good idea. http://pastebin.com/DXW0kb4k Yes, this is a bunch of mods, but they are largely minor things, like a bug fix for circlets, or being able to stand on corpses, or armor and weapon mods, or big, well-known mods like SPERG and Frostfall. I guess the mods I'd have the biggest concerns with are Better Vampires and Moonlight Tales, but they are reasonably popular mods that haven't had issues like these reported.
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# ? Dec 14, 2013 23:34 |
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Basic Chunnel posted:
I cracked up at this. skyrim.txt
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# ? Dec 15, 2013 00:24 |
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Kaebora posted:That's... a good idea. I don't see any faulty mods. Would you mind loading up that savefile and turning on your Papyrus logs? If it is in fact, a broken script, the logs will show it. Do you remember exactly what you were doing before your save file broke?
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# ? Dec 15, 2013 00:41 |
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Kaebora posted:That's... a good idea.
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# ? Dec 15, 2013 00:43 |
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Has Nexus poo poo itself to death again? I'm re-downloading some mods and it's painfully slow.
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# ? Dec 15, 2013 01:34 |
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MadJackMcJack posted:Has Nexus poo poo itself to death again? I'm re-downloading some mods and it's painfully slow. Started doing that a few hours ago yeah. Parts of it are supposedly under maintenance.
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# ? Dec 15, 2013 01:36 |
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Mod Organiser and I assume NMM downloads have been completely broken for ages for me. Doing it manually works fine though
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# ? Dec 15, 2013 01:38 |
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I've noticed that on exit, Skyrim seems to take a long time sending info (which I assume is saved games) to Steam. Could I be in danger of future "save bloat", or does Skyrim in-general just take a while to sync with Steam Cloud?
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# ? Dec 15, 2013 01:41 |
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Scyantific posted:I don't see any faulty mods. Would you mind loading up that savefile and turning on your Papyrus logs? If it is in fact, a broken script, the logs will show it. When the trouble started, I was in the Rift Imperial Camp. Drank some blood from a sleeping soldier, tried to sell a potion to the camp quartermaster (not enough gold), saw a dragon, shot at it with a crossbow, missed, the dragon turned invisible. I ran around a bit, tried to get it to fight, but I guess it just ran away or something. Fought some vampires on the way to Ivarstead, turned in a quest, killed Narfi, then tried to run up the path to High Hrothgar with Kyne's Peace for one of the quests in Thunderchild. Quicksaving was a huge issue throughout all of this - I first noticed it when trying to drink blood from the soldier. I loaded up a save after all of the stuff I did, and it resulted in this papyrus log: http://pastebin.com/Vp10edPA . Quicksave still took a long time, 10-12 seconds or so. I don't know what the references to the Thieves Guild quests are doing; I haven't even talked to Brynolf beyond the whole opening quest to the guild thing.
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# ? Dec 15, 2013 01:49 |
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MadJackMcJack posted:Has Nexus poo poo itself to death again? I'm re-downloading some mods and it's painfully slow. Yeah I'm having problems logging in.
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# ? Dec 15, 2013 03:34 |
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LtSmash posted:A new version of SIMM is out. Another abomination of a common beth model stops looking like poo poo. God dammit, this makes me so sad. SMIM was one of the mods I had to jettison to get my CTDs under control - not a fault of the mod, mind you, just Skyrim's stupid-rear end hosed VRAM management. King Vidiot posted:I've noticed that on exit, Skyrim seems to take a long time sending info (which I assume is saved games) to Steam. Could I be in danger of future "save bloat", or does Skyrim in-general just take a while to sync with Steam Cloud? The latter, especially if you generate a lot of saves. Even if you have high-speed internet, often your upload speed is going to be a fraction of your download speed. I've turned the cloud features off because it's such a PITA to have it fumbling with that after a CTD and you just want to get the loving game rebooted ASAP. You should probably eyeball your save files every now and again, though, just to make sure. I've found that starting out, my saves are about 8 megs apiece, while my oldest saves top out in the 20-25 meg range. They're actually pretty easy to get to: My Docs\my games\Skyrim\saves. Anyway, is there a mod that does roughly the following: slows down your ability to level in certain skills as other skills increase past certain thresholds? Like, say, if your Destro/Two-Handed/Heavy Armor all level past a certain point the rate of increase in skills like Speech or Light Armor goes down. I want something that manages to evoke the feeling of old class-based RPGs without having the hard and fast restrictions on what a character can and can't do; basically nerf the ability to make your character the Mary-Sue God King of Tamriel without going full-on nutbars with the old-school RPG rules and gently force you to commit to a playstyle, per-character. ANIME IS BLOOD fucked around with this message at 03:59 on Dec 15, 2013 |
# ? Dec 15, 2013 03:35 |
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The Mad Archivist posted:Anyway, is there a mod that does roughly the following: slows down your ability to level in certain skills as other skills increase past certain thresholds? Like, say, if your Destro/Two-Handed/Heavy Armor all level past a certain point the rate of increase in skills like Speech or Light Armor goes down. I want something that manages to evoke the feeling of old class-based RPGs without having the hard and fast restrictions on what a character can and can't do; basically nerf the ability to make your character the Mary-Sue God King of Tamriel without going full-on nutbars with the old-school RPG rules and gently force you to commit to a playstyle, per-character. I think vanilla Skyrim already does this to an extent, where skills that are higher contribute more to your overall level. I also remember seeing a mod called Simple Classes System on the Nexus that lets you use MCM to decide which skills contribute to your level. Aside from that, SkyTweak lets you adjust the "experience rate" of skills, which I assume means that if you set it lower, the skill will advance more slowly. I don't know of anything that does this kind of thing automatically, though.
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# ? Dec 15, 2013 04:04 |
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Praetorian Mage posted:I think vanilla Skyrim already does this to an extent, where skills that are higher contribute more to your overall level. I also remember seeing a mod called Simple Classes System on the Nexus that lets you use MCM to decide which skills contribute to your level. Aside from that, SkyTweak lets you adjust the "experience rate" of skills, which I assume means that if you set it lower, the skill will advance more slowly. I don't know of anything that does this kind of thing automatically, though. I don't mean slow down the rate at which you gain levels, I mean slow down the rate at which you can gain the skill. Basically the point is to make it so it's only possible to max out a small handful of skills, get average at a slightly wider pool of skills, but lock you out of leveling EVERY skill to 100. And it's something that's done dynamically, instead of by class rules (i.e. you're not good at Light Armor and Marksmanship and bad at Magic just because You Are a Ranger and That is What Rangers are Good/Bad at; you got good at Light Armor and Marksmanship and thus came to resemble something that is, for all intents and purposes, a Ranger) ANIME IS BLOOD fucked around with this message at 04:15 on Dec 15, 2013 |
# ? Dec 15, 2013 04:09 |
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Ah, okay, I see. Sorry about the confusion. In that case, though, the SkyTweak thing is the only thing I know of, but that's something you have to set up yourself, so that probably isn't what you were looking for.
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# ? Dec 15, 2013 04:15 |
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The Mad Archivist posted:I don't mean slow down the rate at which you gain levels, I mean slow down the rate at which you can gain the skill. Basically the point is to make it so it's only possible to max out a small handful of skills, get average at a slightly wider pool of skills, but lock you out of leveling EVERY skill to 100. And it's something that's done dynamically, instead of by class rules (i.e. you're not good at Light Armor and bad at Magic just because You Are a Ranger and That is What Rangers are Good/Bad at; you got good at Light Armor and thus came to resemble something that is, for all intents and purposes, a Ranger) Despite the name, the Skyrim Community Uncapper should allow you to do this. quote:You have the possibility to set a different skill level cap of your choice for each different skill. That sound like what you need?
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# ? Dec 15, 2013 04:16 |
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The Mad Archivist posted:I don't mean slow down the rate at which you gain levels, I mean slow down the rate at which you can gain the skill. Basically the point is to make it so it's only possible to max out a small handful of skills, get average at a slightly wider pool of skills, but lock you out of leveling EVERY skill to 100. And it's something that's done dynamically, instead of by class rules (i.e. you're not good at Light Armor and Marksmanship and bad at Magic just because You Are a Ranger and That is What Rangers are Good/Bad at; you got good at Light Armor and Marksmanship and thus came to resemble something that is, for all intents and purposes, a Ranger) Vanilla Skyrim's perk system seems geared towards that exact thing. Actual skill level barely counts for anything, it's the base level perks that really give you a noticeable boost. Magic perks are excluded from that, but unmodded magic also sucks, which kind of proves the point.
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# ? Dec 15, 2013 04:23 |
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The Mad Archivist posted:I don't mean slow down the rate at which you gain levels, I mean slow down the rate at which you can gain the skill. Basically the point is to make it so it's only possible to max out a small handful of skills, get average at a slightly wider pool of skills, but lock you out of leveling EVERY skill to 100. And it's something that's done dynamically, instead of by class rules (i.e. you're not good at Light Armor and Marksmanship and bad at Magic just because You Are a Ranger and That is What Rangers are Good/Bad at; you got good at Light Armor and Marksmanship and thus came to resemble something that is, for all intents and purposes, a Ranger) The Community Uncapper allows you to set how many perks you get per level(s). Why you'd want to do that with the atrociously lovely vanilla perks anyway, I don't know, but hey. e;fb on my entire answer by three different people Orv fucked around with this message at 04:28 on Dec 15, 2013 |
# ? Dec 15, 2013 04:24 |
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ShadowMar posted:Despite the name, the Skyrim Community Uncapper should allow you to do this. Not quite - the point of this is to be dynamic within the game so I don't have to exit out and reconfigure the INI when I switch characters. Still might be useful if I end up hacking out a plugin for my own use, though. seorin posted:Vanilla Skyrim's perk system seems geared towards that exact thing. Actual skill level barely counts for anything, it's the base level perks that really give you a noticeable boost. Magic perks are excluded from that, but unmodded magic also sucks, which kind of proves the point. Maybe, but it's still easily possible to get a character with 100s in like a bunch of disparate professions without trying especially hard. This is especially the case with the Speech skill - all of my characters end up being super-suave diplomat/blacksmith/swordsaints without even trying, so Speech or Smithing doesn't feel so much like a craft I am dedicating myself too, not like with magic or weapons, where I have to make the conscious decision to use one or the other. What I'm going for is something that, once you hit 100 in a certain number of professions, basically precludes you from getting up to 100 in the rest of them. Basically what it boils down to is a hard limit to the number of skill points you can ultimately attain, but the spread is determined by your gameplay. So you could be The Perfect Mage who gets 100 in all the magical professions, but you'd never get past 50 in everything else (and getting there would take prohibitively long); you could also be a bard-like character and get to 75 across a wide number of professions. ANIME IS BLOOD fucked around with this message at 05:00 on Dec 15, 2013 |
# ? Dec 15, 2013 04:33 |
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The Mad Archivist posted:Maybe, but it's still easily possible to get a character with 100s in like a bunch of disparate professions without trying especially hard. This is especially the case with the Speech skill - all of my characters end up being super-suave diplomat/blacksmith/swordsaints without even trying, so Speech or Smithing doesn't feel so much like a craft I am dedicating myself too, not like with magic or weapons. What I'm going for is something that, once you hit 100 in a certain number of professions, basically precludes you from getting up to 100 in the rest of them. Basically what it boils down to is a hard limit to the number of skill points you can ultimately attain, but the spread is determined by your gameplay. So you could be The Perfect Mage who gets 100 in all the magical professions, but you'd never get past 50 in everything else (and getting there would take prohibitively long); you could also be a bard-like character and get to 75 across a wide number of professions. If I understand you right, you're saying that you want to be limited to a smaller number of truly useful skills, while the rest of them will be held back to around 50 skill or something, so they can't ever reach full power. Vanilla Skyrim does exactly that, it's just obscured and poorly balanced, so you wouldn't know it just from looking. Taking a skill to 100 is nearly meaningless. Yes, they improve somewhat, but the real improvement comes from perks. Effectively, having a skill at 100 with no perks is equivalent to holding that skill back at half power. A daedric sword with 100 One-Handed will deal 21 damage per hit, and with perks that increases to 42. Add smithing and the difference is even more dramatic: 30.5 smithed with no perks, and 72 with the appropriate perks from both trees. The skill level is 100 in all of these examples, but the numbers end up dramatically different. This is how Skyrim is designed to work. This breaks down only because skills are poorly balanced. Magic skills and lockpicking, for example, have really terrible perk trees. Because the perks aren't doing the job they're supposed to, the skills feel just fine at 100 skill. Don't mistake that as a benefit of having a high skill - it is actually a drawback of having lovely perks. What you want is a mod that balances the skills and perk trees. SPERG may not be to your liking, but you could try it with auto-perks turned off and it might give you what you want. You could also try one of the hardcore mods like Requiem, which require you to take perks for a skill to even become marginally functional. You won't have skills being locked off automatically, but they will be locked off based on your perk choices.
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# ? Dec 15, 2013 05:20 |
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seorin posted:If I understand you right, you're saying that you want to be limited to a smaller number of truly useful skills, while the rest of them will be held back to around 50 skill or something, so they can't ever reach full power. Vanilla Skyrim does exactly that, it's just obscured and poorly balanced, so you wouldn't know it just from looking. Well part of the reason I am going for this is because I am using SPERG (since version 2 iirc) so the issues with vanilla balance have been nicely resolved, and I don't want to give it up either for something like Requiem which then requires you to bake in a dozen other Requiem-compatibility plugins on top of it (and still won't manage to cover everything). I could imagine my idea as a single SPERG plugin or feature, even - a slider that you can activate that lets you adjust the maximum number of skill points, with the math and mechanisms I describe working in the background. I also like the auto-perks and don't want to turn them off either, I just want a limit to the extent a character's skills can develop that works dynamically and has a minimal footprint. If I was to try to hack something like this out, where would I start? I've had some experience scripting out spells that modify ActorValues but I'm not sure what controls the rate of experience gain, etc. ANIME IS BLOOD fucked around with this message at 05:42 on Dec 15, 2013 |
# ? Dec 15, 2013 05:30 |
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Strategic Tea posted:Mod Organiser and I assume NMM downloads have been completely broken for ages for me. Doing it manually works fine though Update Mod Organizer to 1.0.11.
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# ? Dec 15, 2013 05:41 |
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The Mad Archivist posted:If I was to try to hack something like this out, where would I start? I've had some experience scripting out spells that modify ActorValues but I'm not sure what controls the rate of experience gain, etc. http://www.uesp.net/wiki/Skyrim:Leveling#Skill_XP
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# ? Dec 15, 2013 05:42 |
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Kilroy posted:If you could modify the Skill Use Mult setting under character->actor value from Papyrus, that would be one way to do it, but I'm not sure you can even with SKSE. That's what controls rate of gain for each skill. If that's the case I guess it would explain why my hypothetical mod doesn't exist, though one would think that the SKSE people could eventually figure out a way to put that in...
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# ? Dec 15, 2013 05:49 |
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The Mad Archivist posted:If that's the case I guess it would explain why my hypothetical mod doesn't exist, though one would think that the SKSE people could eventually figure out a way to put that in...
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# ? Dec 15, 2013 05:54 |
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If you do figure out a way to modify skill use mults via a script, you could hook into SPERG's skill up event (or add your own to story manager) to keep track of player skill gains, then adjust skill mults accordingly. The catch, as Kilroy says, is finding a way to modify those on the fly. For a more blunt force approach, you can turn off auto-perk on only some skill trees. Since SPERG settings are per character, you'd just keep auto-perks for skills you're focusing on, then turn them off on the rest. Do that once for each character and you're good to go. It's not as dynamic as what you want, but it might come close to achieving a similar feeling.
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# ? Dec 15, 2013 06:18 |
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Perks can use the Perk Entry point Modify Skill Use to adjust how quickly a skill levels up which is what the standing stones do. Check out doomMagePerk or doomWarriorPerk. Use the condition EPModSkillUsage_IsAdvanceSkill for the skill you want and a getVMQuestVariable pointing to a quest that has conditional properties that activate the right perk effects for the player's skills. Each perk can have multiple effects with different conditions so you can make them have different magnitudes without having to make 100 perks. The quest script just has to watch the player's skill increases for when it should set its variables and the perks will handle the rest.
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# ? Dec 15, 2013 07:24 |
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LtSmash posted:Perks can use the Perk Entry point Modify Skill Use to adjust how quickly a skill levels up which is what the standing stones do. Check out doomMagePerk or doomWarriorPerk. Use the condition EPModSkillUsage_IsAdvanceSkill for the skill you want and a getVMQuestVariable pointing to a quest that has conditional properties that activate the right perk effects for the player's skills. Each perk can have multiple effects with different conditions so you can make them have different magnitudes without having to make 100 perks. The quest script just has to watch the player's skill increases for when it should set its variables and the perks will handle the rest. So, get to work, The Mad Archivist.
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# ? Dec 15, 2013 07:38 |
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LtSmash posted:Perks can use the Perk Entry point Modify Skill Use to adjust how quickly a skill levels up which is what the standing stones do. Check out doomMagePerk or doomWarriorPerk. Use the condition EPModSkillUsage_IsAdvanceSkill for the skill you want and a getVMQuestVariable pointing to a quest that has conditional properties that activate the right perk effects for the player's skills. Each perk can have multiple effects with different conditions so you can make them have different magnitudes without having to make 100 perks. The quest script just has to watch the player's skill increases for when it should set its variables and the perks will handle the rest. Christ, I can tell I've been out of the game for awhile because I should have remembered that. Good thinking. The Mad Archivist, I can think of probably a dozen ways to do it now, so if you need help, just ask.
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# ? Dec 15, 2013 07:59 |
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I installed so many mods I'm getting frequent CTD and see purple stuff everywhere. The thing that gets me is that sometimes things with the same texture, even identical armours, one will have texture and the other won't. Occasionally, the background to the perks menu will be pinkypurple, which I reckon is possibly the same problem. So a couple questions: 1. Which mods should I remove to reduce CTD and running out of texture (or whatever the bright purple texture problem's cause is) out of these: modlist.txt I'm really hoping I can "afford" Tamriel Reloaded with 2GB RAM and a sort of crap video card. Because that stuff looks really good. I dunno if it's worth giving up Immersive armours for, but I would give up SMIM and clutter fixes for it, I just don't know if giving them up would buy me anything. The thing is I did perfmon for a while and was only ever at 75% RAM usage. I don't know if it's running out of RAM that's the issue or if my computer is just falling apart (I've had other glitches with the video card, but I think they're unrelated). Maybe Skyrim will only use 1.5GB on a system with 2GB. 2. Do I need to do anything particular in mod organizer to keep separate bashed patches for different profiles? Is it enough to just run Wrye Smash from each profile? Do I need to be very strict about keeping the bashed patch in a mod or is the overwrite directory separate for different profiles? kaschei fucked around with this message at 08:38 on Dec 15, 2013 |
# ? Dec 15, 2013 08:34 |
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kaschei posted:
Not sure about the purple stuff, but this http://www.nexusmods.com/skyrim/mods/38649/ reduced my (heavily-modded) Skyrim's crashes to nearly zero. I think it changes a few INIs or something to specify a certain amount of memory for your video card to use. Really helped for me, in any case. Also, bonus: read the mod's description in a heavy russian accent quote:Have you tired from CTDs when game is heavily modded? Unable to install HD texture packs without CTDs or travel in the world very fast? This patch fix problem and also it bring you higher performance even without memory fixes enabled.
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# ? Dec 15, 2013 09:06 |
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seorin posted:Christ, I can tell I've been out of the game for awhile because I should have remembered that. Good thinking. I should probably add you on Steam. Are you the orb with the santa hat? Nika posted:Not sure about the purple stuff, but this I think that mod was part of the mad scientist's cocktail of crash reduction measures I infused my Skyrim with, so I can vouch for it.
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# ? Dec 15, 2013 10:22 |
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How safe is it to add and/or remove visual mods mid-playthrough? I'm about to give Climates of Tamriel and RLO a try just for the hell of it, but they seem like mods you'd have to play for a while to know if you like them or not and I'd rather not have to restart the game if I find I don't care for them. My understanding is that it's pretty safe to change out mods without restarting as long as they don't use scripts, and it doesn't seem like purely visual mods would have any scripts. I'd like to know if I'm wrong, though.
Praetorian Mage fucked around with this message at 18:16 on Dec 15, 2013 |
# ? Dec 15, 2013 16:48 |
Yeah, as long as it's just meshes or texture stuff, you're safe with hotswapping things in and out. When you start messing with actual in-game objects in the actual in-game world, then the strands start tangling up.
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# ? Dec 15, 2013 16:59 |
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Isn't COT pretty scripty in tracking and determining the weather patterns, though? I'd assume none of it messes with anything too awful important but I've been wrong before. Either way it's one of my core mods - I'd sooner not play Skyrim than play without it. In terms of graphics baggage it should also be the least of your worries, far less than any HD textures or ENB. Your mileage may vary on RLO, though. I think I ended up dumping that because it conflicted with Unique Inns and Taverns and no fix was made available before the latter got pulled.
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# ? Dec 15, 2013 20:19 |
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The Mad Archivist posted:I should probably add you on Steam. Are you the orb with the santa hat? Yup, that's me. I'm currently running the holiday contest thread, so it's a seasonally appropriate avatar. It's more like the broken clock that's right once a year.
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# ? Dec 15, 2013 20:59 |
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Is there anyway to remove scripts that have contaminated your save file? I had installed the Convenient Horses mod but it was causing CTDs for some reason. I removed it in the manner the mod author instructs, running "StopQuest CH" prior to removing the ESP, but the mod's scripts are still around dumping errors into the Papyrus log file. Would reinstalling the mod and trying to stop it again have any effect or is my save boned? Does it matter?
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# ? Dec 15, 2013 21:46 |
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DSauer posted:Is there anyway to remove scripts that have contaminated your save file? [General] ClearInvalidRegistrations=1 Next time you load your save, SKSE should start cleaning out the various registered functions and events from scripts that aren't present anymore. Edit: Note that this is not a guarenteed fix for savegame bloat and other issues you can have after removing a script-heavy mod. The best method is either following the uninstal procedure if the modder has provided one, or - more preferably - reverting back to an old save from before you installed the mod in question. Raygereio fucked around with this message at 23:28 on Dec 15, 2013 |
# ? Dec 15, 2013 21:52 |
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Oh drat that's cool. I'll give that a shot, thanks.
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# ? Dec 15, 2013 21:53 |
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# ? Jun 5, 2024 05:43 |
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Speaking of which is Convenient Horses still worth using? Or has a better, safer one came along? I liked it but I can live without horses if it means a more stable Skyrim.
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# ? Dec 15, 2013 23:27 |