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Not at the moment but I'm gonna try and follow instructions to generate one when I get home. Still fairly new to this so everything takes me a while.
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# ? Oct 20, 2016 16:56 |
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# ? May 15, 2024 04:29 |
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A Game of Chess posted:Not at the moment but I'm gonna try and follow instructions to generate one when I get home. Still fairly new to this so everything takes me a while. People often think the papyrus log is one. That however only logs data related to the scripts that are running. In the very unlikely event a script is the direct cause of a crash, the game will generally have already crashed long before any relevant data might have been logged. Unless you want to debug a script there's no real point to enabling the papyrus log. Having it enabled actually negatively impacts the scripting engine's performance. Also don't mess with the papyrus .ini settings in general unless you really know what you're doing. As for your problem. Here are some basic troubleshooting tips for one a single area crashes on you. Do you have the memory tweak in SKSE enabled? If not, do that and go see if the area crashes. If it still crashes, make a hard save far away from the crash-area and use the following console commands: setgs iHoursToRespawnCell 1 setgs iHoursToRespawnCellCleared 1 Wait 2 hours. Then use the following commands: setgs iHoursToRespawnCell 240 setgs iHoursToRespawnCellCleared 720 That should have reset the area. Go see if the area crashes. If it still crashes then do you have any mods that affect that area? Or mods that add new spawns to the gameworld? Disable them. Load your save, do reset thing and go check if the crash has been resolved. If there's still the crash problem, start disabling mods one a time or in small batches and again test things. Note that disabling mods willy nilly like that (in particular mods that use scripts) is a bad idea. It's okay for when you want to quickly test if a mod causes some sort of corruption though.
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# ? Oct 20, 2016 17:45 |
A Game of Chess posted:I had such great luck with my mod list and now my main save crashes every time I go in the vicinity of my character's home. on the whole though I guess I'm surprised it took this long. Every time? Whenever I've run into a sudden crash deathzone like that, going off and doing something else like clearing a dungeon for an in-game day or two has helped several times. it's like there's something indescribable happening in one of the nearby cells that's making the engine turn itself inside out of course, if the only place you can go is the "vicinity of your character's home" because you're leaving your house, it complicates things
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# ? Oct 20, 2016 18:29 |
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Kiggles posted:Skyrim's shadow engine is strictly single threaded. You will hit instances where you drop frames (in some particular instances, down to the 20s) despite CPU usage being sub 50%, and often even lower GPU usage. Thanks for pointing this out, since I'm running an ENB I was able to reduce my shadow resolution to the lowest settings. After doing that and reorganizing the order that my mods were installed in through Mod Organizer I now get 60 FPS looking at Riverwood with even more bells and whistles turned on. Truly a good engine.
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# ? Oct 20, 2016 18:30 |
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So do I actually have to pay attention to any of that drama llama bullshit, or can I really just keep on using MO when I do my annual reinstall later this year? I'm old and cranky and have a system that works for me. On an unrelated note, I have no idea why anyone would evangelize Wrye Bash these days, but I'll still suck Wrye's dick forever because Wrye Morph for Oblivion was the coolest and most underrated utility ever developed for an Elder Scrolls game.
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# ? Oct 20, 2016 18:39 |
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Thank you guys! I was a little nervous about the Papyrus thing which is why I hadn't done it yet, haha. And I do have the memory tweak enabled. I basically followed the beginner's guide on the skyrimmods Reddit and have had a pretty stable experience so far. I recently upgraded my computer, though, and now that the video card and graphics can handle it, tried installing some HD textures like Noble Skyrim. And yes, it is every time. It's a modded home--elisdriel. Every time I go in the vicinity it either immediately CTDs or else freezes and the screen starts vibrating weirdly. I've tried both fast traveling directly there and also walking into the cell from a distance and it happens both times. I don't think I added anything new that would be conflicting now, but I disabled the one new mod that might just in case (interesting NPCS) and still had issues. I'll give resetting the area a try tonight instead of messing around with the Papyrus settings and report back. It's not the end of the world if I lose this character but I would be disappointed!
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# ? Oct 20, 2016 18:48 |
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turn off the TV posted:Truly a good engine. Yup. I'm pretty excited about the Special Edition mostly on the basis it will probably be a better looking, and potentially better performing Skyrim, where the poorly threaded nature of the vanilla Skyrim DX9 renderer often holds a lot of systems back. Of course, it will be an adventure uncovering all of the NEW bullshit associated with the new renderer. but I'm in the same boat as you right now. Drop shadow res to nothing. Turn up the shadow filtering until everyone has an obnoxious halo around the. Then load up one of the more intensive/bloomy ENBs out there and enjoy all the sick nasty graphics with more frames than Havok can handle.
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# ? Oct 20, 2016 18:56 |
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Is cloaks of Skyrim still around? I loved finding hidden enchanted cloaks around the world plus it's winterland wear a cloak
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# ? Oct 20, 2016 19:13 |
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Trustworthy posted:can I really just keep on using MO when I do my annual reinstall later this year? Skyrim Special Edition: Nope.
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# ? Oct 20, 2016 19:17 |
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Raygereio posted:Regular Skyrim: MO works fine, so keep using to your heart's content. Well gently caress.
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# ? Oct 20, 2016 19:20 |
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Unless someone not-Tannin steps up and finishes Mod Organizer 2, I have read you will be out of luck on SE. personally I'm inclined to run SE fairly close to vanilla for a while - give the initial glut of badly ported Skyrim mods time to die down and, hopefully, the SKSE team will be able to do something, that kinda stuff. It's why I'm also waiting for FO4 GOTY/Ultimate/Legendary/Wasteland edition or whatever. Really, the best way to go.
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# ? Oct 20, 2016 19:42 |
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Well Trainwiz's mods will work, that was actually what I was worried about the most. It's gonna suck having to drop SPERG, but Vanilla Skyrim is still not terrible like say Vanilla Oblivion is. Ordinator looks like it doesn't need SKSE, do we know if that would be ready for SE? Edit: Hah, in Trainwiz's own post on the subject he mentioned running Ordinator, so I guess I'm good to go!! i am tim! fucked around with this message at 20:24 on Oct 20, 2016 |
# ? Oct 20, 2016 20:08 |
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Why are they making so many fundamental changes that gently caress with basic mod functionality, when like 99% of the Special Edition is just a visual overhaul?
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# ? Oct 20, 2016 20:13 |
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Trustworthy posted:Why are they making so many fundamental changes that gently caress with basic mod functionality, when like 99% of the Special Edition is just a visual overhaul? lol
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# ? Oct 20, 2016 20:15 |
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That visual overhaul is refitting the game engine so it can work with DX11 so that it can actually utilize current hardware. SKSE is built around DX9 and 32 bit processing and is fundamentally incompatible with that change. There is nothing Bethesda could do to avoid that, so far as I can tell, except to simply not make Skyrim Special Edition. Edit: here's the short of it, if this helps. Bethesda wants to release Skyrim on modern machines that utilize DX11, and SKSE is incompatible with DX11. There isn't anything Bethesda can do about that. i am tim! fucked around with this message at 20:27 on Oct 20, 2016 |
# ? Oct 20, 2016 20:21 |
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GunnerJ posted:lol Here have some god-rays and optimization! *An entirely script-based, skill-centric, must-have thing like SPERG is rendered useless* Obviously I'm missing something obvious and important about what the hell they've been tinkering around with under the hood. edit: i am tim! posted:That visual overhaul is refitting the game engine so it can work with DX11 so that it can actually utilize current hardware. SKSE is built around DX9 and 32 bit processing and is fundamentally incompatible with that change. There is nothing Bethesda could do to avoid that, so far as I can tell, except to simply not make Skyrim Special Edition. That helps, though. Thanks.
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# ? Oct 20, 2016 20:23 |
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Yeah, the visual changes are probably a small percentage of the actual code change, as opposed to a lot of the big fundamentals being shifted behind the scenes. Don't mistake "most visible feature" for "biggest part of the code."
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# ? Oct 20, 2016 20:24 |
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Can't wait for SKSESE.
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# ? Oct 20, 2016 20:34 |
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I'm just glad that SSE is not an automatic download for us Steam users... as far as we know.
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# ? Oct 20, 2016 20:39 |
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BlueInkAlchemist posted:I'm just glad that SSE is not an automatic download for us Steam users... as far as we know. they've already confirmed its a separate steam entry also this trustworthy guy really has no idea how computers work I completely believe he's an old dude now mbt fucked around with this message at 20:44 on Oct 20, 2016 |
# ? Oct 20, 2016 20:40 |
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Trustworthy posted:Here have some god-rays and optimization! *An entirely script-based, skill-centric, must-have thing like SPERG is rendered useless* lol
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# ? Oct 20, 2016 20:42 |
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GunnerJ posted:lol :n'wah:
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# ? Oct 20, 2016 20:59 |
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Trustworthy posted:Here have some god-rays and optimization! *An entirely script-based, skill-centric, must-have thing like SPERG is rendered useless* The problem is with how the script extender works. Basically as the OS takes the game's executable and loads it into its memory in order to run it, the script extender steps in and shoves its own pieces of code in there. In order for it to do, the script extender needs to know various addresses in the memory. The exact positions where the script extender's code has to be hooked in. Whenever Bethesda made some changes to their codebase and recompiles the executable, lots of those addresses change. Fortunately a lot stuff will also stay the same. That's why the the script extender team has to release an update after each patch, but can do so fairly quickly as they have a basis to work from. When you move your codebase from 32-bit to 64-bit however, all addresses change. Which means that the script extender team has no basis to work from and essentially has to redo almost 5 years of work from scratch. Raygereio fucked around with this message at 21:20 on Oct 20, 2016 |
# ? Oct 20, 2016 21:18 |
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Davoren posted:Can't wait for SKSESE.
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# ? Oct 20, 2016 21:27 |
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GunnerJ posted:The uncomfortable fact is that some of the most daring innovations in Skyrim modding as well as obscure and useful discoveries seem to be driven by the desire to turn it into a virtual sex playground for 'slab posters' perversions. A while ago I thought it would be funny to load up a bunch of sex lab mods and possibly do some sort of LP, but I then started to the mod descriptions. I think putting a giant erect dick onto everything and getting raped by everything/everyone one a minute seemed like it would get old pretty quickly. Then they seemed overly obsessed with slavery and getting impregnated by anything that isn't human.
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# ? Oct 20, 2016 21:47 |
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Raygereio posted:Skyrim doesn't have a crash log. I just disabled everything I could think of that might be generating something new in the area (Interesting NPCs, and Random Encounters), entered all of those console commands, and I'm still getting those crashes. Once with the vibrating screen, once with an immediate CTD, and once where I got the weird vibrating screen but the music continued as if the game was working normally, even though the screen froze. I'm really at a loss to think of what else it could be, since the only thing I did add recently was textures. I'm assuming that adventuring elsewhere for a day or two ingame probably accomplishes the same thing as resetting the area via console?
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# ? Oct 20, 2016 22:49 |
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Raygereio posted:Probably the biggest problem for the SKSE update will be the move from 32-bit to 64-bit. Now, this is in essence a good thing as it allows the game to utilize more memory and can give a performance boost. Is it really starting the whole thing from scratch, or just the address mapping? Or is the address mapping 90% of the work or something?
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# ? Oct 20, 2016 23:19 |
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Ynglaur posted:Is it really starting the whole thing from scratch, or just the address mapping? Or is the address mapping 90% of the work or something? It's starting from scratch in that you cannot assume any of your prior choices are the same, so you have to identify all the mappings again, start from scratch and test all of the newly written code, and generally it's going to be more complicated to rebuild the same function, most likely. Look at the tough going the FO4SE team has as opposed to prior script extenders. think of it as knowing what you want to do, knowing it's probably possible, but still having to start from zero. and that's before you add in all the quirks that I'm sure Bethesda software is riddled with. It'll be faster than literally inventing a script extender, and I'm sure it'll happen, but it won't be "do a few hours of work and push the port SKSE button" Psion fucked around with this message at 23:55 on Oct 20, 2016 |
# ? Oct 20, 2016 23:51 |
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Ynglaur posted:Is it really starting the whole thing from scratch, or just the address mapping? Or is the address mapping 90% of the work or something? You shouldn't read into that it is going to take 5 years to get a script extender up to speed. You should read that it is probably going to take sufficiently long that you should plan to look into non-SKSE mods as an excuse to bother with the Special Edition for an indeterminate amount of time. I suggest considering i am tim! posted:Well Trainwiz's mods will work, that was actually what I was worried about the most. It's gonna suck having to drop SPERG, but Vanilla Skyrim is still not terrible like say Vanilla Oblivion is. Ordinator looks like it doesn't need SKSE, do we know if that would be ready for SE?
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# ? Oct 20, 2016 23:51 |
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I figure by the time I'm done modding up oldSkyrim on my new PC, newSkyrim mods will be ready. So I will get to play the real Skyrim game plenty and maybe also a bit of the Wander Around And Sword Dragons In The Face bonus game that comes with it.
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# ? Oct 21, 2016 00:10 |
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I'm trying to level up some unused skills and have found out that Conjuration is stuck at 51. Can't train any higher, can't raise it through use either.
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# ? Oct 22, 2016 22:32 |
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Have you tried the console? incpcs conjuration
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# ? Oct 22, 2016 22:45 |
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If my goal is set-and-forget "good enough" distance billboards, should I go after TES5LODGen or DynDOLOD? It looks like the first is pretty basic and the second builds on top of that like crazy, but does it do things worth the extra time and effort?
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# ? Oct 23, 2016 19:46 |
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Psion posted:If my goal is set-and-forget "good enough" distance billboards, should I go after TES5LODGen or DynDOLOD? It looks like the first is pretty basic and the second builds on top of that like crazy, but does it do things worth the extra time and effort? I would personally say just do DynDOLOD. It's not lightweight, but if you basically have processor headroom to have it run in-game, the installation isn't really any more complicated. I DON'T have very much processor headroom, and it's been pretty good for me. Probably one of the better broad reaching visual improvements I've messed with. Oh, and it's been set-and-forget. As long as you're not uninstalling mods all over the place, it should be fine. Installing things it doesn't really care about. At worst you get some sort of large prominent architecture that doesn't have LOD, in which case you can just run the tool again. Something seemingly more complicated than it is. Just check advanced, enable all the features, then go. I was concerned checking all of the things would be too much for my setup, but it hasn't been as big a hit as ENB, but technically that would be more of a GPU load, where DynDOLOD will generally be more CPU bound. Kiggles fucked around with this message at 20:17 on Oct 23, 2016 |
# ? Oct 23, 2016 20:11 |
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Suddenly Mod Organizer can't connect to Nexus. I verified I'm trying the same username/password that works on the web site. Only thing that's changed is I haven't used the machine much for a few months. MO says it's up to date. Ideas?
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# ? Oct 23, 2016 22:14 |
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Gorgar posted:Suddenly Mod Organizer can't connect to Nexus. I verified I'm trying the same username/password that works on the web site. Only thing that's changed is I haven't used the machine much for a few months. MO says it's up to date. Ideas? I'd wait a couple of hours and then try again.
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# ? Oct 23, 2016 22:29 |
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It appears to be a server issue; I can't download certain files without getting directed to the Nexus homepage and looking like I'm logged in as someone else. I don't think you can do anything to that other person, but it's ... odd.
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# ? Oct 24, 2016 07:32 |
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I don't know about anyone else, but I've basically decided to take a few-month vacation from Skyrim until the SE poo poo settles down just a tad, buuuuut... It might be worth pointing people to this article from EnaiSiaion, aka the other awesome Skyrim modder (besides TrainWiz.) He's been working on removing the need for SKSE in his mods, and Ordinator is the next-best perk overhaul after SPERG. Skyrim SE + Ordinator + Apocalypse + Enai and TrainWiz's best mods sounds like a good time. Also, OMG OMG TrainWiz-senpai looked at me!!!! OMG OMG and sent me a message saying he was going to incorporate my Fyr Manor Fixes into a newer version of Fyr Manor. Edit: Anyhow, I'll still be monitoring this thread and I hope Antistar ports Clockwork to SE. As for now, I'm indulging some jRPG nostalgia and modding FF7.
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# ? Oct 25, 2016 10:53 |
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I'm probably going to ignore SE for a while, but thanks to that article I now know that EnaiSiaion is working on a new mod (Sacrosanct). Good times. I always hated the location of Fyr Manor in Skyrim. I thought about merging it into Wheels of Lull and making the teleport ball the final reward for for completing that. Trainwiz incorporating your fixes makes that even easier, so I might take a shot at it again.
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# ? Oct 25, 2016 12:48 |
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# ? May 15, 2024 04:29 |
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Will hardcore/survival mode mods be possible on PS4? That and being able to dress up my companions properly are the main things I wanted when I heard mods are coming to console.
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# ? Oct 25, 2016 13:11 |