gnewna Feb 16 @ 3:54pm
Missing file for Immersive Armours?
I installed Immersive Armours along with SkyRE and RND for my new character. When I ran BOSS before I started, it said that SPIKE.esm was missing, and Immersive Armours would cause CTDs without it, so I disabled the files and started the game (after googling and finding that it seems to be a defunct file or something and no longer necessary, but I didn't fancy taking any chances). Except it somehow reenabled them (maybe a SkyRE thing??) as when the game started it said it was configuring IA. Anyway, game ran okay for a bit, so I figured I'd leave it (although it was a bit confusing as at first NMM still said the files were disabled?) Anyway, it's now CTDing quite a bit more than usual (although not at startup, touch wood) so... Is there any way to either get SPIKE.esm (it supposedly is something to do with the Guard Dialogue Overhaul mod which I also have and has no such file) or to fix the issue some other way, or otherwise should I disable IA, and is it safe to do that mid-game (well, not really *mid*, I only started today)? My character's just using iron armour, although he has a couple of bits of IA stuff in his pockets.
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TheNovemberMan Feb 16 @ 4:18pm 
I have Immersive Armors v7 installed and the first thing i noticed that it no longer has a ESM file, just 2 ESP's files, and it works without problems
gnewna Feb 16 @ 4:31pm 
Yep, that's the one I've got. Hmm, one of them is somewhere around the middle of the load order and the other is right at the bottom (which I think is where BOSS puts unsorted files?) Would it be worth trying putting the second one just below/above the one that's up near the other (mostly deactivated) clothing/armour mods?
Incunabulum Feb 16 @ 4:33pm 
If you disabled IA *after* you had started a game with it - most likely what you have is a left-over script and your savegame is ♥♥♥♥ered.

Re-activate IA, then load a save from when IA was still active and continue from there.

That's *if* that is the problem.



If you have the most recent version if IA you do not need Spike.esm - BOSS just hasn't had its instructions updated yet.

BOSS doesn't scan mods and magicallly figure out how they should be placed or what they need to run - users fill that info in in the BOSS masterlist and BOSS compares that masterlist to the names of your plugins.
Last edited by Incunabulum; Feb 16 @ 4:34pm
Gropax Feb 16 @ 4:37pm 
Spike.esm isn't just used for immersive armors a ton of mods use it its a default plugin for keywords. the whole write up on what it does is huge so ill post a link to it.

http://www.nexusmods.com/skyrim/articles/414/?
gnewna Feb 16 @ 4:46pm 
No, sorry, I meant I started the game after reading the warning about the missing file and unticking the boxes for the IA files, except somehow it ended up activated anyway (I am pretty foggy of brain but I am CERTAIN that I unticked the boxes,oso I've no idea what happened there). I haven't disabled it, although when I first exited the game I checked and it was still showing up unticked, but it's ticked now :/
Incunabulum Feb 16 @ 4:46pm 
However - if you just have the most recent version of IA then you don't need Spike.esm for it.

If you have another mod that requires it - that mod most likely will provide it.
Incunabulum Feb 16 @ 4:47pm 
Originally posted by gnewna:
No, sorry, I meant I started the game after reading the warning about the missing file and unticking the boxes for the IA files, except somehow it ended up activated anyway (I am pretty foggy of brain but I am CERTAIN that I unticked the boxes,oso I've no idea what happened there). I haven't disabled it, although when I first exited the game I checked and it was still showing up unticked, but it's ticked now :/

Have you installed another mod from the Workshop - everytime I d, Workshop turns on *all* of my deactivated mods, screwing up my load order (several are bashed into a patch and must remain installed but deactivated) until I go through and manually deactivate them.
gnewna Feb 16 @ 4:49pm 
Originally posted by Gropax:
Spike.esm isn't just used for immersive armors a ton of mods use it its a default plugin for keywords. the whole write up on what it does is huge so ill post a link to it.

http://www.nexusmods.com/skyrim/articles/414/?

Thanks, the GDO page says it's no longer included/needed, so I'm not sure where else it'd be available from, seeing as it seems to originate from that modder?
gnewna Feb 16 @ 4:52pm 
Originally posted by Incunabulum:
Originally posted by gnewna:
No, sorry, I meant I started the game after reading the warning about the missing file and unticking the boxes for the IA files, except somehow it ended up activated anyway (I am pretty foggy of brain but I am CERTAIN that I unticked the boxes,oso I've no idea what happened there). I haven't disabled it, although when I first exited the game I checked and it was still showing up unticked, but it's ticked now :/

Have you installed another mod from the Workshop - everytime I d, Workshop turns on *all* of my deactivated mods, screwing up my load order (several are bashed into a patch and must remain installed but deactivated) until I go through and manually deactivate them.

Nope, and there was nothing else mysteriously activated, just that one (I know a lot of people use IA and SkyRE together so wondered if that might have something to do with it, like some element of SkyRE assuming that you meant to have IA enabled, and reactivating it, but that seems... improbable?)
Dr. Shocks . DO Feb 16 @ 5:19pm 
Spike.esm isn't needed for IA-V7; just ignore the BOSS warning as that only applies to IA-v6.
Also, make sure the "IA-Eck.esp" loads before the main IA plugin [it says this on the Immersive Armors page]. As for Guard Dialogue, Spike.esm is not needed for GDO 1.4 [the latest update]. So unless you are using "old" versions of those mods, you don't need Spike.esm nor will the latest versions those mods use Spike.esm.

I would start a new game and see if the "issues" go away; if they do then somehow your current save-file was corrupted.

Also, it sounds like you "added" a bunch of new mods to your game "SkyRe, RND"; if this is the case perhaps the issues are related to those mods, or the issue is on your end [hardware etc...].


BOSS doesn't scan mods and magicallly figure out how they should be placed or what they need to run - users fill that info in in the BOSS masterlist and BOSS compares that masterlist to the names of your plugins.
BOSS v3.0 sort of does this [it's pretty cool; although I dont use it I've been reading up on it]. I wouldn't use v3 until it is ready for public release; if you do use it then you are on your own.
More info here:
http://forums.bethsoft.com/topic/1486582-beta-bossv3-development-thread-3/

Differences between BOSS v2 and v3
http://boss-developers.github.io/docs/dev/BOSS%20Readme.html#appendix-diff

But yes, the current BOSS v2 is not so smart, and only loads mods/issues reports based on community feedback.
I am guessing the BOSS team has basically stopped updating BOSS v2 in an effort to push out v3 as soon as possible.
Incunabulum Feb 16 @ 6:04pm 
Originally posted by Shocks -Law & Order- Buff:
BOSS v3.0 sort of does this [it's pretty cool; although I dont use it I've been reading up on it]. I wouldn't use v3 until it is ready for public release; if you do use it then you are on your own.
More info here:
http://forums.bethsoft.com/topic/1486582-beta-bossv3-development-thread-3/

I am guessing the BOSS team has basically stopped updating BOSS v2 in an effort to push out v3 as soon as possible.

That would be pretty awesome. BOSS, as is, is good for Skyrim - but no-one's really updating it for FO3 or FONV.
gnewna Feb 17 @ 2:30am 
Thanks, all, for the advice. It sounds like it could well be a hardware thing, then, I'm not sure three mods really counts as 'a bunch', but AFAICT they're all pretty major ones, so... yeah, fair point. I guess I'll try starting again with just SkyRE (I guess I'd better delete/move the IA files so they can't mysteriously enable themselves?) I might try re-locating the second IA file as suggested just in case it helps, though.
Last edited by gnewna; Feb 17 @ 2:33am
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Date Posted: Feb 16 @ 3:54pm
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