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The 'no loose mesh' point is when I start to think did something glitch in the virtual staging folder, which is the reason I usually reinstall the relevant mods from a fresh download before ripping out what's left of my hair taring the build apart for an area that was working a week ago
Mindflux has actually fixed this yesterday, in version 1.3.8. I am going to test it out right now.
And now to say hello to my coffee! Hello, coffee!
Morning Steve. You made me look. The evil coffee stealing time bandit has struck again. The old cat needs a fresh cuppa. I think it's my third?
Ah'vrie wishes you well. It is Middas the 16th of Rain's Hand and another beautiful predawn here on warm sands. The blessed moons have set and it is once again time for this one to tend the inn for our most honored guests. Excuse please while the fires are stoked, and fresh water is put to the flame...
Our brew of the day is Inspirazione a Napoli, and the biscuits are Ginger zingers. Checking the hot sheets we have 44 new, with enough jiggles to set off Nirnquake detectors. Let's see what catches the eyes of an old cat over a fresh cuppa. (hint... not much)
awwcrap released Read Books filter for BTPS
https://www.nexusmods.com/skyrimspecialedition/mods/147793
"BTPS filter to disable selection of read books by default" This is their second BTPS tweak. This old cat only ever sees third person while chopping wood or riding his horse so no comment from this one.
Here's an interesting twist...
Asedael released Azurite III - Reduced Cut
https://www.nexusmods.com/skyrimspecialedition/mods/147751
"Azurite Weathers III, but without stuff you may find subjective or excessive for a weather mod. So no new audio, customization, seasons and etc."
Slow clap... Thanks, Bad enough that weather is getting bundled into ENBs now. Weather mods should focus mainly on weather. Why Azurite changed the size and color of the moons is just silly and should have been a separate mod. Have a cookie
Sh3llyD added Dawnstar guards to her spid file collection
https://www.nexusmods.com/skyrimspecialedition/mods/147766
"Destributes armors to the Dawnstar Guard." Conquistador helmets? really, Ooookay
64wlw added a Mjoll overhaul to the stable
https://www.nexusmods.com/skyrimspecialedition/mods/147790
This one has a thing for facial scars, but an interesting look. Thanks
That's about it, there really is no mod of the day. The old cat will finish off with a a new framework by Seb263. This may be focused on combat, but has other implications that could be useful to the non MCO crowd.
Core Impact Framework (CIF)
https://www.nexusmods.com/skyrimspecialedition/mods/146873
"CIF is a modular impact system overhaul powered by SKSE, giving full control over effects like impacts, blood, visuals, sounds, and more. It's script-free, highly compatible, and fully customizable via filters and modifiers. Full documentation included."
A little too much for old cat's before dawn LOL. This would be more for mod authors, but seems to offer more granular control over impact effects and sounds based on conditions and overrides. Much more coffee needed, but thanks.
And that will do for today. The fires are stoked, the kettles scrubbed, and the floors are swept. Have a seat and the wenches will serve you. We-B-Open!
Ok For Altbert, Avrie or anyone that can figure out the crash log which I've posted to Postbin located here:
https://pastebin.com/79crau6u
Now I would appreciate it if you could check it out and give me an idea of why I am crashing in and around the Winterhold area I would greatly appreciate it, It would at least give me a starting point for my current play through.
Thanks in advance.
This one I can't explain... Moses came to Skyrim
https://steamcommunity.com/sharedfiles/filedetails/?id=3463707209
That's the only missing water I've seen in a dogs age. Too funny seeing the fish swim through the air. Allie just rode across,didn't try to swim or anything, but it's not that deep there. One more thing to check on the next restart... It never ends does it. Even when the game is perfect there's always something.
I took a look, but honestly I don't see anything I recognize. There's an awful lot of (void*) references. If you scroll down to line 325; That's the first reference for (void* -> po3_Tweaks.dll+0032719 Fixes::IsFurnitureAnimTypeForFurniture::IsFurnitureAnimType::func)
[D:\a\po3-Tweaks\po3-Tweaks\src\Fixes\IsFurnitureAnimTypeForFurniture.cpp:62]
mov rbx,[rsp+48h]
That's the only void reference that dosen't point back at Windows
I'm totally shooting from the hip singling that out seeing as I'm basically clueless, But I would disable POS-tweaks and test jump to Winterhold.
As far as I know there is no exterior animated furniture in Winterhold (Other than the wood chopping block behind the inn) I don't have much hopemy guess is correct, but it's the only thing that popped out at me.
Edit... Are you using a college replacer, and was Faralda modded? Just a thought
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6BA489A46 SkyrimSE.exe+02C9A46 This is usually a missing master or old version of a mod.
[i[ OS: Windows 10 Home 24H2 26100.3775[/i] Time to update my friend - this might be effecting gpu drivers.
[RSP+758 ] 0x7FF960752719 (void* -> po3_Tweaks.dll+0032719 Fixes::IsFurnitureAnimTypeForFurniture::IsFurnitureAnimType::func)
[D:\a\po3-Tweaks\po3-Tweaks\src\Fixes\IsFurnitureAnimTypeForFurniture.cpp:62] This does stand out, as I never get these. Which leads to these.
po3_BaseObjectSwapper.dll v3.3.1.1
po3_EnhancedInvisibility.dll v1.3.0.1
po3_EssentialFavorites.dll v2.3.0.1
po3_KeywordItemDistributor.dll v3.4.0.1
po3_LockVariations.dll v4.0.0.1
po3_PapyrusExtender.dll v5.10.0.1
po3_SpellPerkItemDistributor.dll v7.1.3.1
po3_Tweaks.dll
I'm thinking a bad load order or one of the more important .dll is being overwritten? Take a look at your redundant mods and see if any of the PO3 mods are showing.
Other than that - since you are crashing in the same area, usually that leans toward a bad mess file. You would have to look at everything that effects Winterhold.
You could try running Purge / re-deploy the mods and try, maybe something did not fully remove when you disabled it while testing?
Good Luck with that one DM, it's not an easy one.
Question with that is with Deactivating the mods does that still keep it in the current load order? and If I load my current game would it give me the pop up that XXXX mod is missing like when you uninstall a mod?
@Hyper I couldn't agree with you more. I personally never could figure out them crash logs either that is why I made the posting. But as per my current comment to Avrie I might have to deactivate all non LOTDB mods and and test the game out and then go from there.
Not sure which organiser your using, but in Vortex "disabling" a mod removes it from the load order, but doesn't "uninstall" it (so it'll keep any config's you set up, or changes you made to the mod itself.).
Loading a save that had it will prompt that the mod is missing, and nothing from that mod will show in-game. It will act as if it's not installed.
The issue with this is it won't touch things you've added, or .ini files the mods you disable create. If your going this route, remember to move out any .ini, .lua or other files related to the disabled mods, and move then back after the test.
Now I will checkout the PO3 mods. As for white run I only have about 3 or 4 mods touching that area. One is Jk's all in one. But If I test that one there it will be ugly to say the least because of all the various patches.