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Сообщить о проблеме с переводом
If you haven't done it yet ... add an SKSE folder in the data folder, and create an SKSE.INI file. (careful not to create a text file calles skse.ini.txt)
This should be the contents of the skse.ini
[General]
EnableDiagnostics=1
ClearInvalidRegistrations=1
[Display]
iTintTextureResolution=2048
[Memory]
defaultHeapInitialAllocMB=1024
scrapHeapSizeMB=256
Try that first ... Also if you are running an ENB or ENBoost make sure you edit the ENBlocal.ini in the game folder to set "ExpandSystemMemoryX64=false" or you will get an imediate faceplant.
If you aren't running enboost you should be ... This should help
http://steamcommunity.com/sharedfiles/filedetails/?id=815662314
Load order and resource priority basics
http://steamcommunity.com/app/72850/discussions/0/523890681419356033/
You did actually sort that load order with LOOT?
Not accidently forget and then just copy the order?
Which has happened a few times....
Unofficial Skyrim Legendary Edition Patch by Unofficial Patch Project Team
http://www.nexusmods.com/skyrim/mods/71214/?
SKSE memory patch is included.
This is my SKSEini file settings
"[NotPlacebo]
GiveFirstBornToSheson=1
[General]
EnableDiagnostics=1
ClearInvalidRegistrations=1
[Display]
iTintTextureResolution=2048
[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256"
Both blocks in the vanilla game are actually 256mb, so mine is up to 512. I don't set it more than that because it crashes and I don't know why.
""ExpandSystemMemoryX64=false"" mine was set to true. I will try it and if it works, I'll conclude this post. I doubt it will though because I've had it set to that before and had crashes. I actually changed it because someone on the enb forum told me it needed to be true.
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Output Data? I don't know what you mean. In my modlist Bashed/bashed patch and etc with numbering are the files that came out of making a bashed patch. They are numbered because I have remodded the game several times over the years for new play throughs. FNIS is the same (E.G. FNIS 25 would be the output folder I guess for the files that came from runnin FNIS through mod organizer).
I noticed while going over that question that FNIS 23 happened to also be installed, which is shouldn't have been because it had animations from another moded playthrough entirely. I removed it and it made no difference though.
XMPSE and Bashed are in the middle of the modlist, yes. There is nothing overwritting them. In fact the modlist is carefully organized so that all mods with esps come first, in the order of the load order, and then after DualSheathReduxPatch 25 which is the last one with an esp, all the mods after that are mostly just texture replacers and such. There are no conflicts with the skeleton, and it has overwrite priority. All conflicts are ahead of it. Same with bashed, although there are no conflicts with it.
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What basics were missed? I did use Loot. I did correct 4 of them by hand based on what was on the modder's page (DLC and textures, ingo after amazing follower tweaks, 3dnpc before etac, and modern bug brawls after enhanced blood textures which contains the old bug brawls in it. I did also move actor events as the last esm because it crashes automatically otherwise (Not sure why. It just has to be there or the game won't start. I've been doing this with it since I installed it). Accidentally forgot and then just copy the load order?? What???
Not sure what you meant by a lot of that.
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I don't use usleep because some of it's contents like the enchantment/alchemy "fix" interfere with a few mods I have. Not to mention I get face texture problems with it. The 3-4 homeless people in esberns hide out also become unkillable for some reason with it installed, and it breaks the game when trying to do the main quest. I have had decently stable playthroughs without it. I don't use it because it's been bothersome.
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I wish I understood what you 2 meant.
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I honestly don't know what's happening with it. It shouldn't be having any problems. I'm like 99.99.99% sure all that is in place. It just started doing this after I switched equiping overhaul out for all geared up with dual sheath redux and started a new game actually. I removed them though to see if it was either, and it still happens with a new game. I'm convinced something is up with the load order. I don't know what. x.x
HEEEEEEEEEEEEELLLLLLLLLLLLLP ;w;
I should also say for clarification, as you're seeing the modlist and load order, the load order is with lowest priority top, highest priority bottom, while the mod list is the other way around. This is just how the files are. In case that was confusing to anyone at all.
For me personally after redownloading and creating the perfect mod load order (many many times - for me) + ENB the game still crashes every 1-2 hours. I learnt to live with it as i have never figured it out.
Same. This configuration though is after one with alternative start included. When I orginally did this configuration, I was using alternative start, and it also crashed immediately after character creation. I took that mod out, looted it, remade the bash patch, and remade the FNIS and dualsheathreduxpatch file, and that's what this configuration is.
Actually, that brings me to something that might be crucial to this situation. The crash occures ON POINT, every single time, right when the "Unbound" quest finishes.
I also tried loading an other save because of this, which is my usual clean fresh start save that I start from instead. The save is basically from playing through vanilla game, up to date and everything, and right after exiting the cave with the bear after the helgen scene. I always load a new modded play through from that point, so it's a clean brand new vanilla save, without the complication of going through the helgen scene because some mods require being installed and loaded after, because they don't do well when starting up, and that mean reconfiguring the load order, FNIS, and bashed patch if you install them that way which might potentially cause problems, especially because dualsheathreduxpatch is sensitive to load order changes and needs to be changed every load order change according to step, which might alter things with the save if you start a new game from the menu and go through the scene and then save and change things and continue, so I just start my modded playthroughs from that point on a clean vanilla save.
With this configuration, on that save though, the first quest completes, and it's time to follow Hadvar down the hill, and it will suddenly crash, even after the unbound quest, yet just as the notification for helgen quest completing comes up. The crash is occuring right now though (On a new game started the game from the menu since alternative start and that save don't work) on the moment everytime alduin shouts, and then you get up from the headsman block to run over to the tower ulfric is hiding in, yet right there when you get up and it completes the unbound quest, it crashes. So a hint maybe as to what it is, is that it's largely tied into something with that main first quest and/or the unbound quest.
x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x.x
Let's see...you have two Ordinary Weapons .esps, each for a different language...
Realistic Water Two's Dawnguard, Dragonborn, and Waves plugins aren't needed, they're all included in the Legendary plugin.
Have you made the .ini edits that EBT requires? If they're not listed on the mod page, check cfs111's guide, section 6 part 1.
You appear to have multiple plugins affecting both dragons and shouts. Have you verified they're all compatible with each other?
There's a bird mod that some people have found to be problematic, I don't remember if it's skybirds (which is in your load order) or not.
If you don't have anything actually requiring actor events, it's just eating script time and should be pulled.
So that's why I have always had 2 different sets with different names for those weapons... Lol
Thank you. I never caught that. That's just how it came though I guess. Crash still there now though.
The update of realistic waters requires usleep I think and there's no way to install that without compatibility issues with my enchantment mods, so I'm using the old version.
I will double check if the shouts and dragons are compatible, yet yes, I did check before when I installed (If you're refering to deadly dragons, dragon combat overhaul, and voice of the dragon. Not sure how the others might conflict with dragons.).
... ... ... Did not... Thanks. I should probably look into updating this. I started this build 3 years ago and haven't updated some of it. That wasn't needed before. I am using the newer version now, so that should've been done.
Skybirds I don't think skybirds is the conflictor because I've used it and gotten passed the scene before. I will try removing it and seeing.
Actorevents is needed for one of the loverslab mods.
Is there a reason why you are numbering old folders? Are you using them for something? I just clear them and/or make profile specific versions of them.
Now I understand your ordering. The reason why I always recommend having Output folders last is to keep up with running order for tools. It always needs to be:
Order is always strict between Bashed Patch and SkyProc. Wrong order can lead to crashing. Order is often strict with FNIS as well. Keeping them in this order and grouped together also reminds to run tools in this order. Of course, you may remember to always do that anyway.
About USLEEP: Did I get this right: you are avoiding the most important list of bug fixes, because it fixes an oversight that caused basically a useless exploit for the game?
Unmodded and unexploited game allows you to have maximum 80% damage resistance, 85% magic resistance and 100% magic reduction to chosen school. Numbers that exceed values causing these caps are just for show: they do not have any effect in the game.
Your other issues are not coming from USLEEP. They might be coming from conflicting mod records with it. If mod authors do not care to carry over USLEEP changes, or patch them, then either those mods are abandoned by the author or should be abandoned by the player.
USLEEP is pretty much considered as a standard. The long list of porblem it fixes - including potential exponential save bloat from unclear vanilla quest entries - is a lot more important than some exploit.
I would recommend ditching mods that do not carry over USLEEP changes. Those files are likely very old, or mod authors just careless.
Your game and your call.
Ignore this ... it was basically just a comment ... as in; I didn't ask if you used loot, matched left to right, Etc. (the basics) we were just getting to know you / system, and I had already made assumptions based on your mod manager. I can see why it wouldn't be understood, it also isn't important.
Setting the ExpandSystemMemoryX64=false should allow you to run the increased initial heap without crashing (taken from MEH321 crash fix mod) it does work so something else is going on there. (check the rest of the enblocal against my guide if you would ... more is going on there as well.)
I would definitely update all you mods, there have been a lot of small changes that have raced through the modding community. Like the brawl bug patch being updated, and forcing updates to mods that include the patch. There were also recent updates to the Papyrus Utilities, and FISS that affect some of the SL mods you have. You would probably find it helpful to start by just taking the time to update them all. At least you could remove it from your thinking.
Quite a few of those updates I mentioned running through many mods have to do with changes between USKP and USLEEP being included. Like Ilja said, your game, your call, but I would seriously think a bit on not including usleep.
good luck
Did not know that was the order, although I guessed it correctly because I have been doing them in that order. Will keep that in mind
I'm keeping them numbered because I have my old playthrough saves backed up with different profiles so good loads don't change if I want to replay them, and I know whiched bashed, fnis, and such go for which one.
It's not just the alchemy fix. I mentioned the main quest becomes unplayable with usleep, and I don't know why. The 4 homeless people in esberns ratway hide out are immortal and unhurtable whenever it's installed. Also, neck seems problems occure when using it.
My body textures are all new and up to date. I don't understand why the neck seam problem occures when it's present. I do intend to use it. I'm just waiting for them to update it. When it doesn't bug the main quest I will use it. I tried installing it and starting a new game, and crash still there though. Didn't make a difference.