EinarrTheRed Posted June 18, 2019 Author Posted June 18, 2019 The one on the download page under required mods works fine and is what I use.
bannedspider51 Posted June 18, 2019 Posted June 18, 2019 9 hours ago, EinarrTheRed said: The one on the download page under required mods works fine and is what I use. thats the one i tried but it doesnt work for mostly anything for me (not just this mod)
EinarrTheRed Posted June 18, 2019 Author Posted June 18, 2019 Probably because you downloaded the zip and dropped it into a mod manager and thought you'd installed something. All you installed was a text file with a link to the actual mod which is too large for T.ara to post on LL so they posted the Mega download link. Open the zip, read the instructions.  From the Zaz 8+ download page... Quote  Unpack what you downloaded, open the TEXT file inside and use the link there to download the mod.  The mod is too large to host directly on Lovers Lab so you end up with these extra steps you have to perform to get it. Â
bannedspider51 Posted June 19, 2019 Posted June 19, 2019 3 hours ago, EinarrTheRed said: Probably because you downloaded the zip and dropped it into a mod manager and thought you'd installed something. All you installed was a text file with a link to the actual mod which is too large for T.ara to post on LL so they posted the Mega download link. Open the zip, read the instructions.  From the Zaz 8+ download page...  so i fixed it and things appear now but with most of them my character just leans back and pretty much tposes. i generated fnis but that didnt change it Â
llvv11 Posted June 19, 2019 Posted June 19, 2019 Do people use the crash fixes mod? Does it actually make any difference to the stability of Skyrim? What does it actually fix that people have experienced?
travelmedic Posted June 19, 2019 Posted June 19, 2019 5 hours ago, llvv11 said: Do people use the crash fixes mod? Does it actually make any difference to the stability of Skyrim? What does it actually fix that people have experienced? I use it. For reference, I run a very heavily scripted game with Legacy of the Dragonborn and lots of quest mods, lots of animations, and lots of simple mods that I've merged to save esp slots. Even with the merges, I still have 253 active esps. (Without merges, probably close to 400)  Even with all of that, I can generally play for hours and hours and never once have a crash. Once in a while I think the graphics seems to get a little bogged down when I have lots of custom textures and hdt stuff nearby, but even then never a crash.  To my knowledge, and someone more knowledgeable may correct me, Crash Fixes helps with your string count. The Skyrim engine is limited to something like 65000 "strings." Every script, every animation, MCM menus, etc. all contribute to your string count. CF works some sort of voodoo that bypasses the 65000 limit. It's an issue that you may not even notice in the beginning of the game, but as the game progresses your count will continue to get higher. Again, for reference, I'm at level 121 right now, have completed the main quest, the DLC quests, and most of the official side quests. I've been hammering away at mod quests and the like here now, so if anyone should have a stability issue, it would be me.  TLDR, I have a very stable game. Whether it's CF or something else I did I don't know, but it certainly isn't hurting me. 1
llvv11 Posted June 19, 2019 Posted June 19, 2019 2 minutes ago, travelmedic said: I use it. For reference, I run a very heavily scripted game with Legacy of the Dragonborn and lots of quest mods, lots of animations, and lots of simple mods that I've merged to save esp slots. Even with the merges, I still have 253 active esps.  Even with all of that, I can generally play for hours and hours and never once have a crash. Once in a while I think the graphics seems to get a little bogged down when I have lots of custom textures and hdt stuff nearby, but even then never a crash.  To my knowledge, and someone more knowledgeable may correct me, Crash Fixes helps with your string count. The Skyrim engine is limited to something like 65000 "strings." Every script, every animation, MCM menus, etc. all contribute to your string count. CF works some sort of voodoo that bypasses the 65000 limit. It's an issue that you may not even notice in the beginning of the game, but as the game progresses your count will continue to get higher. Again, for reference, I'm at level 121 right now, have completed the main quest, the DLC quests, and most of the official side quests. I've been hammering away at mod quests and the like here now, so if anyone should have a stability issue, it would be me.  TLDR, I have a very stable game. Whether it's CF or something else I did I don't know, but it certainly isn't hurting me. Thanks for the info. I have tons of hours in my playthrough as well. I've played when Skyrim first came out for a long time and just recently went back to that same save and started playing again. I'm level around 131, maybe more, I completed the main campaign and did lots of playing with mods. I think my mod count is around the 60-80 mark, so not as modded as yours and my game is very stable, very few crashes without crash fixes.  Am I understanding you correctly, that you haven't directly noticed anything the crash fixes improves or fixes directly, but you think it's making your game more stable?
travelmedic Posted June 19, 2019 Posted June 19, 2019 4 hours ago, llvv11 said: Am I understanding you correctly, that you haven't directly noticed anything the crash fixes improves or fixes directly, but you think it's making your game more stable? That is correct.  Even if it is doing nothing, it has not hurt my game at all.
llvv11 Posted June 19, 2019 Posted June 19, 2019 1 hour ago, travelmedic said: That is correct.  Even if it is doing nothing, it has not hurt my game at all. I tried it again and found that it's much better at reporting errors and it tells you when you load saves that used mods that are no longer enabled which actual mods are no longer there. Skyrim without this mod tells you nothing except mods are missing lol. It's very useful for that alone . Thought I would share that in case someone else finds it useful. 1
llvv11 Posted June 27, 2019 Posted June 27, 2019 Anybody know how to use Mod Organizer to make mods and test them without closing the creation kit or tes5edit? I know you can unlock mod organizer and launch another app like Skyrim but sometimes it doesn't update the esp and keeps it in the overrides directory with a date in the file name so when going in game it doesn't reflect my changes.  What I want: -start creation kit or tes5edit through mod organizer and edit mod which is enabled in mod organizer. After making changes to the mod, save it and start skyrim through mod organizer without first closing the creation kit or tes5edit.  As mentioned above, i know about the unlock button but it doesn't always work to see my changes in game due to what I explained above.
g23028284 Posted June 29, 2019 Posted June 29, 2019 Would you make this kind of addon for the vanilla house like Breezehome?
EinarrTheRed Posted June 30, 2019 Author Posted June 30, 2019 On 6/28/2019 at 8:41 PM, g23028284 said: Would you make this kind of addon for the vanilla house like Breezehome? Maybe one day. I've got some other irons in the fire at them moment, including a major overhaul of all of Whiterun that's currently eating up most of my modding time.
llvv11 Posted July 2, 2019 Posted July 2, 2019 On 6/30/2019 at 5:15 AM, EinarrTheRed said: Maybe one day. I've got some other irons in the fire at them moment, including a major overhaul of all of Whiterun that's currently eating up most of my modding time. That's cool. How are you overhauling Whiterun?
EinarrTheRed Posted July 2, 2019 Author Posted July 2, 2019 4 hours ago, llvv11 said: That's cool. How are you overhauling Whiterun? The answer got its own thread. https://www.loverslab.com/topic/125130-whiterun-revisited-wip/ Â
RecluseRectum Posted July 15, 2019 Posted July 15, 2019 I am having an issue where the door will not open with the pull chain
EinarrTheRed Posted July 15, 2019 Author Posted July 15, 2019 38 minutes ago, RecluseRectum said: I am having an issue where the door will not open with the pull chain Sounds like a bad install. Can't think of any other reason it wouldn't work. Its the same pull chain and Nord Tomb gate you've opened all over Skyrim, nothing special about it.
RecluseRectum Posted July 15, 2019 Posted July 15, 2019 15 minutes ago, EinarrTheRed said: Sounds like a bad install. Can't think of any other reason it wouldn't work. Its the same pull chain and Nord Tomb gate you've opened all over Skyrim, nothing special about it. I have tried to reinstall it a couple of times with no success. I also moved the gates in the CK just so i could get in and the things to change the furniture were broken. Some of the things were not there and the ones that were did not work.
EinarrTheRed Posted July 15, 2019 Author Posted July 15, 2019 So we've gone from pull chains not working to scripts not running to ZAZ furniture meshes not being there. Can't say what, but clearly something went very wrong with your installation and since I have no magical ability to see what's going on on your computer, I've pretty much no way to have any idea what that might be. Only thing I can suggest is you download the mod again, maybe it got corrupted during download.
RecluseRectum Posted July 15, 2019 Posted July 15, 2019 1 hour ago, EinarrTheRed said: So we've gone from pull chains not working to scripts not running to ZAZ furniture meshes not being there. Can't say what, but clearly something went very wrong with your installation and since I have no magical ability to see what's going on on your computer, I've pretty much no way to have any idea what that might be. Only thing I can suggest is you download the mod again, maybe it got corrupted during download. I have fixed the ZAZ furniture meshes, I had the wrong version of ZAZ. I have re downloaded the mod to see if the file was corrupt with no luck on fixing the pull chain. I probably will just end up keeping the door moved out of the way in the CK unless i can find a fix. Thanks for the quick response.
kozmickai Posted October 10, 2019 Posted October 10, 2019 On 7/9/2018 at 9:20 AM, EinarrTheRed said: Nope, no invisible walls. I can't explain why that would be happening, shouldn't be. I didn't edit the ladder itself nor the navmesh around the ladder.  I'll take a look at the mod you mentioned, see what it is and may add it to the recommended mods list. Assuming this is the specific mod you meant? The Manipulator I've come across the same issue. however, some followers will use the ladder in the celler when I ENTER the doorway to the dungeon (beside the ladder); Same thing if i command them to enter the dungeon past the doorway, they will just use the ladder then come back then use the ladder then come back... (loop) I do not use the mod (The Manipulator). I use EFF, all my followers that will enter the dungeon are follower mods from nexus. however, there are a few that will not enter such as the nexus mod follower (Recorder) others include clones of Vanilla NPCs that will also not enter (lydia) i used placeatme console command and charmed followers mod from nexus.Â
EinarrTheRed Posted October 11, 2019 Author Posted October 11, 2019 That's very peculiar behavior. If I'm understanding you correctly, you enter the basement and then go down to the dungeon area (new part). When you do this your followers don't follow but instead go back out of the cell via the ladder and then re-enter, correct?  There's nothing in my mod that would cause that so the best I can do is take some guesses at things that might.  1) Something is blocking the path down to the cellar, its possible a navcut box that should be disabled didn't get disabled. That might be fixable with console commands, but it will depend on which cellar you're talking about so I know which basement cell to look up the RefIDs for.  2) Something is adding extra navmesh to the cellar. A cell cannot have two navmeshes in the same area. This can cause NPCs entering the cell to turn around and exit only to re-enter in and endless loop. In this case make sure no other mod is adding new navmesh to that cell (mine does not it edits the existing navemesh by adding to it).  I use EFF as well for follower management and have never had this problem. But, I have seen the problem of NPCs entering-leaving-entering again with some player homes when someone layered a new navmesh on top of an original one. That would be my best guess as to the cause of the problem.
Soulbringer1 Posted November 28, 2019 Posted November 28, 2019 i get rooms that are not level and not accessible. like the entrance is half way in the ground and you cant even get in there. does not level with the main doorways. What Part of the Basement am I Supposed to Craft? Just The main? NOT the Extensions?
EinarrTheRed Posted November 28, 2019 Author Posted November 28, 2019 You build the main basement and everything should be there.  If you have mismatched floor levels I have no idea what went wrong with your installation but I'd strongly suggest backing up to your save point and re-install.
travelmedic Posted November 28, 2019 Posted November 28, 2019 18 hours ago, Soulbringer1 said: i get rooms that are not level and not accessible. like the entrance is half way in the ground and you cant even get in there. does not level with the main doorways. What Part of the Basement am I Supposed to Craft? Just The main? NOT the Extensions? Do you have any other mods that alter the vanilla HF basements? For example, I tried using this with the Lakeview Manor As It Should Be basement, knowing that it would probably fail, and it did (fail). The door to the EtR Dungeon Addon was stuck at a weird angle into a wall, and there was no way to enter in that case either.  What I actually did was deleting the Lakeview and Windstad Dungeon Addons from the esp in TES5Edit, because both of those are altered by other mods in my game. Heljarchen basement is where my Dragonborn satisfies his darker desires. 1
_Arwynn_ Posted January 6, 2020 Posted January 6, 2020 Whenever I try and interact with the items in the room or on the walls, my character just goes into 3rd person, does nothing, and then back into first person. Why isnt the mod working properly?
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