Lostdreamer Posted March 5, 2020 Posted March 5, 2020 I'm currently (very, very slowly) going through the process of rebuilding my massively overweight skyrim for a Civil War/Troubles of Heroine playthrough. But I keep being distracted by cool interesting things. Part of the fun of modded skyrim is all the cool new things to try, right? The current distraction is adding underdressed ladies everwhere courtesy of Remodeled Armor and trying to build on what that brings in the way of eyecandy. And i'm currently trying adding Slaverun Reloaded towards that end. I'm not after a full slaverun playthrough, but if it can undress a bunch of the NPCs and make the cities generally more miserable, sexist and horrid then it could fit nicely. I'm walking through what I think is the first questline where it 'initiates' the mod, and have got as far as finding the carriage. I get a notification that "Someone is coming" and then a few seconds later... CTD. Every time. I've posted this here rather than in the Slaverun support threat because I suspect it's not actually Slaverun's fault. It's probably something to do with my overly large and poorly configured build. I don't suppose anyone can give me any hints as to where I should look to try and sort it out? I've attached papyrus log, although it may not be a papyrus thing. I've also attached my loadorder, the bottom of which is a mess as that is the stuff I am playing around with that hasn't been properly integrated into the rest of the build yet. The rest of it is also a mess, because it's full of merges and conflicts and all sorts of stuff. Any ideas what i have overlooked? Cheers loadorder.txt Papyrus.0.log
Seijin8 Posted March 5, 2020 Posted March 5, 2020 38 minutes ago, Lostdreamer said: Any ideas what i have overlooked? Good modding practices. What mod manager are you using?
Lostdreamer Posted March 5, 2020 Author Posted March 5, 2020 21 minutes ago, Seijin8 said: Good modding practices. Err, well, errm. Yes. You have me bang to rights there! ? I'm using Mod Organiser 1.3 It's a very old build that has been hacked around a LOT by now, but I don't really want to start again from first principles because I'm not sure I can remember the origin / save location of a bunch of the mods I'm using, and it would be shame to lose them. It also took ages/years to get to where I am and I don't particularly want to duplicate all that. I've generally got away with chopping and changing mods and a bit of diagnosis/bugfixing along the way tho. I have no reason to believe this time is much different - I'm just rather rusty at the diagnosis and repair part of the process.
donttouchmethere Posted March 5, 2020 Posted March 5, 2020 2 hours ago, Lostdreamer said: I'm walking through what I think is the first questline where it 'initiates' the mod, and have got as far as finding the carriage. I get a notification that "Someone is coming" and then a few seconds later... CTD. Every time. SRR spawns 2 male bandits near the carriage if everything goes well. I would say there is an issue with the male bodies or armors they spawn with.
Seijin8 Posted March 5, 2020 Posted March 5, 2020 2 hours ago, Lostdreamer said: I'm using Mod Organiser 1.3 It's a very old build that has been hacked around a LOT by now, but I don't really want to start again from first principles because I'm not sure I can remember the origin / save location of a bunch of the mods I'm using ..\Mod Organizer\mods Save that and you won't have lost anything. If you've "chopped" lots of things on your own, you're going to be on your own with most problems, since the mod interactions are no longer predictable or traceable. Downside of having a unique build.
Grey Cloud Posted March 5, 2020 Posted March 5, 2020 Just out of interest, how many plug-ins is that? "Holy Grassrim, Batman". grass & ground fixes.esp Enhanced Landscapes - Grass.esp More!! More!!! Grass))).esp Unique Grasses.esp VoluptuousGrasses.esp Veydosebrom - Grasses and Groundcover.esp DATGRASS.esp "Why stop with the grass, Robin?" Reach Tree Replacer Summer.esp Moss - Legendary.esp Moss.esp Moss_DB.esp Skyrim Flora Overhaul.esp Enhanced Landscapes - Green Fields.esp SRG Enhanced Trees Activator.esp WhiterunHoldForest.esp WhiterunHoldForest_CRF_USLEEP_Patch.esp Dark_Eden_Forests.esp Project Rainforest.esp Tamriel Reloaded Flora.esp FlowerFields.esp Moss Rocks.esp SPO: If you use highly demanding mods as Realistic Lighting Overhaul (RLO), Enhanced Lights and FX (ELFX) or ENBs then this mod is for you as it will give you some fps boost depending on your hardware. In other words... this mod is a MUST if you want better performance in interiors for FREE! [This is from 2014 BTW] Insignificant Object Remover.esp no more junk.esp Meanwhile, back at the ranch: HammetDungeons.esm ExplorerDungeonPack.esp WheezesDungeonPack1.esp HammetDungeons.esp DepthsOfSkyrim.esp Hidden Hideouts of Skyrim - Merged.esp Forgotten DungeonsAll.esp Populated Dungeons Caves Ruins.esp Populated Forts Towers Places Legendary.esp MilanDungeonPack2.esp Immersive Wenches.esp Deadly Wenches.esp OBIS.esp OBISDB.esp 3DNPC.esp Extra Guards.esp aaaEnemyPlus.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDG.esp SexLabNudeCreaturesDB.esp EnhancedCharacterEdit.esp CharacterMakingExtender.esp RaceMenu.esp RaceMenuPlugin.esp dD - Realistic Ragdoll Force - Realistic.esp dD - Realistic Ragdoll Force - Medium.esp There was lots of other things but hey . . . The only good thing about this load order is that it gives the lie to all the fools who say that Skyrim is a fragile thing which needs lots of tender, loving care at every step of the way if it is to be playable.
donttouchmethere Posted March 5, 2020 Posted March 5, 2020 2 hours ago, Grey Cloud said: There was lots of other things but hey . . . ? that's why I ran away after dropping the bandit spawn issue. ?♂️?️ I see already multiple male replacers and mods that adds hostile spawns, while there is no bashed patch to solve possible spawn list conflicts ? (I know I know, bashed patches aren't your strong suit, but they can solve conflicts if necessary, while causing issues if used wrong)
Lostdreamer Posted March 5, 2020 Author Posted March 5, 2020 2 hours ago, Grey Cloud said: The only good thing about this load order is that it gives the lie to all the fools who say that Skyrim is a fragile thing which needs lots of tender, loving care at every step of the way if it is to be playable. lol. Yeah, I might be taking the piss just a touch. In a few areas. I've got away with a lot by having a reasonable PC with a big SSD which helps with dealing with the sheer size of it. I also run ENBoost rather than any form of ENB which buys me a lot of resource headroom to take the piss in. Yup, there is as much plant life as I can shoehorn in. Partly for the colour and style - I don't feel the need to have a dull, miserable and desolate fantasy playground. It also adds gameplay in that all that undergrowth leaves plenty of places for the many, many encounters waiting out in the wilderness to hide and lots of potential for getting lost in the confusion and running panicked from encounter to encounter desperately trying to escape. Assuming I am understanding the mechanisms correctly. Last in - first out means that the stuff at the bottom of those dogpiles isn't doing very much. Most of their assests should be being ignored in favour of the stuff further down the load order. So if, say, the first one adds a load of extra plants and the second one makes the plants pink then the desired net effect is lots of extra pink plants. Things like lots of random spawns with possible conflicts is actually the intended effect - if a group of bandits and a group of bears spawn ontop of each other and I get to watch the fun / join in on the dogpile - that's kinda cool actually. It's a similar logic with all the dungeon mods and wilderness encounters - it's nice to have a lot of stuff just around so that I can bump into stuff i havn't seen before when running around doing quests. There should be a Wyre Bash patch near the bottom of the load order straightening some of the mess out and... ... ... I'll be. Good catch. It's missing. Thank you for that. I keep meaning to figure out how to put a bash patch in some of the mod merges, but that's beyond my knowledge and i do mostly enjoy messing around in skyrim rather than fighting it.
Grey Cloud Posted March 5, 2020 Posted March 5, 2020 It's not so much what you are trying to do but the way you are going about it. I have multiple mods adding NPCs; multiple mods retexturing Skyrim; multiple NPC makeover mods; etc. My game is also permanent summer and dry. I use an ENB preset. I don't do extra grass and trees - the lost loot would give me sleepless nights. My philosophy is 'less is more' and always try and meet the game half-way. Net result is that my game does more than your game and I am currently on 219 plug-ins and 388 mods. I play Skyrim for laughs. 05:53am all the vanilla people are in bed but there are still 13+ people in the Silver-Blood Inn. A few more stools would have been good but hey . . .
Lostdreamer Posted March 6, 2020 Author Posted March 6, 2020 11 hours ago, Grey Cloud said: Net result is that my game does more than your game and I am currently on 219 plug-ins and 388 mods. If the sum total of my actions is to serve as a warning to others, that's something, right? ? Some of the bad practice dates back to when I was a reasonably new mod user and didn't know any better. Some of it would be from times when i actually did know better, but was in a rush for some reason and didn't feel the need to do a though job of it at the time. A lot of it however is similar to where I am now. I played around a bit, had some fun, then went and did something else with my life for a while. Then I felt the need for more fantasy dungeon sex adventure, came back and carried on having forgotten half of what I had previously learned(*). Rinse and repeat that process and few times and...well, you see the net result. ? I suspect i'm not the only person to make these mistakes, although i am maybe one of the more extreme examples. I could start over with a clean slate and a new build, but i would rather not. Yes, that is partly because i would prefer to be spending finding out if, say, Slaverun can work as an 'atmosphere' mod rather than a full on quest/game overhaul. But it's also because I'm as likely to end up making a different set of mistakes along the way so a part of my brain says i should be trying to repair the problems i have rather than create a whole new set. Which is i guess is a fairly long winded way of saying: Ok then, any tips as to how I go about doing it the right way? Thanks for the responses so far btw. Simply confirming what I was already suspecting is very helpful! (*) = See, for example, the lack of a bash patch at the bottom of it all. Although quick investigation suggests that might have been one of the things that got shifted to the 'later' pile as Wyre Bash threw some errors when I tried.
Grey Cloud Posted March 6, 2020 Posted March 6, 2020 44 minutes ago, Lostdreamer said: Which is i guess is a fairly long winded way of saying: Ok then, any tips as to how I go about doing it the right way? You are already most of the way there. Read this for a quick refresher on modding Skyrim https://wiki.step-project.com/STEP:2.10.0 Install these if you haven't already, double-check your configuration if you have. They will get you a stable game to mod. Crash fixeshttps://www.nexusmods.com/skyrim/mods/72725/ SKSE Plugin Preloaderhttps://www.nexusmods.com/skyrim/mods/75795/? ENBoost (not needed if already using an ENB)https://wiki.step-project.com/ENBoost Bethinihttps://www.nexusmods.com/skyrim/mods/69787 Load Game CTD Fixhttps://www.nexusmods.com/skyrim/mods/85443/ Areas where you have multiple mods, e.g. grass or trees - choose one. Ini file settings determine how much grass and how much variety you have in the game. Armours - I tend to use one big overhaul (the Amazing World of Bikini Armour at the present) plus maybe 10 or 12 individual sets (which I change periodically). You can only wear one armour at a time. There's not much point in using mods such as SPO, Insignificant Object Remover and No More Junk and then swamping the game with extra content. Realistic Ragdolls and Force is no longer need as XPMSE skeleton deals with ragdolling. Sexlab Nude Creatures has been obsolete for a long time. You should go to the MNC page and read the instructions for uninstalling and upgrading to MNC SLAL version. Using ECE and Racemenu is not recommended (or needed). If you want to use both then deactivate the CME esp. If you are going to use something like Tamriel Reloaded then get rid of the Official Hi-Res packs. Two things about this: ReadBooksAloud - Skyrim + 3 DLC's.esp ReadBooksAloud - Skyrim.esp ReadBooksAloud - Dawnguard.esp ReadBooksAloud - HeartFires.esp ReadBooksAloud - Dragonborn.esp ReadBooksAloud - Skyblivion.esp ReadBooksAloud - Skyrim + 3 DLC's + Skywind.esp ReadBooksAloud - Skywind.esp 1. That's 8 esps - again, how much time do you spend reading book in Skyrim? 2. You have 'Skyrim + 3 DLCS.esp' and Skyrim.esp, Dawnguard.esp etc. Loadscreen mods are another waste of slots for me. If something isn't adding to the actual game then it doesn't get in. Things like this: Blacksmithforge water fix DB.esp Blacksmithforge water fix DG.esp Blacksmithforge water fix HF.esp Blacksmithforge water fix Vanilla.esp That's four esps just for the water at a forge! How much time do you spend looking at the water at a forge. In my game there are better things to look at at a forge. A couple of general points: Keep your mods updated and keep an eye on the modding scene - there may be new(er) mods which do something better than one of your old regulars. And now the bad news. This is an ongoing process ☹️
Grey Cloud Posted March 6, 2020 Posted March 6, 2020 Forgot to mention. As an alternative to Slaverun Reloaded you could just use Hydra Slave Girls. https://www.loverslab.com/files/file/828-slave-girls-by-hydragorgon/ It populates Skyrim with a zillion NPCs but doesn't have any quests as such.
Lostdreamer Posted March 6, 2020 Author Posted March 6, 2020 9 hours ago, Grey Cloud said: You are already most of the way there. <ker-snip> Cheers. Thanks for taking the time to work through that little lot. It is VERY appreacheated! I'll try and get stuck into it in the next few days, although this weekend is looking fairly busy with non-skyrim stuff. And good call on some of the legacy stuff that i have overlooked that dates back to when i was trying to times when I was more aggressively trying to optimise for performance for example. I clearly do need to go through the whole epic list and try and see what is actually still relevant. A similar thing will have happened with a lot of the standalone/single armor mods - I liked it enough to actually merge it into the patch when i last properly rebuilt my game, it's unlikely i have ever rolled it back out of that patch despite finding new standalone armors that i want to try. It's hard for me to acheave what I want plantlife wise without some overwriting in the ways of things like grass mods, as what i want isn't really done by any single mod. Some of them do things like add extra plants in some places, some of them add them in others, some of them make some plants more colorful, etc. The net effect of thick vibrant wilderness the moment you step off the path involes extra plants everywhere and then replacing them all with the lush tropical verson models. I guess what i should probably do is learn enough tes5edit to fork out the bits i like and then insert them as a single streamlined mod. But my understanding is that, as long as I am happy with the last-in-first-out conflict resolution then Mod Organiser and mergeing mods should resolve most of the duplication before it gets as far as the game engine.... ...which is where you advise me that isn't actually how it works, and skyrim is actually loading all of these elements itself every time...? Some of the stuff you have identified is actually inactive .esps that have been merged into others for various reasons (such as, for example, Read Books Aloud coming with a dozen all of it's own). I tend to leave the .esp in the load order and just deactivate it rather than disable it in the mod as I find it helps me keep track of which mods are integrated. Thank you again for humouring my foolishness and helping me do even more crazy things with skyrim ?
Grey Cloud Posted March 6, 2020 Posted March 6, 2020 1 hour ago, Lostdreamer said: It's hard for me to acheave what I want plantlife wise without some overwriting in the ways of things like grass mods, as what i want isn't really done by any single mod. The S.T.E.P. Guide has an explanation of ini settings for grass/ground cover. Most grass mods have their own recommended settings too. 1 hour ago, Lostdreamer said: Some of the stuff you have identified is actually inactive .esps I thought that may have been the case. I remove the original esps and stick them in a folder as a quick way to check what's what and to revert if necessary. Removing them from the load order guarantees they are not interferring with play ("non-players off the green, please"). Some mods are still 'active' even though they are deactivated, e.g. XPMSE. It also makes it easier to find an esp in the list. 1 hour ago, Lostdreamer said: I'll try and get stuck into it in the next few days Slowly, slowly catchee monkey. If I was you I'd concentrate on getting a stable game with the type of mods you want to have in there, e.g. CW, OBIS, armour/weapons, NPC overhauls, etc and worry about the weather, lighting and general environmental beauty type things later. Assuming your hardware is up to scratch then you could think about going with an ENB preset. Whichever preset you chose would probably dictate which weather and lighting mods you need. As for updating and upgrading mods, go for 2k or 1k textures where relevant. Going for 4k and up with the amount of extra content you have is asking for trouble. I doubt my machine would have coped with 4k textures in this fight tonight. https://www.loverslab.com/topic/98663-what-are-you-doing-right-now-in-skyrim-screenshot-required/?do=findComment&comment=2922676
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