Heroine HoneyCrotch Posted December 18, 2020 Posted December 18, 2020 5 hours ago, Grey Cloud said: Surely if you take out the meshes folder nothing would show up in game? Assuming it loaded at all. On MO side, I can't get into game without SkyrimMeshes.bsa.For fun I just tried. I did put a ? in there with the meshes when initially suggested, I think. I have seen technique work for a NMM users with textures folder, user renamed texture folder after I suggested temporarily moving folder. This could be handy for scripts, for sure if your NMM user, in that case i would time stamp put on scripts and remove all non vanilla ones(temporarily) Meshes,on my end,no.I dont have meshes folder in data but rather a big 1.5gb bsa. Couldnt get to the loading menu. probably wouldn't make difference with the meshes if I had folder instead of bsa.. If you could go into game without skyrim meshes bsa, it would be a bunch of triangular exclamation points(Red) I was hoping to get a good pick, tried 2 times and no go. Sometimes you have weird problems that are hard to troubleshoot, with MO, worst case scenario, You deactivate all mods, add a good chunk and test, add more chucks till you hit something, then work your way back to particular mod in last chunk you added just prior to problem popping back up. I hate that technigue but it cannot fail for MO user if problem is coming from a mod. I have heard mixed things on that tech for NMM users so I dont suggest for non MO users. If I was OP i would still test textures folder with a quick rename, chances are problem is outside of textures but test would take longer in game to test then changing then renaming back texture folder,real easy.
Heroine HoneyCrotch Posted December 18, 2020 Posted December 18, 2020 5 hours ago, woodsman30 said: Patches and more patches ....patches will always lead to an unstable game I can add, I dont do that patch thing much at all. Never had. Bashed Patch,yep! Few patches for ETAC,maybe 1 for Inconsequential(Has all vowels!AEIOU)Npcs, 1 personal xedit patch so my draugers are bad ass and look good!, In more cases I just add master to mod b, so mod a, can carry info over to mod b in xedit.
Heroine HoneyCrotch Posted December 18, 2020 Posted December 18, 2020 8 hours ago, gabble said: Alright, just tried that. No dice. Despite all of the purple, it still crashed near immediately when I tried "coc falkreathexterior01". Sounds like problem is outside of textures,I didnt think problem was there but it can be ruled out now and it was so easy for you to do that quick test. 4 hours ago, T-lam said: I check it for stuff like extra chest, cave, horse etc. changes in worldspace. This is the biggest, last problem I had with a mod was a vanilla ai package got touched and it broke a vanilla quest. Everybody should poke around in xedit, even if you make changes and prior to exiting you feel you fucked up, when you exit uncheck mod(s) and nothing saves, very hard to fuck up. We still got tons of things, worldspace?if nav meshes can throw ctd then it would be in play. I think AI is in play, Bad spawn marker was interesting suggestion early made. Off course..........................................................Meshes(meshes,meshes,meshes) Do you have crash fixes,cant remember, would be interested in what that says, depending on your setting and enb preset or 1k(+) textrures, ETAC can be a brute in falkreath,maybe hitting limit on loading it. What ever happened with back gate, approaching it on foot?
Heroine HoneyCrotch Posted December 18, 2020 Posted December 18, 2020 you can load all mods into xedit, click on etac,click on worldspace, click on tamriel, go to Block-1,-1 and then open sub block -2,-3 and sub block -1,-3 and you will see where etac touches falkreath, easy to find falkreath worldspace stuff in etac opposed to skyrim.esm. click on falkreath ones and view what mods are touching those worldspaces taht are not etac,skyrim,usleep or dlcs(problem shouldnt be there) You might get small result which could help identify problematic mod. [spoiler/]
gabble Posted December 21, 2020 Author Posted December 21, 2020 On 12/18/2020 at 4:06 AM, woodsman30 said: Patches and more patches ....patches will always lead to an unstable game ...the constant over-writing of mods via mods to try and make them compatible will lead to game bloat, slow loading, and CTD. Look at your load order it is a recipe for game issues. Make a plan on how you want the game to look mod accordant to that without over-writing mods it will save you a shit load of headaches. Never realized patches could cause problems. Any idea what patches I would need and which ones are safe to boot? On 12/18/2020 at 4:36 AM, Grey Cloud said: Question for @gabble when did this start happening? In other words, did it previously work okay? No clue. I had it working after the last thread, moved some mods, now it's borked again and I don't remember how I fixed it before. I didn't change any big, fundamental mods to my knowledge, but that's how they get ya. You see a small, insignificant mod that couldn't possibly cause problems then bam, every save, existing or newly made, is fucked.
woodsman30 Posted December 21, 2020 Posted December 21, 2020 1 hour ago, gabble said: Never realized patches could cause problems. Any idea what patches I would need and which ones are safe to boot? Well that is up for debate but the short of it is when you have a base mod like the town mods. Then you " patch" the base mod to be over-written things can go really wrong. In essence even a base mod is a patch because you over-write the base game file so when you start stacking mods to over-write the same area or mod.... meshes and textures can get corrupted. Lighting mods, town-overhauls, water mods, are some that should not be constantly over wrote. Most town-overhauls already have a light system hence why most have patches for lighting mods. So is any safe? yes but I do not recommend them. The rule of thumb is build a stable and playable game decide what is really important to you make a plan and mod accordant to that plan. Stick to your plan it saves you a shit load of headaches. I use ETAC and have no issues at all anywhere but, I have no mods that over-write it either and never will. 1. make a plan 2. add some mods ten max then test.. a test does not involve just loading the game a test involves going around the map no fast travel during the tests and checking for issues. 3. make hard saves after you decide it is stable...and before you add more. This is in case you have to remove mods that you add later you can load a stable save. 4. Rinse and repeat doing these simple steps can and will save you a shit load of time and headaches. 5. Stay away from overwriting mods again if you over-write it then do you really want it/ if so why over write it? This is a simple system but one I found to work the best "after many headaches and trial/errors"....for a stable and playable game
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