Azzhat Posted April 29, 2021 Author Posted April 29, 2021 3 hours ago, Grey Cloud said: Wrong. Vortex puts files into the Data folder as well as keeping a set of hardlinked copies. Both NMM and Vortex both work fine. The problem is you. Real helpful, thanks so much...
Grey Cloud Posted April 29, 2021 Posted April 29, 2021 22 minutes ago, Azzhat said: Real helpful, thanks so much... I doubt it as you prefer to blame everything other than yourself.
Azzhat Posted April 29, 2021 Author Posted April 29, 2021 Just now, Grey Cloud said: I doubt it as you prefer to blame everything other than yourself. Well it was sarcasm. And you don't know me.
Grey Cloud Posted April 29, 2021 Posted April 29, 2021 8 minutes ago, Azzhat said: And you don't know me. I know you have a problem with a CTD in a specific place and posted a Papyrus log. I know you didn't have Alternate Start installed. I know you thought that going back to NMM from Vortex might help. It is possible to learn quite a bit from what people write and don't write. If you are still using Vortex - purge your mods then try the game. If it works without mods then re-add them a bunch at a time until the problem returns. As Psalam already said, a CTD in the same location is generally a dodgy mesh so the culprit may be from a backport from LE which hasn't been done right or an LE mod you have installed.
Azzhat Posted April 29, 2021 Author Posted April 29, 2021 3 minutes ago, Grey Cloud said: I know you have a problem with a CTD in a specific place and posted a Papyrus log. I know you didn't have Alternate Start installed. I know you thought that going back to NMM from Vortex might help. It is possible to learn quite a bit from what people write and don't write. If you are still using Vortex - purge your mods then try the game. If it works without mods then re-add them a bunch at a time until the problem returns. As Psalam already said, a CTD in the same location is generally a dodgy mesh so the culprit may be from a backport from LE which hasn't been done right or an LE mod you have installed. That was actually helpful, no sarcasm this time. I tried using alternate start which is where it would crash at approaching Riverwood with Vortex, and for some reason started crashing after reaching the blacksmith area. And if you can learn my entire self from technical issues, then you clearly should be working in some governmental agency.
Grey Cloud Posted April 29, 2021 Posted April 29, 2021 1 hour ago, Azzhat said: and for some reason started crashing after reaching the blacksmith area. Try going near another male blacksmith. If it crashes near say, the Falkreath guy, then try near a female. At this point it could be anything - a plant, an ingot, a weapon, an armour piece etc. Quickest way is to do what I said earlier and start a game without mods then add them back in. It may not even be a mesh - 'it generally is' doesn't mean it always is.
Azzhat Posted August 12, 2021 Author Posted August 12, 2021 Sorry for bringing up an old thread, but I finally figured out the issue. It was the Ordinary Women mod. Which is weird because I was using it for a long time with no issues. I think it might have something to do with the fact that I'm using both Bijin and Pandorable at the same time. I always loaded it in the following order: Ordinary Women, Bijin, and then Pandorable. Perhaps I'm doing something wrong with the order of it? Or is it because I'm using the USSEP patches?
judge007 Posted August 12, 2021 Posted August 12, 2021 6 hours ago, Azzhat said: Sorry for bringing up an old thread, but I finally figured out the issue. It was the Ordinary Women mod. Which is weird because I was using it for a long time with no issues. I think it might have something to do with the fact that I'm using both Bijin and Pandorable at the same time. I always loaded it in the following order: Ordinary Women, Bijin, and then Pandorable. Perhaps I'm doing something wrong with the order of it? Or is it because I'm using the USSEP patches? NPC "makeup" mods typically aren't converted to SE 100% As in one of them has "faceparts" still in LE format. They're a nightmare to diagnose I've found the easiest way to avoid it is to convert them to SE, EVEN if they are supposedly an SE mod. Looking at the meshes with NifSkope will show NiTriShapes instead of BsTriShapes
belegost Posted August 12, 2021 Posted August 12, 2021 7 hours ago, Azzhat said: Sorry for bringing up an old thread, but I finally figured out the issue. It was the Ordinary Women mod. Which is weird because I was using it for a long time with no issues. I think it might have something to do with the fact that I'm using both Bijin and Pandorable at the same time. I always loaded it in the following order: Ordinary Women, Bijin, and then Pandorable. Perhaps I'm doing something wrong with the order of it? Or is it because I'm using the USSEP patches? If you're still using Vortex make sure the DEPLOY order matches your LOAD order. Vortex has weird naming but deploy is in general terms equivalent to what in NMM used to be installation order. Therefore because Vortex uses virtual folders installation order in Vortex doesn't matter but deploy order does. If you switched back to NMM (I can't imagine why on earth you would do it), uninstall all 3 mods first, clean your folders of any remaining files (important!), then install them in exactly the same order you want to assign load order to the .esp files. After that double check that .esp load order matches EXACTLY the order you installed those mods in. Should you ever want to change it afterwards you will have to uninstall all those mods and purge any remaining files and it all over again. With Vortex you wouldn't need to do any of that extra work because it would do it for you. I imagine your earlier problems stemmed from the fact that those 3 mods overlap for certain NPC's and there was a mismatch between meshes and esps.
Azzhat Posted August 12, 2021 Author Posted August 12, 2021 18 minutes ago, belegost said: If you're still using Vortex make sure the DEPLOY order matches your LOAD order. Vortex has weird naming but deploy is in general terms equivalent to what in NMM used to be installation order. Therefore because Vortex uses virtual folders installation order in Vortex doesn't matter but deploy order does. If you switched back to NMM (I can't imagine why on earth you would do it), uninstall all 3 mods first, clean your folders of any remaining files (important!), then install them in exactly the same order you want to assign load order to the .esp files. After that double check that .esp load order matches EXACTLY the order you installed those mods in. Should you ever want to change it afterwards you will have to uninstall all those mods and purge any remaining files and it all over again. With Vortex you wouldn't need to do any of that extra work because it would do it for you. I imagine your earlier problems stemmed from the fact that those 3 mods overlap for certain NPC's and there was a mismatch between meshes and esps. Nope I'm using vortex. How do I set deploy to match my load order?
belegost Posted August 12, 2021 Posted August 12, 2021 2 hours ago, Azzhat said: Nope I'm using vortex. How do I set deploy to match my load order? That's basically Mods tab. Set rules as "deploy after". Plugins tab is your load order. Set rules to "load after". Make sure both match. For best results turn off "automatic deployment" and deploy manually after you've set all the rules else it's going to get really annoying really fast. If you ever get "files were modified outside of Vortex" notification always pick "use the newest file" unless you know what you're doing and there's a specific reason not to. EDIT: For clarification: "deployment" in vortex is a shorhand for "uninstall all the relevant mods first, purge all the files, then install them again in the order the user specified, automatically overwriting when necessary dependent on the rules set by the user". That is something you had to do manually in NMM, but Vortex does that for you.
belegost Posted August 12, 2021 Posted August 12, 2021 5 hours ago, Azzhat said: Nope I'm using vortex. How do I set deploy to match my load order? Continuing that I will give you an example from literally just 15 minutes ago. I'm currently in the middle of Dawnguard questline, going through Soul Cairn and I experienced a CTD whenever I approached Boneyard. From the logs I could not determine what was the issue because there was nothing in there that would indicate a problem. Then I realised that is was probably due to Valerica. So I loaded an earlier save, typed her RefID into console and had her teleported to me. And, as soon as I closed the console window, instant CTD. What that told me was that she had mismatched meshes somewhere. Valerica is changed by both The Ordinary Women and Bijin and I was certain I had set those two mods in the order I wanted them. I opened xEdit, loaded my whole load order, found Valerica's record and it turned out that she actually had her own plugin file which I missed when setting everything up 5 months ago and it was in the wrong place. I added the rule to have this .esp load after TOW to match my deploy order. I loaded the game again, had her teleport to me via console and there she was, no CTD. The bottom line is: conflicts can occur anywhere and papyrus logs are not always helpful nor can they provide all the necessary information. You always have to analyse both your load and deploy order, and it helps having a general idea which aspects are changed by which mods, where they overlap and overwrite, so you can know how to best deal with it. Not everything needs a patch, sometimes it's just as trivial as having the right file in the right place. Hopefully that little anecdote will be helpful for you in the future.
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