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Skyrim AE for Beginners - V 3.1.0


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Posted

@nightred

I'll take a look in regard to your suggestion.

 

 

@Nova.ARC @Khaizer

RBT are the textures that should be used and overwrite anything else.

 

Btw. we use 'Fair Skin' only for the teeth otherwis we'd have issues with 'HPH'.

 

 

@Shihiro

The sliders can be ignored as OBody automatically takes care of those. 

Quote

Selecting the CBBE 3BA ... Outfit/Body and CBBE Zeroed Sliders-Preset, then Batch Build ... while having Build Morphs checked

That is all you have to do.

 

If there's an issue creating bodyslides then there are several possibilities:

1. Wrong/broken/incomplete armor preset.

2. Extreme proportions of the selected body preset (after a certain point those simply won't work anymore).

3. The armor has to be modified in the 'Outfit Studio'.

 

__________________________________________________

 

'Northern Roads' looks extremely nice when it works. But there's the big issue with it. I found so many gaps in the landscape and getting all its patches plus the ones from 'Lux' and 'Lux Orbis' to work together is a complete nightmare...

 

Posted (edited)

 

On 11/15/2022 at 2:11 PM, Aylis said:

Subgroup: Strongholds

Question: do you think that a Nvidia RTX 3080 would be able to run it smoothly or might be too weak? I got this graphic card only recently in hast to replace a 7 years old GTX I had, but while I know that the RTX technology is way better than GTX, I'm still not sure if it's enough.

Thanky!

(Just noticed my messages are getting hidden and awaiting for a mod... Am I spamming or something? o.=.o)

Edited by DrakEmono
Posted
1 hour ago, Aylis said:

'Northern Roads' looks extremely nice when it works. But there's the big issue with it. I found so many gaps in the landscape and getting all its patches plus the ones from 'Lux' and 'Lux Orbis' to work together is a complete nightmare...

Right on both counts. I was thinking you are pretty brave taking on Northern Roads patching! But it does look pretty in the pictures and videos! We will await your verdict...

 

1 hour ago, DrakEmono said:

Question: do you think that a Nvidia RTX 3080 would be able to run it smoothly or might be too weak? I got this graphic card only recently in hast to replace a 7 years old GTX I had, but while I know that the RTX technology is way better than GTX, I'm still not sure if it's enough.

Thanky!

(Just noticed my messages are getting hidden and awaiting for a mod... Am I spamming or something? o.=.o)

Your RTX 3080 will be fine with that as that is still a very nice card. If the rest of your PC is roughly equal to the 3080 you should be fine.

Posted

@DrakEmono

I have a TUF 3080 TI here and, after i installed it last month, was able to crank up the texture resolution of all mods for Skyrim (aka going 4K+). So don't worry about your GPU with my guide here. With a card like this you can disregard my tips for saving ressources and go full in.

 

Only make sure that you have enough cooling (i had to add a few more fans to my case).

 

 

@trgdolors

My verdict would be: maybe in a few years (with more patches and a good guide). Most likely after i finished a 'Starfield for Beginners'. ?

Posted

Question looking at the ENB, Pi-cho Azure weathers w/ EVLAS is no longer on there, it is just azure weathers and EVLAS is now tied to Obsidian weathers. I'm assuming to go for straight Azure weathers and ignore the Obsidian / EVLAS combo @Aylis?

Posted (edited)
2 hours ago, Alabaster_Stone said:

Question looking at the ENB, Pi-cho Azure weathers w/ EVLAS is no longer on there, it is just azure weathers and EVLAS is now tied to Obsidian weathers. I'm assuming to go for straight Azure weathers and ignore the Obsidian / EVLAS combo @Aylis?

Yes, stay with Azurite.

__________________________________________________

 

The new water looks great and will be added.

Spoiler

616565067_Water01.jpg.bfcb38d3ebee3f6b76a4306ae465a7f8.jpg

 

The borders between water and land are smoother too.

Spoiler

165549041_Water02.jpg.39023c5945c3bb7545d53bc749d21e65.jpg

 

 

The two main reasons why everyone wants to have'Immersive Camera' included. ?

Spoiler

ScreenShot86.jpg.ebc4b2d31521734cb76a6dcc2d3d6edd.jpg

Anyway, so far no issues with it and i can add the mod to the guide.

Edited by Aylis
Posted
7 hours ago, Aylis said:

Only make sure that you have enough cooling (i had to add a few more fans to my case).

Well, I did well that I took the one with 3 fans which was just a bit more expensive than the one with 2 xP But my case even has a very nice fan system (3 in front, 2 on top and 1 behind)

Anyway, thanks for the info!

Posted

I don't get it. After following the whole modlist and installing every preset and bodyslide files I should install (because I didn't want to wxorry about generating bodyslides), should I generate bodies with Bodyslide? And if so, what should I do exactly?

Sorry for being a dumbass.

Posted

I FINNALY have it solved!

No matter what combination of the V CBBE  Body I build, I always hade a gap between the Head / Body, Hands / Arms or both.

No matter if clothed or not.

 

Now I just switched everything to CBBE 3BBB Body Amazing (The one without he V) and everything works flawless. Thanks for the tip!

(but is anything from the V body now even used anyway?)

 

Anyway, 2 more question:

CBBE 3BA - Improved Body and Feet mod in the Final Section, wich of the  Files do I take ?  The CBBE 3BA - Improved Body and Feet or CBBE 3BAV (V's Cut) - 3BA Improved Patch for 2.2?
I think probably the V'cut one?

 

2n Q: does OSMP (Also in Final section) work with Sexlab? or is that just there to be ignored?

 

 

++++++

Lux and Lux Orbis got an Update and a few more options are added to their Installers @Aylis. FyI

Keep up the Good work! :)

Posted
2 hours ago, Khaizer said:

what should I do exactly?

Make a guess what the 'Predone' in 'Predone Bodyslides' stands for...

 

'Download', 'Activate' and 'Done' aka i already did the work.

 

 

2 hours ago, Shihiro said:

is anything from the V body now even used anyway?

CBBE 3BA - Improved Body and Feet mod in the Final Section, wich of the  Files do I take ?  The CBBE 3BA - Improved Body and Feet or CBBE 3BAV (V's Cut) ...

2n Q: does OSMP (Also in Final section) work with Sexlab? or is that just there to be ignored?

Lux and Lux Orbis got an Update and a few more options are added to their Installers

1. Yes, as a requirement for another mod.

2. Improved Body and Feet

3. Still checking. 

4. Sigh... Again? This gets annoying.

Posted

@Shihiro Maybe use the 2.07 3BAV download (miscellaneous files). the one that mentions (No Gaps with 3BA).

@DrakEmono The one thing you should pay attention to is that you do not exceed your GPUs VRAM. If you always pick the 'best' quality (4k/8k) texture packs while installing this list you can easily reach upwards of 16gb VRAM usage when playing at 1440p. Especially if you run around with multiple companions, those can get chunky.

Posted
1 hour ago, alaunus01 said:

The one thing you should pay attention to is that you do not exceed your GPUs VRAM.

Yeah, I usually go to 2k anyway, so I avoid to go over the VRAM. Anyway, as far as I am now, the result is already quite good~

I finished some small categories, but I'm running into 2 bugs... (well, one of them, maybe it's not?) Sorry for asking them like that as I know I can also "debug" myself by checking mods, but I planned to go to sleep after testing xD I'm just saying them in case someone recognizes them or knows why they happen. If nobody knows, I will look for them tomorrow.

-When I want to bend the bow, for some reason, the character targets a lot toward the left (in 1st person)... making the animation really weird. Even when I shoot, although I do shoot in front, the arrow seems to start from where I'm aiming. (Maybe it's normal and it will always hit when I target?)

-Second, I made a human, and during melee attacks, he acted like a khajiit. I know I passed by a mod adding the ability to have some sort of fist weapon looking gloves, but even without wearing any, he is still doing so.

Posted

@DrakEmono

1. It should look similar to this:

Spoiler

Untitled.jpg.ad3d760a3cdd75dd58ca8ba65a253b92.jpg

2. This could be the CCC for the weaponized gloves/gauntlets. I don't use it so i'm not sure about it.

Posted
5 hours ago, alaunus01 said:

Maybe use the 2.07 3BAV download (miscellaneous files). the one that mentions (No Gaps with 3BA).

Thank you!
That was the problem, now I can even build with the CBBE 3BBB V Body and it works!

 

I knew there was a simple solution....

Posted
On 7/4/2023 at 8:23 PM, Aylis said:

 

@Khuun

CTD in a specific spot usually is a mesh issue.

Got it working now, seems like DynDOLOD had some troubles. I rerun it and now it works.

:D

Posted
7 hours ago, Aylis said:

1. It should look similar to this:

Not gonna lie, but as someone who already used to practice archery, my hand hurts just at the sight of this screen shot, seeing how he is holding the bow... o.=.o"

Posted
1 hour ago, DrakEmono said:

Not gonna lie, but as someone who already used to practice archery, my hand hurts just at the sight of this screen shot, seeing how he is holding the bow... o.=.o"

I got to agree. The weird wrist angle in this screenshot is really off. I hope it is caused by the low-level bow, otherwise i'll look for better animations (like Dynamic Bow Animation).

Posted
55 minutes ago, Aylis said:

From the pictures featuring the mod, looks already better. But the feathers' angles are still wrong. (Yeah, I know, I'm overly picky as we will never pay attention to this detail in game xD)

Anyway, shall return modding and see if I can figure out about the CC and what's wrong with the bow... at worse, I will just remove it (not because lazy but really of the way he holds the bow...)

Posted (edited)
On 7/9/2023 at 6:19 PM, Aylis said:

@Nova.ARC @Khaizer

RBT are the textures that should be used and overwrite anything else.

 

Btw. we use 'Fair Skin' only for the teeth otherwis we'd have issues with 'HPH'.

 

 

Thank you for your answers. I was worried because of all the questions people were asking about generating bodyslides.

And after 3 days of modding, doing everything (almost properly), realizing I've installed some wrong mods because sometimes you didn't say which options to choose while installing some mods, reainstalling on a clean start, modding again, having trouble while generating lods and textures with xLODGen because of memory issues, I finally have finished.

It's not the first time I try to launch a game with your modlist to see if everything works, far from it, but it seems perfect now. But... BUT... The horses in the intro are invisible. I can hear them, I can see the smoke coming out of their nose, but the harness is attached to an invisible entity. I had the same problem before with the dragon on the menu screen (I use the Creature framework and sexlabs mods, and it only shows up when they are installed) where I couldn't see him, just a thin part of his wings moving. Reinstalling and re-modding again fixed it, and it does appear completely on the screen this time, but the horses don't.

I don't know what to do anymore. I don't know if I should change the load order of FNIS and FNIS Creatures because the animations mods say to put it before, but you put it at the end of the modlist just before Nemesis. I don't see the horses textures, and so I fear my game is not modded correctly and I don't want to play on a corrupted save file from tnhe start. I don't even know what to try anymore after 3 days of hard work just to play some video game.

What should I do? I'm sorry if my questions seem stupid but I really tried everything (Yes I've verified files integrity on steam, re-did the Bethini parameters, verify everything I have installed and checked if all the things manually installed were installed properly). I wanted to check everything I could do by searching online and by trial and error before asking here for help.

Thank you in advance.

 

EDIT: Since I have no mods related to horses installed, I think it might be related to one of the creature sexlabs mods and/or their load order (SLAL should be installed after MoreNastyCritters and CreaturesFramework according to the original threads), but there are no instructions on the modlist about how to install all these mods and what to check, so I'll try multiple things, and if I find a solution I'll edit this post again.

Edited by Khaizer
Posted
13 hours ago, Aylis said:

2. This could be the CCC for the weaponized gloves/gauntlets. I don't use it so i'm not sure about it.

Ok, that was silly me who missed to correctly read one of the mods. Feral - Rip and Tear gives this animation to ALL races (while not requiring DAR), as even if the others versions require DAR, they don't affect humans (and can be in choice all vampires, only reworking Argonians and Khajiits, etc...). In my opinion, I would just mentio "Feral" here to let the user the choice about which version to take.

And of course, I verified, no MCM menu in case I wanted to customize.

Posted

@Khaizer

Just checked the horses on my side.

Spoiler

Untitled.jpg.b78ef613af506257ae85701009bde3dd.jpg

Afaik there are two things that might cause issues:

1. CCC Wild Horses. Which, if i remember correctly, could cause issues with MNC.

2. Wrong version of MNC. There are two versions floating around and you might give the other version a shot (i linked to the one i use here).

 

The placement of FNIS doesn't matter at all (i had it in 'Physics and Animation' first). But if you do as many bodyslides as i do, you simply don't want to scroll through the whole list for every new armor you test.

 

But i'm going to bed now. Its past 3 in the morning and i'm already half-asleep... sleepingg3i09.gif.a0db55a7518f6b80f59a26e59c3958d4.gif

Posted (edited)
2 hours ago, Aylis said:

@Khaizer

Just checked the horses on my side.

  Reveal hidden contents

Untitled.jpg.b78ef613af506257ae85701009bde3dd.jpg

Afaik there are two things that might cause issues:

1. CCC Wild Horses. Which, if i remember correctly, could cause issues with MNC.

2. Wrong version of MNC. There are two versions floating around and you might give the other version a shot (i linked to the one i use here).

 

The placement of FNIS doesn't matter at all (i had it in 'Physics and Animation' first). But if you do as many bodyslides as i do, you simply don't want to scroll through the whole list for every new armor you test.

 

But i'm going to bed now. Its past 3 in the morning and i'm already half-asleep... sleepingg3i09.gif.a0db55a7518f6b80f59a26e59c3958d4.gif

 

Thank you very much for your answer!

I had all of the creation clubs activated. So I did a clean reinstall of Skyrim (you never know if it's simply corrupted files), reinstalled the manual files to be inside Skyrim SE folder, removed the unadvised Creation Club mods and also Pets of Skyrim, Nix dogs and WIld Horses. Then I double checked everything on my load order to be the same as yours, and I've reinstalled all the patches to not have any missing masters. Then after FNIS and Nemesis generation exactly like you write it, and finally the Wrye bashed patch.

I start a new game, and surprise surprise, the horses are still missing. So I'm getting very annoyed after so much time modding this game, so I try to see if they're supposed to be generated while configuring the MCM (of course not, meshes files won't be installed during a played game) and then I notice something...

The Horse's rocket engine was swinging under the invisible entity. So apparently the problem is that MoreNastyCreature or another sexlabs creature mod/animation pack replaces the original horse mesh with some empty file and only give them the masculine parts. I reinstalled every sexlabs mods and verifying that they were correct in their load order and the content of their supposed files. But the problem is still there. I tried to switch multiple of these mods and try new saves before putting where they belonged afterwards when it didn't work (If it's not broken, don't fix it, right?).

I swear it's making me go crazy to waste so many hours for nothing, and I hope it's not just one of the mod authors who made its mod badly. But I doubt that since it seems to be working for you. Obviously, something must have been done wrong on my part but I can't get my finger on it.

Hope you had a good sleep, and thank you again for your time.

Edited by Khaizer
Posted

hi, ty for the guide. But i have a ctd when changing sex to female.

 

RAX 0x220B51EB400      (BSDynamicTriShape*)
        Name: "FemaleHead"
        RTTIName: "BSDynamicTriShape"
        Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController | kNoAnimSyncS
        Name: "FemaleHead"
    RCX 0x220B51EB400      (BSDynamicTriShape*)
        Name: "FemaleHead"
        RTTIName: "BSDynamicTriShape"
        Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController | kNoAnimSyncS
        Name: "FemaleHead"

 

What could it be? thanks for the help.

Posted (edited)

@Khaizer

OK. Lets try to locate the issue... What happens if you remove the creature group in sex mods?

 

Should the horses still be gone try to add Realistic Horse Breeds to creatures. This way we make sure that there are meshes and textures beside the standard ones. Horses still gone?

Then, sorry, no idea and there's a bigger problem with the installation.

 

Now readd the creature group. Horses gone again? Sounds like a broken download/installation in the group. Redownload the group and reinstall them from the fresh files. 

 

 

@ravanara

Scripting stuff and logfiles belong in spoilers too.

 

This is usually a memory issue or a broken mod.

1. Make sure that 'Engine Fixes' is installed correctly.

2. Try reinstalling 'Racemenu'.

3. Check that you don't have a version conflict. 

___________________________________________________

 

Set CPU Affinity for Mod Organizer seems to help (game feels snappier).

Edited by Aylis
Posted (edited)
9 hours ago, ravanara said:

i have a ctd when changing sex to female

I have been using this tool to help find what is causing crashes.

Crash Log Analyzer https://www.nexusmods.com/skyrimspecialedition/mods/89860

 

 

As an example my last crash had this in the report 

 

LA SSE - Sephs Skyrim Experimental Crash Log Analyzer (1.0.1) / 2023.07.10
---------------------------------------------------------------------------
If you are asking others for assistance / help, ALWAYS provide the crashlog as well!
#####################################################################################

Crashlog Tool:         CrashLoggerSSE v1-8-0-0 Feb  1 2023 00:20:05
Game Version:       1.6.640
Script Extender:    1.6.640


################################################################################
RAM
################################################################################
RAM Total:    31.92 GB
RAM Used:    15.68 GB
RAM Free:    16.24 GB

Analysis RAM (all good):
        It is absolute unlikely that the crash was due to RAM.

################################################################################
Mod Count:
################################################################################
    Light: 246    Regular: 209    Total: 455


################################################################################
Header indicators:
################################################################################
Memory:          0x7FF710A531A2        count: (2)
File:            SkyrimSE.exe        count: (40)
Address:         14231A2            count: (2)
Assembler:        mov rcx, [rax+0x28]    count: (2)

[ 0] 0x7FF710A531A2 SkyrimSE.exe+14231A2 -> 107497+0x42    mov rcx, [rax+0x28] -//- count: (1)
[ 1] 0x7FF7109E5B75 SkyrimSE.exe+13B5B75 -> 105528+0xB5    mov rdi, rax -//- count: (1)
[ 2] 0x7FF710A1943C SkyrimSE.exe+13E943C -> 106517+0x52C    mov rcx, rax -//- count: (1)
[ 3] 0x7FF710A1C9C9 SkyrimSE.exe+13EC9C9 -> 106576+0x89    mov ecx, [0x00007FF7126F715C] -//- count: (1)
[ 4] 0x7FF710A1C0C7 SkyrimSE.exe+13EC0C7 -> 106567+0xA7    mov r8d, [rsi+0x160] -//- count: (1)
[ 5] 0x7FF7103CCA68 SkyrimSE.exe+0D9CA68 -> 76558+0xD8    inc edi -//- count: (1)
[ 6] 0x7FF710A296D3 SkyrimSE.exe+13F96D3 -> 106927+0x53    inc ebx -//- count: (1)
[ 7] 0x7FF71029C628 SkyrimSE.exe+0C6C628 -> 69378+0xD8    mov ecx, [rbx+0x0C] -//- count: (1)
[ 8] 0x7FF71029CBF1 SkyrimSE.exe+0C6CBF1 -> 69380+0x361    mov r15d, eax -//- count: (1)
[ 9] 0x7FF71029AF7A SkyrimSE.exe+0C6AF7A -> 69344+0x8A    movzx eax, byte ptr [rbx+0xA74] -//- count: (1)
[10] 0x7FF710275E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D    mov rcx, [0x00007FF712636898] -//- count: (1)
RSI 0x7FF7128FDBC0     (void* -> SkyrimSE.exe+32CDBC0    add byte ptr [rsi+rbx*1], 0x18) -//- count: (1)
[RSP+0  ] 0x7FF7109E5B75     (void* -> SkyrimSE.exe+13B5B75    mov rdi, rax) -//- count: (1)
[RSP+20 ] 0x7FF710A5E6D5     (void* -> SkyrimSE.exe+142E6D5    test al, al) -//- count: (1)
[RSP+80 ] 0x7FF710A1943C     (void* -> SkyrimSE.exe+13E943C    mov rcx, rax) -//- count: (1)
[RSP+D8 ] 0x7FF7126C2644     (void* -> SkyrimSE.exe+3092644    add [rax], al) -//- count: (1)
[RSP+110] 0x7FF710A5C93B     (void* -> SkyrimSE.exe+142C93B    mov eax, [rsp+0x60]) -//- count: (1)
[RSP+138] 0x7FF7126C2644     (void* -> SkyrimSE.exe+3092644    add [rax], al) -//- count: (1)
[RSP+170] 0x7FF710A1C9C9     (void* -> SkyrimSE.exe+13EC9C9    mov ecx, [0x00007FF7126F715C]) -//- count: (1)
[RSP+1A0] 0x7FF710A1C0C7     (void* -> SkyrimSE.exe+13EC0C7    mov r8d, [rsi+0x160]) -//- count: (1)
[RSP+1D0] 0x7FF7103CCA68     (void* -> SkyrimSE.exe+0D9CA68    inc edi) -//- count: (1)
[RSP+1D8] 0x7FF7128FDBE0     (void* -> SkyrimSE.exe+32CDBE0    cmp [rdi+0x10000], dh) -//- count: (1)
[RSP+208] 0x7FF7126C2644     (void* -> SkyrimSE.exe+3092644    add [rax], al) -//- count: (1)
[RSP+218] 0x7FF7126C2640     (void* -> SkyrimSE.exe+3092640    add [rax], al) -//- count: (1)
[RSP+220] 0x7FF7126C2648     (void* -> SkyrimSE.exe+3092648    add [rax], al) -//- count: (1)
[RSP+230] 0x7FF710A296D3     (void* -> SkyrimSE.exe+13F96D3    inc ebx) -//- count: (1)
[RSP+238] 0x7FF7128FDBE0     (void* -> SkyrimSE.exe+32CDBE0    cmp [rdi+0x10000], dh) -//- count: (1)
[RSP+260] 0x7FF71029C628     (void* -> SkyrimSE.exe+0C6C628    mov ecx, [rbx+0x0C]) -//- count: (1)
[RSP+268] 0x7FF7126C31D8     (void* -> SkyrimSE.exe+30931D8    sar byte ptr [rdx+0x1EAA05B], 0x00) -//- count: (1)
[RSP+280] 0x7FF7126C31D8     (void* -> SkyrimSE.exe+30931D8    sar byte ptr [rdx+0x1EAA05B], 0x00) -//- count: (1)
[RSP+298] 0x7FF7126C3188     (void* -> SkyrimSE.exe+3093188    adc al, 0x00) -//- count: (1)
[RSP+2A8] 0x7FF7126D7B00     (void* -> SkyrimSE.exe+30A7B00    ) -//- count: (1)
[RSP+2B0] 0x7FF71029CBF1     (void* -> SkyrimSE.exe+0C6CBF1    mov r15d, eax) -//- count: (1)
[RSP+2F0] 0x7FF711586F80     (void* -> SkyrimSE.exe+1F56F80    add [rax], al) -//- count: (1)
[RSP+380] 0x7FF71029AF7A     (void* -> SkyrimSE.exe+0C6AF7A    movzx eax, byte ptr [rbx+0xA74]) -//- count: (1)
[RSP+388] 0x7FF7126C3101     (void* -> SkyrimSE.exe+3093101    add [rax], al) -//- count: (1)
[RSP+3B0] 0x7FF710275E4D     (void* -> SkyrimSE.exe+0C45E4D    mov rcx, [0x00007FF712636898]) -//- count: (1)
[RSP+3B8] 0x7FF7126368F0     (void* -> SkyrimSE.exe+30068F0    add [rax], al) -//- count: (1)
SkyrimSE.exe                           0x7FF70F630000 -//- count: (1)

################################################################################
Solutions
################################################################################

SkyrimSE.exe: count: (40)
    This file on its own is not the cause, however, we'll do further parsing...

    Could not find any known issues related to SkyrimSE.exe.
    SkyrimSE.exe _might_ be listed for the sole reason of... you're playing this game!!
--------------------------------------------------------------------------------

NiNode: count: (6)
    Ninodes are related to skeletons. It could be a wrong loadorder for skeleton based mods.
    If you use HDT/SMP, make sure to load it like: Body (CBBE or BH/UNP) -> FNIS/Nemesis -> DAR -> HDT -> XP32
    Also make sure that you've chosen the HDT/SMP variant of xpmsse.
    If you find a mod name in the following list, try disabling it and rerun FNIS or Nemesis.
--------------------------------------------------------------------------------
RTTIName: "NiNode" count: (6)
RDI 0x0                (size_t) [0] count: (6)
Name: "Block (0, 0)" count: (6)
Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController | kRenderUse | kPreProcessedNode count: (6)
Checking Parent: 0 count: (6)


################################################################################
Success Statistic: (this has been detected/handled, does not mean it's the cause)
################################################################################
Issues Found:    2
Issues Solved:    2

################################################################################
DEBUG State:
################################################################################
Culprit list content: (just a list)
SkyrimSE.exe, NiNode, 

################################################################################
Random 'Fallback' Checks
################################################################################


File: "Skyrim.esm" -//- count: (2)


RTTIName: "BSLightingShaderProperty" -//- count: (5)
Name: "Block (0, 0)" -//- count: (6)
RTTIName: "BSTriShape" -//- count: (3)
RTTIName: "BSMultiBoundNode" -//- count: (6)
RTTIName: "NiNode" -//- count: (6)
ExtraData[0] Name: "BSX" -//- count: (3)
Name: "ObjectLODRoot" -//- count: (3)
Name: "shadow scene node" -//- count: (3)
RTTIName: "ShadowSceneNode" -//- count: (3)
Name: "WorldRoot Node" -//- count: (3)
RTTIName: "SceneGraph" -//- count: (3)
 

 

My issue was just a random CTD on changing map when updating a face shadow after a few hours of game play.

 

This is not fixable and the cause is not fully known (based on my research)

 

Edited by nightred

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