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aim4it

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  1. I keep getting repeatable crashes when region events result in combat. Crash logger references (MovementPlannerAgentNavmeshBounds*). I'm summing there's some bad nav mesh edits. Also xEdit finds a lot of errors in the plugin with VMAD adapter and null dialogue topics. [00:00] Start: Checking for Errors [00:00] Checking for Errors in [08] BaboInteractiveDia.esp [00:00] [Skyrim_English.DLSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Skyrim_English.ILSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Skyrim_English.STRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Dawnguard_English.DLSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Dawnguard_English.ILSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:00] [Dawnguard_English.STRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:01] [REFR:08367535] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of BaboEventRiftenRoom "Abandoned House in Riften" [CELL:08367002]) [00:01] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [083675B4] <Error: Could not be resolved> [00:01] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08367715] <Error: Could not be resolved> [00:02] [HearthFires_English.DLSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:02] [HearthFires_English.ILSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:02] [HearthFires_English.STRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:02] [Dragonborn_English.DLSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:02] [Dragonborn_English.ILSTRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:02] [Dragonborn_English.STRINGS] Using encoding (from language): 1252 (ANSI - Latin I) [00:05] BaboEventRieklingThirsk "BaboEventRieklingThirsk" [QUST:0807AD9B] [00:05] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08466358] <Error: Could not be resolved> [00:05] BaboBoyFriendVariableSetting "BaboBoyFriendVariableSetting" [QUST:08C3CC03] [00:05] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08EBACB6] <Error: Could not be resolved> [00:05] BaboMonitorScript "BaboMonitorScript" [QUST:087E22B8] [00:05] QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Alias Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [08A00193] <Error: Could not be resolved> [00:06] TauntingProtectorBranch [DLBR:08000D64] [00:06] DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL [00:06] Done: Checking for Errors, Processed Records: 37633, Errors found: 5, Elapsed Time: 00:06 crash-2025-11-20-00-55-01.log
  2. Should be since it doesn't use slave and instead says this: "Apply dirt textures via Racemenu overlays specific to each body part" You'd probably just out of usable overlays depending on what you have setting in the Racemenu ini.
  3. Do you have a tons of items in your inventory? The player inventory checks can take a long time. Longer the more items you carry. Papyrus Tweaks NG can help a little with this little.
  4. @fuggy Did you run FNIS in mod organizer first?
  5. Does this use just the Sexy Move files or the 360 style?
  6. I've also seen that error crash Synthesis Patches. For whatever reason it doesn't like that record being overridden. Just add MoreNastyCritters.esp to the black list so the patcher doesn't touch it.
  7. Its most likely SL Survival's minimum move speed checker to stop all the speed debuffs sex mods tend to stack up on the player and make so the player is unmovable. By default its set to 50 in the MCM.
  8. Or Add the keyword zad_NoHide to things you don't want the hider to operate on.
  9. All you have to do is edit the _conditions file. For instance: NOT IsFactionRankEqualTo(1, "Devious Devices - Integration.esm" | 0x029567) OR NOT HasKeyword("Deviously Cursed Loot.esp" | 0x0BA432) The faction check >=1 is when a DD animated event is playing, and the Keyword check for armbinders. This is by no means a comprehensive list or best way to do it, just what I've found works with minimal effort.
  10. You'd probably have to ask the author. https://www.nexusmods.com/skyrimspecialedition/mods/34705
  11. I think you also have to edit the nifs as well, unless they use niskininstance. As for why they disappear, its the Device hider object from Devious Devices hiding slots that are covered/not visible and prevent clipping for their devices. There are 3 options: 1. Turn off the Device hider in the MCM. Easiest. (Has device clipping.) 2. Change the slots the hider considers a 'lower' layer and should be hidden. (Has device clipping.) 3. Edit the Biped Data in the Armor/Armor Addon records in the esp and the nifs to use Devious Device compatible ones. Someone did this the original esp and body slide files. But not these newer flavors of TAWoBA.
  12. Umm no, DX9 is not a separate process its an API. the game makes API calls to make the OS do things. The host process it creates its just for holding textures, meshes, etc. so the game client doesn't crash when those assets exceed the 32bit process user-addressable space limitation.
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