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  1. Hello, sorry for the inconvenience. I think I must have some kind of bug or something like that, maybe a product of some mod, anyway. The point is that I finished the missions of the boomers, including the one with the plane in the river, and I have the reputation "idolized" with them, however, they still continue to shoot missiles as soon as I'm close, even going so far as to shoot at the npcs when I I'm in. Obviously, this also results in the npcs inside dying. I don't know how to use the geck to edit this and I need help, maybe some .esp or something to make those missiles not fire? Even if that means deactivating them permanently Any type of comment or help is welcome, thank you.
  2. Will return the plugin-relative record ID for references defined in plugins. For references created at runtime, the full form ID is returned. The record ID is the form's ID without the plugin index, ie FE001003 becomes 3. Likewise, 4C006481 becomes 6481. However, FF040205 will remain FF040205. Int Function GetRecordIdFromForm(ObjectReference queryForm) Int formId = queryForm.GetFormID() Int msByte = Math.RightShift(formId, 24) If (msByte == 0xff) ; not a plugin defined reference Return formId EndIf Int recordId = 0 If (msByte == 0xfe) ; light plugin recordId = Math.LeftShift(formId, 20) recordId = Math.RightShift(recordId, 20) Else ; regular plugin recordId = Math.LeftShift(formId, 8) recordId = Math.RightShift(recordId, 8) EndIf Return recordId EndFunction Requires F4SE.
  3. This is sort of the reverse of GetFormFromFile(). Gives back the plugin filename a reference comes from, or "RUNTIME" if it was created at runtime: String Function GetFileFromForm(ObjectReference queryForm) int formId = queryForm.GetFormID() int msByte = Math.RightShift(formId, 24) if (msByte == 0xff) ; runtime form return "RUNTIME" endif Game:PluginInfo[] pluginsList int pluginIndex = 0 if (msByte == 0xfe) ; light plugin pluginsList = Game.GetInstalledLightPlugins() pluginIndex = Math.LeftShift(formId, 8) pluginIndex = Math.RightShift(pluginIndex, 20) else ; regular plugin pluginsList = Game.GetInstalledPlugins() pluginIndex = msByte endIf return pluginsList[pluginIndex].name EndFunction In case anyone else needs it. Requires F4SE.
  4. Here's how to create a Papyrus Array of arbitrary size and type, using just vanilla capabilities: ; declare desired array type (example: a struct called MyDesiredType) and it's size (example: 500 elements) MyDesiredType[] myArray Int size = 500 ; for each element in the desired array... ObjectReference newRef Int i = 0 While (i < size) ; ...place dummy object at xmarker in helper cell ; (force persistence as, ideally, the helper cell is not in loaded area) newRef = markerInHelperCell.PlaceAtMe(dummyForm, 1, true, true, false) ; ...reflink the placed dummy to the marker with whatever keyword newRef.SetLinkedRef(markerInHelperCell, kwdWorkshopItem) i += 1 EndWhile newRef = none ; ask the engine to hand us an objectreference array with the 500 dummies we linked to the marker ObjectReference[] linkedRefs = markerInHelperCell.GetRefsLinkedToMe(kwdWorkshopItem) ; ask the engine to create a copy of the array and to recast the copy into the desired type myArray = (linkedRefs as Var[]) as MyDesiredType[] ; clean up all the dummy refs i = linkedRefs.Lenght - 1 While (i > -1) linkedRefs[i].Delete() i -= 1 EndWhile ; done: myArray has 500 elements. Papyrus VM may prohibit you from creating large Arrays - but you can coerce the engine to create one via GetLinkedRefs() and then leverage Var[] casting magic to change the type. It wont be fast due to the PlaceAtMe() call, but it works. NOTE: If MyDesiredType is incompatible with ObjectReference, every element in myArray will be initialized to <none>. If the types are compatible, then the elements will contain the dummy references. You definitely don't want that, so add an intermediary cast through an incompatible type in this case: ; using Location as the incompatible type here myObjectReferenceArray = (((linkedRefs as Var[]) as Location[]) as Var[]) as ObjectReference[] Enjoy.
  5. Say you have a input Array that you've obtained through some native code means and which has or might have more than 128 entries: ObjectReference[] linkedRefs = refSettlementWorkshop.GetRefsLinkedToMe() Say you also have an output Array of some data type other than ObjectReference: ; the struct type Struct ObjectDescriptor ObjectReference TheRef Int Status EndStruct ; array of struct ObjectDescriptor[] objectsToProcess I use a Struct here because I can. You could however use any type here, other than ObjectReference. Now assume that, for every element in the input Array, you want to put a new instance of the ObjectDescrptor Struct into the output Array. The traditional approach would be to write a loop that reads each element of the input Array, creates a new Struct and fills it, and finally adds the new Struct to the output Array: Int i = 0 ObjectReference[] linkedRefs = refSettlementWorkshop.GetRefsLinkedToMe() ObjectDescriptor[] objectsToProcess = new ObjectDescriptor[0] While (i < linkedRefs.Length) ObjectDescriptor newDescriptor = new ObjectDescriptor newDescriptor.TheRef = linkedRefs[i] newDescriptor.Status = 1 objectsToProcess.Add(newDescriptor) i += 1 EndWhile BUT: The Array.Add() will fail after 128 elements, because Papyrus VM doesn't allow it! And the same is, unfortunately, true if we try to create the Array at a size >128 directly - Papyrus VM won't allow it. =( =( =( Now what??? You could rely on the Large Array Patch in LLFourplay.dll of course. Or, you could use MergeArrays() in SUP F4SE. But what if you want or need to work without any F4SE magic at all? How can you do this then? Is there a simple solution? Yes. Here's what you do instead: Int i = 0 ObjectReference[] linkedRefs = refSettlementWorkshop.GetRefsLinkedToMe() ObjectDescriptor[] objectsToProcess = (linkedRefs as Var[]) as ObjectDescriptor[] While (i < linkedRefs.Length) ObjectDescriptor newDescriptor = new ObjectDescriptor newDescriptor.TheRef = linkedRefs[i] newDescriptor.Status = 1 objectsToProcess[i] = newDescriptor i += 1 EndWhile The intermediate cast of ObjectReference[] through Var[] into ObjectDescriptor[] will result in a new Array of type ObjectDescriptor being created, with the same number of entries as the ObjectReference Array has. However, because the data types (ObjectReference vs ObjectDescriptor) are not compatible, all the entries in the resulting Array will be... none. Which coincidentally just so happens to be the exact sort of thing you need here, of course: A properly sized Array, with empty entries you can fill. Safe and effective. Enjoy! NB: If your output Array is of the same datatype as the input Array, search for my SOLUTION for creating copies of Arrays here in the forum.
  6. So you want to use ModA, but it requires ModB, which requires ....., You don't need to track down the full chain of mods. The compiler only needs the function declarations you are using. Create a "header" file with empty functions for the ones you need. If ModA.psc looks like: Scriptname ModA extends Quest Imports JConatainer int actors Function OnInit() actors = JMap.values() EndFunction Actor Function getActor(int id) return JValue.getForm(actors, id) EndFunction Your simple header ModA.psc file should look like this: Scriptname ModA extends Quest Actor Function getActor(int id) EndFunction
  7. ...is that certain mods check for weight to generate needed drops. Hunterborn is a prime example, as weightless mods cause foraging or rendering a carcass to give no gains. Fortunately, it doesn't have to be vanilla weight. This is very fortunate indeed as dragons in particular give a LOT of weighty meat and the heaviest bones and "hide" (the scales) in the game. 0.05 or 0.025 weight on everything but weapons and armor (flat weight of 5 pounds for two-hander weapons, 3 for large one-hander, 1 for dagger-size and similar outrageous-for-us-for-a-change weights for armor... (I should add for completeness' save that I have used Wrye's "reweigh" options in the bash-file "tweak assorted" checkbox to great effect although that only provides options for Ammunition, Books, Ingestibles (minimum unfortunately... have fun with the triple-pounder Venison Chop!), Ingredients, Potions, and Staves. Crafting items, ingots, ore, Hearthfire materials, tools, miscellany, remains like everything Hunterborn provides or that heavy heavy dragon-bone... Yeah)
  8. This is to someone in the future may ran into that ugly red message poping up and stop you to play the game. / i have seen many requests what could cause this, therefore i decided to share my findings. / So, I build a huge base.. Many possibilities... When suddenly the above message started to appear. I tried to look up the log file, but that gives only hexadecimal numbers and a bunch of nonsense. i thought there must be an illegal alien.... i mean an illegally operational block what causing this. i made a copy from save game and start deleting now without risk part of the base. Chunk or region reset does not work as it will erase your base as well! i got luck and the first segment of the base i deleted was the medical department. Inside of it i found a dev block, i placed the X-ray display. it was switched on what i did not do it. On basing settings, any block what can be switched on is on the off state and during normal game play you can place but you can't switch on dev blocks. So it must have been a glitch when i placed it. After destroying that, the error went away . Saved the day! So, don't panic when that error message poping up and stopping you to enjoy for the game. Find the block causing it, delete it and keep playing. 1. make a copy from the saved game. C:\Users\yourname\AppData\Roaming\7DaysToDie\Saves\ 2. the error pops up around 5 or 6 chunks away from the invalid block itself. 3. delete part of your base. 4 go away and come back. if the error message pops up, go delete the next section of the base. 5, rinse and repeat. 6, when you found the problematic area and message not appear any more, than load back the copied saved game and start shrinking the area until you find that 1 block. Can be time-consuming but for me it was ok. good luck
  9. Hello there! First of all, I have an issue with melee weapons. When I change view from 1st person to 3rd person, and backwards, my character automatically uses block. And when he takes out a melee weapon there is a auto-block again! And I've found only 1 post about it, on Reddit, and it is said, that this problem caused by broken save game. So, I have tried to play with some older saves, and that's fixed. But.... I don't want to lose my progress, so, is there any solution about it? Some fix maybe, idk, and if u know how this problem happened, I will appeciate it!
  10. I want to play an institute run, but can someone point me to a mod that goes Join the institute>broker peace with the railroad and minutemen>Pacify brotherhood (or massacre them, idgaf as long as i can keep danse and not blow up the blimp) Im a collector, so i absolutely need to keep and reach max affinity with all companions. And i built my spectacle island base with "views" of the blimp, so i dont want it blown out of the sky. If you get put in charge of the institute, why cant i just tell the railroad ill make sure synths are treated well from now on and stop kidnapping commonwealth citizens and replacing them with synths. I mean, i f***ing own the institute, ill do whatever i want. Not to mention i can beat a legendary glowing deathclaw to death with my bare hands, ill just kill any institute people who disagree with my new policies. f*** you gunna do about the guy who can murder you without trying, who goes invisible when he bends over and wears full upgraded x01 power armor just for giggles? Pretty sure if i say jump, the institute should ask how high Anyway, i seriously doubt this mod doesnt exist. Can someone point me to said mod or combination of mods? Edit: i realized my whole post is spoilers, so i just deleted the arbitrary spoiler warning. Also, the game is decently old, if you are browsing the mod forums but still dont know the ending to the game, you are just dumb or illiterate, i have no idea how you would manage that if you werent.
  11. TL;DR Do the last 5 things. So up until recently I had a bug that had seemed to be ending a lot of people's games through sheer annoyance. The premise is that whenever you try to interact with an object that requires a specific idle animation to be played while you are using is (all tables, enchantment tables, smithies, etc.) you would do the initial animation to start, if you were using an enchantment table or another object that brings up a menu, the menu would pop up, but you would immediately quit out for no reason. Obviously this is a huge pain and can be very scary as it is hard to pinpoint when the glitch actually took place. So first off, what is going on? 1. We know it's an animation error and we know why it's happening. In general, animations in Skyrim have a beginning and end set time, this goes for mods too. The way the game works (as far as I can tell) it calls a certain animation when a given flag is flipped and then the animation plays. Normally the animation ends and the game realises this and you move on with your day as normal. What is causing the glitch however, is one of your animations ends, but the game doesn't realise it. This happens very infrequently with vanilla animations (but is still possible) , but I have found can happen extremely easily with modded animations (Such as with Immersive Beds and Better Vampires). 2. I have found this glitch to become much more common the heavier the load of scripts you have the game running is. In my game, I have Frostfall, iNeed, Better Vampires, Immersive Beds, and a whole other host of SKSE required mods running and I think this is a huge contributing factor seeing as the game is constantly trying to read all these scripts and can easily miss a flag here or there. 3. It seems to be affected by playtime. I know I was playing the game for a while before it started cropping up (especially with all the mods and SKSE plugins I had installed). I think this is because the longer you play, and the bigger the save files get, the more stuff the game has to process which increases it's chances of missing the flag that turns of the animation. 4. Better Vampires and Immersive Beds can be the culprit. Now, this doesn't mean that these are bad mods. All it means is that the animation system that Bethesda put into the game is very very fragile and when you insert scripts that weren't changed how specific parts of the game worked and included animations, the game could get very easily confused. What seems to happen with Better vampires is that the feeding animations can get cut short, or not even play at all, which leads right into this glitch. . . sometimes. Honestly it seems like a small fraction of the time when the animations break that the glitch occurs, and I don't know why it isn't consistent. With Immersive Beds, a possible symptom of the glitch is that the animation that plays when you get into bed just doesn't occur. If this happens, you are best off going right to the Catch-All at the bottom. 3. Once this glitch happpens, unless you can find a wayto reset your animation scripts in game, or you manage to flip the little flag that tells the game that the animation it thinks it needs to interrupt you for is inactive, you're screwed. Now that that is over with, hopefully someone can work on a better solution than the one that I came up with, or the ones that various orther sources have found (like maybe a patch if it's possible) So now for the part that you probably actually came for: How to solve this. First I'm going to list minor solutions that have worked for other people. They are extremely inconsistent though and they only work for me sometimes and sometimes the glitch persists through the method even though it seems to be fixed. 1. Using a shout. just stand still and use one of your shouts. As far as I can tell it doesn't matter which one you use, but if you are using Better Vampires you probably don't want to use the Detect Aura one. 2. Going to jail. I've seen that this tends to reset a lot of issues, and I have seen some success stories of this working for some people. So go out there and punch a guard, he deserves it. 3. Interrupting someone else. I've seen people get around this by waiting for someone else to start using the thing that they are trying to use, or anything else for that matter, and then interrupting them. You'll get the "Someone else is using this prompt" and then they will stop, and you can try to use it after them. 4. Go into the console and type "player.tai" without the quotes, it will probably turn off the animations for you, so you want to do it again so that it says that they are on. Heads up, I haven't seen anyone say that this worked,but I have seen it suggested a tonne. So now finally for my Catch-All. If you are like me, and none of these simpler, less pain inducing options worked for you, have no fear (maybe)! I was thinking about what causes the issue, and all I wanted was an option to just reset the animation scripts and clean the massive cache that the game had generated over the playing time, but I couldn't find anything that did that. Until I looked in the Immersive Beds MCM menu. Here's what you need to do: 1. Download Immersive Beds. You literally never have to use it, you are only going to use one function of it. 2. Go in game and wait for the MCM to realise that it exists. 3. Go into the menu and click the option that says something along the lines of Resetting the mod. 4. Exit the menu and wait for a little hitch in your frame rate. 5. It should be fixed. This is the only consistent and logical solution that I have found, considering it purges all of the animations from the game for a split second (again as far as I know) and then allows them to pick back up. Now like I said earlier, this glitch does seem to be affected by playtime, so if you start having it again, go back into your Immersive Beds MCM and reset those scripts! If I'm wrong or this is already somewhere else, feel free to ban me :smile:
  12. Hey guys, I'd been searching for the solutions for this CTD(causing by enb/d3d9.dll), and I finally fixed this problem. So now I'd like to share the solutions I found to those whoever needed it. The result is not assured though. I did see a lot of people have the same problem, but each of them fixed it with a different solution. (I heard that win 10 might be the main reason, not sure though) Here's the solutions I found, Remember to run skyrim to test it after you try each of the solution and repeat it until you fix the problem. 1. Download and install the DirectX End-User Runtimes (June 2010) or its web installer from Microsoft official website. Here's the links: DirectX End-User Runtimes (June 2010) https://www.microsoft.com/en-us/download/confirmation.aspx?id=8109 DirectX End-User Runtimes (June 2010) Web installer https://www.microsoft.com/en-us/download/details.aspx?id=35 Install the first one first, if the problem still happens, install the second one. After installed it, restart your pc and run skyrim with enb to see whether the problem is fixed. If the problem is solved, then you can stop here and play your skyrim happily. If not, try the solutions below. 2. Disable/close all of the in-game overlay function of software such as GeForce experience, shadow play, steam overlay, Xbox overlay, etc. And make sure you didn't use MSI Afterburner, Rivatuner or any other monitoring and capturing software. Close your wifi and your antivirus software. Run skyrim and see whether the CTD is still happening. 3. Set VideoMemorySizeMb=4096 under the [MEMORY] in enblocal.ini Run skyrim and see whether the CTD is still happening. 4. Set the compatibility of enbhost.exe, skse_loader.exe, SkyrimLauncher.exe, and TESV.exe to win 7. Run skyrim and see whether the CTD is still happening. 5. Go to C:\Windows\System32 and look for d3d11.dll and dxgi.dll. Copy these and paste them in your skyrim root folder(where you put the d3d9.dll) âRun skyrim and see whether the CTD is still happening. 6. Make sure TESV.exe does not run in administrative mode. Make sure enbhost.exe run administrative mode. Run skyrim and see whether the CTD is still happening. That's all, hope you guys can solve the problems successfully:) And sorry for my bad English.
  13. You just open brand new creation âkit for special edition and decided to create new script and creation kit welcomes you with an error. Even hello world tuorial in the " https://www.creationkit.com/index.php?title=Bethes... " .You won't be able to go further "new script " step. First off all , I think this error cause for me because Turkish letters, UTF-8 problem of some kind especially letter "I" in my opinion. I have Windows 10 64bit with Turkish language and my SkyrimSE and CK 2.0 are in English. This is the error: Starting 1 compile threads for 1 files... Compiling "newscri32pt"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\Game.psc(251,57): unknown type imagespacemodifier C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\Actor.psc(454,28): unknown type idle C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\Actor.psc(457,38): unknown type idle C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\ObjectReference.psc(477,45): unknown type impactdataset No output generated for newscri32pt, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on newscri32pt Solution: First thing the notice here, old versions put the psc files in". \Data\Scripts\Source" but in new version they are in ". \Data\Source\Scripts" , basically folder with psc files in it.(You can go back old system with some creation ini tweaks. You need to add "sScriptSourceFolder = ".\Data\Scripts\Source" under [Papyrus] in creationkit.ini and create ".\Data\Scripts\Source" folders and move files) I will explain the solution based on new file system: 1) I unzipped " .\Skyrim Special Edition\Data\Scripts.zip" to ".\Skyrim Special Edition\Data\" file (everyone should do this for good measures,)Ck 2.0 should ask you to unzip when you first start it. So you maybe do this step long ago. 2) I changed psc files names which start with capital letter "I" to "i" in " .\Skyrim Special Edition\Data\Scource\Scripts".(iceWraithParticlesSCRIPT.psc, idle.psc, impactDataSet.psc, ingredient.psc, initialDisable.psc, itemWithSoudScript.psc, ivarsteadDialogueQuestScript.psc, ivarsteadSSTriggerScript.psc) 3) I changed "ImageSpaceModifier" ->"imageSpaceModifier" ("I"->"i") in line 251 ".\Skyrim Special Edition\Data\Source\Scripts\Game.psc" based on papyrus error code. 4) I changed "Idle"->"idle" ("I"->"i") in line 454 ".\Skyrim Special Edition\Data\Source\Scripts\Actor.psc" based on papyrus error code. 5) I changed "Idle"->"idle" ("I"->"i") ân line 457 ".\Skyrim Special Edition\Data\Source\Scripts\Actor.psc" based on papyrus error code. 6) I changed "ImpactDataSet" -> "impactDataSet" ("I"->"i") in line 477 ".\Skyrim Special Edition\Data\Source\Scripts\ObjectReference.psc" based on papyrus error code. Hopefully this will help someone encounters with this strange error and again i hope i won't break any rules of something.Sorry for my bad English. Update: I think Bethesda added new lines of codes in psc files so line numbers were changed but system didn't changed so just change letters to lower cases.
  14. Hi all, this is a fix for Breezehome mod by Elianora: The mod has been stated as incompatible with saved files where the player has purchased and decorated vanilla breezehome already. I found a way to fix this issue! Follow the steps below and use ACTUAL hard saves. Takes less than 5 minutes! 1.) Download your breezehome mod NMM 2.) Download Wind District breezehome http://www.nexusmods.com/skyrimspecialedition/mods/7918/? 3.) In NMM, activate Wind District Breezehome - do NOT activate Elianora Breezehome 4.) Run your game, go to Whiterun and save a new file - do NOT enter the wind district breezehome 5.) Enter Carlotta's new home where your breezehome used to be then exit right away. Save a new file, close the game. 6.) In NMM deactivate Wind District Breezehome and activate Elianora Breezehome 7.) Load the last hard save, enter your new Breezehome! -Best!
  15. I need solution for a very annoying bug, Attached images to see what it is, the problem appeared with some active effect, I'm not sure if it was the blessing of Auriel, I tried everything, when I become a werewolf disappears and is well maintained by being in the third person at Return the camera to first person appears again, I did not find solution through the console, it is very annoying because I can not see well.
  16. High FPS but stuttering game-play? Tried every solution in the forum to no effect? Try this: When I first installed Fallout 4 I noticed that despite a high frame-rate (50-60 fps, 40 looking down on Diamond City), the display was stuttering all over the place. Walking while moving the camera made everything look like it was jumping around. I may as well have been playing at 10 FPS-- but the computer wasn't even breaking a sweat! Having had similar problems with other Bethesda games I immediately looked to the forums for a solution. The most common solution is setting the Fallout Prefs configuration file (fallout4prefs.ini) "ipresentinerval" to "0" to "unlock" the frame-rate, which it does. However this solution causes ridiculous amounts of screen tearing. Forcing the driver to VSYNC doesn't seem to improve the image much, if at all. So that "solution" was a non-starter-- just one messy screen to another, different, but equally bad messy screen. After trying a few other things I gave up and just dealt with it not displaying properly. Until I found this solution. "ipresentinterval" is in fact the solution but setting it to "0" can cause all kinds of problems-- VSYNC and animation sync not the least of which. The actual solution is to set "ipresentinterval" to a value of "2", which caps the frame-rate at 1/2 your monitor's refresh rate. How the solution works: Fallout can be a demanding game even on high-end hardware so if you system can't maintain a solid 60 fps you will have stuttering. If you are like me and see frame-rates between 40-60, setting "ipresentinterval" to "2" will lock the frame-rate at 30 and present a very consistent and smooth image. Trust me, 30 FPS smooth is better than ~60 FPS and stuttering. Plus the added benefit of putting less strain on your system which is ideal for laptops. There may be other issues setting "ipresentinterval" to 2 but none so far I have determined. Did this work for you? Did you find any bugs at interval 2? Have fun!
  17. Ok, it was getting so bad, that I was crashing approximately every 60 seconds I was in one of my settlements. Everywhere else in the world I was fine. But this is both good and bad. Bad that Fallout 4 was all but unplayable, but good that it was happening so often, I could finally troubleshoot it. I just spent the last four hours removing and replacing mods, and starting up the game about a billion times. Spending five minutes in Covenant, the crashiest settlement, and either crashing, or not crashing, then changing what mods are loaded. If the crashes weren't so frequent, this process could have easily taken me over ten hours to troubleshoot. And the SOLUTION: Quieter Settlements. Delete that s***. Get rid of it. Your settlements might be a tiny bit noisier, but AT LEAST IT WON'T CRASH anymore. I'm just leaving this post here because it was an absolute nightmare to figure out what the cause was. I've also spent hours doing Google searches. This, process, was, miserable. So, in conclusion, I repeat: Get rid of the mod Quieter Settlements!
  18. Hello Preaqual story! I recently(week ago) did fresh Windows 10 install and installed also Fallout 4 to start playing again! Also installed Nexus Mod Manager, for installling mods! First thing I noticed, was, that Fallout 4 didn't create any folder or .ini files into documents/my games/. So I used my old ini files before the install. Copied them into that folder. So installed all mods like - Satellite world map, nano suit, wastelander sniper etc. First thing i noticed in game was that my map had not changed, then if i used any added armorsuits, my body went invisible, crossbows mod made game crash, def ui was not working. I was pretty pissed, did every solution and ini change i could find inforums nothing helped. Solution! Then what i discovered, was that Windows 10 made another documents folder! Where were all the un changed Fallout 4 .ini files! It made it into: Local Disk (C:)/users/yourname/Onedrive/Documents/My Games/Fallout4 After i did .ini changes there, by adding into Fallout4Custom.ini: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= Now all my mods work as it should :) Hope it helps you guys :) And sorry for my english, not my first language!
  19. FWE+MMM+WMK+Project Beauty crashes at random times is my load order the problem? I have fose, large address enabler and the NVAC, the problem still persist what do I do to prevent anymore ctd's. My Load Order: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CRAFT.esm CALIBR.esm Project Beauty.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm RH_IRONSIGHTS.esm FO3 Wanderers Edition - Alternate Travel.esp iHUD.esm aHUD.esm DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp FO3 Wanderers Edition - Controller Assistance.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional VATS Halftime.esp UUF3P - FWE Patch.esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp RH_WMK_Bridge.esp CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp Blackened FWE + MMM + Project Beauty.esp FO3edit Merge Patch.esp​
  20. Hi, I want to share some tips that can help reduce or possibly eliminate the BEX event crashes experienced by some users. One or more of the solutions below may solve some of the AppHangB1 type crashes. Problem signature: Problem Event Name: BEX Application Name: TESV.exe Application Version: 1.9.32.0 Application Timestamp: 51437ce5 Fault Module Name: TESV.exe Fault Module Version: 1.9.32.0 Fault Module Timestamp: 51437ce5 Exception Offset: 00b53759 Exception Code: c0000417 Exception Data: 00000000 OS Version: 6.1.7601.2.1.0.256.48 ------------------------------------------------- The solutions that I'm posting have been tested in the following environment: .Game: Skyrim Legendary Edition (Steam Purchased) .Operating System used: Windows 7 Pro 64bit (Aero Enabled) .CPU used: i7 4790k .Graphics Card used: Nvidia GTX 970 .RAM capacity: 8GB .Number of Monitors: 2 (Gaming only on primary monitor) .Location of Steam games (Including Skyrim) directory: Installed outside of Program Files directory (Separate drive) .Mod Manager used: Mod Organizer .Video Mode used: Borderless Fullscreen (aka Fullscreen Windowed) .ENB used: ENBoost only .Sheson Memory Patch Method: SSME .SKSE is installed (Memory Patch disabled) *Note* Here are the executables I use often with Skyrim: ModOrganizer.exe , skse_loader.exe , TESV.exe , SkyrimLauncher.exe , enbhost.exe , LOOT.exe - none of these executables are running in compatibility mode for an older operating system or environment settings. - During the testing, there were times where I had difficulty to reproduce the crash, so I had OBS running in the background to increase those occurrences(via x264 encoding stress on CPU). Possible Solutions: 1. This solution has been posted before by other users: Add TESV.exe to DEP (Data Execution Prevention) exclusion list. - Click on Start Menu -> Right click on Computer --> Click on Properties --> Click on Advanced system settings --> Click on "Advanced" tab --> Under "Performance" click on Settings --> Click on "Data Execution Prevention" tab --> Select "Turn on DEP for all programs and services except those I select" --> Then add TESV.exe to the list. - Since I was desperate, I tried to add all the executables I can find within the Skyrim directory to the list (enbhost.exe etc. but some of them can't be added). 2. Since my Steam Games library was installed on a separate drive, there is no need to run the executables as an administrator. - I had to remove those privileges from ModOrganizer.exe , TESV.exe, skse_loader.exe, SkyrimLauncher.exe, enbhost.exe. - If you need to troubleshoot with administrative privileges, go ahead. Just remember to revert back when you're finished, or leave it as it is, if it's working properly. 3. I recommend adding your Steam Games Library (Skyrim included) to your antivirus exceptions/ignore list. 4. You should use Sheson Memory Patch. - If you're not an SKSE user, install SSME. - If you're an SKSE user, you can activate the Sheson Memory Patch via an SKSE.ini. - If you're an SKSE user and you don't like SKSE.ini method, install SSME. 5. Double check your Plugin Load Order and your Mod Install Order. - LOOT is great at sorting Load Order, but there maybe times where a mod plugin may not be in the best place. Make sure to read mod description for proper load order. - Certain mods like HDT Physics and XPMSE (Skeleton Mod) should be installed carefully: # Install Order: first .SKSE ..... .HDT Physics Extension ..... .Body type (Example: CBBE) last .Skeleton (Example: XPMSE) ------------------------------------------ .Example Install Order: https://i.imgur.com/q6Q5GHt.png .Example Install Order (other mods installed): https://i.imgur.com/mq24zov.png 6. Disable any overlay programs or screen capture app. (Example: Nvidia Shadowplay, Bandicam, XSplit, Fraps, MSI Afterburner, OpenBroadcasterSoftware) 7. Update your graphics driver or Directx End-user Runtime 8. Don't pirate. 9. A corrupted file, save or mod. *Edit* - There is a chance that while you were attempting to download files or mods, the quality of the connection between you and the server may have messed up your download. Sometimes it isn't the connection. The server that was hosting your file may have experienced physical damage to their hardware, or some software related issue that lead to the corruption of the hosted file(s). You may need to re-download your file from a different server location, and possibly avoid your mod manager's download manager, just in case. 10. Playing with a controller / gamepad / XBox 360 controller connected to a faulty USB port. - Try disconnecting your controller / gamepad from your computer, or connect it to a different USB port (a USB port closer to the motherboard maybe preferable). 11. Your INI files may have been edited incorrectly. - Backup your Skyrim.ini and SkyrimPrefs.ini (located in Documents/My Games/Skyrim/) - Make sure both Skyrim.ini and SkyrimPrefs.ini are no longer in Documents/My Games/Skyrim/ . - Run the Skyrim Launcher and it will regenerate new Skyrim.ini and SkyrimPrefs.ini files. 12. There maybe some errors occurring silently in the background while your trying to play. - Click on the Start menu and type the following into the search box: Event Viewer - Press Enter - Maximize the Event Viewer window so you can see everything clearly. - Near the top, look at the section that looks like the following: http://i.imgur.com/x6F6Zkn.png Event Type +Critical +Error +Warning - You want to start from top to bottom: Critical --> Error --> Warning - If your computer ever shut off during a power outage, it will be logged in the Critical section. - BEX or AppHangB1 type crashes will be logged in the Error section. Picture A: http://i.imgur.com/M2dVUS8.png Picture B: http://i.imgur.com/bORmg2t.png - In Picture B, if you go through the list, you will find other errors and some of them may not mention TESV.exe. - However, you may find that those other errors are occurring around the time of your crashes. Picture C: http://i.imgur.com/9sKm1P0.png - In my case, Picture C shows the culprit of most of my crashes. igfxCUIService.exe was looking for my CPU's integrated graphics but failed due to the integrated graphics being disabled in my BIOS. - Your situation may be different, but keep an eye on the Event Viewer as it may be the key to solving some of your weird crashes. This topic is work in progress. If you come across any other solutions, post them here. To be continued...
  21. [Fixed] So i am doing the Waking Nightmare quest and it crashes after i release the miasma (I am in the dream sequence). UNFORTUNETLY i only had the one save, because of corruption in the other saves. SO i try the quicksave solution, which didnt work. So, as i do not want to start the whole save over, i try to skip that part of quest, but the thng is that my only save is INSIDE the damn sequence. So when i use setstage and movetoqt, i still have the blur effect active. So does anyone have tip on how to proceed? Please, i really dont want to make a new save D:
  22. well i have MGS5 on Steam and had the Mods installed and went into PF Grade (Long) and it loaded Normally .. but then every single time later when i open the game to play i have to go offline to avoid the tutorial of the PF Grade cause it Stuck at the Loading and i cant press anything to go out so i can only play offline currently .. any Fix for that ? and i tried to remove the Mods at first nothin ... Re Validate Files Nothin ... Reinstalled the Mods and Tried Nothin ... turned them off ... Nothin
  23. Hi, I have a small issue maybe there is a mod which can fix that! or a known fix. I have a highly modded game but doubt that is the issue, maybe it is! who knows.. I am fairly good at load orders so the game runs for hours on end it's just my issue relates to a CTD when first starting up a game from the MAIN MENU OK, So When I run Skyrim with Wyre Smash, I wait until I am in the main Menu. If I am too quickly to load a saved game EG: no waiting soon as the screen shows go to load games, click a saved game then open it after a while it CTD!!! 60-80% of time BUT... WORKS EVERY TIME! If I get to main menu, wait 5-10 seconds go to load saved games wait few seconds go to my saved game wait for saved game image to appear (Waiting few seconds) when Click open game will open EVERY TIME without issues... never CTD Seems my game hate it when I'm in a hurry hahahaha any ideas what's going on?
  24. I am really stumped on this one. I recently set up a second monitor for my laptop. While using it, i tried to run both fallout NV and Fallout 3 (not on the new monitor screen) and the mouse was stuck in the middle of the screen. The windows mouse could be seen if I moved he mouse to the outside edges, but the fallout mouse stays in the center, there is no visible mouse and nothing can be activated. both in start menu and in game, im not sure if the keyboard is working or not, but the arrow yes and escape key work. After extensive googling and troubleshooting i was unable to fix the issue. My games are both heavily modded, theyve been unaltered for several months, this was completely at random. Here's what I've tryed already: -unplug and revert second monitor settings -update codecs (commonly recommended -doublecheck the bUseThreadedAi ini tweak -pray to bethesda it would work upon closing and reopening -unplugging and replugging mouse -loading through steam and nexus mod manager -trying other games (works fine) Any help would be GREATLY appreciated!
  25. Like it says in the title for some reason my screen keeps flickering/flashing and i wasn't able to find a solution i tried update video card, install updates and reinstall skyrim but i doesn't seem to help, i had skyrim installed on my laptop before and i didn't have any problems back then, but now i got windows (7, 64bit) reinstalled and reinstalled skyrim and i got this, plz help i also made a video so you can take a look at what my problem exactly is. http://www.dailymotion.com/video/x18fox0_tes-v-skyrim-screen-flashing-problem-help_videogames i know it seems that skyrim laggs but it doesnt normally but it lagged because i was recording with fraps.
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