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bjornk

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Everything posted by bjornk

  1. How to debug CTD

    I highly doubt that. I've already tried disabling every mod I have (including textures, meshes, scripts and every other mod asset) and also tried to clean all their traces (scripts & forms) from the save file and it did nothing. In short, even the vanilla game cannot load these saves. Must be some issue with the vanilla game.   Could it be something to do with visual FX? I am in Saarthal in these saves and am terrorizing the draugr with turn/repel undead, circle of protection and soul trap spells. And the FX for these spells exist in the vanilla game which may explain why the vanilla game cannot load these saves. Is there a way to clean up currently cast spells from saves?
  2. How to debug CTD

    I have a save that I cannot load, no matter what I do. Three consecutive saves actually. Even the vanilla game with no mods and no SKSE cannot load them. The Save Game Script Cleaner can open them, can clean them but it makes no difference.   The exception address is always the same but the parameter[1] keeps changing.   This is the dump file I get if I load the save after starting a new game or loading a save that works: FAULTING_IP: TESV+651285 00a51285 8b30 mov esi,dword ptr [eax] EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 00a51285 (TESV+0x00651285) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 0af01a54 Attempt to read from address 0af01a54 FOLLOWUP_IP: TESV+651285 00a51285 8b30 mov esi,dword ptr [eax] FAULTING_THREAD: 00000e18 PRIMARY_PROBLEM_CLASS: INVALID_POINTER_READ IP_ON_STACK: +651285 3acaf864 d89111012817 fcom dword ptr [ecx+17280111h] FRAME_ONE_INVALID: 1 LAST_CONTROL_TRANSFER: from 3acaf864 to 00a51285 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 3acaf730 3acaf864 00ab1d01 0af01a54 16f8d738 TESV+0x651285 3acaf74c 00ab4049 16f8d738 3acaf884 16f8d730 0x3acaf864 3acaf750 16f8d738 3acaf884 16f8d730 00c6f520 TESV+0x6b4049 3acaf754 3acaf884 16f8d730 00c6f520 3acaf884 0x16f8d738 3acaf758 16f8d730 00c6f520 3acaf884 3acaf884 0x3acaf884 3acaf884 00000000 77646563 73647261 00656c00 0x16f8d730 and this is the dump if I load this save first: FAULTING_IP: TESV+651285 00a51285 8b30 mov esi,dword ptr [eax] EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 00a51285 (TESV+0x00651285) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: d4c11dec Attempt to read from address d4c11dec FOLLOWUP_IP: TESV+651285 00a51285 8b30 mov esi,dword ptr [eax] FAULTING_THREAD: 00000f40 IP_ON_STACK: +651285 0d9df864 d89111012817 fcom dword ptr [ecx+17280111h] FRAME_ONE_INVALID: 1 LAST_CONTROL_TRANSFER: from 0d9df864 to 00a51285 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 0d9df730 0d9df864 00ab1d01 d4c11dec 16be67d8 TESV+0x651285 0d9df74c 00ab4049 16be67d8 0d9df884 16be67d0 0xd9df864 0d9df750 16be67d8 0d9df884 16be67d0 00c6f520 TESV+0x6b4049 0d9df754 0d9df884 16be67d0 00c6f520 0d9df884 0x16be67d8 0d9df758 16be67d0 00c6f520 0d9df884 0d9df884 0xd9df884 0d9df898 77c638aa 77c634a2 00000000 03c1ddc0 0x16be67d0 0d9df978 5c736568 6567616d 72707061 69746e65 ntdll!RtlpFreeHeap+0xb7a 0d9df984 69746e65 6d5c6563 61656761 65727070 0x5c736568 0d9df988 6d5c6563 61656761 65727070 6369746e 0x69746e65 0d9df98c 61656761 65727070 6369746e 626f7265 0x6d5c6563 0d9df990 65727070 6369746e 626f7265 5f667365 0x61656761 0d9df994 6369746e 626f7265 5f667365 696e2e31 0x65727070 0d9df998 626f7265 5f667365 696e2e31 2e660066 0x6369746e 0d9df99c 5f667365 696e2e31 2e660066 0066696e 0x626f7265 0d9df9a0 696e2e31 2e660066 0066696e 66696e2e 0x5f667365 0d9df9a4 2e660066 0066696e 66696e2e 535c7400 0x696e2e31 0d9df9a8 0066696e 66696e2e 535c7400 6972796b 0x2e660066 0d9df9ac 66696e2e 535c7400 6972796b 73652e6d TESV+0x26696e 0d9df9b0 535c7400 6972796b 73652e6d 30305c6d 0x66696e2e 0d9df9b4 6972796b 73652e6d 30305c6d 30303030 0x535c7400 0d9df9b8 73652e6d 30305c6d 30303030 642e3730 0x6972796b 0d9df9bc 30305c6d 30303030 642e3730 2e007364 0x73652e6d 0d9df9c0 30303030 642e3730 2e007364 00736464 0x30305c6d 0d9df9c4 642e3730 2e007364 00736464 00000004 0x30303030 0d9df9c8 2e007364 00736464 00000004 000000fa 0x642e3730 0d9df9cc 00736464 00000004 000000fa 0117220c 0x2e007364 0d9df9d0 00000000 000000fa 0117220c 0d9dfc1c TESV+0x336464 As you can see the exception address (00a51285 (TESV+0x00651285)) is the same in both of them.   It's pretty odd. Any ideas about what's going on?      
  3. This game is so boring

    I don't really care about Bethesda's Fallouts or New Vegas TBH, but the original games had some political/social commentary in them. I highly recommend watching the whole 3 part interview with Tim Cain, but this is where he talks about the game's inspirations and the political/social commentary in the game. I really don't think Bethesda would have a similar kind of commentary in their games. Zenimax, a company which I think one of the most evil in the business, owns them after all. This is the entire interview: https://www.youtube.com/playlist?list=PLB80BE2F400630467   And subscribe to Matt Chat, it's a great channel if you're interested in games.
  4. Browse through all factions and find one that has an Ally or Friend relationship (faction relations) with animals and add your self to that faction using the console command "addfac <FACTION_ID> <FACTION_RANK>". If it works the way you want it then make a mod out of it. Or try creating a new faction and add both the prey faction and the predator faction as "Ally" into that faction. Friends and allies won't attack each other. You can do both the browsing and the mod creation using TES5Edit, don't bother with the CK unless you want to add a script. Yes, it is possible to create a spell that runs a script which adds you to certain factions either permanently or for a short time. In fact, the game probably has one or two already. I suppose the Kyne's peace is one.
  5. Why is my grass red/brown?

    If I'm not mistaken, you'd also need to tweak the grass settings in your INI file to make the grass denser.
  6. Why is my grass red/brown?

    Have you tried this one? http://www.nexusmods.com/skyrim/mods/28950/?
  7. Eyes glitch - help needed

    Have you watched Gopher's video series on MO? You should if you haven't.
  8. Load your entire load order (i.e. every plugin you have and in the order they are loaded) in TES5Edit. It might tell you what's wrong. The mods you are using clearly have messed something up.
  9. Eyes glitch - help needed

    You should switch to MO, it's much easier to figure out and resolve these kinds of conflicts with it.
  10. Eyes glitch - help needed

    TES5Edit will not report any missing assets as that's not its purpose, but you can use one of its prewritten scripts to dump a list of all the assets (meshes & textures) used by the plugin and then check if everything's okay with them. So, in the end, it was basically a load order issue.
  11. Eyes glitch - help needed

    If the mod comes with its own eye mesh, that might be the problem. Check every eye related stuff in the package.   Yes, but the mod may not be using the vanilla directories. The best way to find out the problem is to compare (using TES5Edit) the changes made in the mod's ESP to the vanilla NPCs modified by it and then check if all the files used by the mod (meshes and textures) actually exist and if they are in the folder they are supposed to be. It would also be better to do that while the mod is last in your load order.
  12. Eyes glitch - help needed

    Looks like a missing texture. You know, (possibly) one of the ones that reside in \textures\actors\character\character assets\tintmasks (or another folder used by the custom follower mods for the same purpose). Or the actual eye textures perhaps? Sounds like an issue with that particular mod, so the solution is either not to use it or contact with its author and ask him/her about this issue.
  13. 1. There really isn't a 100% reliable motherboard manufacturer on this planet. Many people have issues with the products of a manufacturer that you thought reliable.  2. Overclocking is not a "feature" as some believe, it's nothing but a gimmick that manufacturers use to sell their products. 3. Tech shows that boast about how they've managed to run a CPU/GPU "200 MHz faster" are made by retards for retards. 4. Nothing I've said will matter to today's "disposable" generation.   You've bothered to create a topic about the problem you have, kept whining about your "365 Euro" MSI motherboard and now "it's no big deal". Thanks for wasting our time then.
  14. The combat system in Skyrim can be made better with mods, but cannot be fixed completely, because it would mean redoing everything from scratch. From skills and perks to smithing and enchanting, weapons, armor and most importantly the AI, almost everything related to combat is broken beyond repair in Skyrim. Yes, it's possible in theory, but only if you have a few years of time to do it and a large team of skilled modders at your disposal, if you intend to "recreate" the game.
  15. Mod Organizer help

      What the heck is wow_helper.exe and what is it doing in there?   Never mind, does this answer your question?
  16. Slaves of Tamriel (Updated 5/23/2015)

    It is easy for me to imagine hairless people in a land of lizard and cat people. I suppose the lack of growing body hair in Skyrim has been a major issue for some...
  17. Ahem, here is my very experimental voiced response modification to RP. I've tested the one ends up with rape and it works, others should work too (edit: yes, they all work), but I need volunteers to test them as I have no time or patience to test all. Please report back any issues. What it does: Meh, (while you are serving food in an Inn) you just refuse clients who want sex as if they have attempted to pickpocket you. When you choose the "Get your filthy hands off of me" dialogue option, your character will say things like "Get away from me!", "Don't even think about it!" etc. Very immersive, right?   Requirements: The original mod, obviously, version 3.2.1  Installation: Do not replace the original mod files with these!Either install it as a new mod in your mod manager and then place it after RP in your load order, OR extract the files into Mod Organizer's Overwrite folder just to test the modification.Starting a new game isn't necessary.  Disclaimer: Consider this as a concept mod.The plugin file (ESP) is a bit different than the original one, so if you want to keep using it, load it up in TES5Edit and compare it with the original and see if the changes are to your liking. One difference is children may also order food in taverns, but that's about it, they are excluded from sexual harassment dialogues.  Details: I've simply added a script into "OnBegin" part of these dialogue topics and it runs a single line: Player.Say(TopicToSay) and does nothing else. Player is the reference for the player character (ID:14) and TopicToSay refers to the generic pickpocket topic (ID:142B3, I think). Basically, using the console command player.say 142B3 does the same thing. Sounds simple, but process of adding these was very tedious as I had to compile the scripts outside of the CK.Source code is included. 
  18. Slaves of Tamriel (Updated 5/23/2015)

      Seriously? SERIOUSLY!? Let me guess, the next mod will introduce razors and waxing into Skyrim...
  19. So the magicka regen needs to be the only effect in the enchantment in order to scale with skill.   I think I'll use a fixed 75% or 100% for the magicka regen base value, sounds like the most reasonable solution.   Update 1:   I've also made a plugin with the Dual Value Modify method that was mentioned in the link above. Changed the enchantment descriptions as "Alteration spells cost <mag>% less to cast and magicka regenerates 5 x <mag>% faster". I'll upload it here after doing a bit of testing.    Update 2:   Since it is not possible to display a second magnitude (i.e. the magicka regen amount), I thought making the 2nd. AV weight 10 times more would be a neat workaround, as simply adding a <0> after the <mag> would always display the correct value. So I've changed the enchantment descriptions as "Alteration spells cost <mag>% less to cast and magicka regenerates <mag><0>% faster" etc. With an enchanting skill of 100 and a grand soul gem, this will display "Alteration spells cost 15% less to cast and magicka regenerates 150% faster". It also does what it says and will raise your magickaratemult by 150 points. It is pretty close to "Master Robes" of that school but yes, the cost reduction is a bit less than what you'd expect, but you can play around with the magnitude values if you didn't like this and find another combination you like (*see below). And yes, with this method, both effects scale with skill, perks and the type of soul gem.   EnchantmentTest.7z (deleted)   * The magnitude for the magic effect used in the base enchantment in this plugin is 5% and the 2nd AV weight is 10. If you raise the magnitude to 10, you'll get almost 30% cost reduction with an enchantment skill of 100. However, this also raises the magicka regen rate up to 300%. A magnitude of 7-8% and a 2nd AV weight of 7 or 8 would probably be the closest to the vanilla values.      
  20. This game is so boring

    Doubt it would be too different than decorating your house using console commands and/or Jaxonz Positioner in Skyrim. Only with a few extras and a bit more convenience. I don't think you'll be able to modify the terrain the way you do it in Minecraft.
  21. Anybody know why the "Magicka Regeneration" part of Fortify <MAGIC SCHOOL> & Magicka Regeneration enchantments isn't auto-calculated?   You learn these enchantments often from college robes, such as Novice Robes of Destruction etc. and as you probably know, they have two different/separate effects. The first one fortifies a certain school of magicka (lowers the cost) and the second part fortifies your magicka regeneration. The first part scales with your skill and with the soul gem used, however the second part, the "Magicka Regen" part never goes above 10% no matter what your skill is, or what kind of soul gem is used in the enchantment. You use the "base form" of this effect when you use them on your enchantments and that base form fortifies the magic school by 5% and magicka regen by 10%, but only the part with 5% gets scaled.   Yes, you can use the Fortify <MAGIC SCHOOL> and Fortify Magicka Regeneration separately if you get the Twin Souls perk and they scale properly when used separately, but that's not the issue here. The enchantment you've learned doesn't function as it is supposed to, because even the lowest version of this enchantment that is found on Novice robes gives you 50% magicka regeneration and that's at least what you expect to get when you use these.   Ideas on how to fix this are more than welcome.
  22.   But the problem with this is, why the "fortify magic school" part scales with skill and type of soul gem and the regen part doesn't, even when it is the first effect? I've tried moving the regen part up and made it the first enchantment effect, but it was still stuck at 10% while the other part scaled.
  23. I could simply override the magicka regen part with the value I want, without the need of duplicating anything, if I wanted to use a fixed value, because nothing else uses the base enchantment. Also, I'd rather use a fixed value for the first part rather than the second.   I've tried the suggestion in this post, but since it is impossible to display the second magnitude in enchantment description, it's not a proper solution. If you've noticed, all Dual Value Modifier effects use things like "half of", "twice as" etc. in their description for the same reason.
  24. This game is so boring

      Bet you'll get bored of them pretty quickly.
  25. This game is so boring

    I don't believe there will be a significant change in that respect. Like all the other Bethesda games, a half-arsed story and a half-arsed sandbox game is probably what you'll get in FO4.