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[FO4] (Support) Fallout 4 CTD on game start, no mod or load order changes made.
Mod list and system specs at the end of this post. Hi everyone, I'm suddenly having a CTD issue and I simply can't figure out what's causing the problem. I've started a fresh install of fo4 + mods using Vortex (NMM), and for a few weeks have been playing without issue. Last night the game started loading to a black screen for roughly 2 seconds, then crashing with no error, the only change I've made since my last session was to create a merged patch via fo4edit, issue persists with the merged patch disabled. Troubleshooting steps I've taken so far: Reinstall fo4 script extender opened all mods on fo4edit and simply closed (suggested somewhere in the nexus forums) restoring .ini backups that were auto created -- I'm in the process of disabling one mod at a time to find the problem, but so far I've had no luck, or simply can't find the combination of mods that might be causing the issue. My loadlist is below, I know there are a few conflicts but other than a little minor weirdness I've had no ctd issues until this started. At this point I'm at a loss on what to try other than a fresh install of the game and all mods, I'm saving this as my last step since I have very little time to play in any given day, and need to fill my fo4 itch =P. Any help or advice at all would be greatly appreciated, and thanks in advance. Mod list is as follows:
DLCCoast.esm DLCNukaWorld.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm AnS Wearable Backpacks and Pouches.esp APC_Mobile_Base_v1.3.esp ArmorKeywords.esm Armorsmith Extended.esp AzarPonytailHairstyles.esp BetterBostonAirport.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersMortalPack.esp BetterSettlersNoLollygagging.esp Binary Speech Checks V.4.esp BOUNTIESFORYOU.esp Brotherhood Power Armor Overhaul.esp BTB- Beyond the Borders FO4.esp BTInteriors_Project.esp Campsite.esp CBBE.esp CombatZoneRestored.esp ConcordEXPANDED.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp Crafting Workbench.esp Crafting Workbenches - Automatron DLC.esp Crafting Workbenches - Power Armor.esp Crimsomrider's 1950s Feminine Outfits.esp CROSS_Jetpack.esp CWSS Redux.esp dD-Enhanced Blood Basic.esp DOOMMerged.esp DV-Armored Pilots.esp DV-Durable Vertibirds.esp DV-No Levelled Vertibirds.esp Eli_Armour_Compendium.esp EveryonesBestFriend.esp Faster Terminal Displays (20x).esp Fr4nssonsLightTweaks.esp Gunners Overhaul 1.1.esm HagenEXPANDED.esp HelmetToggle.esp Homemaker.esm HUDFramework.esm Immersive Fallout (DLC).esp ImmersiveVendors.esp JonsMod.esm Journal.esp Leaders Of The Commonwealth.esp LegendaryModification.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp LegendaryModificationMisc.esp Loads of Ammo - Leveled Lists.esp Loads.esm Locksmith.esp LongerPowerLines3x.esp LooksMenu Customization Compendium.esp LooksMenu.esp Minuteman Watchtowers.esp More Power Armour Mods - Automatron.esp More Power Armour Mods.esp More Where That Came From Diamond City.esp MoreUniques.esp moreXplore.esp Move (Get Out the Way).esp NEST_BUNKER_PROJECT.esp NewCalibers.esp PA-Quick Animations.esp PAMAP.esp PD_VisualReload.esp Pip-Boy Flashlight.esp PreWarSafes.esp Rangergearnew.esp RAW INPUT.esp Realistic Death Physics - ALL DLC.esp Realistic_conversations.esp Robot Home Defence.esm SalemEXPANDED.esp Scrap Everything - Ultimate Edition.esp SettlementMenuManager.esp ShellRain.esp SimSettlements.esm SimSettlements_XPAC_RiseOfTheCommonwealth.esp SkibsWeapons-REDUX.esp Some Assembly Required (Legendary Patch).esp Some Assembly Required.esp SOTS.esp SSEX.esp StartMeUp.esp Stm_DiamondCityExpansion.esp subwayrunnnerdynamiclighting.esp SurvivalOptions.esp SwampsEXPANDED.esp TakeCover.esp The Eyes Of Beauty.esp The Lost Vault.esp The_Prydwen_Overhaul.esp Third Person Movement Speed Fix.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp TrueStormsFO4.esm UniqueUniques.esp Unofficial Fallout 4 Patch.esp ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp Vivid Fallout - All in One - Best Choice.esp WastelandFashion.esp WastelandFashionAccessories.esp Weapons of Fate.esp WIPAG_Contraptions_DLC_Addon.esp WIPAG_FarHarbor_DLC_Addon.esp WIPAG_NukaWorld_DLC_Addon.esp WIPAG_Power Armor Overhaul.esp 3dscopes-takecoverpatch.esp 3dscopes.esp AnimChemRedux.esp Arbitration - Recommended Core.esp BetterNightVision.esp BOS1 (normal).esp ConsoleEnable.esp Craftable Armor Size - Fix Material Requirements.esp Craftable Armor Size.esp D.E.C.A.Y.esp DarkerNights.esp DarkerNightsDetection.esp DeadlierDeathclaws.esp Enclave Resurgent.esp GunnerOverhaul_UniqueNPCs.esp Hard Legendary Giant Creatures.esp OCDecorator.esp OCDecoratorDLC.esp OCDispenser.esp OutfitSwitcher.esp Quieter Settlements - Contraptions.esp Quieter Settlements - Vanilla.esp Quieter Settlements - Wasteland Workshop.esp Respawnable Legendary Bosses.esp SuperMutantRedux.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters.esp Unique NPCs FarHarbor.esp Unique NPCs.esp Unique_NPCs_SuperMutantRedux.esp W.A.T.Minutemen.esp WestTekTacticalOptics.esp Workshop_Planters.esp Scavver's Toolbox.esp Better Power Armor - Normal.esp GCM.esp NPCGreetingTweak50.esp P90.esp P90NPC.esp QuickTrade.esp WheelMenu.esp ASmallAdditionStandaloneDrivablesTRUCK.esp BuildYourOwnVault.esp Conquest.esp Deadly Fog.esp EasyHacking.esp Goodfellow's Glorified Goodneighbor.esp SKKGlobalStashScrapping.esp TrucksCraftableParts.esp Backpacks of the Commonwealth.esp SettlementKeywords.esm WorkshopFramework.esm WorkshopPlus.esp mergedpatch 7-1-20.esp SmartLoadOut-DLC.esp SmartLoadOut-SK.esp SmartLoadOut.esp
System specs -
Microsoft Windows 10 Home Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz, 2801 Mhz, 4 Core(s), 8 Logical Processor(s) (RAM)16.0 GB NVIDIA GeForce GTX 1060
These are all the known fixes for issues with running Skyrim Together and accessing the launcher. Thanks to a couple of the moderators, helpers, and other Patrons too, we've managed to be able to find a fix for all the most occuring issues. UI not popping up with RCTRL - Fix How to Add/Launch ST to/from Nexus Mod Manager. How to Add/Launch ST to/from Vortex. How to Add/Launch ST to Mod Organizer 2. How to Add/Launch ST to/from Steam. How to play ST with Steam Link. (App/Device) How to stop game from pausing while alt-tabbed. Game Not Found - Fix Linking Patreon Patreon Not Linking - Fix Mod Console closing out before launching - Fix Skyrim Together Inconsistent Launch - Fix Unable to see your friends even though you're connected - Fix Launcher opens Steam along with a small window that shows your name and random characters - Fix For other Connection issues - Fix Launcher's "Unknown Error" - Fix Crashes while loading due CreationClub issues in the Eastern part of the EU - Fix Crashing on Windows 7 **UI not popping up with RCTRL - Fix
Close the launcher
Go to Steam/Steamapps/Common/Skyrim Special Edition
Delete the following file in the above named directory: v8_context_snapshot.bin
If your UI still won't show after deleting the snapshot.bin file, make sure to delete leftover files in your Skyrim root directory from ENB's, and ReShade in particular. Try to disable visual mods too, just in case. This shouldn't be needed, but some visual mods interfere with the ST UI. **How to add Skyrim Together Shortcut to Nexus Mod Manager:**
Open Skyrim or Skyrim Special Edition in NMM.
Click on the two gears (Settings) button
Navigate to the Skyrim or Skyrim Special Edition tab, within the Settings window. (Should be the right most tab.)
In the `Custom Launch Command` section, in the `Command:` box add in the location of `Harbor.exe` (include .exe file on end of file location) which may be located in your Skyrim or Skyrim SE folder.
**How to Launch Skyrim Together via Nexus Mod Manager:**
Follow the above steps.
Click the arrow on the right side of the `Launch Skyrim` or `Launch Skyrim SE` button.
Click `Launch Custom Skyrim` or `Launch Custom Skyrim SE`
**How to add Skyrim Together Shortcut to Vortex**
Open Vortex and open either Skyrim or Skyrim SE within Vortex to manage.
Go to the dashboard tab.
Click `Add Tool` on the Game title within dashboard, then select `New...`
Fill in the lines.
``` Name: Skyrim Together Target: Location of `Harbor.exe` (include .exe file on end of file location) Command Line: (Not Required) Start In: (Folder containing `Harbor.exe`, may be done automatically) Environment Variables: (Not required, can leave it alone.) Icon: (Will automatically choose the one used by `Harbor.exe,` you can manually give it a custom one if you wish.) ``` **How to launch Skyrim Together via Vortex**
Go to the Dashboard tab on Skyrim or Skyrim SE.
Click the created Skyrim Together button, located on the Game tile.
NOTE: You have to be `managing` the Game via Vortex to see the created shortcut, `Recently Managed` will not allow you to click it. How to add/Launch Skyrim together to Mod Organizer 2
On the 'Run Executables' button (next to the Run button), click
In the window that pops up, add the following fields:
Title: Skyrim Together Binary: [harbor install folder]\Harbor.exe Start in: [harbor install folder] Check 'Use Application's Icon for shortcuts' (optional)
Click Add and Close
To launch, Click on Skyrim Together on the 'Run Executables' Button in MO2
**How to add/Launch Skyrim Together via Steam**
Open Steam Library
Click `ADD A GAME` which by default is on the bottom left, under the `GAMES` list.
Click `Add a Non-Steam Game`
On the `Add a Game` window that popups, click browse and navigate to the location of `Harbor.exe` and when selected, press open.
Once the game has been added to Steam, it will appear in the uncategorized section of your library, `GAMES`, you can move it wherever you want with `Set Categories` or `Add to Favorites`
To play via the shortcut, just click on it via library and click `Play`.
NOTE: You can change the settings, Name and picture by right-clicking the shortcut and selecting properties. Another NOTE: Skyrim Together does not have to be added to Steam to get the Steam overlay in-game. **How to run Skyrim Together through Steam Link**
Follow the above steps to add Skyrim Together to steam.
Connect to Steam using your Steam Link App or Device.
Note: While Skyrim itself can be controlled using gamepad controllers, the Skyrim Together UI requires use of keyboard and mouse, as does the Harbor Launcher. **How to not pause game while tabbing.**
Navigate to `skyrim.ini` within `\Documents\My Games\Skyrim` or `\My Games\Skyrim Special Edition`
Add `bAlwaysActive=1` under `[GENERAL]`
Save and the game will no longer pause when alt-tabbed or unselected.
**Game Not Found/Loader in Wrong Folder - Fix** First of all, if you're using oldrim, stop here, you'll have to use SE for our closed beta since Oldrim isn't supported yet, as stated in bold text in our closed beta announcement.
Go to `Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks`
If not found Create New Key and name it 'Skyrim Special Edition' for SE.
Right click the 'installed path' location String and change Value data to location of your game's executable. Example: C:\Program Files\Steam\steamapps\common\Skyrim Special Edition
If that doesn't work, try this instead:
Go to Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\
If you can not see 'Steam App 489830' in the list add it.
Inside \Steam App 489830 create a new 'String Value' called InstallLocation
Right click the 'InstallLocation' location String and change Value data to location of your game's executable. Example: C:\Program Files\Steam\steamapps\common\Skyrim Special Edition
If this still doesn't work, you're probably using Oldrim which we said was not working in our Closed Beta reddit post, or you messed the path up in the registery. **Linking Patreon** To link your Patreon account to your Skyrim Together account, follow these steps:
Press "Patreon" in the top-right corner of the website.
Press "Allow" on Patreon's website when you're asked to share your profile.
Done! Your account is now linked with Patreon and you can now log in on Harbor.
If you still can't see the golden border like shown in the image below, try logging off and logging back in on our website.
https://i.imgur.com/K9hMnCh.png **Patreon Not Linking - Fix** If your Patreon won't connect to the Skyrim-Together website, simply re-log on the Skyrim-Together website, and try again. It should work now. **Mod Console closing out before launching - Fix** If your launcher opens up the console and then crashes it can come from a few things.
If there are some things about patterns writing in the console, your exe file is not recognized by our mod, which means you either have an unofficial version, an outdated version, or a mod is modifying your game executable. (SE Engine fix does that, remove it.)
If you have never launched SE on your computer before, do that first, launch it once and close it when you reached the main menu.
**Unable to see your friends - Fix**
If the party host has not launched the party, do it with the top left button "LAUNCH PARTY"
Install the same game language for every players. (This issue will be fixed next patch)
If that doesn't fix it, you probably have a mod changing the cell names, or OpenCities which can cause issues with our mod.
We have also noticed that some routers/programs may partially block the connection to our servers, allowing you to connect but not to see your friends, in this case there is not much we can do, you have to find out yourself what is blocking the connection on your end.
**Launcher opens Steam along with a small window that shows your name and random characters - Fix**
Launch Harbor as admin.
**For other Connection issues - Fix**
Try allowing Skyrim SE and Skyrim SE Launcher into your Firewall, disable it completely if you still can't get it to work.
**Launcher's "Unknown Error" - Fix**
Chances are you're most likely running on a public network, like a university network for example, which is blocking the launcher connection, if not, a software is blocking it.
Find a way around it, a VPN would do that work.
**Crashes while loading due CreationClub issues in the Eastern part of the EU - Fix**
Go to C:\Users\YOURUSERNAMEHERE\Documents\My Games\Skyrim Special Edition
Open SkyrimCustom.ini' or create if missing.
[Bethesda.net] bEnablePlatform=0 **Crashing on Windows 7** 2.Right click SkyrimSE.exe and click Properties
Go to the Compatibility tab
Check the checkbox labelled "Run this program in compatibility mode for:"
In the dropdown below the checkbox, select "Windows 7"
Make sure your game is running in Admin mode with the checkbox at the bottom
Hi there, we are happy to announce that Mod Organizer 2 version 2.1.6 has entered public release and is now available on Nexus: Nexus Page It has been a while from the last version and once again we ended up with quite a long changelog. We have finally been able to avoid a convoluted problem that caused mods to not show up in other programs if Windows Event Logs where compromised (big thanks to our LostDragonist) and have added a healthy dose of new features. Some notable examples are Colored modList Separators, a new Notes Column for each mod and a FNIS integration plugin. Attention! We updated the MO2 UI framework and added a lot of new UI elements, this could cause borked or oversized UI elements when you first open the new version, as the old Geometry data is read incorrectly. We have thus added an option in the settings to Reset the Geometry Data to fix all these issues. Here is how you can access this option: Reset Window Geometries Picture There are a lot of other new features thus we strongly recommend reading the following changelog to not miss on them as many are quite hidden:
Fixed the virtual file system failing when Windows event logs have been cleared (fixes issues with CCleaner, Windows Updates, and blank USVFS logs).
Fixed the virtual file system failing to create files that were previously created and deleted (fixes issues with Bodyslide, raceMenu and possibly FNIS).
Fixed extracting files with POSIX file attributes (fixes installation problems with XDI.esm).
Fixed NCC installs ending up with an incorrect mod ID.
Fixed NCC installs adding a space to the end of mod names.
Fixed crash when 7-zip fails to extract a file.
Fixed ESMs being disabled when disabling a mod when there are other mods with the same ESM available.
Fixed FOMOD installs that contain read-only files.
All MO2 files are downloaded with the installer. No more errors about being unable to download MO2 files.
External dependencies like Microsoft Visual C++ 2017 Redistributables will be downloaded and installed as needed.
The default install path is now "C:\Modding\MO2" in order to avoid UAC issues with portable instances.
The installer will remember your previous install path in future automatic updates.
Added separators for the mod list:
To create a separator, select the "create separator" option next to the "create empty mod" option in the mod list context menu.
Custom colors may be assigned to separators by right-clicking the separator and choosing the "select color..." option. Separator colors will be displayed in the mod list scrollbar to help you find them.
Custom colors may be removed from separators by right-clicking the separator and choosing the "reset color" option.
Collapsible Separators are planned but pose some significant implementation difficulties, so it might take a little longer for this feature to arrive.
Added new FNIS automatic integration tool by AnyOldName3:
Accessible from the puzzle (tools) icon on the top bar.
You can configure the patches you ned once and then automatically generate FNIS files with just one click.
Allows you to select a mod where to output the FNIS files.
WARNING: If you have GenerateFNISforUser.exe configured as an executable, disable the "Create files in mod instead of overwrite" option.
Added "send to" functionality to the mod list and plugin list context menus:
Selecting "top" or "bottom" will send the mod or plugin to the top or bottom of the list.
Selecting "priority..." will allow you to set a specific priority for the mod or plugin.
Selecting "separator..." in the mod list only will allow you to send the bottom of a section as defined by your separators.
Added executable blacklisting. This prevents executables from being hooked by the virtual file system. This can be used to prevent situations where a random program, e.g. Steam.exe, is hooked after running an executable.
This option is accessible in the workarounds settings with the "Configurable Executables Blacklist"
The default blacklist contains these programs: Chrome.exe, Firefox.exe, TSVNCache.exe, TGitCache.exe, Steam.exe, GameOverlayUI.exe.
Added a notes column to the mod list:
The data in this column can be set in the mod info dialog (double-click the mod) in the Notes tab. The top entry field will be shown in the column. The bottom entry field will be shown in the tooltip you get when hovering over the column.
This column is hidden by default. It may be shown by right-clicking the column headers in the mod list (Mod Name, Priority, etc.) and checking Notes.
WARNING: The notes column will appear to the right of the priority column. You'll probably have to scroll over to see it.
Added support for .modgroups files. They will be shown in the contents column, the flags column, and are an allowed top level game data file.
Added refresh button to downloads tab.
Added "Contains Script Extender Files" filter to report any mods with a script extender folder (no DLLs required).
Added "Mod Backup" filter to display mod backups.
Added the ability to create a mod backup from the mod list context menu.
Added window geometry memory (size, shape, etc.) for many dialogs and windows.
Added the ability to reset window geometry memory in the workarounds settings.
Added the ability to customize the color of conflict highlighting and plugin hightling in the general settings. This is especially useful for users of dark themes.
Added the ability to prevent locking the MO GUI when running an executable. This option is available in the workarounds settings by clearing "Lock GUI when running executable".
WARNING: Disable this setting at your own risk.
Added keyboard shortcuts for the mod list and plugin list name filters. Ctrl+F will select the filter. ESC will clear the filter when the filter is selected.
Added the following community themes:
VS2015 variants and Skyrim, courtesy of chintsu!
Night Eyes, courtesy of ciathyza!
Transparent variants (101 Green, BOSS, Skyrim), courtesy of Gernash!
Updated Paper Dark and Paper Light themes, courtesy of 6788-00!
Added dialog that appears when the virtual file system fails in a way that no logs are generated.
Added a lockout of the MO GUI when full refreshes are happening. Interacting during this period is known to cause crashes.
Added the ability to change the path to the managed game in the paths settings.
Added "open origin in explorer" option to the plugin list context menu.
Added "open INIs folder" option in navigation menu
Improved profile-specific options to clarify usage:
"Local game settings" is now "Use profile-specific Game INI files".
"Local gamesaves" is now "Use profile-specific Save Games".
Added tooltips to these options to explain their usage.
Improved profile-specific options to be stored in settings.ini in the specific profile instead of determined by the state of certain files.
WARNING: It would be prudent to double-check that your profile settings are preserved after the update. If you downgrade to MO 2.1.5 or earlier, you may need to reapply the profile specific options.
Removed the hint button from some dialogs as there were no hints.
Improved automatic INI changes to only write to INI files if the setting would change.
Improved automatic archive invalidation feature to re-establish archive invalidation when launching an executable.
Improved profile-specific game settings feature to re-establish profile-specific game settings if INI files go missing.
Improved refreshing of data when profile settings have changed.
Improved "Contains Script Extender" filter to look for the existence of plugins (DLLs).
Improved Nexus download settings to automatically set the CDN as a preferred server. Premium users should still get premium speeds from the CDN. Most users will not need to change these settings.
Improved the mod version field to allow up to 32 characters, courtesy of Gaerzi.
Improved "ignore missing game data" option to not create an empty textures folder.
Improved filter pane size to not cut off filter names with standard configurations.
Improved performance of the main window when a lot of data is being displayed.
Improved "create empty mod" to create the mod at the priority where you've right-clicked.
Improved mod and plugin highlights when selecting multiple mods or multiple plugins.
Improved instance switching when MO is launched with moshortcut://:.
Improved the "run" button by not allowing the user to press it more than once.
Improved paths settings to prevent extraneous characters from being saved (e.g., an extra slash in the overwrite setting which breaks everything).
Improved "Start Steam?" dialog to include a cancel button. The executable will not be launched if this is selected.
Improved plugins settings to display the full name of each setting.
Improved plugins settings to sort the installed plugins.
Improved setting a mod priority to prevent the user from entering a negative priority.
Improved renaming a mod to prevent the user from renaming unmanaged mods and DLC.
Improved the data tab to show folder and file icons.
Improved the data tab to show empty folders.
Improved the data tab to show directories first and files second, similar to Windows Explorer.
Improved the instance name selection dialog by adding SkyrimVR, TTW, and Morrowind.
Improved the instance name selection dialog by clarifying the usage of the name.
Improved the Notes tab of the mod info dialog to explain its function.
Improved the tools menu by sorting the tools by name.
Improved the tools menu by allowing plugins to define submenus.
Giving the plugin a display name of "XYZ/foobar" will create a submenu called "XYZ" with the action "foobar" in it. Any other plugins with the same submenu will be grouped together and listed alphabetically. Currently, this only allows a submenu depth of 1.
Improved game detection by no longer requiring a game launcher to be present.
Improved "open instance folder" navigation option to open the instance folder instead of the base directory folder.
NXM handler improvements:
Added Morrowind to the list of known games.
Added support for passing arguments to registered binaries (allows support for Vortex).
Fixed adding arguments when adding an unknown binary from the registry.
Fixed crash when NXM:// registry entry is invalid or missing.
Added dialog to display exceptions.
Added support for "other" games. If no registered handler is found for the game specified, the first "other" entry found will be used.
Added the name of the game to the dialog that pops up when no registered handler is found.
Python plugin improvements:
Added missing PyUnicode_Check which prevented QVariants being created from Python 3 strings.
Fixed typo preventing IOrganizer::setPluginSetting from being used in Python.
Added forgotten PyDict_Check.
Added support for the default (invalid) QVariant.
Added working version of IOrganizer::waitForApplication
Updates to support move from Python 2 to Python 3
NOTE: All third-party Python plugins will need to be updated after updating to this version.
FO3, FNV, TTW: Added support for GECKCustom.ini and GECKPrefs.ini.
FNV, TTW: Extended the maximum archive string length to 8192 character to support NVAC.
FO4: Added Ultra High Resolution DLC to the list of primary plugins.
Morrowind: Added support for local gamesaves.
Morrowind: Don't override filetime order and move inactive plugins to the bottom.
Currently USVFS (the system Mod Organizer 2 uses to run programs with the modded filesystem) doesn't work properly under Wine. While there have been advancements, it still doesn't properly work under wine-staging 4.12.1. However, pretty much the rest of MO2 works flawlessly. So to mod Bethesda games, we have a few options:
Use an older version of Mod Organizer
While this works, later versions have significantly improved performance and added new useful features (such as displaying BSA conflicts), which is especially helpful in setups with large numbers of mods.
Use another mod manager
Vortex (NMM's successor, written by the original author of Mod Organizer) works well under Wine now. I personally prefer the power that Mod Organizer brings however
Mod by hand
We all have our moments of masochism
Or... we could create a workaround that allows us to use Mod Organizer 2 to, well, organize our mods, but use an alternate program to actually use our mods with Skyrim. Thankfully, A.J. Venter went ahead and created the initial version of movfs4l.py, a script that created a virtual "installation" of mods you've installed using MO2 through symlinks (similar to the approach taken by Vortex). Although the script has been mostly rewritten since then, the fundamental way it works still remains quite similar. While this approach functionally works, it's less than ideal. For starters, you need to tear down the symlink installation every time you want to run MO2 again. Therefore every time you want to update your mod setup, you have to tear down and set up your symlink installation -- a process that takes ~10 minutes on my computer (yes, I have a lot of mods installed haha). On top of this, programs like FNIS and BodySlide have to be re-run every time you redo your symlink installation (although BodySlide can be manually set to writing in MO2's overwrite directory instead). Because of this, I tried a new approach: Create a version of USVFS for Linux (winevfs). Now you can run Skyrim/Fallout without requiring the symlink setup, and tools like FNIS/BodySlide work as intended... but it also has a number of downsides:
Loading time is initially slightly longer. This will hopefully be fixed in a future release (disabling certain optimizations per-executable and/or heuristics).
This is partly fixed
Not very well tested -- This is where you come in!
There are a few thread/filesystem races, causing issues in Nemesis (FNIS alternative). I've spent a considerable amount of time trying to debug this to no avail unfortunately. I could disable caching altogether (which would fix the issue), but this would obviously hurt performance quite significantly
These should be fixed now
It still requires movfs4l.py. In other words, this isn't a drop-in replacement for USVFS. In fact, running MO2 alongside winevfs can wipe your entire profile, as winevfs needs to hook wineserver as well. Any program using a hooked wineserver, but not run under winevfs, will behave in unexpected ways. Don't do this. Please.
Although it may be intimidating, as long as you wait until movfs4l.py finishes before running MO2, you'll be safe. Always remember to keep backups of your profile though, you never know what could go wrong.
Unrelated to the guide, but if anyone else wants to make a project like this, you're in for a lot of debugging haha. I remember one issue took me nearly 12 hours straight to debug it, and required sifting through literal gigabytes of logs. If you're not sure which one to use, symlinks are the most compatible solution, but take a significant amount of time to setup and tear down. Winevfs is much quicker, but is still in beta. This guide will focus on setting up both methods.
Modding Skyrim/Fallout with MO2 under Wine
This is fairly straightforward. Install the game of your choosing, set the WINEPREFIX environment variable correctly (e.g. ~/.steam/steam/steamapps/compatdata/72850/pfx for Skyrim, check Proton's wiki for details) and install MO2 to that prefix. If possible, install it to C:\Modding\MO2 (the default path suggested by the installer), as it will make the next step a little simpler. Next, get movfs4l.py and winevfs (optional):
I'll focus first on setting up winevfs as it's the easiest:
cd winevfs mkdir build && cd build cmake .. make
This will create "build/bin/winevfs" in the directory where you cloned winevfs. Make a note of the full path (e.g. if you cloned it in your home directory, the path would be /home/your_username/winevfs/build/bin/winevfs), as you'll need it later. Next, we need to generate a configuration file for ksp_stuff. Make sure WINEPREFIX is set to where you installed MO2 (e.g. export WINEPREFIX=~/.steam/steam/steamapps/compatdata/72850/pfx for Oldrim), then:
If everything goes well, it should let you know that it has detected one or more games, and it has written the configuration to config.ini (beside movfs4l.py). If not, you may need to specify one or more of these variables:
mo_installroot: Where MO2 is installed (by default, $WINEPREFIX/drive_c/Modding/MO2)
wineuser: Your username under wine (if you have more than one username under wine, for example if you ran wine on a proton prefix, it will be unable to guess your username)
mo_gameroot: Your user's MO2 data directory (by default: $WINEPREFIX/drive_c/users/steamuseLocal Settings/Application Data/ModOrganizer)
The script should let you know which ones it needs. They can be specified as command line arguments, for example:
Once it's generated, edit config.ini to your liking. Options under [general] are applied first, game-specific options (e.g. [game/Skyrim]) are applied after (overwriting [general] options), and command-line arguments are applied last (overwriting everything). If using winevfs, set the winevfs options to the path to the winevfs executable under [general], for example:
Modding using MO2 is outside the scope of this guide, but as written in the introduction, make sure that this is kept entirely separate from movfs4l.py. Don't run MO2 when the symlinked filesystem is installed, don't run MO2 with winevfs, and especially don't run MO2 without winevfs, while winevfs is still running. It's definitely a good idea to backup your MO2 profile just in case something goes wrong. Once you're happy with your mod setup, you can either use symlinks, or use winevfs (pros and cons are listed in the introduction). To use symlinks, simply run movfs4l.py again, optionally specifying the game and profile (if there is more than one game and profile):
After it has finished setting up the symlink installation, you can run the game, or modding tools if needed. To remove the symlinked installation (in order to use MO2 again), simply run it again, this time with --unvfs:
If using a tool like FNIS, you'll need to specify the current working directory to be wherever it's located. Personally I copy these tools over to my Skyrim Data directory, I find it easier to work with them that way.
Tips for other programs
FNIS requires dotnet40 to be installed in order to work. Use winetricks dotnet40 (setting the WINE environmental variable to proton's wine binary, if using proton) to install it.
Nemesis Ultimate Behavior Engine
Nemesis on the other hand requires wine-mono (it will crash under dotnet40). Personally I use two separate wineprefixes to test FNIS and Nemesis. Since Nemesis is strongly multithreaded, I'd recommend sticking to FNIS for now if using winevfs. I'm not sure if it works under a symlinked installation, although I see no reason for it to fail.
Under my testing, BodySlide seems to works without issue under winevfs. If using a symlinked installation, when building, Ctrl+Click the "Build" button and set the output directory to be the "overwrite" directory under the MO2 data directory. This will allow you to not have to worry about running it each time you redo the symlinked setup.
I'm currently still trying to investigate why USVFS fails under Wine. Ideally movfs4l.py and winevfs will become obsolete soon, but until then, there are still a number of features/bugfixes/performance improvements that can be made. If you're interested in helping out in any way (including bug reports), I'd really appreciate it! :) If you have any issues with this guide, let me know and I'll try to help.
[FO4] Help with manual water pump in modded survival
I am having issues with my fairly heavily modded fallout 4 play-through. Whenever I drink from a water pump in survival it does not satisfy any thirst. I tried disabling the canteen mod I had installed but it wasn't it. Does anyone know what I can check in F04Edit to see what is impacting the water pump? I confirmed that disabling all mods restores the vanilla behavior. TLDR: One of my mods "breaks" the manual water pump, I need help figuring out which. Here is my load order in case it helps: GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 Unofficial Fallout 4 Patch.esp=1 XDI.esm=1 SettlementKeywords.esm=1 TrueStormsFO4.esm=1 ArmorKeywords.esm=1 Commonwealth Buff-Et.esm=1 Eisenwolfs Legacy.esm=1 FCOM.esm=1 JamaicaPlainPathing.esm=1 ARB.esl=1 CROSSInstituteExpeditionarySuit.esp=1 TheKite_Railroad_Handmaiden.esp=1 UncappedSettlementSurplus.esp=1 CROSS_BreakActionLaser.esp=1 Optimized Vanilla Textures.esp=1 RobotFactionPaint.esp=1 CleanerChemBoxes.esp=1 The Eyes Of Beauty.esp=1 Better Manufacturing.esp=1 Armorsmith Extended.esp=1 DX Adventurer Outfit.esp=1 Armored General by Hothtrooper44.esp=1 CommonwealthSurvivalist.esp=1 GlovesOfTheCommonwealth.esp=1 K9TacticalHarness.esp=1 NukaRaidersArmorFixer.esp=1 Armor_Modifications_Overhaul_RoboArmor.esp=1 AWPWandererCoat.esp=1 Wasteland Sniper by Hothtrooper44.esp=1 CommonwealthFashionWeek.esp=1 ClothingOverhaulSP_XB1_PC.esp=1 Hazmat Suit.esp=1 Third Person Movement Speed Fix.esp=1 Fixed Alpha Map.esp=1 NoVanillaRadiantDLCLocations.esp=1 ProvisionerBackPack.esp=1 ProtoLining.esp=1 RemoteExplosives.esp=1 Binoculars.esp=1 Flare _Gun_Redone_v1.1.esp=1 Crecy.esp=1 EquilibriumWeapons.esp=1 6Shot.esp=1 Syringer Weapon Rework - Mav's Marvelous Mods.esp=1 Survival Syringer Ammo.esp=1 Quieter Settlements - Vanilla.esp=1 Quieter Settlements - Wasteland Workshop.esp=1 Quieter Settlements - Contraptions.esp=1 RadiantBirdsv05.esp=1 EveryonesBestFriend.esp=1 Pet - Call -Feed Dogmeat.esp=1 CompanionsGoHome_A.esp=1 AS_CraftableInstituteStations.esp=1 AS_Institute_Workstations.esp=1 ManufacturingExtended.esp=1 Better Manufacturing - Manufacturing Extended Additions.esp=1 SettlementMenuManager.esp=1 CompactCrafting.esp=1 No Borders.esp=1 Mechanist Lair Overhaul.esp=1 LT_Scrappable_Commonwealth(no_previs).esp=1 LT_Scrappable_Trash.esp=1 g2m_Workshop_Nexus.esp=1 ImmersiveScrapping.esp=1 Settler_Radio.esp=1 Thematic and Practical.esp=1 Thematic and Practical - DLC.esp=1 Ground_Vanilla.esp=1 EvilViking13_MinutemenMorale.esp=1 Evan_Modular Kitchen.esp=1 cartman1975_warehouse.esp=1 DSShipmentBaron.esp=1 MoreFuckinMeat.esp=1 NoTwigs.esp=1 ProvisionerUniform.esp=1 Binary Speech Checks V.4.esp=1 Camping.esp=1 FruitfulLaborMoreHarvests.esp=1 Journey.esp=1 No Aggro Impact Landing.esp=1 Realistic Death Physics - ALL DLC.esp=1 SleeplessNights.esp=1 FO3 + NV Option.esp=1 SurvivalOptions.esp=1 LureEnemies.esp=1 TurretControlPanel.esp=1 ImmersiveCart.esp=1 Simple Salvageable Power Armor Frames.esp=1 Wasteland Workshop Streetlights.esp=1 Nuka-Cola Flavors for the Commonwealth.esp=1 Burnt Magazines, Books, and Documents Give Cloth.esp=1 Canned Goods Crafting.esp=1 Eli_Immersive Coffee Mod 9000 GTX French Roast.esp=1 GKX Gone Fishin.esp=1 UniqueNPCSettlers.esp=1 MechanistSettler.esp=1 FIXEDGoodfeels_no_DLC_needed.esp=1 ModdableGoodfeels.esp=1 Guards.esp=1 BostonFPSFixAIO.esp=1 BTInteriors_Project.esp=1 LootableCrates.esp=1 subwayrunnnernodynamic.esp=1 FogOut - Interiors - All DLC.esp=1 WestTekTacticalOptics.esp=1 HAIA With Crafting.esp=1 ImprovedBoS.esp=1 Farm.esp=1 CovenantUnowned.esp=1 CovenantTurrets.esp=1 GrenadeLauncherStandalone.esp=1 Home Plate Workbench Linked - Mechanists Lair Workbench.esp=1 Ground_Farm.esp=1 Campsite.esp=1 Campsite-Full-Sleep.esp=1 NukaCraft.esp=1 NukaFridge_Test1.esp=1 InstituteSky.esp=1 DrGoodneighbor.esp=1 RRTV_TeaganSellsBOSClothing.esp=1 Insignificant Object Remover.esp=1 NoWaterBreathe.esp=1 Goodneighbor Old State Player House Vanilla.esp=1 Better Settlement Defence.esp=1 CGuard.esp=1 CAMP.esp=1 SettleObjExpandPack.esp=1 SkjAlert_All_DLC.esp=1 TheFridge.esp=1 WindowBoards.esp=1 Better Power Armor - Normal.esp=1 Consistent Power Armor Overhaul.esp=1 EnclaveX02.esp=1 PA-Quick Animations.esp=1 PowerArmorDelivery.esp=1 PowerArmorJumpUpgrade.esp=1 PowerPacks.esp=1 combat_PA.esp=1 tumbajamba Advanced Engineering.esp=1 combat_PA - tAE - AWKCR.esp=1 X02Factions.esp=1 BountifulBoards.esp=1 GCM.esp=1 Clear Water.esp=1 TrueStormsFO4-FarHarbor.esp=1 TrueStormsFO4-GlowingSeaExtraRads.esp=1 TrueStormsFO4-NukaWorld-FH-Compat.esp=1 Better Workshop Street Oil Lamps.esp=1 DarkerNights.esp=1 DarkerNightsDetection.esp=1 EquilibriumWeaponsAWKCR.esp=1 AGOMBz.esp=1 Wasteland Illumination.esp=1 ImmersiveScrapping_TidyUp.esp=1 W.A.T.Minutemen.esp=1 STRAC Hats.esp=1 The Lost Vault.esp=1 More Radstags - Triple.esp=1 Backpacks of the Commonwealth.esp=1 FHLeveledListIntegration.esp=1 ModularKalash.esp=1 Crossbow.esp=1 GatlingRifle.esp=1 GatlingRifle-Commando.esp=1 GatlingRifle-NoIdiotSavant.esp=1 One Minutemen Radiant Quest At A Time.esp=1 NW_MM_Settlement.esp=1 ASE_PerfPatch.esp=1 Minuteman Watchtowers.esp=1 Conquest.esp=1 BioshockInspiredPowerArmor.esp=1 F4NVServiceRifleRedux.esp=1 WattzLaserGun.esp=1 Expanded Railway Rifle Mods.esp=1 BunkerHillRaidPatrol.esp=1 ellen.esp=1 HomePlateConnected.esp=1 DWUK_LexingtonInteriors.esp=1 HammerBeGone.esp=1 LimaOutpost.esp=1 FO4 NPCs Travel.esp=1 RRShutteredDoors.esp=1 Greaser's Vault Suit.esp=1 P99.esp=1 llamaCompanionHeather.esp=1 ChurchCellar.esp=1 SymbioticSettlements.esp=1 GOT.esp=1 BasementLiving.esp=1 CWSS Redux.esp=1 Nate US Army Reserve Equipment CR.esp=1 SalvageBeacons.esp=1 DocDrumlin.esp=1 SSEX.esp=1 WareHouseExt.esp=1 WareHouseExt-Clean.esp=1 FissionBattery.esp=1 Hellfirenew.esp=1 WarFist.esp=1 Crecy - AWKCR Compatibility.esp=1 CommonwealthSurvivalist - AWKCR Compatibility.esp=1 GlovesOfTheCommonwealth - AWKCR Compatibility.esp=1 Better_Notes.esp=1 Publick Occurrences Expanded.esp=1 llamaCompanionHeather-AE Patch.esp=1 Scrap Everything - Ultimate Edition.esp=1 Farm_CP_ScrapEverything_UE.esp=1 institutebase (2).esp=1 nuka_world_settlements.esp=1 WickedCleanUp.esp=1 FairlineHillDraco_FixedRoofs.esp=1 ArcjetExteriorSettlement.esp=1 FiddlersGreenSettlement2018.esp=1 Believable Drumlin Diner (turret).esp=1 RelaySiteAlpha.esp=1 clothingoverhaul.esp=1 commonwealthdepository.esp=1 Pip-Boy Flashlight.esp=1 Tried to cleanup the formatting best I know how, any one know a better way to paste load order other than exporting it from NMM?
Hi, so I'm kinda desperate at this point. I recently installed Skyrim onto my new computer that I built about a year ago since there's nothing to do in WoW at the moment. On my previous computer I ran a super modded Skyrim that looked like a more modern game. I was hoping to get the same experience with my new machine, so I was following the install instructions for RealVision ENB on the Nexus. link: https://www.nexusmods.com/skyrim/mods/30936/?tab=description (First Install) It has been quite a while since I've played the game and much longer since I tried modding at all, but I tried following these instructions as well as I could. I manually downloaded and installed all of the necessary mods. I figured that I had done this before, albeit years ago, and that it would just magically work at the end of it all. So I finish installing all the mods and install RealVision. I try to start up the game but I keep getting CTDs after the Bethesda screen. I had used Loot after installing and I followed the instructions. (Second Install) I figured I made a mistake along the way and decided to just try it again, this time using Nexus Mod Manager to maybe speed things up a bit. I got it up and running after installing all of the necessary mods and checked that it was working before I tried installing RealVision. It worked, I was able to get in game and everything was running fine. So I installed RealVision and immediately started getting CTDs again, after the Bethesda screen. It was around this time that I stumbled upon MO. In my time away from modding, it seems like the whole game changed. Now, there was a way to download mods without modifying any of the original game files, which still seems really cool to me. So I decided to try this whole process AGAIN, using MO instead of NMM. (Third Install) This time it was getting pretty late and I neglected some of the basics as far as troubleshooting. I did a better job of organizing the mod zip files in order so that if I need to do this again it should be easier. However, I didn't check if the game was working before I installed RealVision. I rushed through it really fast hoping that it would just work this time, but here I am again getting CTDs, this time with no Bethesda screen, though. I'm really not sure what it could be, I checked that the ENB binaries match the version of RealVision that I downloaded and I've run Loot (using MO). That's about the extent of my debugging abilities with this kind of stuff. I'm sorry if I broke some rules by posting this, I'm just a dude trying to play Skyrim and I have no idea what to do to get it to work. If more information is needed just let me know. This is about all I can think of right now, but it's almost 1 am and I need to be up at 8 am, so I'll be back tomorrow. Thanks in advanced if anyone reads this EDIT: Just saw the rule about mod lists being required. I'm using all of the non-optional mods listed in the link I posted, but I'll type them out rq anyway. List: Cinematic Fire Effects 2 HD HD Enhanced Terrain The Skyrim Distance Overhaul LOD Improvement SkyFalls and SkyMills - Animated Distant Waterfalls and WindMills (New Skyrim LOD and patch for SDO) Static Mesh Improvement Mod Ruins Clutter Improved NobleSkyrimMod HD-2K Enchanced Vanilla Trees Skyrim Flora Overhaul (SFO v1.71 + AOF Tree LODs) TreesHd_Skyrim_Variation Immersive Fallen Trees Mod 4K Tree and Parallax for Pines by Pfuscher Unique Flowers and Plants (plus the Performance Textures) Verdant - A Skyrim Grass Plugin 1.6c RUGNAROK Realistic Water Two Watercolor for ENB and Realistic Water Two Transparent wave spray Retexture for realistic water 2 AOF Detailed Mountains Dust Effects Realistic Smoke and Embers Climates Of Tamriel v3.1 Supreme Storms for Climates of Tamriel Climates of Tamriel - Weather Patch True Storms- Thunder and Rain Redone Realistic Lighting Overhaul 4_0_8_01 enbseries_skyrim_v0315 RealVision ENB 315b
I'm tired of seeing problems that could be solved with a bit of basic critical thinking and problem solving skills, but I don't have the energy to try to teach that to random adults on the internet. So, here's a guide that'll hopefully help you work through it yourself with a little more "read the guide" and a little less "hand hold you through the entire process." It is very much a WIP, so while you can use this to troubleshoot, really I'm looking more for anything I missed, any common problems, and any mistakes in this guide. It's designed for someone who has already followed the beginner's guide. Common causes of issues: CTD = Crash to desktop CTD right after bethesda logo (before skyrim splash appears). (Not to be confused with, crash right after the skyrim logo appears!) This is a missing master. No ifs, ands, or buts. Ways to troubleshoot:
Place EnableDiagnostics=1 in SKSE.ini under [General]. This will tell you what is missing when you crash. Determine what the plugin is. If it is a patch, then uninstall it or disable it it since obviously don't need a patch for a mod you don't use. If it is a mod then figure out how you can obtain the master, or decide you don't want to use the mod.
Alternative: In MO: scroll through your plugins list until you find the mod that is missing the master. It'll have a bright red exclamation mark next to it.
Alternative: Launch TES5edit, dont' change any of the checkboxes, hit ok. TES5edit will crash when it reaches the missing (or out of order) master and let you know.
Alternative: Run LOOT, hit "sort". Read through the warnings. It will tell you if there are any missing masters. If a master is out of order (not missing) it can cause the same crash, so hit "apply" to fix it.
CTD right after skyrim splash appears This has a few causes:
Faulty or corrupted plugin. Troubleshoot by launching any new plugins (or even old ones) in TES5edit, right click, check for errors. One common example is if you deleted the "cells" from the USKP, but forgot to reinstall the USKP. The game actually usually loads fine when you do this, but sometimes won't load a second time.
Incorrectly set up ini files. Double check your enblocal.ini, enbseries.ini, skyrim.ini, and skyrimprefs.ini. If you are using MO, be absolutely sure to edit skyrim.ini and skyrimprefs.ini through MO. If you want the actual text files, they will be in mod organizer\profiles\profileyouareusing.
xfire instant messaging system can cause crashes here. Try turning it off to test.
If you have a greatly mismatched enblocal.ini and enbseries.ini, this can cause it (so, using 0.269 with 0.279 won't break it, but using 0.192 and 0.240 will).
More potential causes will be listed as I discover them.
Instant CTD upon hitting load game/continue game
Might be caused by your game missing a plugin that is absolutely required. Make sure EnableDiagnostics=1 is enabled in SKSE.ini to ensure that you are warned of any missing plugins.
May be caused by script conflicts or plugin conflicts. Running the save game script cleaner may help.
Instant CTD upon hitting anything on the main menu
Can be caused by faulty plugins (troubleshoot as above) or conflicting plugins. How to find and resolve conflicts will be described in a seperate guide.
Infinite Loading Screen/Loading Screen Crashes
This is not having enough memory. Install Safety Load (Sheson says it isn't exactly the same as SKSE memory patch, so is still useful) and ensure that your SKSE memory patch is correctly configured according to the beginner's guide, and is not being overwritten by something else (cough Raven's Warpaints cough).
Really long loading screen, but it does load eventually (I only consider it infinite if it takes longer than 10 min)
Any mod that has to load a lot of things or affects a lot of records can cause this. Common causatives: Immersive Citizens, anything with a skyproc, Dyndolod, etc. Be patient, and make sure you have the memory patch and safety load installed (it helps, honest).
CTD when loading into a particular cell (for example, loading into Tamriel worldspace)
This can be caused by incorrect enblocal.ini settings, or an ENBseries.ini that is out of date with the d3d9.dll you are using.
Can also be a memory issue.
Could also be due to an issue with that particular location - see below.
Could be a plugin conflict.
Random CTD (with no performance loss)
The most common cause is memory. Double check your SKSE.ini and ENBlocal.ini and make sure they are not being overwritten. Install memory blocks log and run until you crash, then make sure the blocks are both the size you set them and are large enough (they are not full when you crash). Make sure ExpandSystemMemoryX64 is FALSE if you have non-standard SKSE.ini settings.
Another common cause is plugin conflicts. How to resolve conflicts correctly will be addressed later.
Script conflicts: make sure none of your mods have any scripts that are overwriting any other mods' scripts. This is really bad when it happens, but usually quite rare. Many mods have scripts packed inside a bsa, which is why I always unpack my bsa so I can see it. You can use a bsa unpacking tool to look inside a bsa and see if it has scripts named the same as any other script. If it does, first see if there is a patch (which would combine the changes to the script from both mods) and if there is not, you will have to make a hard choice about which mod to use.
CTD in a particular location
Most common cause is a faulty mesh that appears in that location. Step one: Make sure the vanilla game works. USE A NEW GAME TO TEST. Launch not through MO (sorry NMM users, you're screwed here), and coc to a location near the one you crash in. Then walk to the faulty location. If it crashes, verify local cache through steam. Then test again. If it does not crash, use binary tactics to determine the culprit. Keep in mind, disabling mods midplay can cause any of the other issues listed, so USE A NEW GAME TO TEST. Binary tactics: Of the mods that are suspected (in this case, any mod that has meshes in the area you are crashing), disable half. Then see if it works. If it does, enable half of the disabled ones. Continue until you have it narrowed down to a single (or possibly more than one) mod. Then make a profile that contains only the suspected mods, and verify that the crash continues. If it does not, then it is a conflict with the mod. Then, redownload the mod from the mod page and reinstall it. If the crash continues, report it to the mod author, along with the precise troubleshooting steps you followed. If the mod is basically just a mesh/lod/texture/visual replacer, it is safe to uninstall mid game and you can continue with your life. If it is part of a larger mod that contains scripts/quests/NPCs/dialogue etc, it is better to not uninstall.
CTD while doing a particular action
Most often a script or ui change that affects that action. Troubleshoot as above including the NEW GAME part. If you don't crash with your full modlist on a new game, then you may test using your existing game, but please for the love of god do not overwrite your existing save. If you crash on your existing game and not a new game, you may benefit from using the save game script cleaner. I haven't personally used it so I will not help with its use. Also check for conflicts between scripts and esps as above.
Non-CTD issues: Shiny/glowing purple or blue objects There are two options for this:
You are running out of VRAM, and your computer is not loading textures to compensate. If this is the case, when you save, quit, and then reload the game, the same texture will not be purple, or a different texture will be purple. Here are some ideas for reducing VRAM usage.
This is a missing texture. This can be caused if the texture is missing entirely, or if the nif (mesh) points to a texture that doesn't exist (for example, the nif defines the texture as existing in textures\clutter\insanitysorrow\sofa, but that folder doesn't exist and the mod author moved the texture into textures\clutter\sofas). Follow these steps: How to find the mesh for an object, and see what texture it uses Once you've determined all the mods involved, uninstall those mods and see if it fixes it. Then reinstall the mods and see if that fixes it. If neither fix it, hide the offending meshes from the mods so that it reverts to the vanilla (non-broken) state, or if it is a mod-added mesh (doesn't exist in vanilla) uninstall the mod or fix it yourself. Either way report the issue to the mod author so they can fix it.
This is a missing mesh. This can be caused if the esp is pointing to an incorrect mesh (or not to any mesh, for example, a female-only armor that has no mesh at all listed for the male version), or if the mesh is missing entirely. Follow the troubleshooting steps as for missing texture above.
If the armor is visible, but your character's wrists/ankles etc. are invisible, this is an issue with the body slots in the nif not lining up with the body slots in the esp (or, body slots on the nif not lining up with what it actually covers). Report the issue to the mod author so they can fix it. If you are brave, it is possible to fix this yourself but I will not go into that here.
Unexpected or unwanted mod behavior, or mod not working
If the mod has an MCM make sure it is turned on in the MCM.
Make sure you installed the correct file from the mod page (many mod files have multiple options, if you just use the button at the top of the page you will not see this).
Reinstall, making sure you selected the correct choices.
Google the issue. Double check the mod descriptions of any likely culprits, to see if this is intended.
Double check the description to see if it is an issue with incompatabilities. Google to see if anyone else has reported incompatabilities with any of your other mods.
Please help, I installed TrueVision Enb and did all the changes i had to on all ends, but it didnt change how my game looks.
ENB Series v0.262, please download the binary files here mod_tesskyrim_v0262 and extract d3d9.dll to your Skyrim folder (where TESV.exe is located), and overwrite if asked.
Download my mod and extract the files from one of the presets to your Skyrim folder (where TESV.exe is located), and overwrite if asked. The contents of my "Data" folder is required, except the More Dynamic Shadows mod, that is an optional lighting mod. (NMM compatible download available for Data files)
Open your SkyrimPrefs.ini file located in your "My Documents" folder and make sure these lines are set
bFloatPointRenderTarget=1 bDrawLandShadows=1 bTreesReceiveShadows=1 iBlurDeferredShadowMask=5 (use this setting if you have your shadows set to "Ultra" in the SkyrimLauncher)
Open enblocal.ini and set the VideoMemorySizeMb parameter (e.g. VRAM + RAM - 2048)
Disable AA/AF in the SkyrimLauncher options
(Optional) Download and install the mods listed in the "Recommended Mods" section
Load your game and turn the in-game Brightness all the way down
Your game should now look like my screenshots ENJOY :)"
[FO4] Looks Menu Customization Compendium not working, looking for advice please.
I've been playing the game for a bit now and have LM, LMCC, LM 2k Face installed. For some reason, the character reverted to customizable and when I enter looks menu, no matter what I apply, the textures don't seem to be sticking. I'm sure it is a mod conflicting somewhere, but I am amateur at best when it comes to mods. Can you guys give me load order a look-see and lemme know what you think might be causing the conflict? Additionally, if you see anything else that may conflict I'd appreciate that too as I may have missed some stuff. Thanks for your consideration. Update: Disabling "The Eyes of Beauty" and "THBrows" has somewhat fixed the issue. They behaved well before but something must be conflicting now. Will update after singling out the conflict. Update/Solution found: The newest batch of LMCC (Looks Menu Customization Compendium) (Reload on NMM after it was deleted) actually contains THBrows in it, which caused conflicts with standalone THBrows. I guess this was evidenced by FOEdit saying Delete THBrows because it is a duplicate, but hey, I learned what that means now and how that affects mods. I'm gonna leave this up in case anyone else has this issue and can't find the solution (at the mods discretion). Thanks for the assistance Anvirol. 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It's been a while since I had one of these, but we're going to go through modifying weapons and adding custom ones. There's some new concepts in here for adding new items, so we're going to start simple with modifying existing weapons. Things you'll need:
The Game, obviously (We're going to use FE6 as an example)
Your preferred GBA emulator for testing
Nightmare and the Item Editor module (Nightmare itself is technically optional, but your brain won't explode from this one)
HxD, or your hex editor of choice (you can modify it directly instead of using nightmare, but prepare for cranial explosions)
FEditor Adv - For modifying names of weapons
With that, let's get started. The first thing we're going to do is simple: modify stats of existing weapons.
Open up Nightmare and open up the ROM and load up the Item Editor for your game (I assume you went through the other tutorials, so I won't have too many pictures for things covered earlier). You should see something like this for FE6.
Things should be looking pretty obvious right now, so let's choose a weapon to modify. Let's just do Iron Lance, since that's easy to test. So go ahead and find Iron Lance in the list.
Item Name: The name of the item. The Hex you see there is actually referring to the index you modify in the text editor. So if you punch in 0739 into the index for the text editor in FEditor Adv, you'll see "Iron Lance[X]".
Item Description: Same as above, but for the description which if you bring up the help tip on it.
Use Item Description: This one represents the text that appears in the stats box when you go to use a weapon. It's where the "Restores all HP. Cures cancer." string lives in this particular example. Note that weapons generally don't have this because the battle stats replace it.
Item Number: The ID of the item. Don't change this. This identifiers what an item is.
Weapon Type: If you look at the pulldown menu, the choices should make this pretty obvious.
Weapon Ability 1 - 4: Depending on the game, you may have 2 - 4 of these. FE6 only has 2. Basically, these modify the item that you have. They should be consistent with the Weapon Type (i.e. if you say it's a spear, you shouldn't say its weapon ability is item). Let's discuss how this works briefly because it's not necessarily clear depending on the game your using and the Nightmare module there. You'll note that a few values in the list will have labels defining what they are. That's great, but there's another facet to that. FE6 in particular makes this obvious because it labels almost every combination for you, but I know FE7 does not. Anyways, this is what we call a bit field. Note the values that are labeled individually are 0x1, 0x2, 0x4, 0x8, 0x10, 0x20, 0x40, 0x80. There's an obvious pattern there, but what's not so obvious is why those values are chosen. Observe the binary (base 2) representation of these: 0000 0001, 0000 0010, 0000 0100, 0000 1000, 0001 0000, 0010 0000, 0100 0000, 1000 0000. Note that in all cases, there's only one 1 in the group. These act as flags, and can be combined. For example, the flag for weapon is 0x01 and the flag for unbreakable is 0x08. These two can be combined into 0x09, which, if you look at the binary, is 0000 1001. If the game sees this, it will treat the item as a weapon that is unbreakable. Not all combinations work, and a lot of them might be undefined behavior (like 0x05, which says it's a staff and a weapon at the same time). You'll have to experiment, I have no idea what that would do. The logical conclusion of this is that you could combine all of the effects into one weapon with 0xFF, which when written in binary becomes 1111 1111. You probably shouldn't apply everything, but you can. The game will probably just blow up if it can't handle it. Let's reverse the weapon triangle and make it a brave weapon and call it a day here.
Stat Bonuses Pointer: These handle, as the name would imply, stat bonuses bestowed on the unit when the weapon is equipped. A pointer of 0 simply means no stat bonuses. FE6 has a file alongside the nightmare module that has a list of values that can go into this box. FE7 has an entire nightmare module for this as does FE8. I haven't touched those much, so you'll have to experiment. We'll go nuts and add that crazy +15 STR, +15 SKL, +20 DEF, and +15 RES (sounds like the Divinestone or something).
Durability, Power, Hit%, Weight, Critical%: These should be self explanatory. These values are in decimal (base 10) so just type in the number you want. We're going to make ours ridiculous to be obvious in the testing.
Minimum - Maximum Range: What it does is self explanatory, but how to modify it may not be. FE6's nightmare module labels it nicely, but for FE7 and possibly FE8 (haven't tried) it's not. Basically, it's 2 hex digits. The first one represents minimum range while the second one represents maximum range. For example: melee weapons have a value of 0x11 which stats that the minimum range is 1 and the maximum range is 1. Bows have a value of 0x22. Longbows have a value of 0x23, javelins, hand axes, and tomes have a value of 0x12. Siege tomes have a value of 0x3A. Get the picture?
Cost per use: Determines how much the item costs if it shows up in a shop, I think. I haven't messed around with it too much. This value multiplied by number of uses is the shop price.
Weapon Rank: Self explanatory, as I think the values should be labeled here.
Item Icon #: Don't touch this yet. This is just an offset to let the game know where to find the icon for the weapon. They're labeled, so you could swap icons if you wanted to, but it's probably more useful to fetch custom icons here, which we haven't done yet.
Staff/Use Effect: FE6 doesn't have them labeled in the nightmare module, but FE7 does. I wouldn't mess with this too much since there's not much to touch here. It does what it says it does: defines the behavior when an item or staff is used. They're pretty static and can't be modified much.
Weapon Effect: Just look at the drop down. It's pretty straightforward. However, note that stealing HP is not as complete as you would think. It does steal HP, but your HP bar does not update when it happens, so you won't notice it being leeched. I wouldn't use it except for Nosferatu, as the HP restoring code seems to be tied to the Nosferatu animation.
Whew, so let's just modify our Iron Lance already. We're going to modify it so that it looks like this. Yeah, it's OP.
So, there you go. How to break Fire Emblem 6 over your knee with an ordinary spear.
So I did mention you could do all of this without Nightmare as well. You should stop reading here if you want to keep your brain intact. I take no responsibility for massive confusion if you read on. Here's your cheat sheet for doing it without Nightmare. You have to know where the weapon data lives in the ROM. You see, that nightmare module (nmm file) is actually human readable if you open it in a text editor. If you open up FE6's item editor, you'll find this:
FE6 Item Editor by SpyroDi, modified by Arch 0x60B648 128 32 FE6 Item Editor.txt NULL
You can take a guess what that address I bolded there is. If you jump to that address in the hex, you'll find the start of weapon data. Each block for an item is 0x20 bytes (32 bytes, which corresponds to the other info in the module). Remember Iron Lance's ID? It was 0x10. That means it's the 16th item in the block. so if you do 16 x 32, you'll get 512, which is 0x200. If you jump to 0x60B648 + 0x200 (which is 0x60B848), you'll find your Iron Lance. So let's jump to it in our modified file. What you'll see at that offset and the next 32 bytes for it is:
Sweet jesus, what the fuck is this? Well, if you look closely and look at what we found earlier for Iron Lance, all of those values do actually match up. Remember the item name? The value there was 0739 in Nightmare. Remembering that GBA uses little endian, that corresponds to the first 2 bytes. The next two are the item description (which was 05BE in nightmare). The next two are the item description, which was blank (0000). Followed by the ID (0x10), weapon type (1 for spear), weapon ability 1 (0x20 is the brave effect, and 0x01 is the weapon trait, combine them together for 0x21), weapon ability 2 (0x01 is Reversing weapon triangle), 2 blank bytes (you'll see how we get this later), stat bonuses pointer (again, written in little endian order (we typed in 86627B0 earlier)), effectiveness pointer (which was nil, so 00000000), then durability (which was 99, or 0x63 in hex) and so on. Note that cost per use in this case is 2 bytes (since it could exceed 255, theoretically). Note that this format is different across games, so you may have to figure out what you're modifying, but the general order is roughly the same. In fact, the nightmare module also tells you this information of what the bytes mean (including blank bytes from above) if you parse through it. Here's a sample from FE7's item editor nightmare module:
FE7 Item Editor by SpyroDi, updated by Nintenlord 0xBE222c Where the item data starts 159 How many items we have 36 The size of each item FE7 Item Editor.txt NULL Item Name Pointer 0 The offset for the item name (i.e. how many bytes to skip from the beginning) 2 The number of bytes taken up by this field (i.e. how many bytes to read) NEHU NULL
The bold bits are mine. Finally, what if you don't know the ID? Alongside the nightmare module for the item editor is also an Item List.txt file that holds the list of all IDs for all items. You can look it up there as well. Just to prove this works, we're going to modify our weapon back to more reasonable levels. We'll remove the Divinestone buff and bring it down to more reasonable levels. The changes I made look like this in HxD, and you should be able to decipher what my values are going to be. I changed the Iron Lance to this string of hex:
Take a moment and see if you can figure out what I changed it to. I bolded the changes. See if you're right here. It still breaks the game, but at least it breaks it more reasonably. Believe it or not, this is the easy stuff. Making your own weapons? That shit is a lot more complicated, but if you know this, it'll make things a lot easier.
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