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SkyRe - Skyrim Redone (by T3nd0)

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#31 rootsrat

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Posted 06 March 2013 - 05:15 PM

Thanks for the input. Also see this thread.

I managed to get SkyRe working. So far so good. I will post the mods that I've disabled tomorrow.
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#32 V3teran

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Posted 07 March 2013 - 07:04 PM

ignore please
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#33 V3teran

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Posted 07 March 2013 - 07:05 PM

Can you give an update on the mods that need to be disabled please?
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#34 rootsrat

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Posted 08 March 2013 - 09:11 AM

Sorry, I didn't get a chance to do it last night. I've got something planned for tonight, but if I get a minute I'll definitely update you.

::EDIT::

Ok, so here's a list of mods I've disabled for SkyRe to work. Bear in mind that some of those most probably ARE compatible, however SkyRe with STEP worked for me without these and after spending a week on trial and error I decided to ditch further testing and sacrifice all those mods:


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#35 Captiannoob

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Posted 08 March 2013 - 04:46 PM

Why would it not be compatible with Radiant and Unique Potions & Poisons? I did a quick look and SkyRe does not even touch anything in meshes\clutter or texture\clutter. I think SkyRe makes some changes to the world like levels of NPC in certain areas and stuff like that but I don't know what Instinctive Exploration does and its not on the nexus.
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#36 rootsrat

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Posted 08 March 2013 - 05:17 PM

RUPP has been confirmed not compatible before, however I cannot remember where I've seen it... I myself did not confirm it. Another user on STEP forums made SkyRe patch for RUPP, so there must be some conflict.

IE can be found here, however the file is currently hidden by the author.

As I've stated in my post before - I am not saying these mods are not compatible with SkyRe, all I'm saying is that my Skyrim installation stopped CTD'ing once I've disabled all of the above mods.
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#37 Morphello

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Posted 10 March 2013 - 08:16 PM

Very interested in getting STEP to play nice with SkyRe. So far minor issues. I found Birds and Flocks was actually causing minor CTD's in the world while SkyRe was running, so I disabled that. Managed to get 5 hours of solid gameplay before encountering the next error (this is leaving every other step mod on). However during the quest Dragon Rising, whenever the dragon first comes into view, the game will crash. Getting the same consistent errors: Error:  (000DC5BF): cannot enable an object with an enable state parent. stack:     [ (000DC5BF)].lvlpredatorscript.Enable() - "" Line ?     [ (000DC5BF)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26 and Error: MQ104 (0002610C): unknown quest objective 10. stack:     [MQ104 (0002610C)].QF_MQ104B_0002610C.SetObjectiveCompleted() - "" Line ?     [MQ104 (0002610C)].QF_MQ104B_0002610C.Fragment_28() - "QF_MQ104B_0002610C.psc" Line 555 I'm attempting to eliminate whatever is actually causing this, but its a slow process. So far signs point to the Enemy Level Scaling module, but its a slow process.
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#38 V3teran

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Posted 13 March 2013 - 10:47 AM

Very interested in getting STEP to play nice with SkyRe. So far minor issues. I found Birds and Flocks was actually causing minor CTD's in the world while SkyRe was running, so I disabled that. Managed to get 5 hours of solid gameplay before encountering the next error (this is leaving every other step mod on).

However during the quest Dragon Rising, whenever the dragon first comes into view, the game will crash. Getting the same consistent errors:

Error:  (000DC5BF): cannot enable an object with an enable state parent.
stack:
    [ (000DC5BF)].lvlpredatorscript.Enable() - "" Line ?
    [ (000DC5BF)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26

and

Error: MQ104 (0002610C): unknown quest objective 10.
stack:
    [MQ104 (0002610C)].QF_MQ104B_0002610C.SetObjectiveCompleted() - "" Line ?
    [MQ104 (0002610C)].QF_MQ104B_0002610C.Fragment_28() - "QF_MQ104B_0002610C.psc" Line 555

I'm attempting to eliminate whatever is actually causing this, but its a slow process. So far signs point to the Enemy Level Scaling module, but its a slow process.

Did you find out what was causing this crash?


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#39 V3teran

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Posted 13 March 2013 - 11:31 AM

Did you find out what was causing this crash?
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#40 Galahad

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Posted 14 March 2013 - 03:17 AM

Radiant and Unique Potions & Poisons changes the looks of Potions, SkyRe changes some stats and names and obviously the skill point potions. So its a minor conflict. The mod author conformed, that it should work. A compatibility patch could only resolve the skill potions problem, but i guess that is solved by the Reproccer and a bashed patch as well.
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#41 aleksanderdev

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Posted 14 March 2013 - 07:35 AM

I have played with this Mod since it came out and I cant imagine playing without it and its best element the new skill tree. The new skill tree allows for a lot more feeling towards your characters way of life. A few things: With archery you can choose between short long and crossbow. Aswell as the option to make stronger bolts and arrows, hence enchant theme. Its awsome :P My friend that I play togehter with loves the wayfare tree with its tracking and friendly abilitlies for his hunter style. The stones are also redone and most of theme to my liking, well balanced aswell. Daedra artifacts have some new enchantments that i dont quit like. But i reverted it back to the old effects using daedric dissenchanting mod. The skyproc java patcher works like a charm aswell, balancing new weapons and armore mods. Exept a small problem with Artifact Dissenchanting. Not sure if its a part of step but Ill menchen it anyway. The mod allows for dissenchanting of special rare artifacts as dawnbraker. But it also with skyre, reverts back to the old damage and effects of the blade. The effect part is ok, but reverting the base damage renders the blade useless with its low damage. To fix it i simply disabled the Artifact Dissenchanting mod, ran the skyproc java patch than re-enabled the artifact mod.
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#42 Siwel187

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Posted 14 March 2013 - 01:38 PM

Hey everyone, i've been following STEP for the last week and following it to the letter.

I've added Skyre to the end of the modding process provided by STEP and i have ran into some errors.

I use Mod Organizer for all my modding.

This is my mod list: From the top is the highest priority down to the bottom with the lowest.



The mods in bold, in some way, create CTD's or complete lock ups of my system when loaded. I've narrowed it down to the above section of mods by loading a new game each time and running the intro sequence and trying to complete the intro (Exit out of the cave). Generally a crash will happen upon entering Helgen Keep or a little bit on while inside the keep.

This is my load order (always Run BOSS when ever i add any mod regardless) and always run the reproccer too.



What I'm hoping you guys might be able to do is provide me with some support in relation to the narrowing down of the mods that are causing the issue, so i can enjoy the other mods that i have had to deactivate.

I have spent a lot of time over the last week working my way through this process, so I'm hoping you guys can finish the job :D

Thanks.
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#43 Morphello

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Posted 15 March 2013 - 05:12 AM

I'm still slowly going through the process of testing. Each time I'm enabling mods and running a series of in game tests (including working my way up to the first dragon encounter). Takes about 15 minutes per mod. Vanilla skyrim + SkyRe doesn't cause this crash, but with STEP 2.2.2a + SkyRe its guaranteed. Got to narrow down which (seemingly one) mod that's doing it. As far as everything else goes, i've managed to get 6 hours of non stop game play without a single crash while running FULL step + SkyRe + several other flavor mods (IA, IW, WIC, RND, CoT, etc) with perfect stability, sans that quest crash.

As for Siwel187, you've added many non step mods to your "STEP followed to the letter" install, and they're most likely causing some issues. STEP's exact choices aren't compatible with some of the mods you have listed. Additionally constant crashes may be related to video ram and other issues, which you haven't mentioned but are most likely a cause (Most lockups are caused by this). You didn't provide a log to look over and you haven't created a bash patch.

My experience is that the bolded mods have no connection to SkyRe at all since most of them are textures, fixes or interface options. Like I said previously, i've managed 6 hours solid with no drama. The one mod I disabled was Birds & Flocks because it was causing a clear CTD, but I'm not sure whether it was SkyRe related or something else.
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#44 Morphello

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Posted 15 March 2013 - 08:09 AM

Error:  (000DC551): cannot enable an object with an enable state parent. stack:     [ (000DC551)].lvlpredatorscript.Enable() - "" Line ?     [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26Error:  (000DC551): cannot enable an object with an enable state parent. stack:     [ (000DC551)].lvlpredatorscript.Enable() - "" Line ?     [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26Error:  (000DC551): cannot enable an object with an enable state parent. stack:     [ (000DC551)].lvlpredatorscript.Enable() - "" Line ?     [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26Just as a test to see how far i've come, I decided to throw absolutely everything on and give it a run through. That includes post STEP mods including: Frostfall, CoT, IW, IA, WIC, RND and apocalypse spell package. Started with LAL, went to whiterun, started Dragon Rising, left white run and did a few circles around it at 500% movement speed waiting for Ireleth to get her arse out to start the next part. Amazingly the dragon swooped down and I didn't CTD. I looked through my papyrus logs to check for the errors, and they were all still there, but it didn't actually crash and everything worked out. I'm pretty stumped as to what's going on. Differences between my original crashing setup and my brand new one are just updated mods, different load order for certain things and a better patching and bashing process (at least its worked so far). I'll post my Papyrus log here for anyone interested:
Going through them: Torch issues at the start are related to using LAL with the various torch mods iHUD's errors were fixed apparently in a hot fix I haven't installed yet MQ_102 quest stuff related to how LAL starts and skipping helgen FXBirdFleeSCRIPT crap is all related to Birds and Flocks. Was causing me the most crashes in SkyRe, haven't reproduced it yet though. This could've been related to something else, and i was just mistaking it for Birds and Flocks due to the error in papyrus. However these errors occur quite often, not sure whats going on. Minty's lightning was going haywire. It was storming since the start of the game. I've got the CoT patch and the CoT patch plus plus installed. The ++ patch is recent, so that may be where those errors are coming from. and the last two beauties: Error: MQ104 (0002610C): unknown quest objective 10. stack:     [MQ104 (0002610C)].QF_MQ104B_0002610C.SetObjectiveCompleted() - "" Line ?     [MQ104 (0002610C)].QF_MQ104B_0002610C.Fragment_28() - "QF_MQ104B_0002610C.psc" Line 555 and Error:  (000DC551): cannot enable an object with an enable state parent. stack:     [ (000DC551)].lvlpredatorscript.Enable() - "" Line ?     [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26 The first two errors I mentioned back at the start. It's late where I am and i'll do more extensive testing tomorrow. Might be a fluke that it didnt crash instantly, might be that i've fixed something in my load order and that they're just chucking out random errors that dont really mean anything. According to what info I can find online, the lvlpredatorscript has to do with creature AI, which implies that its the AI mod from SkyRe. However in previous testing I found that disabling level scaling stopped the crashing. However i've got them both now on, with no crashes. Interesting.
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#45 Morphello

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Posted 15 March 2013 - 11:19 PM

Another update. Running every step mod sans Ars Metallica. Also running all the previous mods i've mentioned. Using a clean updated no DLC starting at the completion of unbound (the walk to riverwood). No drama or issues. I've got some weird LOD issues going on with trees, but i've seen that mentioned in other threads. No crashes, no instability. Killed the dragon again, all the same errors in the log, few new ones this time. Anytime I shout, the cooldown occurs, 3 script errors fire off and i can spam the key and can continue to shout regardless of the cooldown.
My original issues are seemingly gone and in the short time i've been playing it, i haven't seen a crash or any instability issue. Now i just have to find out why my shouts arent going on cooldown properly. Edit: I suppose I should've spent 5 seconds actually going through my own debugging process. The shout error seems to be destructible bottles. Let me just confirm in game. Edit2: Yes destructible bottles was the cause. It wasn't letting any shout scripts actually go through. Removed, solved. Just a bit of info for anyone still reading this ****, this is the order of operations I'm using with everything: Using qotsafan and Balbors compatibility patches, one for apocalypse spells and one for guard dialogue overhaul Boss everything first Create a bashed patch of everything above the bashed patch (so not reproccer, not qotsafan's fixes or the dragonborn fix) Then create a reproccer patch of everything. I'm hesitant to do another play through only to find a few hours in that i've got another game breaking issue. Trying to get the game stable and bug free to the point where i can play for 50+ hours on one save.
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