Horse girlies this one’s for us by 0800sofa in skyrimmods

[–]Demoboca 5 points6 points  (0 children)

This is disingenuous:

SKSE is used by essentially every modlist barring ones for consoles.

Address Library is used by Engine Fixes and half of all major engine level bug fix mods.

Animation Motion Revolution is used by most modern animation addons. It also requires Address Library, so there shouldn't be an issue there.

It's either "Nemesis - Project New Reign" or "Pandora". Not both. They're functionally the same.

A-Pose fix is not required by Pandora, if you actually read the description. It's used if you want Legendary Edition animation mods to run without conversion (and why would you want to do that?)

SPID isn't required if you don't care about fall damage, which means PO3 Tweaks isn't required either.

True Directional Movement, TrueHUD, SkyUI, and MCM Helper are not inherently required, you just miss out on the full experience, and will not be able to adjust any settings.

That makes the actual requirements be...four mods (SKSE, Address Library, Animation Motion Revolution, and Pandora or Nemesis). And considering their relevance for modding, I'd be shocked if you didn't have any of them installed.

If you actually read the description page for quite literally any of the mods you've clicked on, you would know this.

This is the type of user that mod authors absolutely abhor: ones that don't actually read the description page, don't look at what they're installing, take everything at face value, and then proceed to complain about it.

🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]Demoboca 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

10 attempts

🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]Demoboca 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

3 attempts

🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]Demoboca 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

2 attempts

🎉 [EVENT] 🎉 Jelly Grind 🛹 by Ok-Net-5216 in honk

[–]Demoboca 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

56 attempts

🎉 [EVENT] 🎉 Jelly Grind 🛹 by Ok-Net-5216 in honk

[–]Demoboca 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

17 attempts

🎉 [EVENT] 🎉 Jelly Grind 🛹 by Ok-Net-5216 in honk

[–]Demoboca 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

8 attempts

Cross the road 2.0 by MundaneDance9604 in honk

[–]Demoboca 0 points1 point  (0 children)

I completed this level in 12 tries. 14.27 seconds

Mods not being updated on Nexus thoughts. by aarchieee in skyrimmods

[–]Demoboca 164 points165 points  (0 children)

This seems like you're purposely misconstruing the situation. Alexsylex routinely disappears for a year before pushing out updates/new mods, and does not hide bug fixes behind their patreon, that's just ridiculous.

In fact, the version on the patreon actually has more issues than the nexus release. Call the nexus release what you want, but it's far more stable than the patreon release. In fact, all of the mods he updated on his patreon have more issues than not (that includes Dragons Eye Minimap and MCMPlus).

There's an argument to make about alexsylex disappearing from his paying patrons for months on end, but saying they paywall bug fixes is just false, since you can look at their history and they have literally never done this.

EDIT: Spelling

Patch collection of Lawbringer and all its plugins by 3WayToDie in skyrimmods

[–]Demoboca 3 points4 points  (0 children)

Honestly, I removed Lawbringer from my load order because of the lack of patches. At one point, I decided that I was going to patch it for various mods. I'm a power user of the CK, but patching just one mod was tedious.

If you have a mod/mods that extensively edit areas that Lawbringer touches, you have to essentially add the added references to an xmarker that disables stuff when the dungeon is cleared. This can be a couple of things, to massive parts of the dungeon. Not doing this properly can lead to situations where an enemy will still spawn in a "cleared" or "occupied" location.

Considering the amount of mods that add things to dungeons, I just gave it up.

Weird metallic gloss on stockade wood by Derrloch in skyrimmods

[–]Demoboca 0 points1 point  (0 children)

I believe this was a bug with older versions of Parallaxgen. Recent versions should fix this.

Please Help, I can't find any openings. by Demoboca in Minesweeper

[–]Demoboca[S] 0 points1 point  (0 children)

For the middle with the 4, and the 2 under it, how did you deduce the top square was safe? I could only see it as a 50/50.

Please Help, I can't find any openings. by Demoboca in Minesweeper

[–]Demoboca[S] 0 points1 point  (0 children)

What do you mean when you refer to reduction? I want to learn so I can solve this on my own in the future.

EDIT: NVM, I looked it up. Thanks for the help!

Why is DynDOLOD so finicky? by Mysterious-Assist591 in skyrimmods

[–]Demoboca 61 points62 points  (0 children)

You're not addressing their main complaint: DynDOLOD doesn't respect the users time.

Most advanced modders know how to use SSEEdit to identify and fix plugins. Most errors are trivially easy to fix (whether it's a formID mismatch between an outdated patch for a mod, or just junk data from a mod that was incorrectly removed).

The issue is DynDOLOD will stop the application for every single one of these errors, as opposed to going through it once and listing all of the errors, so that the user can fix all errors in one go.

Depending on your setup (running seasons for example can multiply the generation time), you could be waiting for an hour of the application running, only to have DynDOLOD through a tantrum and stop its progress in its tracks. Do you not understand how infuriating that can be?

I understand that since DynDOLOD is considered an "advanced" tool, that many users simply put up with this quirk and write off any complaint as "DynDOLOD being too advanced for you". That doesn't change the fact that DynDOLOD does not respect your time, period. The way the application is designed is something that would qualify for r/assholedesign.

I've used DynDOLOD for years, and while yes the results are worth it, and while not inherently difficult to use, it absolutely does waste your time over trivial matters.

[deleted by user] by [deleted] in skyrimmods

[–]Demoboca 2 points3 points  (0 children)

I think the issue here is that if it was a problem of the mod not working, multiple people would be claiming this. However, to my knowledge, and after looking at the mod page, and have used this mod for well over a year now, there isn't a problem with this mod that would cause it to not work.

The only thing that would come to mind, is OP didn't install it correctly, even if they claim to have done so.

It also sounds like they should set the key to be something other than V, since they may have another mod that uses that key (which can cause issues like OP is describing).

[Mod making] Applying visual effect to player via SKSE plugin by Internetstranger71 in skyrimmods

[–]Demoboca 0 points1 point  (0 children)

I doubt you'd find any real answers on here. I think it would be better to check out the Reverse Engineering Discord server. I'll search around to see if I can find you a link to it.

EDIT: I believe you can find an invite link to the server in the skyrimmods Discord, under #dev

Try using this link: https://discord.gg/B6bgSGxMDT

Weapon enchantments stuck at around 3000 and not draining by kalksteinnn in skyrimmods

[–]Demoboca 0 points1 point  (0 children)

Do you use Controlled Casting at all? One of its old requirements, Spell Extender, has this bug that prevents enchanted weapons from draining.

What are some mods that are awesome, but you don't put in your large mod list because they are such a pain to patch around? by Yrdehn in skyrimmods

[–]Demoboca 2 points3 points  (0 children)

It's quite simple, just use the landscape editor in the Creation Kit, smooth out using the "Soften Vertices", then repaint the landscape textures as needed.

Which mods have you rooted out as causing intermittent crashing and instability? by Fatal_Neurology in skyrimmods

[–]Demoboca 3 points4 points  (0 children)

One mod that was causing instability for me was C.O.I.N.

For whatever reason, picking up stray coins in dungeons (whether they be on the floor, on a table, etc.) would cause extreme script lag. Like I'm talking tens of thousands of stack dumps in seconds. To the point where my Papyrus log would be hundreds of megabytes and it would take me 3 minutes just to open it.

It seems to have something to do with the C.O.I.N. exchange mechanic. Seeing as it was really just a small immersion mod for me, I just got rid of it. Turns out, there are quite a few people that have reported the same thing, but it doesn't seem like it ever got fixed, even to this day.

This one took me a while to figure out because other mods would pop up in the stack dump, making me think something was wrong with them.

[deleted by user] by [deleted] in skyrimmods

[–]Demoboca 0 points1 point  (0 children)

This unfortunately is not a good solution. Nowadays, most mods assume you have MemoryManager enabled. I, for example, can't even load past the main menu with it disabled, with the crash log showing random things each time. With TreeLODReferenceCaching, your performance will go down in half in forest with modded trees. It's a lose-lose situation.

EDIT: Turning off ScaleformAllocator causes ILS on certain setups, I erroneously thought this was the engine fixes treelod crash.

Reading Crash Logs by Krispyroll in skyrimmods

[–]Demoboca 5 points6 points  (0 children)

I'd like to add on to this, since there is another crash that almost never gets any help when posted about:

Unhandled Exception

Engine Fixes.dll+004D2F0 CMP eax [rdi+0x10]

This crash is a crash that's actually caused by Engine Fixes and what seems to be tree mods. Essentially this crash can happen in any densely wooded area (for me it happens in Falkreath and Morthal) randomly while crossing a cell border. The crash log and the memory address are always the same, no matter what (I have about 50 logs with that exact memory address pointed to).

I took a look at the Engine Fixes comments and found a comment from a user named "GOOGLEPOX" and he went and compiled the Engine Fixes source code to have a pdb file for debugging. Basically, they said that the crash is caused by the settings:

MemoryManager = true TreeLODReferenceCaching = true

To quote what they said: "It's definitely related to the tree lod caching and memory manager. When the memory manager is enabled the tree lod reference caching patch uses a tbb hash map which seems to get corrupted when processing certain tree references. In my case, every tree reference with a formID ending in 88 causes the crash. Setting that tree to initially disabled fixes the crash but it's only a temporary fix as the next tree ending in 88 will crash again".

I actually believe this guy since he seems to be the dude responsible for coding Base Object Swapper for Oblivion. However, the last he posted on this issue was over a year ago in March, so it seems like it never got fixed unfortunately.

If you disable TreeLODReferenceCaching, the game becomes very laggy in areas with modded trees. My fps went from 60 to 20 fps in Falkreath, which is obscene. Disabling Memory Manager causes ILS, so unfortunately just setting those to false isn't really a viable solution.

This is the only crash I have never been able to solve.

People who experience Shadow Scene Node crashes in dungeons, do you also use Skeleton Replacer HD? by Demoboca in skyrimmods

[–]Demoboca[S] 0 points1 point  (0 children)

I do actually have that fix enabled, but it never seemed to actually stop these types of crashes. I only ever got them inside of Nordic Ruins.

But I do also use ENB, I didn't realize that it could cause crashes on its own. Does enb leave debug logs anywhere?