The "No Name" / "Can't Interact" / "Can't Loot" Bug
This is the dreaded no-name bug. It comes from having your language incorrectly set in at least one of your patchers. Fix your language settings in ASIS.ini and RUN THE ASIS PATCHER AGAIN!
Hello, I'm here again with two questions about ASIS and SkyTEST. 1) I see SkyTest is under [ModExclusions] in the main ini file, so the patcher should not touch it right? 2) In the load order ASIS has to be placed after or before SkyTEST (I presume after)? In my current (old) installation I see I've placed ASIS after it but I also removed it from the exclusion list (but I don't remember if I have done this change without re-patch everything). However I have only rare CTD and the animals seems to have the SkyTEST AI, the only problem is that some species have too much of them at the same time! Deer, elks, giant! 3) I'm trying to understand how to reduce extra spawn from these categories, someone can explain how [NPCReducedSpawnSettings], [NPCIncreasedSpawnSettings] and [NPCMaxSpawnSettings] works? More precisely, what id names and number should I use? For example: [NPCMaxSpawnSettings] encgiant=1 encmammoth=2 encelk=1 encdeer=1 ... it is correct to call them ENC###? Thank you!
Because I have not worked on these files in a while, and I cannot work on these files for a while longer, I hereby encourage anybody and everybody to make and post their own versions. Please. Do it. It will make me feel less guilty.
Now, for the meat of this post, bad news/good news:
Bad News: My computer crashed and was out of action for almost a month.
Good News: It is now "fixed."
Bad News: The problem turned out to be bad ram, and I had to pull half my ram to "fix" it. I am now operating on 2gb of RAM.
Good News: I might be able to get so free RAM from a friend.
Bad News & Good News: I was and am currently in the middle of creating a large multi-dungeon quest mod, so even when I get my PC in a more "gameable" state, I may well continue to neglect these files. Sorry, but at least I'm being honest about it! Seriously, I would have no objection if somebody - or several somebodies - took maintaining versions of these files upon themselves. Please.
"Q: I use SUM and-- A: Stop right there. SUM, to put it bluntly, causes way more trouble than it's worth. I seriously recommend not using it. The current version, according to Dienes, has a glitch that causes each patcher you run to fail to include the previous patches. Don't use SUM, at least for now."
I thought this problem was fixed forever ago and only the 'merging' function was buggy. It's only slightly annoying going back to manual patching, but I'd like to be sure about it.
Not everyone who uses SUM has an issue, but if you're having an issue and using SUM, it's usually SUM causing the issue. Anyhow, the newest issue isn't the old issue, it's a new one introduced when Dienes attempted to add LOOT support to SUM.
EDIT: My distaste for SUM derives not only from the fact that so many folks have had issues caused by it, but from the fact that SUM broke down crying when I tried to lootify too many things. Just because I wanted to run Lootification on Immersive Armors, Immersive Weapons, Weaponizer, Armonizer, Weapons of the Third Era, Weapon Variants Expansion, Isilmerils LOTR Weapons, and Aetherium Arms and Armor, doesn't mean SUM gets a free pass.
In the FAQ it says Improved INI support other perk overhauls but a few paragraph later it says I agree with your reason and sentiment behind the reason don't, but what do you mean by INIs you made support for these mods?
Do you mean your INIs can identify and block these perk overhauls from being inappropriatly added to NPC? Only perks in vanilla games and offical DLC get add?
I'm using other perk overhaul not listed in your support list. Can I still use these INIS to add vanilla perks to NPCs?
Hey there. Wonderful mod. But I wonder can you add support for Vokrii and Morningstar. Those are good mods, too. or at least teach me how to make it.. Many thanks
You can also UNCHECK any mods in your load order so they aren't active BEFORE you run ASIS, that way ASIS can't see the mods you want excluded prior to running it.
UNCHECK - dude I have 350 mods and 50 will come, do you really advice me to do it EVERY time when I use patcher? Do you realize that mods changing often and I must regenerate patch many times? Maybe you playing vanilla game with 3 mods?
I made list of ESP files that I want to exclude, tried to put them in "Blocked.txt" and ASIS.ini, seems like it doesn't work. Maybe ASIS wants mod names not file names.
Did anyone ever figure out how to get enemy mages to use anything other than flame jets and icicles? I have apocalypse and lost grimoire and asis doesn't seem to work with spells. Enemy mages should be using expert destruction spells etc and leveling the battlefield.
I was fiddling today with the Asis inis and i think apocalypse doesn't work because under the [SPELLEXCLUSIONSSTARTSWITH] and the [SPELLEXCLUSIONSCONTAINS] there is a _PC and PC lines respectively which basically stop the NPCs from receiving any spell with PC in it which are 95% of Apocalypse and LostGrimoire. By removing these two lines or commenting them out, i think it should work. This may have some unforeseen consequences so i'll test it out heavily.
Did anyone ever figure out how to get enemy mages to use anything other than flame jets and icicles? I have apocalypse and lost grimoire and asis doesn't seem to work with spells. Enemy mages should be using expert destruction spells etc and leveling the battlefield.
this is the closest thing i could get after a whole bunch of research annd of course.. this ASIS Improved INI Files is mandatory
Spoiler:
Show
on this forum: So i did/added this on IncreasedSpawns.ini:
Spoiler:
Show
In case you're wondering where did i get that "ambientanimals" tag?? it came from this YT Vid. He says put a block on "ambientanimal" but i was like with/without "S"?? so i said f''' it im putting both
Someone also suggested this:so since idgaf anymore i also added this lines as additional to the one above AGAIN on IncreasedSpawns.ini
This patcher works fine with additional "ASIS Improved INI Files" mod. NPC get perks, magic ans use potions. But cant solve problem - ASIS patch loaded last and all NPC that has moded faces/body are broken - black/brawn faces. Didn't find how to resolve this conflict. Making one big merge with all needed face mods and ASIS is bad idea I think, need something more smart. I just removed ASIS from load order until solve conflict.
1357 comments
This is the dreaded no-name bug. It comes from having your language incorrectly set in at least one of your patchers. Fix your language settings in ASIS.ini and RUN THE ASIS PATCHER AGAIN!
1) I see SkyTest is under [ModExclusions] in the main ini file, so the patcher should not touch it right?
2) In the load order ASIS has to be placed after or before SkyTEST (I presume after)? In my current (old) installation I see I've placed ASIS after it but I also removed it from the exclusion list (but I don't remember if I have done this change without re-patch everything). However I have only rare CTD and the animals seems to have the SkyTEST AI, the only problem is that some species have too much of them at the same time! Deer, elks, giant!
3) I'm trying to understand how to reduce extra spawn from these categories, someone can explain how [NPCReducedSpawnSettings], [NPCIncreasedSpawnSettings] and [NPCMaxSpawnSettings] works? More precisely, what id names and number should I use? For example:
[NPCMaxSpawnSettings]
encgiant=1
encmammoth=2
encelk=1
encdeer=1
...
it is correct to call them ENC###?
Thank you!
Also, on a personal note, I'm back to 4GB of RAM!
Now, for the meat of this post, bad news/good news:
Bad News: My computer crashed and was out of action for almost a month.
Good News: It is now "fixed."
Bad News: The problem turned out to be bad ram, and I had to pull half my ram to "fix" it. I am now operating on 2gb of RAM.
Good News: I might be able to get so free RAM from a friend.
Bad News & Good News: I was and am currently in the middle of creating a large multi-dungeon quest mod, so even when I get my PC in a more "gameable" state, I may well continue to neglect these files. Sorry, but at least I'm being honest about it! Seriously, I would have no objection if somebody - or several somebodies - took maintaining versions of these files upon themselves. Please.
3/18/15: Added instructions to fix the no-name bug.
A: Stop right there. SUM, to put it bluntly, causes way more trouble than it's worth. I seriously recommend not using it. The current version, according to Dienes, has a glitch that causes each patcher you run to fail to include the previous patches. Don't use SUM, at least for now."
I thought this problem was fixed forever ago and only the 'merging' function was buggy. It's only slightly annoying going back to manual patching, but I'd like to be sure about it.
EDIT: My distaste for SUM derives not only from the fact that so many folks have had issues caused by it, but from the fact that SUM broke down crying when I tried to lootify too many things. Just because I wanted to run Lootification on Immersive Armors, Immersive Weapons, Weaponizer, Armonizer, Weapons of the Third Era, Weapon Variants Expansion, Isilmerils LOTR Weapons, and Aetherium Arms and Armor, doesn't mean SUM gets a free pass.
(The ESP file was 64mb.)
Btw, I see you have JKs Skyrim.esp in the right spots, but yer missing JKs Skyrim Major Cities.esp. Fixed my giant rat problem
but a few paragraph later it says
I agree with your reason and sentiment behind the reason don't, but what do you mean by INIs you made support for these mods?
Do you mean your INIs can identify and block these perk overhauls from being inappropriatly added to NPC? Only perks in vanilla games and offical DLC get add?
I'm using other perk overhaul not listed in your support list. Can I still use these INIS to add vanilla perks to NPCs?
Many thanks
This may be a simple question, maybe i'm just plain dumb (Probably), but where do i put the mods, that i don't want asis to touch?
On the file called "Block List"? or inside ASIS.INI, under the ModExclusions area?
Do you realize that mods changing often and I must regenerate patch many times?
Maybe you playing vanilla game with 3 mods?
I was fiddling today with the Asis inis and i think apocalypse doesn't work because under the [SPELLEXCLUSIONSSTARTSWITH] and the [SPELLEXCLUSIONSCONTAINS] there is a _PC and PC lines respectively which basically stop the NPCs from receiving any spell with PC in it which are 95% of Apocalypse and LostGrimoire. By removing these two lines or commenting them out, i think it should work. This may have some unforeseen consequences so i'll test it out heavily.
I know theres a [NPCExclusion] block which prevents additional spawns if you put the edid/refid of an npc.
But i dont know the edid/refid of:
wolves chickens cows mudcrabs tigers deers
Anyone knows? where to get their id's?
MUCH BETTER if anyone could share their .ini config which would only let ASIS to "ONLY AFFECT BANDITS" please!!
annd of course.. this ASIS Improved INI Files is mandatory
on this forum: So i did/added this on IncreasedSpawns.ini:
Someone also suggested this:so since idgaf anymore i also added this lines as additional to the one above
AGAIN on IncreasedSpawns.ini
i am new in game
Last version of ASIS is 1-42-5 and you say just use 1-42-4
what about last version? do not need this mod? or you dont have time for create new file
thank you
But cant solve problem - ASIS patch loaded last and all NPC that has moded faces/body are broken - black/brawn faces.
Didn't find how to resolve this conflict. Making one big merge with all needed face mods and ASIS is bad idea I think, need something more smart.
I just removed ASIS from load order until solve conflict.