Skyrim Special Edition
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LordMala

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LordMala

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21 comments

  1. LatinoCreamKing55
    LatinoCreamKing55
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    I keep getting a bug that happens once the orc kidnaps you and you're being auctioned off you are stuck walking into the side of the cage hopefully this fixes that edit: yup fixed it thanks : )
  2. OldSchool0124
    OldSchool0124
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    Apologies if this was already answered.  I updated from 1.3 to 1.4 by replacing old version, but getting a missing masters warning.  The masters are BossMusic.esm, BossNames.esp, and Rebirth Monsters.esp.  Does someone know where to download these?
    Thanks!
  3. cthunsthrall
    cthunsthrall
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    thanks for this and the carved brink patch. i would love to know your process for finding the causes of these CTDs, im pretty amazed at how fast you were able to pump these out. it's great to be able to experience these amazing quests without such aggravating bugs.

    as for the shader flags thing that is definitely right, glow map flag will not work without glow shader type and an actual glow map in texture set. so this shader doesn't work on this kind of block since it doesn't have a texture set or a shader type. can't use any of the advanced shaders on plain blocks, they only use a single input texture and draw them as-is, like a skybox. though because of that, i don't think the glow map flag will actually cause problems in-game though because it basically can't do anything. my thinking is like, for that block type, that particular bit is unused. if it had a texture set then the mismatch might cause problems, i've seen unpredictable CTDs from something similar where environment map shader type is set but not the flag. but that's a little different than having the flag but not the type, since i think the shader type has the final say what shader the engine calls.

    i noticed something else i wanted to change in the mesh, though. the bird nest block is called NiTransformController which would be the default name of a NiTransformController block. so probably, in the process of making this model, that block and string were added for the animation, but someone changed their mind and decided to make the nest and eye 2 separate shapes or something, and converted/replaced the transform controller to a nimultitargettransformcontroller. but the string isn't deleted when the block is, so i think one way or another the nest shape was given that string which would never intentionally be used for a shape block. maybe the nest shape was unnamed, so during the export it gave the shape the first unused string in the string array.

    i doubt it will actually cause a problem in-game, but i gave it a different string just because i know some block names are handled differently by the engine in some ways, especially in relation to rigging and animations. i did check the plugin to make sure there wasn't any alternate texture set or material object that reskinned that block by referring to its name & index. i just wanted to change it so the block name wouldn't be identical to a block type name.
    1. LordMala
      LordMala
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      How I detected the cause of the CTDs was by using Nif Scan. You can find it on the Oldrim Nexus.

      As for the NiTransformController block, I did not make any changes to that. I'm not big expert in meshes other than knowing how to fix some of the causes of a common crash so I didn't want to change any names as I could put things at risk if doing so.
    2. cthunsthrall
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      oh i was more wondering how you figured out which records to change in the plugins. so the CTDs were only being caused by the meshes?
      and no, i wasn't saying you gave it the wrong string. i was looking at the original mesh from the bsa archive. that block must have been given the wrong name automatically because whichever nif plugin they used picked the first unused name from the string list (part of the NIF header)
    3. Kulharin
      Kulharin
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      Is this still needed if using Unofficial Project AHO - Bugfix and Improvement Patch?
    4. LordMala
      LordMala
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      This mod is no longer needed if you are using Strange1884's patch as my patch is integrated into his.
    5. Nazguliki
      Nazguliki
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      How could it be, if your patch is newer? 
    6. LordMala
      LordMala
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      Only thing new was just the harder bosses version, which is mainly made for my other mod, Ultimate Boss Fight Mod.
  4. Schneemann1984
    Schneemann1984
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    Hi  I'll ask here because I have a problem on the same spot, just no CTD.
    When I finish the corpse quest, the dialogue won't progress. ReSaver tells me:
    This savefile has 1 script instances whose data is missing.
    QF_DwarfSphereQ05_057BA642: *0e7ba642 (0000027481bf1240)

    It's in the BSA but it doesn't trigger, except in a brand new game. Even a setstage command just triggers dialogues, but no matching events get triggered. I once failed the initial instal, that might be the reason, but every other quest up till this one worked. =( Any ideas on what to change or patch? I'll try a clean save and reinstall if all else fails.
    1. LordMala
      LordMala
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      Never happened to me, but if it happened to you, chances are you installed it on a current saved game.
    2. Schneemann1984
      Schneemann1984
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      UPDATE: I cleaned the safegame from Dwarsphere, saved without the plugin loaded, reactivated it and voila, quest number 5 is loading. Now I have to find a way or a combination of these steps to make the LOTD display recognize it again, it didn't activate the last time, allthough TCC worked fine XD
      LAST UPDATE: Just cleaned up the Dwarsphere plugin in the savegame, and didn't touch the other ones, then deactivate, load, save without those plugins and then reactivate and load, it's like a new install of the mod and it works, even with LOTD and TCC!
      No idea if there will be long term consequences for my safegame, but it's the end of this run. 2475 items in the museum, I'm finished XD Gonna try "A carved brink" since the AHO designs is just awesome, I feel at home like in Morrowind!
  5. TorinCollector
    TorinCollector
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    ReSaver tells me that I have this :

      This savefile has 1 script instances whose data is missing.
      QF_DwarfSphereQ05_057BA642

    It's a new playthrough and I was not yet in AHO
    1. LordMala
      LordMala
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      Very likely you did not install the whole mod. I have never had this problem. Make sure you enable the ESL file too, as it is also needed. Only way you could have caused this is if you made any changes to the Project AHO ESP/ESM file and/or the patch.
    2. TorinCollector
      TorinCollector
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      Arrgh...you are right. After a SSD crash a month ago, I had to reinstall everything and only downloaded the optional ESM file but not the main mod itself.
      Thank you very much for your help!
    3. Schneemann1984
      Schneemann1984
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      I made the same error, and adding the bsa later gave me the same problem. It works on a new savegame. But I still try to fix this and hope to find a way. Still no idea why the script is not firering. If all else fails maybe I'll delete it, purge the savegame with ReSaver and try a reinstall. But that will be at the end of this run.
      UPDATE I'm still lost. Tried a lot of things in Xedit and with MO2. I don't understand why the game still thinks the data is missing, allthough I added the BSA later. QF_DwarfSphereQ05_057BA642 won't start. Is there a possibility to make the game reload the scripts without a complete clean safe and reinstall?
  6. mattski123
    mattski123
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    Hey, this mod called Skyrim Platform just released and it also has an easier way to convert .psc files to .ts files. Can you please update this to speed up the scripting processes?

    Let me know! :)
  7. PrestonCoIe
    PrestonCoIe
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    Project AHO is one of the most buggy quest mods ever. Been starting it today and already had more than 20 plus CTDs. Downloaded the SOS fix and I thought was okay. Then sometimes I get CTDs when I save games while in Sadrith Kaegran.

    Now I am at the Freedom of Choice quest - There's a part of the quest where you need to exit to Skyrim and go to one of the Dwemer ruins in Skyrim. However, everytime I leave, I get CTD. Been looking everywhere and can't find a solution.
    1. LordMala
      LordMala
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      I have never experienced this. In my playthroughs, I never install a new mod or uninstall an existing mod mid playthrough as that can mess up your load order, which can cause you to have CTDs every time you try to leave a certain area or reach a new one.

      Sounds like to me you have suffered something what I used to suffer back when I installed and uninstalled mods mid playthrough. Ever since always start a new game before installing or uninstalling mods, I do not get this issue.
  8. toynbeeidea
    toynbeeidea
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    Can you explain the bug, and your fix, a little more? What actually was the bug? How did your fix address it?
    1. LordMala
      LordMala
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      The biggest fix was in the quest "An Erudite Beverage". There was a CTD that occurs when you go back into Shanath's house after talking to Tamina. This patch fixes it along with a few other issues, mainly some Papyrus log errors.