I see that Violens is on the list of compatible mods.
However, when loading I recieved an error message because it was looking for 'Dawnguard' - Enderal would not load as a result. I switched Violens off again and had no more problems loading.
This seems to confirm a comment I read elsewhere on a forum:
"Why is VioLens on the compatible list? It needs Legendary Skyrim installed, and Enderal removes Dawnguard and Dragonborn from your installation."
Is there a solution I'm not aware of? Or should we take it from the compatible list?
However, when loading I recieved an error message because it was looking for 'Dawnguard' - Enderal would not load as a result. I switched Violens off again and had no more problems loading.
This seems to confirm a comment I read elsewhere on a forum:
"Why is VioLens on the compatible list? It needs Legendary Skyrim installed, and Enderal removes Dawnguard and Dragonborn from your installation."
Is there a solution I'm not aware of? Or should we take it from the compatible list?
Vortigern wrote:I see that Violens is on the list of compatible mods.
However, when loading I recieved an error message because it was looking for 'Dawnguard' - Enderal would not load as a result. I switched Violens off again and had no more problems loading.
This seems to confirm a comment I read elsewhere on a forum:
"Why is VioLens on the compatible list? It needs Legendary Skyrim installed, and Enderal removes Dawnguard and Dragonborn from your installation."
Is there a solution I'm not aware of? Or should we take it from the compatible list?
bcote25 wrote:violens works just fine. I've had it in my load order for a month playing for hrs almost every day and it's never caused a problem.
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yatol wrote:it's not because you didn't saw problems there aren't...
bcote25 wrote:"Problems" was in regards to CTDs or error messages when loading as described. My feedback was valid and in an attempt to be helpfulyatol wrote:it's not because you didn't saw problems there aren't...
does your bandits have a brain?
mine didn't had one, won't crash because of that or have anything in the log about it
coc desertpulvermineml1 (or l2 l3... whatever the cell of those screens are), there's some dumbass there
screen 1, you can see 2 stupids npcs that are just standing there, only one is able to attack you
screen 3, stupid bandit won't do anything while i just shot it
screen 2, bandit with nehrim faction met bandit with bandit faction, stupid bandit don't do much while he get destroyed
too time consuming to find what the problem is, have copy paste a nehrim soldier in temp esp, renumber to that bandit id, and copy paste until bandit lost his brain
problem was the imperial race

don't know what that thing is, only think i know is it break the npc ai
not crashing when you load enderal with a mod doesn't mean anything
nioverride dll fail with corpse that don't have head, i had to get the perk to decapitate to crash because of that, it took some time
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yatol wrote:it's not because you don't crash when you load the game with a mod, you won't crash later because of it
yatol wrote:does your bandits have a brain?
yatol wrote:not crashing when you load enderal with a mod doesn't mean anything
I don't get ANY combat issues
my original response was to be helpful. Politely provide feedback. that the mod CAN work for enderal. not to prove a point or rant. there's no need to keep coming back to try and "correct" me. for me, it works. for you it doesn't. move on
I hope Vortigern was able to resolve his/her problem
bcote25 wrote:for me, it works. for you it doesn't.
have delete some stuff from pureweathers because it's no longer in that skyrim esm
an ihud script was edited to load skyui quest of skyrim esm
i tried asis yes it work, but it's useless in that state (stronger npcs it's better than more weak npcs, have no use for the spawn thing)
some problems i saw had nothing to do with my load order, you can encounter them without mods
when i got to the child desert town, the guard open the door, i enter, if you don't stay near the guard while he close the door, you ctd
don't know why i had a ctd when the final boss start talking because... (if i can avoid it by not doing what i am not allowed to do, don't care about it)
had a ctd when i fall for the trap when looking for the machine (got stuck between rock the first time, loading a save to redo that stuff was a bad idea)
had the footik crashes when i tried to load a save in riverville tavern (because of that crashfixe dll enderal put in skse folder)
some weren't crash, but still problems
saw the performance impact after naming the house, some scripts are a huge mess
got stuck after leaving the marketplace house because of a standingstill package
those npc with the imperial race above, because of advanced avoidance (you have that, whatever it does, didn't find out http://www.gamesas.com/what-advanced-av ... 38819.html)
wasn't able to temper my path abiding axe because there's no constructible object for it
etc etc
yatol wrote:don't know what that thing is, only think i know is it break the npc ai
that's because advanced avoidance is check for the imperial race
if they don't have a bow or spell, they can only hope you get close to them to be able to attack you
the one above that say he don't have that problem, or ctd, it's up to you to believe that (he's the same as the demonica fanboys, ignoring problems instead of fixing them)
if they don't have a bow or spell, they can only hope you get close to them to be able to attack you
the one above that say he don't have that problem, or ctd, it's up to you to believe that (he's the same as the demonica fanboys, ignoring problems instead of fixing them)
boy_cad wrote:I also use Violens - A Killmove Mod (+WIldcat, +Vigor), and I have had trouble with passive bandit AI.
Anyway, just trying to provide helpful feedback.
yatol wrote:the one above that say he don't have that problem, or ctd, it's up to you to believe that (he's the same as the demonica fanboys, ignoring problems instead of fixing them)
#2 - my first post on violense WAS feedback AND an attempt to provide a solution...your continuing invalid attacks continue to prove you REALLY don't read what I write correctly again and again. Immature ignorant slander doesn't help "fix" something either and the borderline obsessive repetition in which you write long posts to continually argue with me just points to the fact that you might need some "fixing" yourself. It's absurd to have a fit that ONE person claimed something works when it's on a compatibility list as working I'm clearly NOT the only person it works for.
The only reason I humor you with a response is so that other people don't get miss information that the mod doesn't work at all
If anyone ELSE would like to see violense working during combat with enemies behaving as normal I'd have no problem turning shadowplay on the next time i'm in game
bcote25 wrote:your continuing invalid attacks continue to prove you REALLY don't read what I write correctly again and again.
like it's a fact your imperials are stuck where they are with enderal, unless you use a mod that edit original skyrim esm races (using that without checking the conflicts is a bad idea)
being able to load a mod without crashing don't mean anything
if that's all that's required for that compatible mod list, it's useless
load enderal with deadly mutilation, you won't crash
but you won't have that without a patch
http://nsa37.casimages.com/img/2016/10/ ... 868054.jpg
http://nsa38.casimages.com/img/2016/10/ ... 508739.jpg
and that's a fact
The "People are Strangers" mod only works with the father in the intro, strange
yatol wrote:like it's a fact your imperials are stuck where they are with enderal
mine aren't stuck
yatol wrote:being able to load a mod without crashing don't mean anything
if that's all that's required for that compatible mod list, it's useless
bcote25 wrote:ah ok, didn't know you had the ability to see how everyone's game functions
i also know you are missing 7 loading screens and some dialogs because of duplicate records
i also know you are missing lights from some mushrooms, and a dozen other things because it shouldn't be oncellattach()
i also know you are missing random dialogs from ark npc because of wrong alias
i also know you can't temper enchanted items if you don't addperk the required perk to do it
i also know you can find some skyrim original potions in enderal (they made custom ones for some reason, so those one have probably nothing to do there)
i also know...
being able to load violenz without crashing, you call that a test?
those mods were made for another skyrim esm
you probably won't crash if you load enderal with immersive weapons, so what?
that mod give some weapons to some skyrim npc
those npc no longer exist in enderal, and are probably something else in enderal skyrim esm
and when the game will try to load one of those something else, you will ctd
that's why it need a patch
yatol wrote:i also know you can get stuck when you leave your house, because of a standing still package
i also know you are missing 7 loading screens and some dialogs because of duplicate records
i also know you are missing lights from some mushrooms, and a dozen other things because it shouldn't be oncellattach()
i also know you are missing random dialogs from ark npc because of wrong alias
i also know you can't temper enchanted items if you don't addperk the required perk to do it
i also know you can find some skyrim original potions in enderal (they made custom ones for some reason, so those one have probably nothing to do there)
i also know...
yatol wrote:i also know you can get stuck when you leave your house, because of a standing still package
As it was affecting figures altered by another Enderal mod in which I fully tested the cause in conjunction with the mod author and filed a report to the devs with pics and a vid. You know..."testing" something...other than loading the game
yatol wrote:being able to load violenz without crashing, you call that a test?
You keep replying that someone is only testing loading. What is your major malfunction?
yatol wrote:you probably won't crash if you load enderal with immersive weapons, so what?
that mod give some weapons to some skyrim npc
those npc no longer exist in enderal, and are probably something else in enderal skyrim esm
and when the game will try to load one of those something else, you will ctd
that's why it need a patch
blah blah blah widely known common information blah blah blah
Conclusion...zero valid arguments
bcote25 wrote:I filed that bug report on Sept 11th. It's an isolated issue pertaining solely to the market district house
As it was affecting figures altered by another Enderal mod in which I fully tested the cause in conjunction with the mod author and filed a report to the devs with pics and a vid. You know..."testing" something...other than loading the game
was i supposed to wait for a fix?
that random gibberish is other bugs of that esm
when i got stuck by the riverville mayor quest, instead of just fixing that and wait for the next problem, took care of most errors it's less time consuming that way
and for the SIXTH time now, the violenz errors mean you are missing those killmoves because their conditions can no longer be met
it's not because you don't crash it work as intended, you are supposed to have those killmoves
that mod need a patch to be use for enderal, there's nothing to debate
yatol wrote:was i supposed to wait for a fix?
yatol wrote:that random gibberish is other bugs of that esm
yatol wrote:there's nothing to debate
bcote25 wrote:The point of a bug report is so that an issue can be fixed for everyone, not just for you
http://sureai.net:9898/browse/ERB-1388
have upload that some weeks ago, it's less time consuming than bug reports
http://forum.sureai.net/viewtopic.php?f ... 7&start=10
it's a backup before renumbering the duplicate records, fixing some errors were new problems, had to see them in game to delete (npc were able to pick an idle applaud that had a no longer exist faction as condition, stuff like that)
saw some saying some mods that need a patch were compatible
that's not safe, so i warn the others that may read that topic, it may avoid a lot of problems to some
2 were talking about violenz at the end of the topic, i use it, so i pick it as an exemple
if that was an answear to that blabla about violenz, i would have said that
that error in the papyrus log it's just a script that look for dawnguard esm in the load order
ineed have the same ones with some food mods, frostfall with... other mods, one of them put in the log those errors can be ignored
if the script don't find the mod, it don't do whatever it have to do if that mod is here
don't know why they let the script spam those useless errors
yatol wrote:......
See. I knew you couldn't resist
Thanks for proving my point
bcote25 wrote:Yawnyatol wrote:......
See. I knew you couldn't resist
Thanks for proving my point
proving what anyway? anyone can load tesedit and check for errors those "compatibles" mods to see for themselves






