Bonjour, superbe mod et travail de traduction
Le fomod recommande d'utiliser les patches ELFX du Haut Rothgar et de l'Académie des bardes dans la compil de patches de ELFX Shadows, mais il n'y pas de patches pour ces deux lieux. Selon
Wizkid (en réponse au cinquième message) ceux d'ELFX font l'affaire. Serait-il possible que le fomod propose les patches d'ELFX s'il ne détecte pas ceux d'ELFX Shadows ? Voici ceux inclus dans la compil :
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- Arcadia's Cauldron
- Belethor's General Goods
- Candlehearth Hall
- Dragonsreach
- Jorrvaskr
- New Gnisis Cornerclub
- Palace of the Kings
- Ragged Flacon
- Sadris Used Wares
- Sleeping Giant Inn
- Temple of Kynareth
- Temple of Mara
- Temple of Talos
- The Bannered Mare
- The Drunken Huntsman
- Warmaiden's
- White Phial
Hime_Sama a écrit : 26 févr. 2024, 13:07
Bonjour à tous
Depuis que j'ai installée Engine Fixes pour corriger un bug de save corrompu ingame, je n'arrive plus à faire fonctionner ce mod sans un CTD

Avant ça, tout fonctionnait bien, j'avais installé tous les patch nécessaires
Peut-être que la sauvegarde a toujours un soucis. Qu'est-ce que ça donne sur une nouvelle partie ? Voici mon EngineFixes.toml si ça peut t'aider :
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# Engine Fixes for Skyrim Special Edition
[EngineFixes]
VerboseLogging = false # Add extra log messages
CleanSKSECosaves = false # Delete SKSE cosaves that have no matching save
[Patches]
DisableChargenPrecache = false # "Precache Killer", same patch that is already in RaceMenu
EnableAchievementsWithMods = true # Enables achievements with mods active
FormCaching = true # Attempts to speed up the global form table by caching recently used forms (SSE Fixes)
MaxStdio = 8192 # Sets the maximum number of open file handles (default 512), preventing the game from running out with large plugin counts (fixes false save corruption)
MemoryManager = true # Replaces Skyrim's global allocator
RegularQuicksaves = true # Makes quick saves into regular saves
SafeExit = true # Prevent the game from hanging while shutting down
SaveAddedSoundCategories = true # Save sound categories added by mods
ScaleformAllocator = true # Replaces the scaleform allocator
ScrollingDoesntSwitchPOV = false # Disables swapping between 1st/3rd person when using scroll to zoom, making it require manual swapping
SleepWaitTime = false # Modifies how long it takes an hour to pass when sleeping/waiting.
SleepWaitTimeModifier = 0.3 # 1.0 = default, smaller = faster, larger = slower
TreeLODReferenceCaching = true # Speeds up the slow Tree LOD function. Requires FormCaching to be active. (SSE Fixes)
WaterflowAnimation = true # Decouple water flow animation speed from in-game timescale and use our setting instead
WaterflowSpeed = 20.0 # 20.0 = default, smaller = slower, larger = faster
[Fixes]
ArcheryDownwardAiming = true # Fix a bug where arrows don't fire properly if you're aiming downward while crouching on a ridge
AnimationLoadSignedCrash = true # Fix a misplaced use of a signed value. Should allow to load more animations before CTD
BethesdaNetCrash = true # Fix the game crashing on startup if you live in a city or country with special characters in the name
BSLightingAmbientSpecular = true # Fix bug where lighting template Directional Ambient Specular & Fresnel Power are sent to BSLighting shader incorrectly
BSLightingShaderForceAlphaTest = true # Forces alpha test flag on when NiAlphaProperty/AlphaTest true. Fixes object LOD reflections.
BSLightingShaderParallaxBug = true # Fixes a bug causing the parallax technique to break if specular is not also set
BSTempEffectNiRTTI = true # Fixes a bug where the NiRTTI for this object is not set properly
CalendarSkipping = true # Fix a bug where the game calendar effectively skips a year if you fast travel too far between 20:00 and 23:99 in-game
CellInit = true # Fixes a rare crash where a form does not get converted from an id to a pointer
ClimateLoad = true # Fix a bug where the game fails to properly apply sunrise and sunset data from Climate records if you load a saved game in an interior
ConjurationEnchantAbsorbs = true # Fix bug where spell absorption triggers on enchanted items using conjuration summons
CreateArmorNodeNullptrCrash = true # Fix typo that may cause a crash somewhere in CreateArmorNode
DoublePerkApply = true # Fix NPC perks applying twice when you load a game
EquipShoutEventSpam = true # Fix a bug where the "equip shout" procedure will send a "shout equipped" event even if the shout fails to equip
FaceGenMorphDataHeadNullptrCrash = true # Fix crash in Face morphing, possibly related to decapacitations
GetKeywordItemCount = true # Fix the condition function "GetKeywordItemCount", which returns broken results in numerous cases
GHeapLeakDetectionCrash = true # Fix a crash where scaleform attempts to report a memory leak but the code doesnt exist in Skyrim's build
GlobalTime = true # Fixes game systems that are affected by game time instead of real time
InitializeHitDataNullptrCrash = true # Fixes a crash on melee hit that unequipped the weapon at the same time
LipSync = true # Fix a bug causing lip sync to desync. Same as LE bug fix.
MemoryAccessErrors = true # Fix a handful of out-of-bounds or use-after-free bugs. Required for experimental memory patches.
MusicOverlap = true # Fix a bug where multiple music track is playing at the same time
MO5STypo = true # Fix a typo preventing the game from loading MO5S (1st person female alternate texture set) entries in ARMA forms
NullProcessCrash = true # Fix a couple cases where the game can crash when checking the equipped weapons of an actor without an AI process
PerkFragmentIsRunning = true # Fix crash if the IsRunning function of a Perk Fragment is called on a non-Actor form
RemovedSpellBook = true # Fix a crash where learning a spell from a book that is later removed in another plugin causes a crash in inventory
SaveScreenshots = true # Fix black save screenshots when TAA is disabled
ShadowSceneNodeNullptrCrash = true # Fix crash in ShadowSceneNode
SlowTimeCameraMovement = true # Fix camera movement sensitivity during slow time
TorchLandscape = true # Fix a bug where torches sometimes don't light the landscape
TreeReflections = true # Fix tree LOD reflection alpha. ENB contains this fix, but there is no conflict.
VerticalLookSensitivity = true # Make vertical look sensitivity not tied to framerate
WeaponBlockScaling = true # Fix weapon blocking so it correctly scales off of the blocking actor's weapon
[Warnings]
DupeAddonNodes = false # Warns if there are two or more addon nodes (ADDN) with the same node index in your load order
RefHandleLimit = true # Warns when you are close to the reference handle limit at main menu and after loading a save
RefrMainMenuLimit = 800000 # Handle count to warn at on main menu
RefrLoadedGameLimit = 1000000 # Handle count to warn at after loading a save game
[Experimental]
SaveGameMaxSize = true # Expands the maximum uncompressed size of a save game from 64 MB to 128 MB# can fix "crash on save" issue in long-runnning saves
# DO NOT USE THIS IT IS FOR SPECIFIC TESTING ONLY
TreatAllModsAsMasters = false # Loads all mods as if they are masters.