Razorsedge877
Citizen-
Posts
763 -
Joined
-
Last visited
-
Days Won
4
Everything posted by Razorsedge877
-
I am trying to make a mod group for my game but I still see conflicts in the base game files. Can anyone offer advice? [standard] Fallout4.esm +DLCRobot.esm +DLCworkshop01.esm +DLCCoast.esm +DLCWorkshop02.esm +DLCWorkshop03.esm +DLCNukaWorld.esm +Unofficial Fallout 4 Patch.esp
-
LOOT can't find masterlist
Razorsedge877 replied to Razorsedge877's question in General Fallout 4 Support
I also did an uninstall and reinstall of LOOT. -
Can someone help me out?? [16:59:40.898102] [warning]: Chromium console message: Styling master document from stylesheets defined in HTML Imports is deprecated, and is planned to be removed in M65, around March 2018. Please refer to https://goo.gl/EGXzpw for possible migration paths. [16:59:40.950367] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700|Roboto:400,300,300italic,400italic,500,500italic,700,700italic [16:59:41.712193] [warning]: No masterlist present at C:\Users\Razor\AppData\Local\LOOT\Fallout4\masterlist.yaml I did not think I had anything in appData since I use MO2 as portable but when I follow the file path Skyrim SE has a masterlist in its folder but Fallout 4 doesn't. How do I fix this?
-
The instructions for SSE Fixes is a little confusing. Instead of saying "Manually download and extract the contents of the archive to your Main Skyrim Special Ediition directory." it should maybe say "Manually download and extract the contents of the archive to your Main Skyrim Special Ediition DATA directory". And I know it is just me because certain computer lingo just does not make sense to me, I just extracted the file to desktop than cut and pasted the DLLPlugins folder to the Data folder. One more thought, I am a pretty black and white person so to me the Skyrim Special Ediition directory to me is actually the game folder itself.
-
Please do not make your guide mod picker only. Unless I am mistaken I think I have used it in the past and you have to open multiple web pages. I have slow internet and living in the middle of nowhere I do not have the option to get anything faster. With the STEP Wiki I just open up your guide once and click the links to each mod.
-
[WIP] Mator Smash
Razorsedge877 replied to Mator's question in Mator's Utilities Support (archived, read-only)
I would like to see you update the intro video to the newly released version, than do single segment videos (single segments can be updated easier if needed than long videos covering multiple subjects) such as using merged plugins alongside Mator Smash, How to compare the Smash Patch in TESEdit5 and how to tell if Mator Smash may have missed forwarding records, ect. I feel the more topics you can cover with this tool the better and they should range anywhere from novice to advanced. ​On a side note you have the best tutorials out there in my opinion. I would love to see you do a series on building conflict resolution patches starting with the basics and working your way up to more advanced builds. -
If this is not forwarding some records from Unofficial Fall out 4 patch, Should be build a new CR patch to put after the smash patch so that we don't have to forward the records everytime we make a new smash patch?
-
Please excuse my lack of Terminology. I am in the process of leaning the program. 1. Part A- Some mods are supposed to have conflicts. ex "mod A" names book than "mod B" Changes that name. Is there a way to hide the conflict if I choose to keep "mod B" changes so the don't show in TES5Edit every time I run it? Part B - If there is a way to hide the conflicts, and I add a new mod that adds an entry to reopen this conflict I hid, will it show as a conflict again? 2. It there a way to forward the same entry from multiple FormIDs. ex Unofficial Fallout 4 Patch needs YNAM forwarded for about 20 different entries. Is there a way to forward these all at once so I don't need to click "Copy as overwrite into"
-
Fo4edit not copying my new esp into MO2
Razorsedge877 replied to Razorsedge877's question in General Fallout 4 Support
Here are my logs. -
Fo4edit not copying my new esp into MO2
Razorsedge877 replied to Razorsedge877's question in General Fallout 4 Support
What is the difference between Copy Overwrite into, and Copy as record into? Can you also post a spoiler tag, I am not sure if I know how to do it right -
Fo4edit not copying my new esp into MO2
Razorsedge877 replied to Razorsedge877's question in General Fallout 4 Support
I just found the paths that FO4Edit is using. I am thinking that a couple of them should bee pointing to MO2. examples are the ini path. FO4Edit log.txt Using Fallout4 Data Path: E:\Steam\steamapps\common\Fallout 4\Data\ Using ini: G:\Razor\Documents\My Games\Fallout4\Fallout4.ini Using save path: G:\Razor\Documents\My Games\Fallout4\Saves\ Using plugin list: C:\Users\Razor\AppData\Local\Fallout4\Plugins.txt Using settings file: C:\Users\Razor\AppData\Local\Fallout4\Plugins.fo4viewsettings Loading active plugin list: C:\Users\Razor\AppData\Local\Fallout4\Plugins.txt I also do not understand why it is referencing my C drive when MO2 is on my F drive -
Fo4edit not copying my new esp into MO2
Razorsedge877 posted a question in General Fallout 4 Support
I am trying to make a CR patch for Fallout 4. I forwarded a few records into my CR patch called Razors CR patch and saved it and my patch showed up in the overwrite folder like normal, So I made a mod called Razors CR patch and moved the esp into it. So than I loaded up FO4Edit again to forward more changes into my CR patch, Only this time when I save and exit I get a warning saying " Could not delete E\Steam\Steamapp\common\Falklout4\data\Razors CR patch". What am I doing wrong -
I'm not sure if this is relevant anymore because I haven't merged anything in SSE, but here are some directions I typed for myself to make merging mods easier for me when following these guides in old Skyrim. I am just trying to help out the newer members so If this post is void I apologize. [spoiler/] * Activate all mods in the Left pane of MO * Exit MO * Download Loadorder.txt (Merging version) and install in profile folder * Start MO * Run MP * When the plugin Selection Pop Up box appears * Right Click the mouse and choose Uncheck all * While holding shift Left Click Skyrim.esm and Unofficial Skyrim Legendary Patch.esp, then press the spacebar (this will activate all mods that are highlighted blue) * While holding shift Left click the first and last plugin you are merging, Than press the spacebar (this will activate all mods that are highlighted blue) * While all plugins to be merged are still highlighted blue Right click the mouse again and choose Masters -> Check Master * Click OK (If the OK button is faded out, Make sure plugins to be merged are still highlighted blue than activate any plugin above the plugins to be merged that have red text) Merge Mod * Close MP Repeat with all mods to be merged [/spoiler] I goofed up the spoiler tag and am currently trying to find the correct way of doing it;)
-
Learning how to make FOMOD Templates.
Razorsedge877 replied to Razorsedge877's question in General Skyrim SE Support
The one thing that I really liked about my short time with Wrye Bash is the Bain type installers. With FOMODs you have no Idea what the options are before and after installing the mod, with Bain you could see all additional options after installing the mod. I know nothing about programming and do not understand why as a community we got away from Bain. I always hated this about MO and was hoping that they would reintroduce a Bain type installer but its not looking that way. I Guess I am looking for a good way to keep track of all of these options as my load order matures. -
Lets say I am making a fomod template for a guide and I am at the patch section of the fomod. My choices are patch A, B, and C but I only want to use patch A. Is there a way to make a check box that does not have a checkmark in it for patches B and C?
-
I Was wondering, It looks to me that Vivid Landscapes changes the interior and exterior textures of buildings. certain sections of you guide has mods that have texture.esps, such as Arthmoor's Villages section, Books of Skyrim, ect. Would these mods overwrite Vivid Landscapes textures and just not show conflicts in MO due to them being in BSA form?
-
I have slow internet. One example of a bad design is that before you could just click changelog to view it, now you have to click logs/changelog. Why is it a better design to make me wait for 2 pages to load.
-
I Downloaded Vortex and wish I hadn't. Its still early and maybe the official release will be better. I find it confusing to navigate. Kind of like I thought the old nexus site was easier to navigate.
-
Do you have any other rules you follow when doing load order. I am Resolving my first load order and this in informative info. Do you also put your Weather mods toward the bottom? I am probably the only dummy that did this. You should put a note in the guide letting people know that the CK needs to be installed in the Skyrim Directory. I did not realize I had a fresh install that I never played so Beth.Net was installing the CK in the wrong folder. I knew something was goofy but spent the past day and half trying to figure out the issue. It was just lack of knowledge.
-
Have you thought about putting you compatibility patched at the bottom of your guide. I'm not sure how well this would work yet, but thought it might make smart installers like LOTD patches a little easier to use. Every time you add a new mod to your guide you can than go to the compatibility section and run all of the installers to make sure nothing was missed. One thing I miss from Wrye Bash is that it shows you everything included in the installer even after you have installed the mod.
-
Merge Plugins w. MO2 and SSE
Razorsedge877 replied to DsevenO's question in Mator's Utilities Support (archived, read-only)
Just to make sure I do this right, The scripts folder is located in CK\Data\Scripts.zip, and I will copy that folder to common\Skyrim Special Edition\Data\. Are you also using the scripts from Techs guide? -
Merge Plugins w. MO2 and SSE
Razorsedge877 replied to DsevenO's question in Mator's Utilities Support (archived, read-only)
How Do I extract the scripts Without reinstalling the CK? -
Hi again Lexi. This question is directed more toward you or Darth. Have you messed around with Obsidian weathers. I'm thinking of using it, instead of Vivid Weathers. Not sure yet. Also a question I am starting to have is I plan on having my second guide done this weekend, well at least all of the visuals and modified quest ect. When should I start to make a CR Patch. I am pretty sure you guys make up the guide than worry about patching. I am thinking about making a CR Patch for the first half of my guide, and than make another patch for all of my gameplay changes after I know I am happy with the first half of my guide. What is your thought process on this? Are you making patches for every single mod you test? I guess the reason I ask is when I try obsidian weathers, I don't think the interiors are dark enough. caves ect. As far as I understand it Obstidian Weathers does not touch interiors. I am also wondering if you like the mod 3D Trees? I tested it and thought it wasn't bad except for the tree bark textures were low res. I might try it again with HQ tree bark if the are compatible

