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Everything posted by DoubleYou
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Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
The whole problem is caused by the fact that the Unofficial Patches must have there BSAs loaded between the official DLC BSAs. Before the false-flagged plugin change, there was no issue, because no mod needed to be placed in such a position. I actually had theorized this could be an issue and was going to test this awhile ago, but never got around to it, and so it now has only become apparent to us once we saw the issues. That's why initially I had a note on a place in the wiki to uncheck the Unofficial Patch BSAs, but retracted because I had not actually tested to see if this was a real problem. Currently my setup has the unofficial patches at the very top of my modlist, so it looks like this: STD Distant Decal Fix Unofficial Skyrim Patch Dawnguard DLC Dawnguard Optimized Textures Unofficial Dawnguard Patch Hearthfires DLC Hearthfires Optimized Textures Unofficial Hearthfire Patch Dragonborn DLC Dragonborn Optimized Textures Unofficial Dragonborn Patch Cleaned Bethesda ESMs HRDLC1 HRDLC2 HRDLC3 Unofficial High Resolution Patch This fixes the following potential issues (some of which have been confirmed) with the old setup: Between Unofficial Skyrim Patch and Dawnguard... [*]textures/actors/character/facegendata/facetint/skyrim.esm/0001367c.dds (confirmed here) [*]textures/actors/character/facegendata/facetint/skyrim.esm/000132aa.dds [*]scripts/wealiasscript.pex (not a problem if the user also uses Unofficial Dawnguard Patch) [*]scripts/qf_tg05_00021551.pex (not a problem if the user also uses Unofficial Dawnguard Patch) [*]scripts/qf_da04_0002d512.pex (not a problem if the user also uses Unofficial Dawnguard Patch) [*]scripts/playerwerewolfcuresconcescript.pex (not a problem if the user also uses Unofficial Dawnguard Patch) [*]scripts/playervampirequestscript.pex (not a problem if the user also uses Unofficial Dawnguard Patch) [*]scripts/nightmothercoffinscript.pex (not a problem if the user also uses Unofficial Dawnguard Patch) [*]scripts/fxdwarvenspiderscript.pex [*]meshes/actors/character/facegendata/facegeom/skyrim.esm/0001367c.nif (confirmed here) [*]meshes/actors/character/facegendata/facegeom/skyrim.esm/000132aa.nif Between Unofficial Skyrim Patch and Hearthfire... [*]scripts/relationshipmarriagespousehousescript.pex (not a problem if the user also uses Unofficial Hearthfire Patch) [*]scripts/qf_relationshipmarriagefin_00021382.pex (not a problem if the user also uses Unofficial Hearthfire Patch) [*]scripts/qf_housepurchase_000a7b33.pex (not a problem if the user also uses Unofficial Hearthfire Patch) [*]scripts/playersleepquestscript.pex (not a problem if the user also uses Unofficial Hearthfire Patch) [*]scripts/mannequinactivatorscript.pex (not a problem if the user also uses Unofficial Hearthfire Patch) [*]scripts/carriagesystemscript.pex (not a problem if the user also uses Unofficial Hearthfire Patch) Between Unofficial Skyrim Patch and Dragonborn... [*]scripts/dunprogressivecombatscript.pex [*]scripts/dragonactorscript.pex (not a problem if the user also uses Unofficial Dragonborn Patch) [*]scripts/default2stateactivator.pex (not a problem if the user also uses Unofficial Dragonborn Patch) [*]scripts/da04questscript.pex (not a problem if the user also uses Unofficial Dragonborn Patch) Between Unofficial Hearthfire Patch and Dragonborn... [*]scripts/byohrelationshipadoptableaccessor.pex Between Unofficial Dawnguard Patch and Dragonborn... [*]scripts/da04questscript.pex (not a problem if the user also uses Unofficial Dragonborn Patch) This is a seriously large number of potential problems. The ones that aren't covered by the corresponding unofficial patch are the ones most problematic. One thing I wonder is: does the Unofficial Patch team know about all of these? Some of these are worth looking into for the users who are NOT subverting BSA order, and since they are doing it by hand, do they know about these file differences? -
A couple of (more or less)game breaking problems with SkyUI!
DoubleYou replied to Halde's question in General Skyrim LE Support
Is STD a bsa created with DDSopt or with Archive.exe? -
A couple of (more or less)game breaking problems with SkyUI!
DoubleYou replied to Halde's question in General Skyrim LE Support
uh... is that even possible? -
That's always how I've explained it as well.
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Is there a way to get this fix to work so that the corpse is removed when you loot the dragon scales and bones? I've always thought it strange that after looting all the dragon scales and bones that there was still a huge pile of dragon bones lying around. That would also ease Arthmoor's problem with its aggressive deletion potentially making the player unable to go back and collect the loot.
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Snow textures comparison
DoubleYou replied to rootsrat's topic in General Skyrim LE Discussion & Support
Could you add the snow from Skyrim Realistic Texture Overhaul to the comparison? Some of them I know I really liked. -
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
DoubleYou replied to Kuldebar's question in General Skyrim LE Support
I was actually wondering if something like this would turn up. This would indicate that either we would have to uncheck the Unofficial Skyrim Patch BSAs, or we would need to install the DLC as a mod through Mod Organizer. -
A couple of (more or less)game breaking problems with SkyUI!
DoubleYou replied to Halde's question in General Skyrim LE Support
If your preset loaded exactly as before deleting the ini files, are you sure you're deleting them? Is Steam placing the files back in? -
A simple suggestion for the Conflicts tab
DoubleYou replied to fireundubh's question in Mod Organizer Support
You must be good with the hex editor... -
I suggest launching Wrye Bash to count your plugins ;)
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Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
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Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
Sorry, that was my fault. Must have been a little confused that day. It should read "An accompanying ESP file to LOAD the BSA" -
Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
Currently I believe there is no STEP mod that requires such treatment, but that could be a potential case, but it wouldn't necessarily need to be a texture. It could be a mesh or other asset as well. -
A couple of (more or less)game breaking problems with SkyUI!
DoubleYou replied to Halde's question in General Skyrim LE Support
Delete skyrim.ini and skyrimprefs.ini in Documents/My Games/Skyrim Launch TESV.exe from actual Skyrim directory and NOT through Mod Organizer. This will launch the game in windowed 640x480 mode. Exit once loaded. Launch SkyrimLauncher.exe from actual Skyrim directory and NOT through Mod Organizer. It will go through the initial detection of video card and apply a preset. Accept your preset and exit the launcher. Copy your newly generated ini files from Documents/My Games/Skyrim to ModOrganizer/profiles/Launch SKSE through Mod Organizer with SkyUI installed and activated. You should not experience the problem. -
Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
Okay, this isn't really as hard as ya'll are making it. I thought the wiki made MO BSA understanding clear, from the Priorities tab: Just to make everything perfectly clear: If BSA is checked in the Archives tab, forget that the files are inside a BSA. Totally. It is as if it were extracted. The only thing you can't do is hide any files within the BSA. Typical Mod Organizer black magic. Don't worry about the how. Only Tannin and a few of us enlightened ones know.If BSA is NOT checked in Archives tab, it will need its plugin to be loaded, unless you register it. And I wouldn't register it if I were you. You might as well check it in the Archives tab and load it at the top of your mod list priorities. Easier, safer, faster.If an asset is in a BSA and that BSA is checked in the Archives tab and another mod with a lower priority contains a loose version of the same asset, the asset from the BSA in higher priority will indeed be used by Mod Organizer in place of the loose asset.If an asset is in a BSA and that BSA is not checked in the Archives tab and another mod with a lower priority contains a loose version of the same asset, the asset from the mod with the loose version in lower priority will indeed be used by Mod Organizer in place of the BSA asset. -
DROPPED Soul Gems Differ - Full and Empty (by Utopolyst)
DoubleYou replied to stoppingby4now's topic in Skyrim LE Mods
Perhaps the reason why filled soul gems don't have modified object bounds is because they are used on certain traps that might get thrown through a loop with different object bounds? Do test before modifying. -
You need to click the refresh button to the right of your profiles for everything to show up correctly when you install a new mod.
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Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
This behavior is changed with the beta version of Mod Organizer, and with the next release. BSAs during the extraction process will NOT overwrite loose files already present in the beta version. -
Try removing the modorganizer.ini file.
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Sounds like a permissions issue. Try running MO as administrator.
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Fomod options not changing description
DoubleYou replied to phryxolydian's question in Mod Organizer Support
You need to hover over the options to see the descriptions. -
Most laptop users say to use the injector version of ENBoost
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If you're using 1.0.7 alpha skse, the malloc patch should look like this in your skse.ini: [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256
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MO Enhancement and Feature requests can be made on the bug tracker: https://issue.tannin.eu/tbg/modorganizer/issues/open
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A simple suggestion for the Conflicts tab
DoubleYou replied to fireundubh's question in Mod Organizer Support
I think we are multiplying by negative numbers here. There is nothing that needs reinterpreted about the Conflicts tab. Top files are files that the current mod provides, and the bottom files are provided by other mods. Why do you have to interpret the variables unless you are trying to think of the inverse equality?

