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DoubleYou

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Everything posted by DoubleYou

  1. Could you do the following for me? 1. Click Puzzle icon 2. Select Ini Editor 3. Look for any line that has a value of 4096 in it 4. Report here Or you could copy and paste the contents of you ini files to somewhere like Pastebin so I can examine it.
  2. For what game are you using Mod Organizer?
  3. You shouldn't need to delete NCC. As far as I know, the only thing that Mod Organizer writes to registry is how to handle nxm links, which has nothing to do with NCC.
  4. If you want to see how much performance you gain via grass, use TG in the console to toggle grass on and off. If you get no performance increase, you won't stand to gain much from tweaking grass settings.
  5. You should have no trouble, since Mod Organizer is built on a portable platform. All you need to do is have Mod Organizer in two different locations. I would have one main one, and then have the other one point to the main ModOrganizer's downloads and mods directories, so you don't have to reinstall everything from scratch.
  6. What are the two warnings? Are you ticking patches you don't need?
  7. I personally always disable the merge plugins feature for Wrye Bash, since I don't need the ESP room yet.
  8. Had stopped using this mod for awhile, but with the Dragonborn update, I had to reinstall it. Results: 1. Deleted meshes/architecture/whiterun/wrterrain/wrmainroadplains.nif from the mod as it was causing a prominent ugliness (for lack of a better term) on the path beside the Drunken Huntsman in Whiterun. 2. Created patch for compatibility between ELFX and College of Winterhold Immersive (that was laborious!) 3. Forwarded some fixes from unofficial patches and DLC 4. Created patch for compatibility between ELFXEnhancer and RealisticWaterTwo (easy) Long day!
  9. I'm guessing this might be useful when in combat with vampires... Need an advantage, read a book!
  10. Well, if that's the case, I might just return to this mod. If they are going to have seams, they might as well look pretty!
  11. I'm using the Sennheiser HD 201, which are the first pair of headphones I got. Super cheap, got mine refurbished for $11. Could be a little more comfortable, but sound is great. As a heads up, I'm pretty sure the current Climates of Tamriel compatibility patch is in need of an update, as it threw a bunch of errors in TES5Edit for me, so I redid it for my current game.
  12. It sounds like you did everything correctly.
  13. I've used it, but it caused seems around Ivarstead for me, so I disabled it for now. Forget what texture pack I was using then. It is an improvement, but texture seams is one thing that bug me more than low resolution textures.
  14. Not really an issue with MO, BSAs checked under "Archives" are loaded, independent of the esp.Thanks for that info. So MO will always load a BSA that is checked under "Archives" regardless of the presence or absence of an esp. That's very useful.
  15. Also, Mod Organizer has different ini files for each profile, so if you changed the ones in documents/my games/skyrim and not the ones in modorganizer/profiles/ your ini edits were never made.
  16. Did you forget about the Conflict tab in every installed mod's Information dialog? The only additional help conflict-wise provided by unpacking BSAs is for if you want to use some files from the BSA in one and some from another that you want the first to also overwrite. Example: Mod 1: Has rock texture I want Has apple texture I don't want Mod 2: Has rock texture I don't want Has apple texture I want Therefore, with priorities and BSAs, to get your desired combination of rock and apple texture, you can't get both the rock and the apple texture. This is because mod 1's BSA contains the rock texture I want and the apple texture I don't want, and mod 2's BSA contains the rock texture I don't want and the apple texture I want, and ordering them differently will simply leave one overwriting the other. This is a case that warrants unpacking. Once you've unpacked, you can put them in either priority position and simply go to the conflict tab and hide the offending texture. Our example perfected: Mod 1 (unpacked or packed): Has rock texture I want Has apple texture I don't want Mod 2 (unpacked): Rock texture I don't want is hidden Has apple texture I want Now, most of the time, this isn't a problem, because it is not that often that this situation arises (although it definitely does arise). Most of the time your texture mods are already unpacked. Another reason to unpack BSAs is if it allows you to lower the amount of esps you use. This works, for example, with the HRDLC, since all those esps are simple dummy esps to get the BSAs to load, similarly the UHRP. So: *Unpack if you want to micromanage every mod and don't mind increased load times. *Keep them packed if you don't need to unpack them, have a reasonably strong CPU, and want faster load times. As for me, I have it set to always unpack, because I'm a micromanagicalmaniac.
  17. What is your script latency? Install Convenient Horses, go into MCM and enable the script latency test, and tell us the results. Also, what version of Skyrim Revisited did you install?
  18. The MO wiki does in fact talk about NCC and the requirement of dotNet but not a specific version (so that i can adhere to the build library). I've installed mods including SkyUI with (to what i understand) no issues. Although the message still is present (and ive just recently installed dotNet updates (KB2863240 & KB25561698)) MO seems to be operational. Skyrim runs (tho i am experiencing some program instability which i attribute to mod conflicts, which is another thread) .. anyway, i was just wondering if there is any documentation on NCC at all. i can't even find the origins of it, authors or application stats.. thanks again for your help. NCC is a plugin based on Nexus Mod Manager used by Mod Organizer to install fomods that utilize C# scripts. It is developed by Tannin, just like the base app. It relies on the .Net framework, the same that Nexus Mod Manager uses. I'm not certain what the correct version of .Net required, but it probably is https://www.microsoft.com/en-us/download/details.aspx?id=17718. When a fomod installer initiates, like the latest SkyUI, that has a C# install script, Mod Organizer will show a pop-up window saying it is running an external installer, which is NCC. If you have never seen this external installer thing, NCC is probably nonfunctional. If you have, it is functional, and the error message is incorrect. Please post a bug report on the bug tracker.
  19. That makes sense. This is specifically for things pertaining to the wiki guide. So most of the Troubleshooting talk discussed in this thread is out of place. Gotcha.
  20. I have Timescale set to 10 via Bashed Patch, and I've not experienced any issues so far, although it is true I haven't been using the mod very long. From what I've read, the problems start when users change the timescale in game.
  21. I use it. Have it set to toggle with iHUD and it works fine. It's better than pulling up the wait menu every time you want to know what time it is.
  22. I use BSW with all of Cabal's textures and it works find. The author has a patch up for Cabal's Skyforge weapons, so the author himself is likely using Cabal's textures.
  23. Been using it for a bit now, and I'm willing to throw out some of the other sound mods for this, as this sounds much better.
  24. The first notice at https://wiki.step-project.com/Guide:Mod_Organizer#tab=First_steps tells about NCC requiring dotNet framework. I believe that normally when a .NET function is required, Windows will send you a message to get it fixed. Try installing SkyUI and see if that doesn't trigger it. BTW, maybe we could get this thread moved to the main Mod Organizer forum here on STEP?
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