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Everything posted by GSDFan
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If you are asking about conflicts with the base STEP mods, I use the Wearable backpacks along with its optional files mod on top of the guide. There there are some record conflicts with the Equipment and Crafting Overhaul (ECO) - Redux mod that are not patched in the STEP guide so you will have to take care of those yourself. I am currently redoing my load order before the next game update and I have not patched this mod yet. As for the other two mods, I do not play in survival mode, but they both require F4SE and I quickly installed them into my modified modlist and did not see any direct conflicts with any other mods. I hope this helps some.
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My Base SS2 is as follows: Sim Settlements 2 - Chapter 3 Sim Settlements 2 - Previsibines Expansion Pack, Download : PRP SS2 Forwards Chapter 1 PRP SS2 Forwards Chapter 2 PRP SS2 Previsibines Expansion Pack IDEK's Logistics Station 2 You have to create an ini file with the below settings. Name it "SS2Extended.ini": [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 bEnableProfiling=1 sDefaultLogOverlay=Papyrus You also want to check out Suggested Mods | Sim Settlements 2 Wiki performance section. I use most of the mods there and most are used by STEP FO4 with the exception of Faster workshop and Longer power lines. While SS2 has mostly original Form and EditorIDs there is a little crossover in the CELL, Location and WorldSpace records, it is a script heavy mod. That is why the papyrus ini is needed. As for performance on a base STEP FO4 I can't say I have ever tried just that, I am a mod junky and like to push as much as I can and the STEP FO4 for me is a good base to build upon. As I am waiting for Starfield to settle down with the updates and a proper modding environment, I am getting back into redoing my FO4 setup, which I hope doesn't get wiped out by the forthcoming FO4 update.
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Upgraded from MO2 2.4.4 TO 2.5: Invisible textures
GSDFan replied to gromch's question in General Fallout 4 Support
Whether the plugin is strike through or greyed out, as long as the plugin is checked in the right pane the associated archive will be loaded. There isn't any way to override the behavior that I know about. You probably have some other conflict going on with the upgrade. I have to ask how did you do the upgrade from 2.4.4 to 2.5? Did you use the installer from the Nexus site or the upgrade button in ModOrganizer? There were a good number of dependency updates going from 2.4 to 2.5. I would suggest installing the latest version in a new location away form the Windows UAC controlled folder and not in the game folder. Before installing 2.5, make note of your v2.4.4 Mods folder and active profile folder. After you get v2.5 up and running you can point it to the mods and profile folders for testing. -
MO2 CTD when loading save or starting new game
GSDFan replied to alpha_sneeax's question in Mod Organizer Support
For your executable next to the run button. Should look similar to this when you select the Edit from the Executables, your paths will reflect your system: The scripts from the Scripts Extender looks like it is not installed as a mod in MO2 as far as I can see. It should look like the following: This is outlined in the STEP guide under 02-Extenders.- 7 replies
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MO2 CTD when loading save or starting new game
GSDFan replied to alpha_sneeax's question in Mod Organizer Support
So a question, you said this I am assuming you mean the MO2 toolbar. Can you provide a picture of the executable? Also did you install the SKSE scripts as a mod in MO2 and activate the mod?- 7 replies
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MO2 CTD when loading save or starting new game
GSDFan replied to alpha_sneeax's question in Mod Organizer Support
That will be hard to diagnose not knowing how your system is set up. A lot of factors come into play. You can try creating a new profile and launching the game directly through the launcher without SKSE with no other mods enables to see if the game runs. If it does that your install of SKSE is at fault. If it does not run then I suggest looking at the resources here. Start with Guide:System Setup Guide - Step Mods | Change The Game Pay attention to the modding Folders section, just make sure you avoid Windows UAC folders. If possible follow the suggested folder structure. C:\Modding C:\Modding\Tools C:\Games If you downloaded MO2 from the Nexus site then you will have the latest release version. MO2 should be installed in its own folder outside of the game folder and also away from any UAC folders. Following the setup guide it will be something like ..\Modding\Tools\Mod Organizer\ The Step Skyrim Special Edition Guide covers every thing else with detailed instructions. Since you only have two mods installed look at the 02-Extenders section and follow that for the extenders setup.- 7 replies
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- SKYRIMSE
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Bethesda Plugin Manager for Mod Organizer (by Parapets)
GSDFan replied to DoubleYou's topic in Skyrim SE Mods
It appears that the right click menu will change depending on what is selected. I see a difference between the official files, a separator and a regular plugin. -
Bethesda Plugin Manager for Mod Organizer (by Parapets)
GSDFan replied to DoubleYou's topic in Skyrim SE Mods
In Starfield LOOT is non-functional and I wish I can disable the Sort button, but that being said dragging an ESM into another group works for me as well as right click/ send to group. If that is the only ESM in a group then that group will go away, so persistent groups would be nice. I have been using the "Open Plugin info" to see a quick representation of the mods conflicts. My use case is to start xEdit and then unlock MO2 and view conflicts. I then make a decision as to what mods should win the conflict, close down xEdit and adjust load order of the ESM. I lost track of this plugin for a while, so I have not really tried it until this update. -
Bethesda Plugin Manager for Mod Organizer (by Parapets)
GSDFan replied to DoubleYou's topic in Skyrim SE Mods
This got updated today, Bethesda Plugin Manager for Mod Organizer. It is a MO2 plugin that gives the plugins pane a face lift and new functionality: Notable changes from the vanilla plugin list: Record conflicts are indexed and shown with icons and green/red highlights Archive conflicts are also shown with cyan/magenta highlights Plugins can be grouped together manually or imported from LOOT groups Less use of font styles (bold, italic, etc.) on plugin names Better visual feedback when attempting to drag plugins to invalid positions It was built with primary support for Skyrim Special Edition, Skyrim VR and Enderal Special Edition, but will also work with the following games: Oblivion Fallout 3 Fallout New Vegas Skyrim Enderal Fallout 4 Fallout 4 VR Starfield Future improvements are planned for these games along with basis Morrowind support. Check the page out for more information. -
Need advice on using MO2 for Elder Scrolls IV Oblivion.
GSDFan replied to Snarkyfork23's question in Mod Organizer Support
Take a look at Running Oblivion OBSE with MO2 · ModOrganizer2/modorganizer Wiki · GitHub. Also at this Guide:Mod Organizer Oblivion - Step Mods | Change The Game. I have not run Oblivion in a very long time and lost most track of my notes so I can't provide any more insights to this.- 1 reply
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Astroneer - Become a Starship Designer (by codegangsta)
GSDFan replied to DoubleYou's topic in Starfield Mods
This looks like a very well done mod. The cinematic trailer was pro quality. I took a quick look at it in sfedit and it looks like all new records, no conflicts for the mods I have installed anyway, and all from someone that looks to be new to the modding scene.- 1 reply
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- 14-gameplay-quests
- STARFIELD
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What exactly needs to be re-done when copying a profile?
GSDFan replied to Brambleshire's topic in Mod Organizer
Speaking of instances, I have been using Kezyma's setup tool for Mod Organizer 2 to setup my instances of MO2. It works with the current release versions of Mod Organizer. It also has options to install some MO plugins. It will also configure the instance according to the selections you select. -
Add in the fact that my brain cells have been dying for 67 years, but it might be something to look at during the winter. I am retired with nothing but time on my hands. Maybe I could grasp the fundamentals at least. Thanks for the info.
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What is the level of programming knowledge needed to write a Mutagen / Synthesis patcher? It looks like a powerful tool, but I do not have any programming background. Are there any beginner guides or resources that you know of?
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There are two ways to determine this: 1. In the right pane select the Data tab, go to the filter at the bottom and filter for ".ba2" and count the results. 2. Launch "Explore Virtual Folder" from the run executable drop down. Explorer++ will open to the Data folder. Go to the View menu and select Details. In the right pane click the "Type" column to prioritize by type. Click until BA2 is at the top. Highlight the first file and scroll down to the last BA2 and shift click on it. It will take a little time, but in the bottom left of the window it will update the items selected. Both ways reflect the games data folder.
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Unique NPCs - An Overhaul of the Commonwealth (by Thirdstorm)
GSDFan replied to Taejang's topic in Fallout 4 Mods
I tend to favor the No AWKCR mods from 4estGimp.- 5 replies
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- 06-models and textures
- FALLOUT4
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Unique NPCs - Creatures and Monsters of the Commonwealth (by Thirdstorm)
GSDFan replied to Taejang's topic in Fallout 4 Mods
I never really had much success with this combo of mods, I always had pink blood bugs and other random creatures and could never find a fix for it. If you look at the main mod thread there are posts about pink creatures and the patch none, but again pink creatures. If you use this do you have the same issue?- 2 replies
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- 06-models and textures
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Unique NPCs - An Overhaul of the Commonwealth (by Thirdstorm)
GSDFan replied to Taejang's topic in Fallout 4 Mods
I would also suspect the dependence on CBBE and the Pony Hairstyles, not really keeping in the STEP Mandate "Not About" section. An alternative to this mod would be Unique NPCs - LITE, which forgoes all of Unique NPCs-OFTC requirements.- 5 replies
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This is in the Buffout4 Config.toml, Default value: ArchiveLimit = false # Effectively bypasses the limit on how many general archives can be loaded at once (previously 256). The FO4 guide does not change this. I do enable this setting and it will indeed bypass the limit, at what cost I can not say.
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Your must-haves for Starfield
GSDFan replied to rootsrat's topic in General Starfield Discussion & Support
Another useful tool is Game Settings GMST INI BAT Modding tool. It runs from MO2 and will load all of your .txt files where it will format the "sStartingConsoleCommand=" line in StarfieldCustom.ini or creates a new "Command file" to load the settings into one file. -
Starfield Mod Installation
GSDFan replied to TechAngel85's topic in General Starfield Discussion & Support
I am testing MO2 beta 5 that will have support for starfield, Mod Organizer v2.5.0 beta -5 Quote from Baka Disable My games folder mod page: "If you have a Documents\My Games\Starfield\Data folder, be sure to move the files into the game's root Data folder after installing this mod, so that any mods you have installed to the Documents\My Games\Starfield\Data folder continue to work as expected." You will get the following message upon launch of the game if the My Games\Starfield\Data folder exists: Unfortunately Mod Organizer uses xxx\My Games\Starfield\Data folder. It will recreate the folder upon launch of the game, an executable and even when Mod organizer restarts. -
Starfield Mod Installation
GSDFan replied to TechAngel85's topic in General Starfield Discussion & Support
I have been following the development of MO2 on Discord, this is what I have found, shameless copy and paste from there: MO2 2.5.0 + Starfield Support - Beta 2 Updates This build includes preliminary Starfield support. It uses the My Games directory as the primary mod Data directory. It is able to parse the contents of the game's Data directory in order to display the core plugins and archives in the directory structure. We currently only support Steam installs as the Windows Store builds are incompatible with the VFS. Turn on automatic archive invalidation in the profile settings or it may revert those settings. Next build will not. This support includes: Parsing of save files to display save data Basic plugin and archive data parsing (somewhat untested) SFSE detection Beta 2: Fix for game location detection Virtualizing both Data locations to deal with things like SFSE Archive invalidation (automatic INI updates required for some mods) Pulled in other MO2 updates missing in beta 1 There was also a discussion about the game folders: MO2 copies your /my games/ inis on instance creation to its own profiles folder important when using bethini, don't edit the wrong ones -
I exclusively use MO portable instances and I see the the same thing. It might be my aging brain, but I don't see the issue this causes. You can always visit the MO2 discord forum and ask there.
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Nothing to worry about, this is a normal windows process. If you ever downloaded something in a browser and it got interrupted, you can usually resume the download by clicking something to restart the download. Different programs use different names. The xxx.unfinished.xxx is basically a holder for that operation. Mod Organizer downloads the info from the nexus mods and when finished creates the meta file and deletes the temporary file.
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Mod Organizer 2 mods not showing up in game.
GSDFan replied to JPatt0n's question in Mod Organizer Support
It sounds like you are using two separate "Global instances" as a portable install. With a Global Instance you should be switching the game with the "Instance manager", the top left icon or From the File menu "Manage Instances" menu item. Am I correct in my assumption?