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GSDFan

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Everything posted by GSDFan

  1. It is hard to say for sure but open the game instance folder and check that the files usvfs_proxy_x86.exe and usvfs_proxy_x64.exe are in the directory. If one or both are missing, then your Antivirus may have quarantined them. If that is the case, then you will have to make an exception to have it ignore the files.
  2. I just wanted to bring to your attention the redux version of this mod, Perception Bug Fix Redux. As per the mods description: "The Perception bug occurs when you use Med-X, which has the "FortifyPoisonRsist" MGEF, while currently poisoned by any variant of Stingwing or Radscorpion. The Stingwing and Radscorpion poison has a perception -5 for 4 seconds, and if you take Med-X while poisoned, your character will have -4.4 Perception permanently. This mod runs a condition check on Med-X's "FortifyPoisonResist" to only apply poison resistance to you if your perception is at full value, keeping the bug from ruining your character's perception. Redux change: As the comments have said in that mod, there was an issue with the original release in that if you had any perception stat buffs at the time of using med-x while poisoned, you still wouldn't get the additional poison resist. This is because the conditional wasn't set to Greater or equal to your base perception, only equal." It changes the CTDA-Type from "Equal to" to "Greater than or equal To" in the mods records.
  3. If I may interject here, I think the following mods do remove some of the corpses in a lore friendly way: Sanctuary - No Dead Dog and Raider They will vanish after some time has passed after encountering them. Taffington Boathouse - No Corpse or Blood The corpses will be removed after you visit the area. Sunshine Tidings - No Ghoul and no Corpse Disables the Ghouls and human corpse after visiting the area. Also sets Goodfeels to protected so only the player can kill him. Covenant - Disable the dead caravan from Stockton Disables the dead caravan after completing the Covenant quest. The following mod may be out of scope here, but I figure why can’t the player find and collect items needed to build with out in the world. Another mod, Movable Statics are Items - Pick it up converts movable statics into "Misc Items". This includes skeletons and around ninety to a hundred other items that can be picked up in the game world. All the above mods do use scripts to perform their magic.
  4. Try creating a new profile with default game INI settings and no mods enabled. Then from the "Pick a program to run" drop down select the fallout launcher and start the game and see what happens.
  5. I have not seen any problems with the use of ECO. The Legendary modifications can be used for good or evil, but you can increase or reduce damage for weapons that need it. There is a growing number of mods being patched to work with ECO also, ECO Expansion and Patch Archive at Fallout 4 Nexus - Mods and community. ECO and Synth Overhaul at Fallout 4 Nexus - Mods and community to name a few.
  6. The link to the High Res DLC Black Face Fix is Wrong. It points to Gas Mask hat Fix mod.
  7. Sorry for the delay in responding. I had no experience with Wabbajack so I had to do a deep dive into it. What is happening here? What shuts down the game or ModOrganizer? MO and the game should be installed in their own folders outside of any Windows controlled UAC folders. Question number one. There is nothing preventing you from installing another instance of ModOrganizer. In fact, I would suggest that you do that and make sure that the vanilla game runs and doesn't have any problems. Question two. In theory yes, but there are some things that would not be available there that are in the pack. But you don't have to redownload or install anything if you still have the Wabbajack pack installed. You can point your new instance of ModOrganizers downloads, mods, and profiles folders to the ones in Wabbajack or just copy them to the new MO2 instance if you have the room on the drive. Edit, you will of course have to take care of the script extender, ENB and any other tools yourself.
  8. The disabling of mods is usually associated with write permissions. Mod Organizer constantly updates the plugins.txt, modlist.txt, loadorder.txt and its own Ini files. What version of MO2 are you using, and I would also have to ask where is MO2 and the game installed? The Steam library should be installed outside of the Windows Program Files directories, something like c:\ SteamLibrary, and MO2 should be install in its own directory away from the game’s directory and the Programs Files directories like C:\MO2. If you are setup like this, then I would make sure that the plugins.txt for the active profile is not write protected.
  9. I am not aware of any Fallout 4 mods, other than then the Unofficial FO4 patch, which utilizes the bash tags. So, running Wrye Bash to create a bashed patch will not work as you have seen. I would suggest taking the time to learn how to use mators smash in Fallout 4. There will be a learning curve involved, but once it is learned, it is a powerful tool and can do more than what Wyre Bash can do.
  10. Let us know which mod this is so we can check it out.
  11. Ok, back to square one. This should not be a problem as the usvfs_x64.dll and usvfs_x86.dll do the heave lifting and the MO UI has negligible impact on the game at that time. It is entirely possible that your antivirus has quarantined these or other files. Open your AV program and see if it has quarantined any of MO2 files. You can also create a new, not a copy, profile without any mods enabled. Start the base game without OBSE loading, untick the Force load libraries, and see if it launches and test. If it does then progress to OBSE loading and so on.
  12. Have you setup OBSE according to the following: Running Oblivion OBSE with MO2 github.com The developers have built in the "Force load libraries" to ensure that the OBSE Dlls will get loaded when run. Setting it up this way you will run Oblivion.exe instead of OBSE obse_loader.exe.
  13. Which guide are you using? Not knowing this will make it hard to figure out what is going on. Are you running Oblivion Script Extender, OBSE? The current maintainers of MO2 strongly suggest the following when installing MO2: "Mod Organizer 2 should not be installed inside a system protected folder such as Programs Files (x86). Also avoid installing MO2 inside the Game folder as this causes problems with the vfs library. Mo2 is a 64bit application and as such it requires a 64bit operating system to run."
  14. You should not have to reinstall anything. If you ever do need to move MO2 or the game follow this guide: Moving things · ModOrganizer2/modorganizer Wiki · GitHub github.com
  15. The Mod "Oblivion Camera SE" is a Skyrim Script Extender Special Edition, SKSE, Mod. As the mod does not contain an ESM, ESP or ESL there is not going to be a "Blue Bar" in the scroll bar areas right pane. It will only show up when there is one of the previously mentioned file types and the mod is selected in the left pane.
  16. Not that I am aware of. Sounds like a pathing issue or corrupt ModOrganizer.ini. The quickest way to test is to reset is to shut down Mod Organizer and rename ModOrganizer.ini to something else. This will in effect simulate a clean install. Your tools will need to be setup again and your mods may be gone also from the interface, but do not panic they are still there. Run the game once from the launcher to establish registry values and shut down the game. Start MO and test. MO should grab what it needs and you can point it to your downloads and mods folders from the path settings if needed. Don't touch any other paths in the settings.
  17. First off, I am not pointing fingers and I do not mean to offend, but the folder structure points to this not be a legitimate install of the game. If that is the case, then no amount of trouble shooting will fix any problems. Your game folder should look something like: “C:\Steam\steamapps\common\Skyrim Special Edition” or if the library is installed away from the main install “D:\SteamLibrary\steamapps\common\Game-Directory”. MO should be installed in its own folder, also away from any UAC folder and not in the game folder as well as any tools run from MO. If you do then the MO virtualization will produce random errors. Have you run the game launcher outside of MO to set the path for the game and to set up the options for the ini files? Doing so will tell MO and any app where to find the game. This needs to be done anytime you run “Verify integrity of game files” from steam. Have you run “Verify integrity of game files”? How many mods with plugins, ESP, ESL or ESMs, are installed and activated in the right pane? What version of MO2 is installed and when did you install it?
  18. If you are looking at C:\Users\{me}\AppData\Local\Skyrim Special Edition\Plugins.txt. then this is for mods loaded from the “Mods” menu selection of the game menu when the game is launched outside of MO2. The file DLCList.txt will be created when the game is launched and Plugins.txt will be created when you add mods from the menu option. This will not happen when the game is launched from MO2, at least in my testing. All relevant files will appear each MO2 profiles. To try to trouble shoot can you provide the following, provide the file paths: Where is the game installed? Where did you install MO2? Where is SSEEdit installed?
  19. Somehow I missed that. This is good to know, thanks.
  20. With the exception of Auto Game Switch, I use all of the above mods. I can say they have improved the stability of my game considerably. I would add in High FPS Physics Fix as it decouples the games speed from the framerate.
  21. You can get there from the MO help icon, chat on discord link.
  22. Well I can't explain it mine weren't being monitored either, but I had OneDrive installed for ever since the game came out. Then a few months ago I had this problem. With the help of some of the developers on the MO2 discord we narrowed it down to OneDrive. When I removed it everything worked as it should. You may want to pop on over there and ask them as they are the ones that know the workings of the program. They will ask for some diagnostic logs.
  23. I have had this happen to me, it turns out that if you have installed the Microsoft OneDrive application to monitor files and folders it will at some point do start doing this. I had to remove it for saves to start going to the profile specific folder.
  24. All you have to do is first copy your Mods folder over to the "F" drive and maybe the downloads folder also. Start MO and press the wrench and screw driver icon to open the settings dialog. In there there will be a paths tab, click on it to bring it forward. Look for the "Mods" option and go to the right to the three dots and press on them. The "Select Mods Directory" file browser will open. From here you can navigate to the copied "Mods" folder on the "F" drive. Press the select folder to bring you back to the main window. Do this for the downloads if you moved it too. Click the OK button to close the the settings dialog. Restart MO. When everything is working you can then delete the original "Mods" and "Downloads" folders
  25. I do not ever recall seeing this reported. First off always suspect your Anti-virus has quarantined the MO2 usvfs_proxy_x64.exe file in the MO2 folder. If so, restore it from the quarantine and make an exception for this file. If you update MO2 sometime in the future, you will have to do this again. Is MO2 installed as a portable or global instance? What version of MO2 are you using, Nexus release or one of the development builds from Discord? It may also be a pathing issue. I would look at the path tab in the settings. Make sure the “Base Directory†points to the directory where MO2 is installed and the Mods entry points to the folder where you have your mods in. You can do an in place reset of MO2 by closing MO2 and renaming ModOrganizer.ini to another name. Run the game from Steam once and then close it down. Restart MO after you run the game and try running LOOT to see if it is fixed. You can reverse this if it does not work.
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