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GSDFan

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Everything posted by GSDFan

  1. So what you are saying is that when you deactivate an installed mod in the left pane, its associated ESP or ESM is not removed from the plugin tab in the right pane? If so that should not happen unless the ESP or ESM is in the vanilla game directory. That would be the only way those files would show up after deactivation or removal. I would check there for the files. In the case of A quality world map, it only has textures so nothing will show up in the plugins tab. only in the Data tab. If I am wrong let me know and provide more details.
  2. I downloaded FWE and installed part one through MO with FOMOD Setting on both internal and external. I named each install a different name. I then installed part one with FOMM, which installed the mod to the overwrite folder. I made the same settings in each install of part one. When I activate the mode in the left pane after a while the grey lightening bolt appears indicating that the same files are being overwritten by the files in the overwrite folder. It would appear that installing part one in MO is OK. Installing part two and the hotfix in FOMM will not trigger a fomod script. Part two is just textures and part three, the hotfix, has Textures, sounds, meshes and ESPs in it. You can install all of them in MO choosing to either merge them all into one mod or for greater control, install them in three individual mods keeping mod priority in mind.
  3. I have found that there will always be files left over, most is from the skyproc tools. You can leave the DSR and FNIS outputs checked. It is difficult to weed out the files from a already populated overwrite folder. I usually discard what is there and start fresh following the run tool and make output folder after each. It won't set you back any as that is what most tools do anyway, except for the Skyproc patchers.
  4. Going by the images, the only thing I can think of is if Skyrim crashed and did not close. Start task manager and see if there is an entry for TESV.exe. If so then end the task.
  5. You can also right click on the overwrite folder and make a mod out of it to move all files to a new mod Call it something like "Overwrite Output". This way they will have the left pane priority order you set instead of the overwrite folder max priority. Once that is clean you can manage the files after you run a tool. Say you run WRYE . WRYE will copy a new blank ESP into the overwrite folder. This is the ESP that will be updated when you rebuild the patch. When finished you send that to a new mod named "WRYE output". Delete or disable the BP in "Overwrite Output" mod and enable the new "WRYE output". Do this for all of the tool you run. The next time you use any tool, after you finish you can right click and select "Sync to Mods" to move the file to the the parent mod. This works for about ninety percent of the files that go into the overwrite folder. You can go to this post where I posted more about this.
  6. Done Bug report #584
  7. OK, I have what I believe is a working order for the problem presented here, at least on my system. Please note that I have just these mods installed as I had a game launch crash while I was building my new load order. I thought it was a mod problem, but somewhere along the line my fallout.ini got corrupted. I wasted a lot of time hunting it down and in the process I reinstalled the game files and deleted most of the installed mods. I decided to concentrate on these for now. I tested this in game for a few hours and the adjustable hud and other mods appear to be working. Mods were installed with Fallout Mod Manager - FOMM - Fork and they went into the overwrite folder. In FOMM I used the package manager to install all of the mods, but I did not activate them until all of the were in the list. In an interesting twist I found an alternate way to do this. Not sure how useful it is, nut it works. Read the spolier.
  8. I think this is because of the way the script was written and the internal FOMOD installer doesn't pick up on it. If you go to settings, plugins and select "Fomod Installer" and change the prefer setting from true to false and reinstall the mod you will see the descriptions now. You are now using the external FOMOD installed based on the NMM code.
  9. @Ivanish, don’t worry about reviving an old thread. If this is the best fit for your question instead of a new thread, then so be it. It is better to have the information in one place than scattered all over. Remember that files in the overwrite folder will always win any conflict. If you want to use a texture replacer and there are textures files in mods in the overwrite folder then the overwrite folder will win. This may make some things look odd. Keeping the overwrite folder clean is recommended, but there is also the possibility of FOMM having problems if these files are moved to a mod the next time it is run. This is sort of a catch-22 situation and there is not a simple answer for it. I rend to keep the files in the overwrite folder in NV until I am satisfied I will not need to I will not need to update the FOMM files. I am reviving an old FNV load order for a new FNV game and will install your choice of mods. Just some notes from my previous install: CASM can be installed in MO, there is not anything in the mod that requires the FOMM installer. Just double click the installer and deselect the FOMOD folder and text file. I downloaded both Shiloh DS - Colored Map and Icons and Shiloh DS - Clean Pipboy Screen mods and took a look at them. Both have a nice install interface and options selections and you can install Shiloh DS - Colored Map and Icons in MO if you use some caution. For Shiloh DS - Colored Map and Icons will install with either the internal or external FOMOD installer, but I got two folders when it finished. One had the game files in it and the other one was empty. I just deleted the empty folder. Looking through the archive I did not see any xml files so this can be installed by MO if needed. For Shiloh DS - Clean Pipboy Screen with either the internal or external FOMOD installer I got two Folders, but it is best to install in FOMM as it has a menu.xml file in it. For all the other mods you listed, I use those and installed them in FOMM. In the past I haven’t had any problems like you mention, give me a few days to get my load order in check. I have decided to give the beta version of BOSS a go on this setup and will need time to work through any issues.
  10. I had that issue also. Try reinstalling, but go into the MO setup and set the "Fomod installer" Prefer setting to False. This will run the external NMM installer. That fixed it for me.
  11. Race menu will generate files at certain times and they are supposed to be deleted at some point, but in MO the delete is not happening. You will have to keep an eye on the overwrite folder whenever you run the game. More of a pain when installing and testing mods than when your are finished and playing.
  12. That was briefly discussed in this thread. They are from race menu and can be deleted.
  13. I just double clicked on both of the zip files to open them in my archive program. I then dragged the fomod folder into the soul gems archive and ran MO. Installing soul gems in MO, the installer picked up the change to the archive and installed OK. You may have downloaded the wrong soul gems package. The Soul Gems Differ - BAIN Wizard-6335-1-5-4.7z file does not have a fomod folder in it when I checked.
  14. Ok, I sat down and tried to get this to work the syntax for this is: <-p> , where: Is the path to the MO executable. <-p> is the command line switch for MO. is the name of a profile in MO. May need to be one word. Is the named shortcut in MO to SKSE loader. in my system the shortcut looks like this: "D:\Steam\steamapps\common\Skyrim\ModOrganizer step\ModOrganizer.exe" -p CurrentPlay SKSE. Running the shortcut, MO will launch Skyrim through SKSE with the profile CurrentPlay. Except that when continue is selected from an in progress game you get a warning about missing ESPs and if a new game is selected you get stuck in an infinite screen with the dragon logo. Because this is the first time I have heard of this method of running the game through MO, I can't say what else to do. Maybe Tannin can shed some light on this.
  15. I have been following this on the nexus forum. This is how I have it set up: D:\Steam\steamapps\common\Skyrim\TESV.exe -p "2014-01-01 STEP Modded 2 skse_loader.exe" EDIT: in my rush to get to work, I provided the wrong info This is in the windows desktop shortcut. Create the standard Windows shortcut and add the -p stuff, but I can not get Skyrim to launch.
  16. You didn't say if you have BOSS userlist manager (BUM) installed. I would download and install it. When you run it, point it to where BOSS is installed. BUM will tell you if there is any errors in the userlist text file, syntax or load order. Use the Third Party Programs section of the Support WIKI as a guide to set up the programs. It has been my experience that sometimes BOSS will ignore changes to the userlist text file until you run BUM. I have seen this when I unchecked my Merged patch and have run BOSS a few times when setting up a load order. When I re-enable the merged patch it would not sort until BUM was run.
  17. How are you launching BOSS, from the executable drop down or the Sort button in the lower right corner of the MO window?
  18. I am not sure if this is your problem, but the script compiler in the Creation kit is 64 bit and will not run under MO. There is a workaround in the creation kit section of the WIKI third party programs tab, if that is the case.
  19. There was a discussion on the race menu forum, it looks like they should be deleted at some point, but MO does not do that. It looks like they are OK to delete [spoiler=Pasted from Race menu Forum] In response to post #11916595. Â Â Â Â Â Â Â It's part of the new CharGen version, and will be used for the morph editing section in the final RaceMenu version. This is normal, these files are automatically deleted when you start the game, and created when you load a game. These are all carbon copies of the existing TRI files, they will serve as a storage facility for custom morphs. The internal morph system loads the morph database as resource files, creating the files virtually proved to be difficult so I just allowed it to create the files and load them as extra morphs. Â Â Â They get cached regardless of whether you enter the RaceMenu, whenever those files are loaded at any point they are cached and mapped. Â Â Â Â It really screws with Mod Organizer users that keep their "Overwrite" folder clean, though... Is it safe to just delete that cache folder as long as the game isn't running? posted @ 14:58, 15 Feb 2014 Reply Yes. The alternative is to catch the game closing and delete them then, but it's not always guaranteed that you are closing the game safely (exiting from the menu) rather than a forced exit or a crash. The hook deletes them when the game starts, which means it makes no difference if you delete them before you start.
  20. Running WRYE outside of MO is not a good test as you are not loading any mods. One of your "mods" is no good or corrupt. I got this when I followed the new step. I did not get this when I updated MO in my running setup. Sorry I did not write down which mod it was. I had to disable all ESPs and ESM and still got the message. I ended up disabling all mods and re-enabling them in blocks of ten until I found the mod that caused it.
  21. Go to settings, workaround tab and remove the check by "Force-enable game files" and click OK. Back in the main window press the refresh list button. When that is finished you will be able to move the core files.
  22. The easiest way to do this is to use the overwrite folder. First make sure it is clean and then double click on it to open it up. In the resulting window right click and select create new folder. Rename it skse and click OK and close the window. Right click the overwrite folder and create a mod from it and give it a name. When the new mod is created right click on it and open it in explorer. Navigate to the skse folder and double click to go into it. Once there create your skse.ini file, edit it and then save. activate the mod in the left pane.
  23. Wolverine you might want to check out Bashed Patch in Overwrite Folder (clarifications) thread. It contains some information that you may want to check out. I have been studying this also. I give a brief overview in post 8 of what I have found.
  24. That should work fine. It has been my experience that the core files in MO do not change between versions and when they do, Tannin will give fair warning. To protect yourself and the time you have spent in setting up MO and downloading mods, I would suggest making a backup of the following files and folders: categories.dat file. This will be in the MO root folder if you have made changes to the categories.ModOrganizer.ini file. It is good practice to make regular incremental backups of this file. If this file gets deleted or corrupted, a restore of the most recent backup will get up back up without having to set up all of your third party tools.Profiles folder. These hold the information on each profile in MO.Mods and download folders. If you have not changed the location of these in the settings then backup them also. I keep my downloads on a large HDD, so I do not have to back them up, and my mods directory stay in the MO folder on the solid state drive and will get backed up after I have my base install (STEP) done.I find that this saves an incredible amount of time when things go south.
  25. With fomod set to false, SIC exits without any message. I have an empty directory that went away after a refresh. Interesting NPCs installed without an error message, but looking at the conflict tab it installed about 2969 non conflicted files than when set to true. This may be why I have some NPCs without armor. Will have to test in game to see.
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