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Everything posted by GSDFan
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Bashed Patch in Overwrite Folder (clarifications)
GSDFan replied to TommyH's question in Mod Organizer Support
TommyH you wrote In the first case I am not entirely sure and in the second case it most likely that the files are not proper game data. I can't say the non game data is Virtualized or not, only Tannin knows for sure. -
Bashed Patch in Overwrite Folder (clarifications)
GSDFan replied to TommyH's question in Mod Organizer Support
TommyH, I have been looking into the use of third party mods and the way they use the overwrite folder. Sorry if this is not clear, I am still in the testing of this, but the concept looks sound. I thought it was important enough to comment here. EDIT: your number 3, the BP and any files in the overwrite folder always wins any conflict. the overwrite folder has the highest priority of all mods in the left pane. Following are some of my observations If you want a “clean†overwrite folder and profile specific mods from the overwrite folder. Due to the way they write to the overwrite folder there is no easy way to separate out an already populated overwrite folder. If you are going to use this, then create a mod from the overwrite folder and do not enable it in the left pane or just delete what is in there. Most tools create a new version of the ESP and files anyway. If followed you can use “sync to mods†to sync some of the files written to the overwrite folder back to tool that created it. Those would be the ESPs and the FNIS behavior files. The rest I call variable data and is only needed when the tool is run. The procedure is like this and the overwrite folder needs to be clean: Run only one tool at a time. The exception is SUM.On the first run of a tool create a mod from the output, naming it for the profile and type of tool that was run. Example would be “Profile-1 FNIS output†Or "Profile-1 WRYE Uotput ESP".Enable the new output mod.Do this for each tool you need to run. Don’t forget to create a mod from the output after each.Running the tools a second time to update because of adding or removing mods: Again the overwrite folder should be clean if you did the run tool / create mod step above. This is where it gets complicated with the way mods write to the overwrite folder. I will just list my observations in the way I ran the tools.FNIS writes a lot of files that will never sync to mods. On the second run leave the original output enabled and run FNIS. When it finishes right click the overwrite folder and select “sync to mods†to sync what will sync.When finished there will be files in the overwrite folder that cannot be synced, right click the folder and create a mod from it and call it something like “FNIS Variable data 001â€. This will create a mod for this data and clean up the overwrite folder. It does not need to be enabled for the game to run.The next time run FNIS enable “FNIS Variable data 001†so that FNIS will see it. FNIS will again leave these files in the overwrite folder. Do the sync to mods to write back to the original mod. The “FNIS Variable data 001†will most likely be empty now and can be deleted. Create another mod from what is left in the overwrite folder, naming it appropriately.WRYE bash, this would match 2 of your question. If the ESP is in its own mod, wrye will see it, but due to the way it writes files will send the output to the overwrite folder all the time. When you run WRYE for a second time you can use the Sync to mods to write it back to a mod. Good for profile specific mods. TES5Edit. TES5Edit will not let you create a merged patch with the same name in the system. So if the ESP is in a mod of its own, you can disable the mod before you run TES5Edit, create the Merged Patch and it will be written to the overwrite folder. If you re-enable the original mod you will be able to sync to mods the Merged Patch and have a clean overwrite folder.SkyProc patchers is similar to FNIS above and makes my head spin when I try to write this down. Just follow the rule, clean overwrite folder, run tool, make mod form output, enable mod. On second run make sure the output mod is enabled Sync to mod and create a mod with the left over variable data. Again this is not a complete study of all of the tools out there. -
If a mod has multiple ESPs, like winter is coming cloaks, you can highlight the ones you don't need and move them to the optional section. That way only one ESP will be loaded.
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there was an issue with a Wacom tablet / mouse in this thread. Anything like that?
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If the left pane is sorted by anything other than the priority column, then drag and drop is disabled.
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Octopuss, the best place to make a feature request is on the issue tracker under the report issue tab. You will need to sign in to do so.
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Another good reason to give the Patch a different name is if something is wrong with it and you get a cdt or something, you can disable it and still have the original mod intact. This happened to me when I installed a new version of a mod to a different name. I started to get CDT on the crafting menu with a few items. Re-enabling the original mod fixed the problem. In the end a re-download of the updated mod fixed the problem. Any update or patch the has loose files must have a higher priority than the main mod.
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How to compile scripts with Notepad++?
GSDFan replied to Someone92's question in Mod Organizer Support
Someone92, thanks for the procedure. Added a note in the WIKI along with the procedure. -
How to compile scripts with Notepad++?
GSDFan replied to Someone92's question in Mod Organizer Support
Probable should be a note in the WIKI about the 64Bit compiler issue. Someone92, let us know if that is a viable workaround and works for you. If you could write up a short procedure that can be included also. -
Sounds like the Internet Explorer issue from downloading mods twice from Nexus, If that is the case then post number 21 provides the answer. If you are not using IE then tell us what browser you are using so that it can be researched more.
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How to compile scripts with Notepad++?
GSDFan replied to Someone92's question in Mod Organizer Support
i don't use that function, but you might want to look at issue 268 on the issue tracker, it sounds like what you describe. You need to log in to see the comments. I have also searched the Nexus MO forum and it looks like you have to run the creation kit external to MO in order to compile scripts. -
More information would be helpful. To start, have you been running OK and this just started or are you just setting up a new load order and can not get it to work? The more details we have the more likely you will get an answer.
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I just did a test to see what files would be overwritten. I did two installs, one with just the loose files and one with just the unpacked BSA and used MO conflict tab to see the conflicts. MO indicates that there is not any file overwrites between the loose and BSA files, so in this case there is no concern, all files are needed when installing this mod or you will have missing textures in game. As to the first part of your question I can't really say, but I found this posted by Tannin in the Nexus forums. Hope this helps.
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If it is the python pyw extension then MO will not see it as an executable. It will only see exe, bat and jar files. to install python as an executable go to the WIKI third party tab and scroll down to the WRYE bash section near the end. It gives an example on how to set it up. Just substitute the paths for your system.
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Is there a reason MO closes when launching Skyrim?
GSDFan replied to Aelius28's question in Mod Organizer Support
It is safe to do that for testing. I do it all the time. That option closes the GUI only, the rest of MO is still active, to free up your system memory if you don't have a lot to spare. -
Mod Install Limit? (not esp limit)
GSDFan replied to flyingspatula's question in Mod Organizer Support
Unless something changed, the last I remember MO will allow you to draw from an unlimited pool of mods, those are the mods in the left pane, for any profile you choose. You are still limited to the maximum number of BSA, ESM and ESPs of the game engine. In a recent update a warning was added to alert the user to that fact. I hope this is what you meant. I have not seen this myself. -
AVizard, can you give some detail on the problems you are having with ASIS and Skyrim redone? You also wrote: What are your concerns here? The only one that I remember that gives a warning is SkyUi. Skyui installs with a warning telling you it cannot find SKSE. This is due to Mod Organizers mod isolation. Clicking OK will install the mod without any problem and function in game. The Character creation overhaul has a scripted installer, which I have installed with the internal and external Fomod installed without any problem. As for the other mods you mention, I have in the past installed them at one time or another without any problem.
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After you fill in the title and path to the binary you have to click on the "ADD" button. That will add it to the list in the top and clear out the bottom to allow adding another shortcut. If you click on an item that is already there and modify it, the ADD button changes to Modify. Clicking the modify button will save the modification. Click OK to end and finalize your additions. This will add them to the list. If you select cancel everything you did will be lost.
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Skyrim was the first game I modded even though I had Fallout. I never knew you could do that until Skyrim. I did the same thing, just threw a lot of mods at it not knowing the consequences of those actions. Who doesn't want all the cool things you see while browsing on the Nexus. Guides like STEP and Skyrim Revisited are good starting points for people new to modding. I learned a lot about creating patches with TES5Edit from the Skyrim Revisited page. The current SR page has been frozen while a new one is being created. There is a lot of good information there.
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CDT are hard to pinpoint. It could be you are hitting the memory limit of the game itself or it could any one of your mods. You might try one of the ENBs with ENBoost. I use Phinx on my system. This is a quote from the front page: I see you have Skyrim redone installed. Skyrim redone touches a lot of things in game. I could never get it to run with a lot of mods. I had to cut them down to about half before I saw any improvement and I had to make a compatibility patch to boot. I am currently testing a new load order after I started getting CDT in a couple of places while playing. So far I have found that the mods I want to have as my core mods do not cause the CDT and I am only about three quarters into the core list. Also use make sure to use BOSS and to read the mod author suggestions on load order when installing mods. BOSS sometime will sort an ESP differently from where the author suggests. Use BOSS userlist manager to create a custom override for the ESP.
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OBSE will not load when launching with MO
GSDFan replied to DiscipleDarkfriend's question in Mod Organizer Support
Azum, good to know. I tried to get that to work but failed. I only had the vanilla mods and nothing from MO. I will play around with it some more. Thanks for the feed back. -
OBSE will not load when launching with MO
GSDFan replied to DiscipleDarkfriend's question in Mod Organizer Support
Azum, thanks for the information. You said: While this is true it also disables the Steam community and you have to manually install mods to the vanilla game data directory. The solution I presented in post 8 had to address two requests from the opening post. These were to get OBSE to function properly and to have the Steam in game overlay and community be available while the game was running. The only way I could find to do that was to use the Steam shortcut with the "-applaunch 22330" argument. If you have a different way to do that then can you share it with us. This solution also has the added benefit allowing profile switching and keeping the vanilla game directory clean, which is why we use MO. Again, thanks for the information. More information is better than no information at all. -
Unable to run SkyProc Patchers through MO
GSDFan replied to IrishBandit's question in Mod Organizer Support
Glad you found the problem. Norton flagged d3d9.dll from the ENB v0-243 the other day. I was lucky to see the message that it was deleting it. I had to create an exception for it. -
Each profile in MO uses its own Skyrim.ini and SkyrimPrefs.ini. Leave anti-aliasing mode in the control panel set to application controlled and set it to off in the active profile. You just have to run the launcher from inside of MO and set them to off.
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Unable to run SkyProc Patchers through MO
GSDFan replied to IrishBandit's question in Mod Organizer Support
I just installed and ran it on my system. I was thinking it was looking for BOSS, but it didn't for me. I thought it did. I took a look in the reproccer folder and found two debug bat files. One of them has the -noboss argument. Open the the executable editor and put -noboss at the end of the Arguments line. it should look like this: T3nd0_ReProccer\ReProccer.jar" -noboss There is a space between the ending quote mark and the minus sign. You can also go to the data tab and navigate to the reproccer folder and run the jar and bat files from there by right clicking and selecting open/execute. other that that I have nothing else. EDIT: Stupid me, I forgot it looks for BOSS when you press the patch button.

