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Everything posted by GSDFan
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Right clicking on the data folder and setting it to data directory is correct. That will move it to the top level and all of the other jpegs will will not be installed.
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Mod organizer and the upcoming Unofficial Skyrim Changes
GSDFan posted a question in Mod Organizer Support
Originally macrads posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here. Spoilers edited for clarity. Edit. Sorry I forgot to include your original Post. It is my understanding that as long as the Mod ESP is checked and sorted in the load order the the corresponding BSA will follow suite. This was discussed on the Nexus forums and I have that discussion in the Spoiler below. As to the false ESM question Tannin responded to a similar question on 9 Sept 2013 on the nexus forums and is investigating that. Hopefully as time goes on and more information becomes available, this thread will contain the updated information. -
need help with a ctd problem after installing a body replacer.
GSDFan replied to bodeman's question in Mod Organizer Support
Hi, this may not be CBBE related. This is from my notes when I was using Skyre and alternate start. You may want to consider them. Start with Alternate Start – live another life. The mod author readme states that the esp should be loaded late as possible due to the nature of the mod. When I used this mod I created an override in Boss User list Manager (BUM) to the very last place in the load order so that it never made it in my bashed and merged patch. I even loaded it after any Skyproc mods when I used them. You are also using T3nd0s Skyrim Redone. This mod touches a lot of stuff in the game. My notes indicate there was a compatibility issue between alternate Start and the Skyre races module. Search Skyre forums for alternate Start. About the tenth post down on the page for the fix. I also had problems when I included Enemy Scaling in the merged patch. The game would CDT on load, but that is not your problem. If you have made a merged patch uncheck it and see if the game will load past the point it would crash. Also realistic ragdolls and Force would be redundant with custom skeleton replacers, as it overwrites those skeleton files. I assume by the author’s description that the mod incorporates the mods in the individual descriptions, so the parent mod is not needed, but I thought they were as they may provide other assets. Every one of those mods in custom skeleton replacers has TBBP in the description. Doesn’t TBBP have animations? -
Hi, you may have a corrupt ModOrganizer.ini file. Go to where Mod Organizer is installed and rename ModOrganizer.ini and restart MO. If that works you will have to setup your preferences and third party tools.
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The information provided here is from my poking around in MO and from various posts on the Skyrim Nexus forum and as such may not be totally accurate. Only Tannin42 knows the internal workings of MO and his advice, if provided, should be considered over mine. The information is accurate as I see it for Mod Organizer v1.05 RC6. On 29 September 2013, MntyH asked “I want to uninstall MO, What do I need to do? Tannin provided this answer in the FAQ section of the Mod Organizer landing page. Q: I want to uninstall MO, what do I do? A: First, inside MO, go to settings and select "Mod Organizer" for the load mechanism. Close MO and then just stop using it. You can delete the ModOrganizer directory if you're sure you need nothing from it anymore (like mod archives, savegames). Beyond that, no un-installation is necessary. MO does not write to the registry or into any directory besides its own. Let’s break this down a little further. There are three ways to launch Skyrim or load mechanisms: Method one: Mod Organizer, which should be the used as the main way to launch the game. Provides to the game through hook.dll the Virtual File System or VFS. When MO is no longer required, the load mechanism has to be set back to Mod Organizer in the Options, workarounds tab and Load Mechanism. Then just stop using MO. Method two: SKSE plug in. MO will install two files, hook.dll and mo_path.txt, to the vanilla Skyrim directory in data/skse/plugins. If this is the method being used for launching the game and MO is no longer required, the load mechanism has to be set back to Mod Organizer. If MO has already been uninstalled, then delete hook.dll and mo_path.txt from skyrim/data/skse/plugins. Method Three: Proxy DLL. Tannin has advised not to use this method to launch the game. In this method MO copies steam_api.dll to steam_api.dll.orig and writes a new steam_api.dll. Again if this is the method being used to launch the game and MO is no longer required, the load mechanism has to be set to Mod Organizer in options. If MO has already been removed, then the following has to be done. Go to the skyrim directory and look for a steam_api.dll, which should less than 50kb in size and a steam_api.dll.orig which should be 118kb in size. Delete steam_api.dll, then rename steam_api.dll.orig to steam_api.dll. Sometime around version 0.99.XX. Tannin removed the internal browser from Mod Organizer and replaced with a mechanism that mimics what NMM does. Downloading mods via the system default web browser, as the default action. To accomplish this, an association between MO and the web browser needs to be set up. This is done by pressing the globe icon, the second icon on the top left toolbar, to make the link automatically. After this is done, pressing the green “Download with Manager†button will use the NXM link and determine where the file will go. In all of the above removal procedures, the NXM association has been overlooked. To fix this is an easy task. If Nexus mod manager is installed on the system, start it as an administrator and navigate to settings/ general tab and toggle the “Associate with NXM URLs†option and click OK. This will re-establish the link to NMM. Another method to change the association is to type file association in the Windows start menu search box to bring up the Windows Set association dialog. Once that is open look for “.nxm†and Double click on it or press the Change program button on the upper right of the window. This will bring up a dialog where Nexus Mod Manager can be specified. Once that is done click the close button, the next time the green download with manager button is pressed NMM will be used for the download.
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Hi, this may be related, I was using the configuration form Skyrim cfg maker and got a lot of errors until I reverted to the stock Skyrim.ini and SkyrimPrefs.ini. My thought was there was settings in those ini files that the MO configurator did not know what to do with.
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I currently have six separate installs of MO for Skyrim. I have implemented the following on each of them:All share a common download directory. Each uses its own mods directory. Each MO install is named for the type of Mods I will run from it. IE. Skyre, Requiem, Etc. The only downside is increased HDD storage and using multiple installs of MO and running BOSS, BUM between them will sometimes loose the load order of the ESPs and BUMs userlist will need constant refreshing. I have resorted to copying BOSS, BUM and Tes5Edit to each MO directory and setting up my shortcuts for each to run from there. This isolates them to that particular install.
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Can automatic fomod installers succcessfully be converted to 7zip archives?
GSDFan replied to Dweedle's question in Mod Organizer Support
I did a write up a few days ago on using FOMM in MO. With v1.X.X of MO it is a viable option to use it to write to the overwrite folder. It can be found here Mod Organizer Fallout FOMM -
drunkenstyle, I am not sure if this matters, but I see in the picture of FNIS a warning about one handed weapons not being installed and it is checked in the lower portion of the window.
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question about download names on MO
GSDFan replied to Razorsedge877's question in Mod Organizer Support
Yes, hovering your mouse over the name will do that as long as there is not a red triangle. The line in the meta file to do that is modName=. Editing that line may be a more elegant solution if you do not mind the name in the download pane. -
question about download names on MO
GSDFan replied to Razorsedge877's question in Mod Organizer Support
Unfortunately there is not a way to modify the downloaded mod names from the MO interface. The column headers you see at the top of that pane only allow you to sort the downloaded mods by name, file time and done status either ascending or descending. The length of the names look like they are hard coded into the program. You can of course let MO download your mod to the download directory and afterwards rename the zip archive and its associated meta file. Both have to be named the same. Granted it is not an elegant solution, but it works. I do not recommend downloading manually and renaming it at that time. The mod will not have an associated meta file and show up as not having any information. You will have to query the info and in my test the correct information, name and version, were not available from the selections that were given. If this is a feature you like, I encourage you to sign up to the MO issue tracker and create a Feature request. I hope this helps. -
Skyrim hang when using MO to launch SKSE with ENB configured
GSDFan replied to steveley's question in Mod Organizer Support
This is true if there is not a check in the Default Game Settings section. -
I have a question. Are you using any character and or save game type managers/ utilities either external or internal to MO?
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First off, if you followed Skyrim Revisited it to the letter, remove Nitpick MO provides that function. Did you install the skse scripts as described in the guide and was there a green good to go message? I don’t think Nitpick will cause that issue, but the SKSE scripts would be a good candidate for that. From your initial post this does not appear to be the case, but are you using Skyrim save helper? From what I understand from my reading is that the save-game.skse file is used to hold information that cannot or should not be saved in the regular save by skse. They do it to avoid save game corruption. I do not know what the content is, but I have read that it is “registrations and other things that can't be saved directlyâ€. If you use Skyrim save helper it will write a new save in the game folder without the skse version. If you load that save you will most likely break your game. The recommendation from the SKSE forum is that if you delete the save-game.skse also delete the save-game.ess. Also try looking at this post from Wolverine, it will show you if the virtual file system is working. https://forum.step-project.com/showthread.php?tid=3583 Other than that there is nothing in the SR guide that would cause that problem and i am out of ideas for now.
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Tannin requested our help. Quick Tip MO feature explained, ini tweaks option.
GSDFan replied to GSDFan's question in Mod Organizer Support
Nearox, thanks for the input and the simplified way to do it. I tend to overdo it a little as I want to cover as wide an audience as possible. It is hard to balance the amount of information to get your point across when you a writing for a wide user experience base. This information is also useful to mod authors too. They can create the necessary folder under the data folder in include the tweak as needed. -
Back a few versions, Tannin introduced a feature called ini tweaks. You may have seen it when you view the information for a mod in the lower left of the of the “INI-Files†tab. Most if not all mods do not have anything listed in there. The following information is accurate as I see it and has been verified in MO v1.0.5 RC6. Back then, anafuineluva, on 09 February 2013 asked this question, “Does ini tweaks apply over skyrim.ini only? Is there a way to apply them to skyrimprefs.ini too?†To which Tannin replied, â€ini tweaks do not change skyrim.ini or skyrimprefs.ini, they are used instead of them. This means that if a setting exists in ini tweaks, that setting is used over any other ini. In fact, as it stands right now, ini tweaks should even override settings from other ini files, i.e. skse plugins, but I've never tested thatâ€. I have made use the ini tweaks for the settings that S.T.E.P. recommends and also for the fonts entry needed for DARNui in newvegas. I set up a mod with them and installed it, this way when I switch profiles, I just enable it and do not have to worry about editing the ini itself. Nice feature. To set up a new custom tweak you can do a couple of things. With MO closed create a new empty folder in the Mods directory and restart MO. MO will now show the new folder as a greyed out mos. An easier way to do this in the current version of MO, is if you have an empty overwrite folder to double click on it open it up and right click and create a new folder, you do not need to rename it. Click close to exit the overwrite folder dialog. With that done you will be able to right click on the overwrite folder and select “Create Mod†from the right click menu. Give it a name that reflects what you want, something like Custom ini Tweaks and press OK. You now have a new mod named Custom ini Tweaks. In either case double click on the new mod to open the information pane and select the INI-Files tab. Click in the lower left box and right click to get the “create Tweak†fly out menu. Enter the name of the tweak in the dialog that pops up and click OK. Say you want to do the fonts from Darnified Ui. Name the tweak Darn fonts and click OK. Click on the new entry and in the big box on the right copy and paste the whole section from the readme starting with the [Fonts] header. The save button will become active, click it to save the tweak and close the information pane. Re-open the information pane and the new tweak will now have a check box next to it, click it to put a check in the box to activate it. Another option is if a mod needs a certain entry for the mod to function right you can just open the mod and create the tweak for it there. The iMaxGrassTypesPerTexure=XX in Skyrim Flora Overhaul by vurt comes to mind. Don’t forget the [grass] before it. This way the tweak will be enabled when the mod is.
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Most of this is a copy and paste from a post I did on the Nexus forums. I am reposting it here to have the information in a central location. The following information is accurate as I see it and has been verified in MO v1.0.5 RC6. You may have noticed as you install mods that some of them have an assigned category and some do not. MO provides a limited set of categories out of the box. You can fix this in MO by creating the missing categories. To configure new categories go to settings and click Configure Mod Categories button across the bottom of the general tab. You will get a new window with the existing categories listed, if you can’t see all of the information in this window stretch it by dragging the right or left edge out a bit. You can do the following in this window: Single click on a category to select it. The entire row will become highlighted. Double clicking on ID, Name, Nexus IDs and Parent ID will enable the edit box for each one. To add a missing category, right click on any of the existing categories to get a little pop up that will let you add or remove a category. Click the Add entry. A new blank category will be created above the highlighted category. MO will assign a new ID to the category with “new†as the name for it. To add the missing Nexus category go to the Nexus main page and click on the files button then select categories to open the categories page. To get nexus IDs hover your mouse over one of the categories and somewhere in your browser you should see the link preview. At the end of the link you will see CAT=some number. Example CAT=67 for Abobes - Player Homes. Go back to MO and highlight your new category. Double click on the “Nexus IDs†field and enter the number you got in the previous step. Double click on the name field to rename from “new†to the category you want to use. You may have noticed that some categories have nested sub-categories. You can do this from the same dialog as above. To nest a category you have to specify its Parent ID, the last column to the right of the window. For example you create a new category FOOD and MO assigns a number to it (the ID), say 25. Create another category and call it ROTTEN. Edit the Parent ID in ROTTEN to 25. ROTTEN will now be a sub-category of FOOD. If at any time you want to remove a category, highlight it, right click and select remove. After you are satisfied with your edits close down MO and navigate to the MO folder and look for a file named “categories.datâ€. Make a copy of this file and keep it in a safe place. If you ever need to re-install MO copy it back to the main folder and your edits will ready to go.
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That is only if they are not moved back. I have not modded FNV in a while so I was going by memory. I just reinstalled most of my Steam games as I was running out of space on the SSD so I will get to try this when I get back to FNV.
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There are a lot of questions about MO with the fallout series of games and the use of Fallout Mod Manager with MO. I hope this post will shed some light on this subject. Yes you can use MO to manage mods in the fallout series of games. There are a couple of caveats though. The first caveat is that MO has mod isolation and mods that need to see other mods that are installed will not see them. The second caveat is a lot of the mods for Fallout use the fomod format for install and will not install under MO. Some reasons are that the mods are not packaged properly and some have poorly written scripts which will terminate abruptly. These issues can be mitigated by using Fallout Mod Manager, FOMM, as an executable from inside of MO. Download the FOMM installer from its page on the New Vegas Nexus and follow the instructions in the install wizard. After it is installed in Windows, start MO and add it to the executables from the “Pick a program to run†drop down to the left of the Run button. Select the “Edit option to open the “Modify Executables†dialog. In the “Modify Dialog†window, give the executable a name by clicking in the title box. Next click the button with the three dots in the “Binary†section and navigate to where you installed FOMM. In that directory click on fomm.exe and click open / OK. This will bring you back to the modify executables dialog. In that window click the Add button and then click OK. Next you want to run FOMM for the first time. Select FOMM from the drop down to select it and press the Run button to start FOMM. Select the game to manage in the game selection window. I will use Fallout New Vegas as an example. In the Fallout New Vegas setup window you will have two options, one is the location of the mod directory and the other is for the Install info. I suggest you change these as they will interfere with the Nexus Mod Manager if you ever wish to use that at a later time. You can set them to any folder that you like. I use a folder on my HDD that is called FOMM storage with two directories inside of that called Install info and Mods. When you are set click the Finish button. FOMM may pop up a dialog telling you that “Fallout.ini†is read only. Tell it to make it not read only and to remember your selection. FOMM will now open the main window. In the main window click on the Settings button to open the settings option. In the general tab remove all checks from the different options. None of that is needed. Go to the Fallout New Vegas tab and make sure the directories you set up earlier are correct. Click Ok when done. Back in the main window you should see FalloutNV.esm and any DLC files and mods that you have installed. FOMM is working properly. You are now ready to install those problem mods. Click on the package manager button to start the process. You will get a few popups before the package manager opens, I just select No to the questions. Before you begin installing mods through FOMM, I would start with a clean overwrite folder and install mods in MO first when possible. If the mod will not install because of a scripting error or being improperly formatted, then use FOMM. If the mod does not rely on Unified HUD or need to see any other mod you can package it up as a mod with the “Create mod†option in MO, this will clean out the overwrite folder, or go to the overwrite directory in Windows explorer and zip it up and install it by the “Install mod from archive†button. You will have to delete the files afterwards. Some additional thoughts to keep in mind. Install all mods in MO when you can. This will give you the most flexible option for mod conflicts in the left pane. Remember the vanilla data folder is overwritten by the MO virtual data folder and the overwrite folder always overwrites both of them. Save all mods that rely on Unified HUD until last and install them with FOMM. These mods will be written to the overwrite folder in one big mod, which will allow Unified HUD to see the Hud menu xml files. There is a growing debate as to leaving files in the overwrite folder or not. In this case I would leave them there. If I remember correctly FOMM throws a fit if they are moved out of the overwrite folder the next time it is run after the files are moved. This will prevent you from deactivating or removing any mods from the package manager. You have to either move them all back or hunt down the configuration flies and delete them to start all over. i hope this helps.