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Schroedingercat

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Everything posted by Schroedingercat

  1. Solution for people using Root Builder This is specifically a solution for people using Rootbuilder, which is fantastic, but sometimes requires experimentation when determining the proper file structure. This covers the behavior I saw from an improper install and what needs to be done for a proper install. I include my troubleshooting steps and process for solving them for other people to use so they can see how a wrong install looks and how to fix it. I am having a problem running Pandora with it not seeing mods. I am using Rootbuilder and my "game root" folder is set up as my data folder, with mods that need to be installed next to my executable in a mod structure Root. This is fine for every dll, for instance enb works well with this setup. Using Mod Organizer 2 on the most recent version of Skyrim AE. I am trying to get TKDodge RE to show up. Note that it works fine through Nemesis. I have Pandora set up to write to an output file, which I have activated. Execute Pandora through Mod Organizer 2 - check! Click Pandora, XPSE32 patches, click Launch - check! What happens: Output window says 0 animations found. What I expected to happen: I expected to see at least one animation for TK Dodge. Nothing writes to the activated mod file, but meshes and engine output write to Override as well as a text file containing the list of mods that are patched. It only contains XPMSE and Pandora base in the list. Things I have tried: Changing Pandora's location from a /root setup to a regular mod location setup. Changing the location Mod Organizer 2 runs the executable from to my game directory (Game Root/data) Having FNIS.esp checked and unchecked in the right panel Changing the configuration to patch for normal and for debug (debug produced nothing at all!) The overwrite folder creates a /root output with the default xpmse meshes. No dice! I have now solved my own problem! The file format for the rootbuilder mod for pandora must NOT be in a /Root setup. It should be in a regular mod setup (next to the meta.ini). The executable must be selected from that location. You do not need to establish the data file or anything else for it to work. Unfortunately, when I dodge, I just roll in place, so something else is going on, but that's a different problem. Now I have the proper output AND the files go into my output mod. Pandora Mod 1 : Precision - v.1.0.0 Pandora Mod 2 : Extra Drawing Animations - v.1.0.0 Pandora Mod 3 : True Directional Movement - Procedural Leaning - v.1.0.0 Pandora Mod 4 : True Directional Movement - Headtracking - v.1.0.0 Pandora Mod 5 : TK Dodge RE / Ultimate Combat - v.1.0.0 Pandora Mod 6 : XPMSE Patch For Pandora - v.1.0.0 Pandora Mod 7 : Pandora Base - v.1.0.0 5 animations added to defaultfemale. 5 animations added to defaultmale. 10 total animations added. Launch finished in 2.19 seconds Here is a picture of a typical mod setup for Rootbuilder. It looks like any other mod. Here is a picture of the executable setup for Mod Organizer 2: This is probably overly explicit and redundant, but I couldn't find it written down explicitly for Rootbuilder users anywhere, so here you go!
  2. Ok! I didn't see that I could check all the levels at once. For some reason it looked like I could only check one I will rerun it! Thank you!!
  3. I'm on the xLODgen section and the guide has 4 images showing under it for Lod 4, Lod 8, Lod 16, Lod 32. I got it to do Lod 4! Hurray! Am I supposed to choose just one? Do I do it again for all the other flavors? It doesn't say.
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