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Everything posted by nikwriter
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SKSE plugins not working due to read/write permissions
nikwriter replied to nikwriter's topic in Step Skyrim SE Guide
I figured out the real cause - sorry I didn't notice the thread was still open. This was actually due to Campfire (which is required for Frostfall) overwriting the up-to-date PapyrusUtil DLL file with its own out of date one. If I'd read the install instructions closely enough (and/or noticed the "conflict" icon in MO2) I'd have solved much quicker. For anyone else, you can solve by just "hiding" the relevant file in Campfire's mod explorer in MO2, similar to you'd do with similar STEP installations. Super weird that it was interpreted by Frostfall as a read/write issue, when in fact all my efforts at managing user access and stuff amounted to nothing. It was just a clashing/out-dated script. -
SKSE plugins not working due to read/write permissions
nikwriter replied to nikwriter's topic in Step Skyrim SE Guide
Admins, you can delete this (I can't find a way to delete a post). After further testing, most mods do seem to be saving correctly. It may be a problem with a specific mod (but it's very strange that it's replicate-able on only 1 of my 2 identical mod builds). Anyways, this is not the right place for a post if it's about a specific mod so please delete this thread. -
I've built an identical mod build on two computers, so that my partner can play through the game with me using the same mods. I followed STEP and can verify this issue exists with STEP alone, even if I disable the other non-STEP mods I'm using, which is why I've posted it in this forum instead of the General Skyrim one. On both computers, the game, mod organizer, and skse are being installed, modded, and run on Admin accounts. The location of the game directory is "C:/Games/Steam" (not Program Files) and the location of Mod Organizer is "C:/Modding/Tools/Mod Organizer". All .exe's are being "run as administrator" in properties and by an admin user. SKSE is properly installed (I can type "getSKSEversion" in the game console). However, on one computer, none of the configuration menus I am setting up in MCM are actually saved. If I reboot the game they don't exist. If I check the SKSE Output mod files (such as Cathedral Weathers or MoreHUD), they have not been created. On the other computer they are fine, so we can ignore that computer going forward. On the problem computer/install, it seems that SKSE plugins in general are not working correctly. I installed another mod I do want to use in the playthrough (mentioning here just for testing purposes - Frostfall) which requires a "quit to launch this mod" from MCM function. It actually gives an error saying Frostfall cannot launch due to Read/Write permissions for the "SKSE/Plugins/" folder. This leads me to believe that the other issues described above (such as even STEP mods not having their config's saved) is connected to a read/write problem. Last observation - on a whim, I tried manually copying the contents of the "SKSE output" mod /Plugins/ folder from the working computer to the problem computer (don't worry, I put them into the MO SKSE output mod folder, not the game folder directly). When I did this, most of the mod's MCM's menus are showing the configured settings, not the unconfigured ones from before. So it seems to be reading from it correctly, but not able to write to it. While this could help me manually force configurations, it doesn't solve the problem because some SKSE plugins function by actively read/writing during gameplay as variables change in the game. Is the problem with %appdata% or something? Can anyone help me with this? I spent HOURS with the STEP guide to build it all twice - it's crushing to feel like that time might have been lost.
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In case anyone ends up here to solve grass not appearing in their new land mods, like Beyond Skyrim: Bruma, Beyond Reach, Wyrmstooth, etc. after following step, here's a quick note to expand on "Method 1" of Mousetick's post. I'm sure I'm not the only follower of Step who doesn't know much about xEdit. 0. Install all your new land/worlds mods. 1. Install Worldspaces with Grass SSEEdit Script for No Grass In Objects by pasting its script (it's only contents) into the folder: Tools/xEdit/Edit Scripts/ 2. Run xEdit and be sure to check all the worldspaces you want to generate for. You can use Mousetick's method of only doing the new .esp's added by your new land/world mods, but I re-ran it all because I had to redo DynDOLOD anyways. 3. Select all the files in the left panel (CTRL+A), right click, choose "Apply Script". In the next screen that appears, use the drop down at the top to find the script "List worldspaces with grass" and then click ok/run. 4. When it is done, it will literally present a list of all the worldspaces, formatted correctly to be added to your NGIO "GrassControl.ini". There's even instructions in this window to explain these steps. Copy the list. 5. Double click the Step mod "SKSE64 Output" in MO2 and go to the INI tab. Choose GrassControl.ini. Replace the text in "quotes" after the line: Only-pregenerate-world-spaces = argument with your new list that you copied from the xEdit script. Be sure to keep/add the quotes around the list you paste. Be sure to back up the old list to be safe (though it can be found in the Step 2.3 guide, under "No Grass in Objects". 6. Save and close everything. You'll need to repeat the steps from the Step guide for LODgen, TexGen, and DynDOLOD (basically everything in Step 7). Mousetick's post basically answers this already, but like they wrote for Method 1 "Requires xEdit, basic knowledge of its operation" - this should cover the solution for anyone who is less knowledgeable with its operation Cheers!
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No Grass in New Lands
nikwriter replied to nikwriter's topic in General Skyrim SE Discussion & Support
Thanks for the response and advice - you're spot on. I'm 90% sure (though DynDOLOD is still running) that it was due to setting the NGIO "worldspace" list during the Step guide and I didn't think to adjust after adding new worldspaces. It was actually a post on here that led me toward a solution. Huge shout out to Mousetick in the linked post below. Thought I'd link here in case anyone else as inexperienced as I follows Step and then tries adding something like Beyond Skyrim. -
Hello, I followed Step 2.3 and got a stable, great working build. Then I started adding some non-Step mods and testing as I went. So far so good. However, I have noticed one problem with all my mods adding new worldspaces/exteriors. They have no grass, except for the occasional hand-placed grass along the road. This seems to be the case for mods like Beyond Reach, Falskaar, Beyond Skyrim, Wyrmstooth, etc. I should add that grass is appearing correctly (LOD and local cell) in official content areas, such as Skyrim itself, Solstheim, etc. I don't think the problem is my LOD, but rather with grass cache, because it's not just missing in adjacent cells, it's missing in my current cell. If I search my grass cache output folder in the custom "SKSE Output mod", I can't find any cell references/names related to these new worldspaces. I did run grass cache after installing these "new lands" mods and any relevant compatibility patches I could find. Is there a way to tell MO2 to cache grass for these regions? Or am I missing something else? I know this isn't really a STEP problem, but these forums seem active with good advice, so I'd appreciate any help! Thanks in advance!
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Awesome, thanks! I agree this part of the guide could be clarified, but empty outputs are hardly a significant problem lol
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Wait - do we only need an Output "blank mod" for xEdit? I created one for each of the "Applications". According to the Step 2.3 guide, Step 2: Tool Configuration: Tool Setup #10: "Repeat these steps to add the remaining executables as indicated in the table following." Should I delete the BethINI, Loot, and xLODGen Output mods I created in ModOrganizer?