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wolverine2710

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Everything posted by wolverine2710

  1. General comment. As you are new to MO you could do worse then check out the MO wiki. It contains a lot of very useful information and in the resources tab there are 5+ videos describing MO in detail. MO version discussed is 0.12.6 I believe so its a bit older but still very useful. With regard to Skyproc Patchers (like Automatic Variants and Dual Sheath Redux) and SUM, they all use Java and need Java 7. MO only supports 32 bit progams so you have to use Java 7 32 bit. A useful tool for setting the .jar file association is jarfix. Enjoy MO and Skyrim.
  2. Mod Organizer uses a virtual filing system (vfs) which is described in the advanced tab of the wiki. You can find the vfs info here. When a program is started from MO, ie Skyrim itself it thinks it works with the regular filing system (fs). To see what is presented to Skyrim FS wise you can run free commander of total commander (32 bits versions). Free commander is discussed in the third party programs tab of the MO wiki. Hopefully this sheds some light into the mystery.
  3. Thanks for correcting me, appreciated. Using MO since May 2012 and then sometimes I forget to state the obvious. The external BOSS is kickstarted by MO, just like my WB, Free commander, Tes5Edit etc.
  4. Thanks for the reply. I will double check the install order again. Could 1 or 2 mods not in the correct install order cause such a large list of 'warnings'? I'm using Thieves Guild Requirements version 1.5. I forgot to mention that I DID unpack ALL Unofficial patches related bsa files. I can reinstall them as BSA to see if this makes a difference. EDIT: I am running the external BOSS because of known issues with the builtin on (SUM etc) as mentioned in a thread here about the new MO 1.1 beta.
  5. Finally returned to Skyrim after more then a year and installed the complete S.T.E.P 2.2.8 guide. I have all DLC's installed (requirement for STEP 2.2.8). Overwrite directory purged but now the red rectangle shows 'there are potential problems with your setup'. Afaik the new 2.x Unofficial Patches series like Unofficial Skyrim Patch which uses false esm's made it possible that some scripts did not work any longer and the esp order for mods had to change. Tannin has tried to automatically correct this, but this is not always possible. Instead he now shows a list of files which have to be reordered. I'm not sure if that list is 100% correct or not. I TOTALLY lack the knowledge to determine that. As MO is now the preferred mod manager for STEP it would be great if the guide would contain instructions about what the correct order of the esp's is and the MO user has no red warning rectangle. This can be accomplished with I think BUM (Boss User Manager) of BOSS user rules. I haven't found info about this in the STEP guide. Question: Can somebody help me (and by doing that help the STEP users) with the correct order and or show me where to get the info needed to determine this myself. I have in the two spoiler tags beneath included the mods which are in the STEP guide and the ones I have installed myself. [spoiler=STEP 2.2.8 mods] The conflict resolution order for some mods with scripts differs from the corresponding esp. This can lead to subtle, hard to locate bugs. You should re-order the affected mods. The following changes should fix the issue: Move Brawl Bugs Patch - Compatibility Edition MO after Unofficial Dragonborn Patch Move Ars Metallica - Smithing after Brawl Bugs Patch - Compatibility Edition MO Move When Vampires Attack after Ars Metallica - Smithing Move Even Better Quest Objectives after When Vampires Attack Move The Choice is Yours after Enhanced Blood Textures Move The Choice is Yours - Dawnguard after The Choice is Yours Move Thieves Guild Requirements after The Choice is Yours - Dawnguard Move Follower Trap Safety -- Brawl Bug Plugin after Thieves Guild Requirements Move Non-Essential Children -- Hearthfire edition after Follower Trap Safety -- Brawl Bug Plugin [spoiler=miscellaneous mods] The conflict resolution order for some mods with scripts differs from the corresponding esp. This can lead to subtle, hard to locate bugs. You should re-order the affected mods. The following changes should fix the issue: Move Civil War Overhaul after Even Better Quest Objectives Move Enhanced Blood Textures after Civil War Overhaul
  6. In the Nexus 'NMM "Forced" update to fix the download issues"Â news today it was announced that the new and now released NMM 0.47 is needed to check for updates and to use the download with manager button. Read the news after both did not work any longer with MO. The solution which worked for me is simple. Go to settings->Workaround and set NMM version to 0.47.0. The old value should be 0.46.0. Can't remember if I had to restart MO again. EDIT: Curious if a new MO version is needed for the following: "We've coded in a queuing system that will only allow you to download a certain amount of files at a time. For non-Premium users that number is 5, for Premium users that number is 10." EDIT: Tannin suggests setting it to 0.47.1. Both work though.
  7. Iirc you said that in the future for STEP ALL DLC's are needed. Makes the install/explanation much simpler AND it would make a (semi) automated STEP installer much simpler. At least the brave soul(s) who is/are gonna do that has a MUCH simpler task and possibly can keep most of his/their hairs intact, doesn't need to go to AA-meetings in the future etc... Question: Is a full DLC requirement planned for 2.2.9 or for possibly 2.3.0+ ?
  8. Lock Overhaul. Should it not state requires SKSE? Note: When downloading a popup window is shown that you need SKSE and SkyUI is needed so the user is already warned.... Though the following confuses me "For best compatibility this mod automaticly identifies plugins and changes the behaviour of this mod to be compatible. (currently included plugins: SKSE, SkyRe". If the check is done at install, does this work at all with MO's virtual filing sytem. Iirc SkyUI didn't/doesn't recognize SKSE at install due to the VFS of MO. Note: Should I reduce the spamming, let me know....
  9. mod "Burn Freeze Shock Effect". This mod has been known to cause to issues, so it is highly recommended to use the Skyrim Memory Patch 3.0. Also install the optional Dragonborn Dawnguard file. 4.A. Troubleshooting Common Problems states "The STEP team has decided to wait on recommending which version to use until the Skyrim Script Extender team has finished testing their implementation of the patch.". This seems to contradict with each other. Note: I'm using 'Skyrim Memory Patch 3.0' with GREAT success. With 2.2.6 I had a very ambitious setup with LOTS of ctd's/ils and I quit with it. I was using ENBBOOST at that time but not ugridtoload (now I do). I now have (more or less) the same ambitious setup with extra mods which spawn NPC's (the whole populated series). Yesterday there was a battle between stormcloaks and imperial soldiers (approx guessed 60+ npc's) and it went GREAT without a ctd, but ofc dip in FPS. Memory Blocks Log by Sheson allows you to find the value for the first and second block. Although strangely my max block1 value is around 180 MB and so the mem patch should not be needed. But that a discussion for another thread.
  10. Small thing I found during my 4th day of installing STEP 2.2.8. According to the OP of Smooth blade draw and Sheathe the ADS (recommended by STEP) requires SKSE.
  11. I've used BCF files for three reasons: to support users with Wrye Bash as a mod manager (of course, meanwhile STEP is moving toward MO since it has several unique useful features for STEP installs)to selectively keep individual files from being installed from a mod archive (unlike WB, MO can do this with manual mod installs; is there a more automated way that MO can do this?)to create a single mod installation files that combine multiple archive files associated with a single mod; e.g., combining the Elemental Staffs mod and its update, or the Skill Interface Retexture and its Dawnguard addon. (I haven't seen any simple automated way to do this other than BCF files. I think we should use BCFs for this more often unless there is an alternate way to do this; I haven't seen anyone do this with Fomods. IMO it's probably the most useful capability of BCFs for use with STEP.) In the 'SemiAutoSTEP News' thread MilesTeg (who is/was working on a semi automated mod installer) mentioned that he had written a BCF reader (by using code from WB). He also mentioned that he had written a small python based MO plugin. A month ago I did some digging in the NMM importer code (c++ plugin) and creating a mod is pretty easy (MO does the hard work for you). Ofc since then RL has caused that I didn't start enhancing the importer and NOW I desperately want to play Skyrim again (last time over a year ago). Though I feel its important to encourage ppl to use MO perhaps a working BCF installer would be a good thing if this would allow WB and MO to install mods using the same BCF. Just my 2 eurocent.
  12. Different options shown when using fomod or fomod external installer. DoubleYou explained that the fomod installer and fomod external installer (NCC based) sometimes show different options. Noticed this with STEP 2.2.8 and intalling Book Of silence. For more info see the thread 'STEP v2.2.8 Official Bug Reports' post #55.
  13. Thanks for changing the wording. Now my university brain can also compute the information ;-) @DoubleYou. Didn't know there was a difference in options shown between the fomod and fomod external (NCC) installer. Will add it to my 'Info which need to be added to the wiki' thread.
  14. AMidianBorn Book of Silence. The Armors section does not describe "Steel Plate", "Leather", "Fur", "Dwarven", "Ancient Nord". All these have two options, and None. Example Leater has the options "Leather" and "None". For me its not clear what to select. The same is true for for example 'Creatures' and proably the rest as well.
  15. Using W7 64 bits and 64 bits 7zip. Interesting NPC's 3.0.4 does not install with MO. Its around 1880 MB unpacked and unpacked around 2.59 GB unpacked. 7zip reports 2 652 779 256 bytes. Fomod Installer: Installing it gives the error 'extracting failed' Fomod external installer (NCC installer). Set prefer to false to force the NCC installer. when installing I get the message "none one of the installers were able to handle that archive'. IIrc you get that message if either the zipfile is corrupt or the acutal compressing is different then what the extension suggests. Checked the file with tridnet and is say 100% 7z file. The zip file "3DNPC v3_04-8429-3-04.7z"" is OK and can be tested OK and also be extracted. It turns out is does NOT have an installer and I just copied the contents of the data directory to a created /mods/Interesting NPC's " directory. Question: Could somebody install the mentioned mod to see if the issue can be reproduced or that it is just on my system. I can use that information for a bug report ticket I will create. I have this feeling there is a link between MO which only supports 32 bits programs and the fact that 2GB is 2097152 bytes. NPC's is greater then then 2 GB. I also have a problem with another BIG mod, skyrim immersive creatures, see this thread. Remark: An older version of NPC's "3DNPC v2_43_2 Beta-8429-2-43-2Beta.7z" which is much smaller (1391 MB) can be installed correctly. Edit: The mod doesn't have an installer.
  16. Using W7 64 bits and 64 bits 7zip. Skyrim Immersive Creatures version 6.5.1 does not install with MO. Its around 623 MB and unpacked around 1913 MB. 7zip reports 2 006 050 853 bytes. Fomod Installer: Installing it gives the error 'extracting failed' Fomod external installer (NCC installer). Set prefer to false to force the NCC installer. The installer starts and opens a window. I select 'skyrim and DG' and the option 'dragonborn'. When I select finish/install the installer just quits without doing anything. The zip file "Skyrim Immersive Creatures v6_5_1 NMM BAIN-24913-v6-5-1.7z" is OK and can be tested OK and also be extracted. As the structure is rather simple I just copied the contents to a created /mods/Skyrim Immersive Creatures" and restructured it. Question: Could somebody install the mentioned mod to see if the issue can be reproduced or that it is just on my system. I can use that information for a bug report ticket I will create. EDIT: I have this feeling it has to do with the 'unpacked size' of mod. Another mod 'interesting NPC's is also giving me a 'extracting failed' message for the fomod installer. Its unpacked size is 2 652 779 256 bytes. I have this feeling there is a link between MO which only supports 32 bits programs and the fact that 2GB is 2097152 bytes. SIC is around 2 GB and NPC's is more then 2 GB.
  17. Thanks for the reply guys. I have used irfanviews thumbnail viewer to pinpoint the mods which had corrupt texture files. This was easy because of the 'installatation date' tab of MO. I selected a mod, right clicked and selected 'reinstall'. After that it worked flawless. I believe there could have been one mod with an installler. Come to think of it. Yesterday my windows system did have problems, all progs didn't react any longer and even shutdown didn't work. Perhaps that was what causing the mangled files. Anyway its up an running again. Skyrim is looking great again and its very stable. Will run some memory and disk checkers to verify memory and disk. Looks like it was a fluke of my system and NOT MO. Still curious if there are programs out there which you can point to a directory (and subdirs) to check if the texture files are corrupt or not (as shown when opening them with a program like irfanview).
  18. Finally returned to Skyrim. Used MO in the past. Reinstallled Skyrim from scratch. Frst used MO 1.1 and later MO 1.1.1. Followed STEP guide 2.2.8. Quite a few mods were new or were outdated. Updated them all. Yesterday all was fine but after installing new mods today I noticed 'purple' textures in the Helgen dungeon and when exiting the cave. Outside the purple textures were related to trees and LOD textures. Could track it to "Skyrim Flora Overhaul -- recolored pines and lod" (NexusId 141). Looked at the textures inside the mod and for all I got the following message in irfanview when selecting 'open': .dds can't read file header, unknown file format, empty file or file not found. I checked the downloaded zip file and its fine and I can open the textures successfully. I did 'reinstall' the mod and after that it was fine again. Have checked a few files and some but not all had the same problem (so far 8 mods have problems). Reinstalled two of them again and then afterwards they are also fine. To me it looks that when uncompressing the mod file(s) and copying the files to /mods/ something went wrong. Afaik when it goes wrong it goes wrong for all files. Questions: Has anyone had this issue beforeIs there a program which I can use to check all my mods to see if it contains corrupt textures. Not sure if meshes and other assets are also corrupt.Have to google for it but perhaps somebody knows it. Is it possible to point to a certain 'purple' textures and then get its name. That would make it easier to track done where it comes from (mod) and which mods I have to reinstall.This is the first time since I started using MO in April 2012 that I have seen this. Any help/hints is very much appreciated.
  19. Not a pro but have playtested with MO quite a bit since mach-april 2012. Afaik you can remove the .unfinished.meta files in the download directory. With 'query info', with creates/updates a .meta file, you can again retrieve info about a mod. Basically what you lose when installing a mod without a meta file is the category. The NexusId and Version of a mod are in the filename of downloaded zip file for a mod. Often MO can 'guess' those when looking at the filename. Unfortunately The Nexus does not enforce a certain filename convention which sometimes results in strange filenames. MO can't guess Nexusid and Version in those cases. For more info see this thread, with a comment from Tannin.
  20. Done a bit of digging and I found tridnet, which is the GUI for the trid program.The homepage states: "TrID is an utility designed to identify file types from their binary signatures. While there are similar utilities with hard coded logic, TrID has no fixed rules. Instead, it's extensible and can be trained to recognize new formats in a fast and automatic way.". Tested it by renaming a rar and 7zip file to 7zip and rar. Threw them into tridnet and the original compression type was recognized. Tridnet has signatures for 5231 file types atm. Trid the CLI version has a few extra tricks like changing the extension for a file or files automatically. This can be very usefull , for example, when working with files recovered by data rescue software, where the extensions are lost or for example are given the same extension. There are probably similar tools out there.
  21. Difference between downloading manually and using 'download with manager'. Thread 'Manual vs NMM downloads'. Tannin responded in post #3.
  22. I have tried to reproduce you issue but I can NOT. I've downloaded/tested the medium as well as the low resolution version with MO 1.0.,12 and they install just fine. What version of MO are you using? What exactly do you mean with this? Did you mean that you unzipped the mod and then copied it to the /mods/ directory or did you mean the top left button which states 'Install a new mod from an archive'. If you meant the former I still can't fully explain why it works for me but not for you but the 'error message' did rang a bell. See bug report #451. You must be logged in to see the comments. Tannin wrote the following: "The file has the wrong file extension. It's labeled as a 7z but really it's a zip. A specialized archiving software (or a library better than the one I have available) may be able to guess the correct file type despite that but MO can't". You can test this by unzipping the mod and then with 7zip or winzip create a 7zip/zip file and then install it. PS. I have briefly looked for a tool which determines the compression of a file by looking at the contents but so far haven't found one. If somebody knows of such a tool please tell me.
  23. Iirc in the online readme (see OP of) of Automatic Variants I believe methods are discussed to move skyrim to another location.
  24. Not much time, pre x-mass stress. I think the thread 'profile & mods' will give you more info. Also the profiles tab in the MO wiki has some good information. Should you miss something please report is. If a mod is unchecked is unchecked its excluded from the virtual filing system (see advanced tab of wiki). Therefore its disabled and no need to give it a lower priority. In the resources tab of the wiki 5-6 videos are mentioned. REAL life and time savers.
  25. I will (iim)patiently wait. I've looked at the NMM importer and its amazing how many things you get for free. The hard work like creating a new mod in the NMM importer and filling it is already done by the MO API. You also have access to all kinds of info from MO. Haven't delved in deep enough to know if some info is missing. But as Tannin stated, if something is missing it can/will be added if needed (sounds perfect). Parsing the installog.xml of NMM is a snap btw. Curious how easy it will be to create an XML file based upon the current enabled/installed mods. (creating it manually or by using an XML marshaller/unmarshaller (serializes stuff). If easy this would mean 'potential' for another kind of SASSTEP/ASI, namely a purely MO plugin based.
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