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FamousDeadGuy

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About FamousDeadGuy

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  1. Error [modpreparations]game\gameplay\effects\effects\other\alchemytable.ws(4): Unable to parse value Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. I cannot figure out to edit my original post, or I would have posted this as an edit. I read some of the other posts and I guess we are only supposed to merge one script conflict, the scripts/game/player/playerWitcher.ws. I un-merged everything and then found that specific entry and merged that one as instructed. However I am still receiving this error. I have not installed any other mods from the guide. I did however mess up and overwrote the default input xml.
  2. Script Compilation Errors!!! Neo, I love you. Your guides are both exhaustive and comprehensive. Notwithstanding, I need halp. Error [modfriendlyhud]game\gui\main_menu\ingamemenu.ws(309): Could not find function 'RefreshMainMenuAfterContentLoaded' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. The compiler spits this out after I follow the instructions. Any ideas??
  3. Bringing you around to head up their modding software was genius. I know you'll do great, Tannin. Good luck at Nexus!!
  4. Any ideas for my Solitude CTD issue, fellas? Edit: For some more details, it seems like it loads the cell fine, but once the loading screen goes to turn into the gameplay screen it CTD's. Would load order help? I was fairly meticulous with the install.
  5. I just redid the entire portion of the guide and the game starts fine. Went through character creation without a hiccup and finished MCM settings. Randomized the start with LAL and upon exiting castle dour (i got the legion start) CTD. Solitude doesn't want to play nice.
  6. Delete those from the SRLE Profile mod at the bottom in explorer? I tried that and I got the same error. And LOOT is suddenly asking me what game I am using LOOT for. What could have possibly happened?
  7. Neo, you are a scholar and a gentleman. Can I donate to your coffee fund? Or because you are so gentlemanly perhaps a shaving cream brush fund? You da real MVP, Neo. :D EDIT: Running SUM seems to have done something weird. I keep getting an error when running LOOT: Error code: -1; libloadorder failed to create a game handle. Details: Dual Sheath Redux Patch.esp : File is empty.
  8. I just put the output folder into the TES5Edit folder path. Neo, your instructions had quotation marks and <> symbols. so it would be like: -o:<F:\Steam\SteamApps\common\Skyrim\TES5Edit\TES5Edit Output> for a raw paste? EDIT: Neo, I might have ****ed up. For the DynDOLOD install per the guide, it says 2.03 BETA and Resources Optional. Then, special instructions say to install the contents of the main file to its own directory... Do you mean that 2.03 BETA *is* the main file, and that it should be installed like an .exe would through MO? and then to install the optional through MO like a normal mod? For some reason I find these instructions unclear, I'm an idiot; these instructions aren't me-proof. If the main file isn't the DynDOLOD 1.49 on the nexus mod page, and its the 2.0 BETA, do I install one into MO and the other one directly into the Skyrim folder (where I put all of the executables)?
  9. Imma bump my post because I have been looking all over for a fix, any ideas, guys? Applying script... [00:00:00.000] DynDOLOD TexGen by Sheson, starting... [00:00:00.005] [00:00:00.009] Creating some temporary files [00:00:00.013] Error: can not create output folder for <F:\Steam\SteamApps\common\Skyrim\TES5Edit\TES5Edit\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds Exception in unit userscript line 236: Invalid characters in path [Apply Script done] Processed Records: 0, Elapsed Time: 00:00
  10. I have been working on a new SRLE profile and toward the end of the guide, the DynDOLOD script part has me stumped. Any ideas? Applying script... [00:00:00.000] DynDOLOD TexGen by Sheson, starting... [00:00:00.005] [00:00:00.009] Creating some temporary files [00:00:00.013] Error: can not create output folder for <F:\Steam\SteamApps\common\Skyrim\TES5Edit\TES5Edit\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds Exception in unit userscript line 236: Invalid characters in path [Apply Script done] Processed Records: 0, Elapsed Time: 00:00
  11. Interesting. So this folder holds global settings for programs?
  12. Is this the stupid invisible folder under users? Wham bam, thank you ma'am. Fixed it right up. Could I trouble you to explain why that worked?
  13. Hello, friends. I noticed that loot wasn't working correctly from the Mod Organizer drop down. I added it a few times from scratch through the "modify executables" menu in MO, and even downloaded a fresh install into my LOOT folder. Still cannot get LOOT to launch from the Mod Organizer drop down menu. I tried adding in the arguments of "--single-process" and still nothing. The MO sort plugins button seems to work fine, but I cannot set up user rules without LOOT being able to access the virtual folder that MO uses. Another oddity, LOOT doesn't seem to even want to launch after clicking the .exe in the LOOT folder. I tried to search around but perhaps I am using the wrong key words to find a solution. Any help would be appreciated. Thanks, guys!
  14. I am just messy. I had the argument path set incorrectly. Works fine now, Thanks!
  15. Tried rolling back to .14, when I run the SUM Patcher, MO locks and then just unlocks. :(
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