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croc

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Everything posted by croc

  1. <Error: CYROutfitListCountyGuardCloaksBruma [LVLI:FE020D90] has invalid ObjectID 001D90 in Beyond Skyrim - Bruma - Guard Cloaks.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.> I need a translation guide.... According to LOOT there are no errors in my mods that I have not cleaned So do I have to load up fe020d90 in xedit and delete the reference?
  2. Let me re-state the issue. I have installed Dyndolod 2.55 and an running MO2 2.1.6 (release version) I have added texgen64 as a tool with the -sse argument. When I run TexGen I get an error msg. popup that says "An error occured while loading modules. Editing is disabled. Check the message log and correct the error." I cannot find a 'message log'
  3. I am using DynDOLOD 2.55 and MO2 2.1.6 (release version). My MO2 profiles are set to use profile-specific ini files (and games...) When I run TexGen64 (with the -sse arg.) the log files shows it "Using ini: C:\Users\(me)\Documents\My Games\Skyrim Special Edition\Skyrim.ini" Needless to say TexGen64 did not have a happy day... How do I get DynDOLOD to use MO2's pathing?
  4. (Method # 9925 for cat skinning... If website won't let you edit your own posts, then reply to them...) Edit: Further along in patches for LotD, under 'Additional Patches' shouldn't 'Immersive Needs' be checked? Or is it different to 'iNeeds'... Legacy Book Cover Patches section... the guide doesn't include 'Better Skill and Quest Book Names'.
  5. In regards the step about installing LotD patches, when the FOMOD(?) gets to 'Overhaul Systems' the guide has 'none'. It should be 'Morrowloot Ultimate'. Which brings up a criticism of mine... their is no logical order of progression. At this point of my install, following the guide pretty closely, if I enable all of the files in the right pane of MO2 I have something like ~70 advisories / warnings when I run loot. SkyrimSE won't load for testing until I un-enable most of those. (Yes, I am a fairly experienced modder... so I know about doing that...) IFF you ever intend for this guide to be accepted by Joe Bloggs as a guide, some thought needs to be given to the organization. Or, again...if this is only ever to be aimed at 'Leet' modders, then why bother? Bragging rights?
  6. You might suggest to Sheson that he might want to think of changing his box... It is looking like the fat one might lose the latest skirmish and get put on a plane. Dropbox looks like a pretty god choice, other than the fact the US can probably back-door it. A lot of Kiwis have already made just that move, or at least have a DB account.
  7. Not a huge deal, but in this case it probably should be fixed... In the instructions for the Omega AIO, in the guide it calls for " SRECO MLU Patch" and in the actual patch it is listed as "SRCEO and MLU Patch". Given the total number of patches and the similarity of the names....
  8. I was referring to the driver configurations and the ini configurations... If the intent for this guide is to only cater for the 'leet' modder, then why bother? They don't need it. If the intent is to cater to a wider audience, then do so. If suggestions are not welcome, then why have this forum? Read my sig, mate....
  9. RaceMenu whinges about wanting SSE ver. 1.5.53 when installed from RaceMenu Special Edition v0-2-6-19080-0-2-6.7z as per guide. I have a query posted in RaceMenu's Nexus page but thought that I should post this weirdness here as well. AAAaannnd while I am here...in the GPU setup section - it would be nice if you gave setups for some (very) high end GPUs and also some lower end GPUs so that the guide covers a wider range of users. It would also be nice if your mods were listed as required, or optional - with alternatives. Things to think about as you move your project along. As to the actual guide itself, very well done, easy enough to follow. Good stuff, mate.... Croc.
  10. There have been some issues with LOTD in the past. I am starting a new game and want to avoid issues with this mod and DynDoLod. I notice that LOTD is trying to load some .ini files in a skyrim\data\dyndolod folder. Is this correct? Is there a more appropriate place to load these files?
  11. I have run up against some obstacles... First, I have an installed mod that I now want to modify on-the-fly so to speak. I want to change some of its bits and pieces (nif branch pruning, replacing, texture color shifting...Stuff like that). How best to do this without messing up the original mod? And then there is the CK. I haven't tried this yet, so A: Do I just use it (through MO of course...) and B: If I modify the original esp / esm is it just for that profile, or am I modding the base? And, the worst of all... I am using bodyslide to create profiles for not just bodies, but also for wearables. I typically use two body types, CBBE and UNPB. The UNPB only for my principal follower, CBBE for the rest. So I usually move my CBBE meshes and textures into backup folders, then copy in my UNPB stuff, make my changes on bodies and outfits, then move all of that product to where it should go, copy-pasta back my CBBE stuff, modify it... Hmm. Let me see if I can show the folder structure that I normally use... I'll use textures, meshes is pretty much the same. Data\textures\actors\character\female is the primary folder. Inside that I will have four other folders Primary Follower Primary follower backup NPC's NPC's Backup So, I essentially have two sets of each type of body texture, plus the active set in the \female folder. Make the changes, test in-game, if I am satisfied, copy into the appropriate folder (primary follower or npc). When I am really sure, or perhaps later on in the game I see something that needs changing, I copy the primary follower or npc folder to its backup, clear out the \female folder, copy in the primary follower or npc folder contents, then make my changes, do some testing, then commit the changes back into the follower or npc folder. So my backup folders are always one revision behind. Is that muddy enough? (and then there are the facegendata folders....) So, how do I replicate the above in MO?
  12. Hmmm... The game is c:\steam\steamapps\common and that is also where MO is. The mods are on d:\blah\skyrim\MO_Mods. So I think that I could make a rather long name before I ran into issues. Still, nice to know about limitations that are rather obscure.
  13. Thanks all, I think that I am finally getting the 'hang' of the MO. @ Mator: It was your 'change your mind later" idea that was my intended goal. Had the updates or options involved a modified esp / esm, then I think that the 'replace' option (with backup) would have been more appropriate. @GrantSP: Actually, I just appended what they were to the names, as this would make remembering what I had done easier. So, I have 'improved closefaced helmets (22)', 'improved closefaced helmets patches (23)', 'improved closefaced helmets update (24)' and 'improved closefaced helmets optional Chiten with Glass Goggless (25)'. The latter is a bit longish, but very descriptive. I normally keep the left hand pane in 'priority' view mode, unless I an searching, when I might switch to 'filename' view mode. Ultimately, this manager has to make sense to me, but I also need to learn what I can and (most importantly) what I CAN'T do with it. And the most appropriate work-arounds for those things that I most likely SHOULDN'T do...
  14. I have just run into a mod (Improved closefaced helmets) that has several possible parts. The mod itself, a patcher, an update, and some optional features. The way that I handled it was to install the parts with different names. I had two other options, merge and replace. Given that I did not increase my plugin count, I think that this was the most optimal method. However, I want more experienced opinions.
  15. What's the finder's fee for bugs? I guess now that Tannin is tied up with the new NMM project there's not much use to whinge. At any rate, you can at least make your clone executable into a desktop shortcut. In the case of SKSE_Loader, MO flashes once on the way through...
  16. How do you change titles on known executables? It does not seem possible to edit the a known executable title in MO. I can add a clone of one with my own title... IT SHOULD NOT BE THIS HARD!!!â„¢
  17. I am getting there, and thanks so much for the help.
  18. Ah. I have not created a new profile, just thinking ahead. So, the way that I am setting up, MO will make a copy of every mod that I have ever used in its own folder (MO_Mods, in my case), then make a separate 'list' of those mods used for each profile in that profile's folder. Have I got it? (So, to avoid duplication, I could just delete the original mod after I let MO 'install' it, yes? Or just keep the folders separate as a Q & D 'backup'...)
  19. Thank you for that. I THINK that I finally understand the directory structure, to a point. I made a 'download' a 'cache' and an MO_Mods folder on my HDD. These are all in the same sub-folder as my mods collection. By installing a few smallish mods, I notice that these are actually copied to the MO_Mods folder. No problems there, as this drve has 1.5 TB left empty, and NMM does the same thing. (However, once I have built that instance of Skyrim, I generally do away with that NMM copy-set. The only separate copies of mods from NMM currently are for my 'testing' install, for obvious reasons.) Now, thinking ahead a bit - how do profiles actually work? Does MO make a second physical set of mods used in that profile, even though most of them are also used in the first? Or am I not understanding 'profiles' at all?
  20. Thanks, GrantSP, you've been most helpful. I have never used MO before, and I did download / install 1.3.33. I figured out (With Gopher's help) some of the more useful bits, especially the 'settings' page, where you can select directories for 'things'. The Mod Directory is pretty self-explanatory, but the results of doing so are not. For instance, I have many sub-folders of types of mods. Animals, house mods, weapon mods, character mods... And if I select that parent directory, I have all of those subs plastered all over my 'installed' window. Can I get rid of those categories from that pane? Then there is the download directory. I assume that will only ever be used if I 'download with manager', which I have never done before, as using nmm it was more of a PITA to do that and tell it where I wanted that mod put than to do it myself. I'll probably maintain that methodology, but probably point MO to the main directory anyway. Who knows, I might find it useful. Then there is the Cache directory. In the manual, I can find a reference to it, but that's it. 'It is on the settings button' sort of reference. Just what the .... is this directory for? Or what does it do? Why is it? (Is it bigger than a breadbox, or smaller than a thimble...?) I think that before I go too far I need to know some of these types of deeper-than-the-manual-goes things. TL; DR How to stop the folder structure of my mods directory showing up as categories in my 'installed' pane? And, What is the cache directory used for? Thanks, croc
  21. I think that I understand the concept about too may cooks spoiling the pot... (NMM and MO...) Can I also tell Mod Organizer to just look at my existing archive of mods without re-downloading them all over? And where does Mod Organizer store those mods that the current instance of Skyrim is using when I tell it to use another instance of skyrim. Back where it found them, I hope. Or does it make a separate 'mod space' for each instance of skyrim? Is there a place that Tannin has documented how this actually works?
  22. I am still confused.. So, let's start off with my system defined a bit more clearly. I dual boot into Windows 10 (On its own 1TB SSD) for everything except DX9.0c games. For that I boot into Win 7 on a ~200 GB SSD for my OS, a few utils, word and Skyrim. I have a ~3TB HDD for my other stuff, where my mods reside, as well as my various copies of built skyrim versions for testing, different followers... I have 64GB system ram, so don't use page files. Now, Skyrim keeps files at three locations. So, for any given instance, you have to clean and copy over those three separate groups of files. Skyrim itself holds all of the installed mods required for that version. (I also do some jiggery-pokery with NMM if I used it, which requires a couple of other folders... Typically I worry about this on my test version.) Now, what little I know about Mod Organizer. My understanding is that my mods will never be installed directly into Skyrim itself. Given that few people have 64GB ram to play with, this implies (to me) some sort of 'virtual' install, which usually involves some form of linking. Yet, you say that it is all done in memory. Please explain this concept a bit further.
  23. Two questions about Mod Organizer, please. First, my current workflow... I only have a small-ish SSD for my win 7 drive. I keep copies of skyrim setups that I use for various situations on a larger (slower) HDD. I also have a repository of all mods that I have D/L'ed (and found useful) on that drive. So, the way that I currently work, let's say that I want to test a new mod. I will copy my current Skyrim off to the HDD folder for skyrims, then delete it off of my SSD, then copy down my base-skyrim-for-testing to the sssd and rename it to skyrim. Question 1, then - Will the junctions survive being moved around from one drive to another and back using win 7? And question 2 - Will Mod Organizer physically make a copy of a mod to use it or will it make a virtual copy of the mod...?
  24. There is a whole wiki devoted to Bodyslide. Me, I do simple stuff, so what I do is CTRL + Build, which saves to the bodyslide directory, then make that save its own directory and add my own readme note. In the wiki there are more ways, and probably better ways, to make and save different profiles. Here is Ousnius's wiki... https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki
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