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hishutup

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Everything posted by hishutup

  1. Its because of something with updating weirdness... I brought it up with z and he wasnt worried The last topic the was on the front page that has a game tag will stick with topics that do not have tags or one that have accepted/dropped/testing tags
  2. Lauch a 32bit file explorer and navigate to the skyrim\data folder the order by file extention and look at them by the load order... I may have misunderstood the question but there you go :/
  3. Is it he same everywhere? How would you go about doing a cell reset because i can think of several different ways...
  4. I install MSE on ALL family computers. I don't want them being like whats this new thing... MSE installs and doesn't complain. I dislike AVG because they are bloatware for most installers (who needs a download installer, it seems like it the new thing) download installers are another deal... Why would I download a 4 MB installer to download a 1MB file? by the time my pc get slow, I just reinstall windows but I have spare drives laying around that I can store stuff on
  5. Why do people use that one? It's the one that has the most issues. I've use Microsoft security essentials for years and haven't had a single issue :/
  6. hmmm I see this in the guide and I think you wanted that commented out but I'll let you fix it. <-- [EDIT]Canterbury Commons Overhaul LowRes Cleaning Author: MizunoTakaraiVersion: vLatestNotes: Small overhaul that merges several Canterbury Commons mods and adds new resources and fixes some bugs in Canterbury Commons, making it more interesting place. If there are problems with the ESP plugin there is an optional ESM version of the plugin.Installation: Get the main file and the ESP Update update. Install the main file with MO and the update file on top of it using [Merge].!--> in loot it says Big Town Overhaul [GangStore].esp CRC: 563DB400 Error: This plugin is incompatible with "Big Town Overhaul.esp", but both are present. Warning: Contains 53 ITM records and 684 UDR records. Clean with FO3Edit. Big Town Overhaul.esp CRC: C6024D8A Error: This plugin is incompatible with "Big Town Overhaul [GangStore].esp", but both are present. My guess is to remove the Big Town Overhaul.esp for Wasteland clothing Hires retexture maybe this would be better * '''Installation''': Download the main file. Install with MO. When installing uncheck<br /> ''textures''\ *''clothes'' *''nvdlc04'' *''nvdlcpre1'' *''nvdlcpre3'' ''meshes''\ *''armor''\ **''powdergang'' the ''\'' result in a pipe for some reason. I like lists and instructions that are more vertical rather than horizontal. RobCo Certified the instructions do not make any sense but it may be just a grammar issue Im going with a full install. If EVE is used, move all patches with RobCo Certified v2 in the name, RobCo Certified v2 Zeta Addon.esp, and RobCo Certified v2 Version Updater.esp to Optional ESPs. The RobCo Certified v2 Omnipatch.esp from another mod will be used (see below). Is it supposed to be If EVE is used, move all patches with RobCo Certified v2 in the name. The RobCo Certified v2 Omnipatch.esp from another mod will be used (see below). because after removing all of the RobCo Certified v2* I only have three esps left which are RobCo Certified v2.esm Companion Core.esm Companion Core DLC Addon.esp RobCo Certified Textures does not install correctly for me. disable mo FOMOD installer
  7. so can you confirm that there is a sound folder in your mod folder that has a ton of sub folders
  8. hmm... maybe thats the way aos is supposed to work. I wouldn't know since it has been awhile. do you leave AOS as a .bsa? maybe extract it and test it to see if anything changes... Im just throwing things out there now because I haven't experienced an issues like this
  9. Maybe the archive that you downloaded has issues... red own load the archive and then reinstall
  10. Give this a shot https://www.nexusmods.com/skyrim/mods/50823/?
  11. Please do post your mod list in my sub forum. You can creat a new topic in there if you so desire.
  12. When I was poking get around with mtc villages there was something on that a certain wold space record causes some sort of black map bug... Maybe it's a thing from one of the other mods in your load order
  13. Huh, I did not there was an issue with enhanced economy... I'll look into it a little bit more later. By any chance do you know a mod that can "take all" from a container and bind it to a key?
  14. oops... well... that may be why you're crashing In the mod organizer executable arguments add -forcesteamloader and then share a new memory blocks log.log
  15. Use memory blocks log to verify if the memory tweaks are working correctly. The log is generated in the overwrite folder in the skse\plugins folder
  16. Actually, yes... I don't know what was causing it but it was annoying. Are you using any extra overhauls or extra mods? Edit: oops, I thought I click on the imoved closs faced helmets... the question. I guess still applies
  17. How can you tell that AOS isn't working?
  18. I think the .ini has to have the same plugin name and be in the data folder. Thats what the skyrim unofficial patch is doing last time I checked
  19. Kinda going back to the whole but I think its a good question 2.04.4 = 2.4.4 thing Windows doesn't under stand that when there is a list of numbers in folder like: 0 1 2 3... 19 20 21... it'll stick the "2" folder up with the 20's thats why 02 is necessary. There are valid reasons for that happening and I understand that its a thing but I curious why is there any sort of logic with the numbers... Little coding experience talking but why isn't there just a simple string? I have a feeling, I enraged someone :/ the reason I said something like that is because I wasn't around for the debate but I thought I had read topics on it... Maybe I am wrong
  20. as for the inis... In fallout.ini: [General] bLoadFaceGenHeadEGTFiles = 1 iNumHWThreads=2 As you seem to like the suggestions that I present... Maybe revamping the Merging instructions so that its super clear. Personally, I am very familiar with the merging procedure so it seems very wordy. for example: Open FO3Edit through MO. Right click the list of mods and "Select None". Now tick the following mods and click [OK]: {{Fc|white|Detect Traps - DLC.esp}} {{Fc|white|Detect Traps - Perk.esp}} {{Fc|white|Detect Traps - Traponator 4000.esp}} After FO3Edit loads, right click on "Detect Traps - DLC.esp" and select "Apply Script". From the dropdown ''Script'' menu at the top select ''Merge Plugins v1.75'' and click [OK]. In the Merge Plugins pop up, tick "Detect Traps - DLC.esp", "Detect Traps - Perk.esp", and "Detect Traps - Traponator 4000.esp". Then untick "Renumber FormIDs", and click [OK]. '''NOTE''': If all the plugins are not listed, expand the window size to show the missing plugins. In the next pop up click [OK], then give the merged plugin a name and click [OK]. ''Detect Traps Merged'' is recommended. Close FO3Edit and save '''ONLY''' the new plugin. The plugin now resides in the ''Overwrite'' folder, so double click to open the Overwrite folder. From the Overwrite pop-up, drag the "Detect Traps Merged.esp" into the ''Advanced Recon Trap Detection'' mod in the left pane of MO. In the left pane of MO, double click ''Advanced Recon Trap Detection''. Now go to the "Optional ESPs" tab and move the "Detect Traps - DLC.esp", "Detect Traps - Perk.esp", and "Detect Traps - Traponator 4000.esp" to the Optional ESPs box. could be summarized into the following... Im messing up the markup so you'll need to make some changes Merge: *{{Fc|white|Detect Traps - DLC.esp}} *{{Fc|white|Detect Traps - Perk.esp}} *{{Fc|white|Detect Traps - Traponator 4000.esp}} Special Options *untick "Renumber FormIDs" Suggested name is ''Detect Traps Merged'' Hide the merged plugins As for the Better High Detail Map and Icons I still dont know which one to choose... The first three pages are for different versions of pipboy but which on should I select 8k with roads instead of none. Maybe mention that is doesn't or say what page of the installer is for X type of pipboy Ah, figured it out after looking at the fomod installer. disable FOMOD installer in mo and it shows the picture on the 2nd page of the installer with the FOMOD installer enabled in MO That may be incorrect so double check it I would recommend adding a to the end of the indicator so that is doesn't look cutoff {{Indicator|8|16|#739472|#5C6F5C|#A8C9A7|MedRes }} {{Indicator|8|16|#E6E600|#B2B200|#1A1A00|Cleaning }}
  21. Okay... He didn't understand why the numbers were changing. So he decided to ask. I see no fault in that. There were some things that did not need to be said but it should be over, yes? Man its like someone asked a politically sensitive question.
  22. kinda of an update.... here are some pics So, I may have misunderstood the issue
  23. ...yes... Why didn't you mention any errors in the patchers? That usually a sign that its messed up in some way. I haven't used perma but errors usually result in broken references Uncheck all the patchers from bashed patch onward and report back if that changed the current save's state. At this point in time I an familiar with perma...
  24. I completely understand where @BAPACop is coming from. If it has a feature then why doesn't that feature work correctly, especially with how mature MO is. I would prefer a simple non-intrusive version numbering system but it is what it is at this point. If you want to take this further then look for tannin bug genie and look for a current Enhancement/feature/bug that talks about the version numbering system and then kindly request for what you would like to see it become. Tannin will likely refuse. If so, that is his choice. Yes, it is free and its made in Tannin's free time but it is completely open to criticism because it is released to the public and accepted by many users. This should probably end the discussion... maybe...
  25. I left out that it was common to hide certain overwriting textures because they may look terrible with another mod or another texture is arguably better and the mod would generally overwrite it.
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