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DocClox

Citizen
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Everything posted by DocClox

  1. Anyone know a mod that stops the ridiculous "Oh hey, are you a wizard?" forcegreet that results from casting a spell with a child present. I've had the little ... treasures ... interrupt me this way in combat. To say nothing of the one time I silently recast invisible while sneaking, undetected on the upper floor of a house in Windhelm only to have some little brat downstairs forcegreet me - through the floor! - and not let me go until I answered him (and dispelled my own invisibility). It's got to the point where every time I hear that line I want to install "killable children" purely so I can initiate a murder spree to purge Skyrim of the stumpy little horrors. So far I've settled for disabling them from the console. I make a point of re-enabling them when I'm out of the area. If I remember. Anyone know a mod that turns this behavior off? Even just turning it back into a normal spoken line would be an improvement.
  2. Priority shouldn't be an issue unless you have two mods both supplying foo.esp and if the two versions of foo.esp have contents that would cause LOOT to generate a different load order. If you're not overriding any esp/esm files then as I understand it the load order should be the same. Or at least functionally equivalent. Where a lot of people get confused is when MO asks to re-order mods based on LOOT's re-ordering. In that case it's asking that you change the mod priority in the left hand pane to better reflect the order generated by loot rather than the other way around. And my apologies if I missed your point completely :)
  3. Still can't compile Papyrus scripts if CK is launched from MO. Tried this with a new quest and a new script fragment. When that didn't work, I saved the mod, quit CK and copied the script from Overwrite to the mod folder and tried again. Same result. Trying to edit the script with an external editor fails similarly. It would appear the script file is not where the pap compiler thinks it should be. (For those who missed my earlier post - compiling on a 32 bit machine, so MO's issues with 64bit binaries doesn't arise in this case)
  4. I get this one very occasionally. I think it's probably a timing error, with the game trying to start before MO finalises the VFS. Whatever the reason, MO then seems to run Skyrim on the unmodified Skyrim install, presumably as a fallback case. If it is a timing error, that might fit in with an external HD. Though gremlins is probably good enough explanation :)
  5. Mentioned it elsewhere, but just for the record: I have no more bodyslide issues with 1.24 and everything looks good. My thanks to Tannin for all the hard work. [edit] Didn't get around to attempting to compile scripts under the CK however. I'll try that tonight.
  6. Well, my own bodyslide issues seem to be cleared up by the latest MO beta (yayy!), so Make sure you have all the mods that might add presets ticked in MO. There are a few that add XML data for presets and if you don't tick them, you don't see them in MO. The HDT conversions are particularly easy to miss, but looking at your load order, you're probably ok. Still, never hurts to double check :) Make sure you have Bodyslide2 ticked if you're using it, and make sure your MO shortcut points to the BS2 exe and not the one in the original Bodyslide mod. If you use TexBlend, that'll still need to reference the one in the original bodyslide folder. Anything in particular you're missing?
  7. I don't suppose you'd care to share the details? I'm also running with a somewhat elderly CPU and mobo and I'm always on the lookout for ways to ease the strain on my system :)
  8. I must admit, the most recent version seems to be pretty solid. I've been using it on one of my profiles and (once you get used to how it works) it seems to work quite well. My characters get a lot more "gung ho" if I know they're not going to die. It's also shocking how hard it can be trying to get killed when you're testing this baby. (I can never really bring myself to just stand and let them hit me :)
  9. Makes sense. A lot of the STEP docs seem to assume everyone is on a 64 bit architecture. Which doesn't bother me particularly, although it is sometimes tricky working out what is generally true and what only applies to 64bit systems. I was getting simple "file not found". I'll have to try it again and see which file it is that's not being found.Of course, given the number of vanilla scripts changed by SKSE, almost everything is going to depend on something in another mod. (Although that said, I think I still have a copy of the SKSE scripts in data). The compiler errors, you mean? I'll try and post again with a bit more detail if you're interested. I should add that my posts above were based on v1.1.2, since I've been having problems getting some tools to launch from 1.2.*, but I can try the CK again with the beta and see if I still get the same problem.
  10. "Eww?" "Yuck?" I know, why don't we start a Browser Holy War! There are hardly any of those on the Internet!
  11. Having experimented a little, it looks like I can. Which is to say the compiler appears to execute, but fails to find the script files. Which is odd since the CK can see them just fine. I'm guessing this is in some way because I'm running the compiler from the CK and not from MO directly. The prospect of setting up MO to compile a single script file is a little daunting, however. I can't edit the script with notepad++ when launched from the CK either - file not found. What I could do with is a command line option for MO to run remaining arguments under the VFS. Or set notepad++ to compile into the appropriate mod folder under MO. Except that wouldn't give access to the SKSE scripts and so forth. That Wrye Bash workaround sounds like more trouble than it's worth, but I can see it might end up being the only way forward :(
  12. This is probably a silly question, but ... I've got a 32 bit CPU and presumably a 32 bit papyrus compiler. Is there any reason why I shouldn't be able to compile scripts under MO? (I know ... 64bit would be a much better choice, but my mobo and CPU are getting on a bit and 64bit architectures were a bit under-supported back when I bought them...)
  13. I really admire the quality of work behind Vilja. Vilja herself drives me nuts with the endless chatter, but it's very well done. I can see why she has so many fans.
  14. Hmm... I haven't tried running MO as admin; I thought one of the basic principles of MO as that you shouldn't need to run it with admin rights. I'm sure I saw Tannin say as much on this forum. That said, I'll take any workaround. Especially if it works with FNIS as well (which has just failed to start from MO for me with 1.2.2) [edit] I can confirm, bodyslide does work if you run MO as admin. Still think it's a bug though, [edit] FNIS however won't start at all, even with admin rights. [edit] NVM - Old profile, new version of FNIS - no exe found. Old news. Point stands about not needing to run MO as admin, however.
  15. I still can't run Bodyslide. It warns me about process elevation, starts a new MO instance, shows me the logo and then ... nothing. There's a MO process in the background doing something, but I never get the bodyslide app launched. It's not just bodyslide either, (assuming it follows 1.2.1) but that's the case that stops me migrating from the last stable. [edit] I should add: apart from that, it looks fantastic.
  16. It could be interesting to test that. You could make three simple mods. One adds a standing stone to the middle of the road outside honningsbrew meadery; one that doubles its size and moves it down the road 200 yards or so and one that shrinks it by 50%. You could coc whiterun from the start menu and see how the load order affected its placement.
  17. Of course, it's only the left pane if you have the filter pane collapsed. We could do with agreeing some nomenclature here :)
  18. Umm... nope. Bodyslide creates a folder under Data called CalenteTools which has the body slide exe in it as well as other pertinent data. It doesn't have an esp though, or a meshes or texture folder which is why MO thinks it may be incomplete. Easiest thing is to create a dummy textures folder at the same level of CalenteTools, setting the data directory and then after its installed right clicking and choosing "ignore missing data". Just like you would with any other mod that didn't have a plugin/meshes/textures folder.It doesn't create anything at the Skyrim level, so there shouldn't be any reason why MO can't cope with it. And in fact 1.2.1 works just fine with bodyslide. It's just the 1.2.1 beta that has problems; It launches an isntance of MO to handle the elevation, but that second instance never fully completes. The program stays in the task manager, hanging and Bodyslide never appears. It's rather vexing, and I hope there's a fix when the full version is released.
  19. Ah ha! So that's where all those screenshot files have been coming from. I was wondering. Anyone know a good way to generate a list of unused keys? Seems like its getting harder and harder to find one that isn't in use by some mod or other
  20. Well, that sounds like a clear and ringing endorsement :) I'll have to play with this when I get home tonight.
  21. Yeah, unpack it over the top of MO
  22. I can't access Nexus from here, so I can't get you a link. Still, it's not hard to find: It's on the Nexus download page for MO. Under "optional files" if memory serves.
  23. I must admit, I don't care where a mod goes so long as its placement doesn't break anything. Admittedly you need to add metadata to ensure correct ordering in some cases. But that was true of BOSS too. As long as the order works, I don't really care what the actual order is. Although it would be nice not to have to reorder the mods pane in MO quite so often :)
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