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Posts
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Everything posted by Kal
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xedit-lib 4.0 is included in zedit 4.0, so if you do update, you only need to install zedit. The xedit-lib version listed separately in the guide previously had been updated beyond the version included in zedit 0.2.0 to fix a particular problem, and that's no longer the case with 0.4.0. Super excited about Morrowloot! :)
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Looks like LotD is updating to 4.0.3 - I see there's a new main update and the unmerged patches have been updated also - I would guess we might see an updated merged patch later today. Really interested in hearing more about this, I think Morrowloot looks great. What sort of impact will this have on the guide if/when you decide to switch?
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KYE patches has some small bugs: 1) You create a new "KYE Patches" mod/folder in MO. There's no instructions on where to position it in the left list, but at the end, you're told to place --- KYE Patches Merged immediately after it. This means both of these mods will just sit at the end of the load order. I think "KYE Patches" probably needs to drop in after KYE. 2) The list of files to include in "KYE Patches" includes "Audio Overhaul Skyrim - Enhanced Blood Patch.esp". There doesn't seem to be any reason for this as nothing else in the merge relies on it and it isn't one of the merged files - I suspect it's just a cut and pasting error. 3) There's a typo in the filename of the merged .esp that gets created.
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I worked initially with AL12 in #Issue Reports, but later directly with Erasmux to find the fix, most of it was done through DMs. It has nothing to do with MO2 being installed in the game directory - mine wasn't, for example. It was explicitly tied to the length of the MO2 base path string. After several dll builds with increasingly specific logging hard-coded, we proved it in the end by deleting a single character from my MO2 folder name which fixed the problem. Erasmux has now found the bug and generated a fixed version of the dlls (this is the "don't use except if asked to for testing" version posted recently in #builds) but it's forked currently from the patch 2 builds so still has the crash bug (most external tools like LOOT crash on launch.) I would imagine they'll merge the changes in later today.
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Just wanted to follow up on this in case you all were interested. It turns out I found a bug in MO2! It looks as though MO2 fails in the way I've described if your MO2 install path is *exactly* 63 characters long. One character more or less and everything works fine, but with exactly 63 characters in the path the VFS fails. Not surprising I was the only one to have seen it crop up!
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I don't think so, but I'm not 100% sure - it's been a few years since the last time I did an MO/Skyrim install (certainly before SSE came out) and I don't remember whether that was before or after my most recent PC rebuild. This thought occurred to me too, so I've had a hunt around in the various likely culprit folders - my games folder, program files, and appdata - and also hit up a few search utils. I can't find any trace of MO anywhere on my system except for where I'd expect. So unless it's really really well hidden that's out! What's really strange about this problem is that single process applications like LOOT or SSEEdit work absolutely fine. It's only where the initial process that gets launched by MO calls a secondary "child" process that it fails to see the VFS. With zEdit you launch zEdit.exe which in turn calls xEditLib.dll. With SKSE, you launch skse_loader64.exe and that calls Skyrim. I've also replicated the problem by launching cmd.exe from MO2, then CDing to my game directory, and using DIR to see what's there. This works fine, it sees the entire VFS as you would expect. But if I then use that same command window to launch a second (i.e. just run cmd.exe from within the existing command window), the second one can only see the base game. Exit back to the 1st, working fine. So it's a specific function of MO2 that's not working - extending the VFS to child processes. Really weird stuff.
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Did a bit of further testing and found zEdit isn't the only thing affected - the game itself (i.e. SKSE) can't see the VFS either! Had a chat with Mator and we have tied it down to MO2 not extending the VFS to child processes on my system for some bizarre reason. So things like SSEEdit and LOOT which are just single processes work fine, but zEdit (which binds a dll) and SKSE (skse_loader calls skyrim) don't work. I've further tested it by loading cmd.exe from within MO2, I can CD into my game directory and I see the VFS fine. But if I then launch a second cmd.exe from within the first, the 2nd one can't see the VFS. I've posted on the MO2 discord but basically I'm stuck unless one of the MO2 gurus can figure it out.
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Just wanted to chime in; I'm having exactly the same problem as Kneph13 was having. zEdit doesn't seem to see the VFS so can only see the vanilla game ESMs. LOOT, SSEEdit and all the other tools work fine. zEdit is installed in exactly the same way but does not. I've tried the recommended 0.2.0 version and also updating to the latest 0.3.0 version but both produce the same result. Any ideas?
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I don't entirely understand what all this means, can you clarify what the reasons are for using one over the other?
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Aha! SOLVED it, it was my own fault. I installed the worldspace patch wrong - I replaced when I updated to 4.7.1 instead of merging, so I'd lost the .ba2 file. D'oh!
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LOL - yes :) Those screenshots are a little dark, I should have waited until daylight, but the tree is just the most obvious thing, the buildings, roads etc all disappear. Slightly better screenshots. Before: After: Changed my load order as advised and set that ini value up to 4096, no noticeable difference here I'm afraid.
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Scrap mods: no Both ini settings: yes
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Any ideas what's causing this? Sanctuary Hills: Take a step to the left: Modlist: LO:
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Awesome, thanks Gernash. What did you think of "Starlight is Bright again" btw?
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I'm using the 2.2.1.1 version you uploaded earlier, it definitely still has that Raider Overhaul file as a master currently. You got another new one in the works? PS Do you ever sleep? lol
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Quick catch: Aditional Information : Hide : Raider Overhaul - AE Patch-Restored Content.esp Can't do this - Better Settler's Clothing patch has this file as a master. Also may be worth mentioning that Plenty'O'Exploration seems to have changed the name of it's .esp. It's easy enough to rename but MO will complain if you don't.
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Don't get me wrong Gernash it is very helpful, and I've still used it to help get my load order right. A couple of times when following it, it's made me realise that I misread something in the guide and maybe I forgot to hide a file or I installed something wrong, and I was just worried that maybe this was the case here. But after going over it and reinstalling the mods in question to try and work it out I didn't get anywhere, so I figured it was *probably* just the case that this was where you were mid-way through and testing stuff so I thought I'd ask! I wouldn't sweat it too much, I think the people who are here in the thread and getting involved can probably handle this sort of confusion, it's not like you're posting this to the wiki page is it :)

