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Everything posted by Shadriss
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Mod Organizer 2 Can't Start Skyrim SE
Shadriss replied to imadethisaccountbcMO2broke's question in Mod Organizer Support
Sounds like something related to those mods then, if SKSE ran the game fine without any installed. Try this as a troubleshooting effort: 1) Deactivate all mods in MO2. Attempt running SKSE through MO2. If this works, go to 2, otherwise, verify that SKSE is properly installed. Those instructions can be seen in the main build guide for STEP 2.10.0 (though it uses MO1 in that guide, the instructions are identical). 2) Activate one or two mods at a time, and start though MO2/SKSE. If it works, great - add one or two more in and repeat. If it doesn't, figure out which of the ones you turned on is causing the problem and replace/repair/edit it as needed to get it working. My guess right now is an SKSE install problem, but there is also a feel of a possible missing master mod as well if the game is dropping before hitting the menu... I've seen it happen a few times so quickly that the screen never even went black from MO, so it's not entirely out of the realm of possibility. -
1) So in short - no issues if I do the SFW options. Good to know. 2) I'm relatively experienced - been modding and been using STEP since the days of it being a PDF file list. I don't question your thinking here, but I would point out that anyone following a guide for the first time is likely to take it as it comes - IE, if the merging isn't mentioned as something to do until you hit the end of the guide, that's where the first-time follower is more likely to do it. As a suggestion, placing a link to the merge page when a merge is able to be completed (and telling us which merge can now be completed...) may be a way to head off this kind of question in the future. Right now, the mod notes you provide mention when a file is involved in one of those merges, but not when all of the required files for that merge are installed. 3) Thanks for the answer - I'll get that downloaded and into the build when I get home. I assume this can be dropped into the same mod that provides the patch as a direct overwrite? Also, still curious why the rename at all in the first place - does this somehow avoid an issue further down the line that is not immediately obvious? Thanks for the swift replies, Lexy. Your continuing support for this guide is exceptional.
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Mod Organizer 2 Can't Start Skyrim SE
Shadriss replied to imadethisaccountbcMO2broke's question in Mod Organizer Support
And the Skyrim install as well? If your Steam install of Skyrim is in those folders as well, the problem could still exist. -
Lexy - been putting the build together for a few days now, and the list is very impressive. Still going through it and downloading, but a few questions have come up that either I've missed or I can't figure out the right search terms to use (which means sorry if these are repeat questions...). 1) I (personally) have no objections to the skin choices used, but I have younger children that make the nude versions of those skins... somewhat innappropriate. My question, then, is this - with all the merges and patches that you provide, I'm unable to determine if making the SFW choices for these mods would cause additional problems with the build or not. I don't IMAGINE they would, but given the build's complexity, I'd rather ask the question before I mess something up. 2) I did read other replies WRT building the merge patches, and you mentioned that in your experience most users would do the merges as they went. Like the person you were replying to, I hadn't been doing that either... in fact it hadn't occurred to me to do that at all, since I had made the assumption that if I was supposed to do it that soon, the guide would have mentioned it. The question, then, is which timings make for an easier build... or if it even matters when it's done? 3) Echoing a post from earlier that hasn't been answered yet, the guide directs the renaming of LightningDuringThunderstorms.esp (?) to MintyLightningMod.esp. This has caused a missing master in one of the patch files later on, and I'm very unclear as to the purpose of that rename. What's the thought process here? Looking forward to getting this monster working - I've always held back from a lot of these mods on SLE because of memory constraints, but with those gone now, this looks like one of the best games in town. As others do, I appreciate the work and frustration you go through to make this available to us. Keep it up, and much thanks.
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Information Request: A) Loading it as normal, or through Mod Organizer? B) Where have you installed WB? C) Are there any other indications or actions being taken not already mentioned? Can't really help if we don't have all the needed information.
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SKYRIMLE Opening Scene Overhaul by elderscrolliangamer aka Publick Gamer
Shadriss replied to Shadriss's topic in Skyrim LE Mods
*BANG!* *Reloads* Next. :) -
Intended Behavior? (MO2/Wrye Bash Interactions)
Shadriss replied to Shadriss's question in Mod Organizer Support
That's where I was seeing it to. I'm only just now starting an SSE build... I'll see if it happens there as well at some point. -
*shoots the mod in the head* Mercy kill. :)
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Hey all. A question WRT converting plugins - if I followed the process correctly, will MO2 continue to show the "Alternate Game Source" flag? After loading and saving in CK and having no errors flag in xEdit, this flag still shows after converting Extended UI. Thanks in advance for any answer and (if needed...) solution.
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First, this is a question and not a game killer in any fashion - everything is working mostly as I expect, and I'm just truly curious about this. As per my usual process, I sort mods via LOOT before I create my bashed patch. I create the patch, no problems, no issues, all is working. What I find interesting, and what I'm curious about, is that when I return to MO, all the plugins deactivated by WB to create the bashed patch have been moved in the load order to the end, after everything that's active. I don't recall this happening when I was running through the original MO. I've been re-sorting via LOOT afterwards as a 'just in case' measure, but it doesn't really appear to be hurting anything... but I am curious if this is intended or not. Or maybe I just completely missed something somehow?
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Still in testing. Lingering. STEP 3.0 upcoming. Resolution? :)
- 19 replies
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- SKYRIMLE
- 05-animation and physics
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(and 1 more)
Tagged with:
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AS with the other mods tagged for testing and still lingering after a year or so... any updates on this?
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Ebony Weapons 2017 Retexture (by OperatorCactus)
Shadriss replied to rolandito's topic in Skyrim LE Mods
Any updates on this mod since last July? Only bringing it up because it's still marked Testing with 3.0 coming up... -
SKYRIMLE Opening Scene Overhaul by elderscrolliangamer aka Publick Gamer
Shadriss replied to Shadriss's topic in Skyrim LE Mods
With STEP 3.0 on the horizon, I note that this mod is still listed as in Testing - has any final determination been made for this mod? -
For 1) Normal behavior - MO1 did the same thing. Once it's been created the first time and you place it in a mod, that patch will be overwritten in place on subsequent runs. The text files and temp files will still get dumped into Overwrite, but they can be safely deleted. For 2) Take a look at the "Detailed Instructions" in the main Step guide for the SKSE install. I'm pretty sure it'll work better for you that way than... whatever way you saw in the video. If this is for an SE install, just use the SE version of SKSE instead, but the general instructions will be identical. For 3) I've never seen LOOT turn files on or off before. Regardless, you can turn them back on with no problem. I'd check LOOT's interface to ensure it didn't have any problems or messages for those files, but otherwise, an odd but un-concerning occurrence. If it were Wrye Bash following the creation of a bashed patch, I'd leave it as is, but LOOT? Nah. No issues.
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Take a look in the MO2 profile's INI files - there is a setting there to set to full screen. I wonder if you've redone your INI's since you moved to MO2? If you did it from scratch, likely not - if you dragged your old profile and modlist over from MO1 (as I did), the settings should have been the same.
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STEP uses an outdated verion of MO
Shadriss replied to FriarBuck's question in Mod Organizer with STEP
Not entirely true, GSD. I just reinstalled 2.10.0 using MO2, and apart from not being able to turn off the dummy plugins, it still works well. Had zero problems shifting it over. As to the link in 2.10.0 to MO1 - keep in mind that the guide was written some time ago, and that STEP 3.0 will undoubtedly use MO2 as it's base of operations (assuming they don't do something completely different, of course...) -
Fallout 76 - new game from Bethesda!
Shadriss replied to rootsrat's topic in General Fallout 3 Discussion & Support
AMEN. -
SRLE Extended LOTD - Graphics issue with M.A.S - Hair Clipping Issue
Shadriss replied to HarryCards's question in General Skyrim SE Support
That I'm aware of, nothing will flat out tell you which mod interferes with another. If you have some idea of which mods it might be, then (in general) it's safe enough to move some esp's around for testing. You may want to create a clone of your current profile to do it in though, just to make sure you have a known setup to go back to if it does mess something up. If you know one mod that is being part of the problem, you could right-click that mod in the MO screen and click on "information" (I think it is...) and then the conflicts tab. That will show you every file that mod overwrites and everything that overwrites it... so both ends of the spectrum so to speak. May give you a better place to start experimenting from. Keep in mind also, it may not be load order - it could just be the order the mod was activating in. Example - if Mod B overwrites a bunch of texture files in Mod A, but Mod A has an esp lower in the load order than Mod B, then the game could still run smoothly and give an unintended graphical issue. The Left Pane of MO is just as valid a possible cause of a graphical issue as the Right Pane is, so don't exclude that from your troubleshooting. -
Fallout 76 - new game from Bethesda!
Shadriss replied to rootsrat's topic in General Fallout 3 Discussion & Support
Both Arena and Daggerfall let you tromp over the entire continent... but to be fair, in those days the graphics were not exactly... amazing. To do that now at the detail levels expected over the entire continent would be impressive, but I think unlikely. While the idea of going to Akavir would be interesting, I think it won't happen this time around, not with areas of Tamriel that still haven't been done. Really, only four provinces have been done with any real detail to this point (Morrowind, Cyrodil, Skyrim, and the Redguard home province, the latter of which was in a fairly bad action RPG game), so areas like Vallenwood or Blackmarsh or High Rock still need doing before we head off to more exotic locales. All that said, this topic is supposed to be FO76's... so I think I'll shut up now and let the topic slide back over to that. :) -
DROPPED NARC - No Animals Report Crimes (by Pharros)
Shadriss replied to EssArrBee's topic in Skyrim LE Mods
Outstanding plan. While I appreciate the work that went into them, if it makes things easier on you AND more modular for the users, I don't really see a down side.

