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peppergomez

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Everything posted by peppergomez

  1. Before I begin this one, I am noticing that I'm adding a ton of new posts to this forum. If that's bad form then I can post these to the general support thread that exists for SR. I noticed that the previous post in that thread was almost a year old, hence me creating new topics. I don't want to spam or clutter this forum, so I'm happy to do whatever the mods here prefer. OK, my MO/SR question- for mods where we are excluding certain files, is it okay to do the full install and then remove the necessary files via the Information>Filetree tab. For example, for the Unofficial Skyrim Patch, I installed it and then removed Docs and Unofficial Skyrim Patch.bsl from the Filetree tab. Thanks. Unofficial Skyrim PatchAuthor: Unofficial Patch Project Team Version: 2.1.0 Special Installation: Do not install the following file(s) and/or folder(s): Docs folderUnofficial Skyrim Patch.bsl
  2. Thanks folks. I'm going with Neo's suggested ENB profile (Vividian ENB) so I will go with this smaa.dll setting. BTW what's the consensus on whether DSR - Factors can be used in Skyrim using the Skyrim Revisited build? (Dynamic Super Resolution- rendering game at high res then downscaling to native res of the display.
  3. The instruction of "set...ProxyLibrary=d3d9_smaa.dll to enable automatic usage of SMAA if installed." is something I'm not sure if I should enter. Is this basically stating that if your GPU can do SMAA, then make this ini change? There hasn't been discussion elsewhere in Neo's steps about SMAA, so I assume that is what it means. I am running two NVIDIA 680GTX FTW cards and see CSAA as an option in Manage 3D Settings in NVIDIA Control Panel, but not SMAA. Also, I didn't see any option to run ENB MAnager as an admin. I'm running Windows 8.1 and when I right-click on the ENB_Manager Jar File, and look in Properties, I don't see a Run as Administrator option. I have installed Skyrim and all related programs outside of the Prgram Files x86 location, b/c of what I've read about permission issues.
  4. For the ENB stage of the install, I am wondering if I need to grab the necessary files from the InjectorVersion folder or the WrapperVersion folder in the enbseries_skyrim_v0266 zip. Thanks.
  5. I've installed the Optimized Bethesda textures for MO and notice that the Optimized High Res DLC Standard files are in 3 parts, and that they result in three different mods when installed. In the screenshot that the mod author provides, they have been merged. For these three mods, should I uninstall them, then reinstall, making sure to use the same name for each so taht they install as one single mod?
  6. Edited I see what you are referring to now! I think I was confused because you were describing the same icon image, just in a different spot and a different size.
  7. I don't think that it' possible to install a mod from the MO Settings menu, but the SR instructions call for doing that. Shouldn't the instructions direct the user to click the "Install a new mod from the archive" icon, on the far left? During the above process, Mod Organizer created an exact copy of the "Vanilla Skyrim" profile into a new profile named "Skyrim Revisited". In the Prerequisitessection, SKSE was installed without the required script files. This preserved a pristine vanilla Skyrim/Data folder but SKSE will not function properly without the supplied scripts. They will now be used to showcase how to add a mod to Mod Organizer. Perform the following steps: Click the small screwdriver and wrench icon adjacent to the "Profile" drop-down and select "Install Mod...". Navigate to the downloaded SKSE archive and click [Open]. Replace the default text, if any, in the "Name" text box with "Skyrim Script Extender". This is the name that will be displayed in the left pane post-installation. In the file tree, navigate to the "Data" folder inside the archive, right-click and select "Set Data Directory". Only the Scripts folder should be visible and checked. Click [OK].
  8. Thanks Yippie Small correction> cd Microsoft SDKs cd Windows cd v8.1A cd bin cd NETFX 4.5.1 Tools I get this error message: corflags : error CF002 : could not open file for reading I must be typing something incorrectly. Here is what I am entering: corflags /32bit+ C:\Skyrim Steam Install\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe I also tried this (backslash in front of "32bit"): corflags \32bit+ C:\Skyrim Steam Install\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe Neovalin's example uses forward slash but Windows uses back slash. I tried all forward slash but it didn't work either.
  9. For me the install did createa a Program Files (x86)\Microsoft SDKs\Windows\v8.1A\bin\NETFX 4.5.1 Tools folder, which a bunch of files inside. During the install, I selected just the .NET option as per Neo's guide. It's just that I have next to no experience with the cmd line and my attempts to paste the folder location into the cmd line prompt haven't been successful.
  10. I run PapyrusCompiler.exe and the cmd window appears for a fraction of a second and then disappears. Can anytime help me successfully follow Neovalen's original instructions: "Navigate to C:/Program Files (x86)/Microsoft SDKs/Windows/<Version>/bin/NETFX <Version> Tools using the command prompt. Execute the following command: corflags /32bit+ "<Full Skyrim Path>/Papyrus Compiler/PapyrusCompiler.exe"""
  11. Thank you, Citizen. I have installed PapyrusAssembler and PapyrusCompiler exe configs into Skyrim>Papyrus Compiler. Can you clarify if this means that I am okay to have completed these steps: Download and run the "Windows SDK for Windows" corresponding to the target OS. Install to the default location and select only ".NET Framework Software Development Kit". And that I don't have to complete the following steps? Thanks. Navigate to C:/Program Files (x86)/Microsoft SDKs/Windows/<Version>/bin/NETFX <Version> Tools using the command prompt. Execute the following command: corflags /32bit+ "<Full Skyrim Path>/Papyrus Compiler/PapyrusCompiler.exe"
  12. Hi all, Based on Neo's instructions: "Download and run the "Windows SDK for Windows" corresponding to the target OS. Install to the default location and select only ".NET Framework Software Development Kit". Navigate to C:/Program Files (x86)/Microsoft SDKs/Windows/<Version>/bin/NETFX <Version> Tools using the command prompt. Execute the following command: corflags /32bit+ "<Full Skyrim Path>/Papyrus Compiler/PapyrusCompiler.exe"" I have opened the Windows cmd.exe and at the C:\Users\<my name> prompt, I have typed, without spaces, the folder location for the NETFX 4.5.1 Tools folder: "C:\ProgramFiles(x86)\Microsoft SDKs\Windows\v8.1A\bin\NETFX4.5.1Tools" (without the quotes, obviously) I encounter the message "C:\ProgramFiles is not recognized as an internal or external command, operable program, or batch file" Can anyone assist? Thanks.
  13. Yet another question. :-) I wasn't prompted with the "merge" option that you describe here: The New Steve Bison Hotel and Lucky Casino Author: Mike HanchoVersion: v107Requirements: NVSE, SortomaticInstallation: Get the New Bison Steve Version 107 MASTER FILE VERSION main file and the New Bison Steve Version 107 - SORTOMATIC VERSION optional file. This mod is packaged incorrectly, follow these instructions:During main file install, expand "New_Bison_Steve_V107_Master", then right click "Data" and select "Set data directory" and click [OK].During optional file install, expand "New Bison Steve Hotel - Sortomatic->ESM version", then right click "Data" and select "Set data directory" and click [OK], select [Merge] not [Replace]."
  14. The Sortomatic Modders Resource v1_3-41142 doesn't have game data on top level. I expanded the OPAL file under the Data file tree but didn't see any file types other than .opl. Any suggestions for how to install this via NVMO?
  15. Great. Thanks. PS I went back and redid the NewVegasUncutSeries steps b/c I think I had forgotten to check all of the mods in step 4: After FNVEdit loads, right click on kochandbohr.esp and select "Apply Script". From the top dropdown select Merge Plugins v1.65 and click [OK]. In the Merge Plugins pop up, tick "rotfacetoriches.esp", "avangraffscorned.esp", "athornysituation.esp", "awilderwasteland.esp", and "Pacersgambit.esp", make sure "Renumber FormIDs" is ticked, and click [OK]. NOTE: If all the plugins are not listed, expand the window size to show the missing plugins. So when I opened Wrye Flash NV for the second time, I notice that NewVegasUncutSeries.esp is highlighted in red, and that I got this message: Modified dates have been reset for some mod files: Bashed Patch, 0.esp NewVegasUncutSeries.esp (I also get the message Warning: The following mods have unrecognized TES4 header versions: Bashed Patch, 0.esp) I clicked OK. The Bash Tags or Actors through Scripts are still in the lower right box for NewVegasUncutSeries.esp from when I added them last time. My question is this: Am I OK as is in Wrye Flash, or must I recreate (or undo) any steps re: NewVegasUncutSeries? Thanks. Also, a more general question: I like to load the game after each major stage of a large mod install project like this. Do you have any advice on what I must do that might NOT be mentioned in your guide, in order to ensure that everything is sequenced, etc. properly? Thanks.
  16. Question about Step 11 in Merging New Vegas Uncut In the left pane of MO, untick A Koch and Bohr Story, A Van Graff Scorned, and A Thorny Situation, but leave Rotface to Riches and A Wilder Wasteland ticked. What about Pacer's Gambit? Leave it checked, or unchecked? thanks.
  17. I am following EssArrBee's instructions to run FNVEdit on New Vegas Uncut 4 - A Thorny Situation Author: MoBurmaVersion: v1.0Installation: LOOT reports this mod needs to cleaned with FNVEdit:athornysituation.espContains dirty edits: 10 ITM, 0 UDR records. Follow instructions for cleaning here.When I follow his instructions here: https://wiki.step-project.com/User:EssArrBee/FNVEdit_Mod_Cleaning, FNVEdit displays this error: "to use this function you need to apply a filter only the option conflict status inherited by parent active" Can anyone help me out? I don't see the option in question anywhere as a setting.
  18. Thanks. I added 52.3 but still get the QAccesibleWidget error-- This implementation does not support subelements! (ID 34 unknown for QWidget)
  19. Using the full editor. No matter the size of the JPG that I attach, I see this message: "You can upload up to Uploading is not allowed of files (Max. single file size: 10MB)"
  20. Flickr and it's the link that is for the particular image. Here's an example: I opened the Image icon, and then pasted the URL into the field. What I would prefer to do is upload such screenshots directly, so that I don't have to upload into my photography feed on Flickr. Does the Attach file feature on these forums work for other folks, and if so, is it a browser issue?
  21. Neither the Attach Files or Image icon work properly for me. I am using the latest version of Firefox. Attach option fails ("Uploading is not allowed" interrupts the "You can upload up to ___ of files" message) and the Image icon only returns a hyerplink indication, as shown in this post: https://forum.step-project.com/topic/6195-cant-save-edits-to-fonv-ini-files-using-mo/
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