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Cookie_Dynamics

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  1. Understood. Thank you for explaining the situation and thank you all for Mod Organizer!
  2. Hahah oh lol, sorry... my mistake, I was using SOS as an acronym for Sounds of Skyrim. My problem is that I always had: Sounds of Skyrim - Wilds Sounds of Skyrim - Civilization Sounds of Skyrim - Dungeons and now I have the new "Sounds of Skyrim - MCM" that gets rid of the annoying pop up messages sounds of Skyrim usually has. Mod Organizer is trying to put the MCM files in a lower priority than the other Sounds of Skyrim files. But the MCM files should overwrite the others. (I'm referring to the "MODs files priority" not the "plugin priority") I would appreciate any kind of help, Thanks in advance
  3. Is there a way to "teach" the program that certain mod order is in fact correct? It's really bugging me with the "potential mod order problem" message... I have SOS-Dungeons SOS-Civilization SOS-Wilds and the recently released SOS-MCM (which adds MCM for the SOS mods) The SOS-MCM should overwrite certain scripts from the previous ones, because it's supposed to stop the pop-up messages from the start of the game. But for some reason, Mod Organizer thinks that SOS-MCM should have a lower priority than the other ones. How can I tell the program that it's supposition is wrong?
  4. Hi there Nozzer. As I said, I have tried using "Load after" but it doesn't work properly in this scenario. About the manual change of the load order, I try my best to avoid doing that. For 2 reasons: 1) I might forget about keep doing it in the future 2) By moving X mod further down in the load order to be before/after Y mod, I might create compatibilities issues with some other "Z mod" that I could not predict. That's why I prefer to say to the program "I would like this mod before this one... is it possible?" and let the report tell me how safe it is to do so. Still, I appreciate the help. Thank you
  5. Edit: Oh damn... I'm sorry... I just noticed I posted this at the wrong section. I should have posted it at https://forum.step-project.com/forum/18-other-modding-utilities-support/ Is it possible to transfer a thread from one place to another? ------------------------------------------- Original post: I have several mods, among them: Extensible followers framework (Which has EFFcore.esm and EFFDialogue.esp) and A simple marriage mod.esp --- The mod author of "A simple marriage" suggests in the description that his mod is to be loaded before follower AI mods. But LOOT is placing my load order in the following way: EFFcore.esm (at position 10) A simple marriage mod.esp (at position 35) EFFdialogue.esp (at position 60) I noticed there's no option to set "Load before" in LOOT (Boss had it). LOOT has only "Load After". Even though that's not quite what I wanted, I tried to set "EFFcore.esm" to load after "A simple marriage mod.esp", but I get this error: ERROR: Failed to calculate the load order. DETAILS: Cyclic interaction detected between plugins "EFFcore.esm" and "A simple marriage mod.esp". BACK CYCLE: A simple marriage mod.esp, EFFcore.esm How do I set a plugin to load before another? Thank you in advance
  6. The mod author answered. "Enable Multiple Weathers" allows the ENB to insert custom weathers into your game. So by disabling it you're deciding to stick with the vanilla weathers only. (or whatever other mods you have)
  7. But what does this "Enable Multiple Weathers" thing do? Is it crucial?
  8. Hi there, Just an update with the solution. At the enbseries.ini , under the Weather category there's the option entitled "EnableMultipleWeathers". If this is activated, I get the odd views. If this is deactivated, the ENB looks great. Here are 3 pictures at the same place. 1) ENB ON & Multiple Weathers ON ... 2) ENB ON & Multiple Weathers OFF ... 3) ENB OFF I wonder what I'm missing by turning "Multiple Weathers" off.... Anybody knows? Thanks in advance. "EnableMultipleWeathers" gives permission for the ENB to insert new weather types into your game.
  9. It's an odd problem, I mean... everywhere else (literally... everywhere else) it looks astonishingly beautiful. But then... specifically in Winterhold I have this issue. Very very odd... About AA deactivation, I did it and also the .ini tweaks the installation instructions mentioned. "bTreesReceiveShadows to 1, bDrawLandShadows to 1, bShadowsOnGrass to 1, and bFloatPointRenderTarget to 1" I have asked the mod author, when I get an answer I'll gladly edit the Opening Post of this thread. Thanks for the assistance, I appreciated it. In the mean time I'll play a little with the mist/fog settings to see what happens.
  10. Yes. And the sky appears with more detail. Here are 2 screenshots on the same place, with and without the ENB. Weirdly enough I only started to notice this when I reached Winterhold...
  11. Hi there, I use (and love) the Poupori - First Seed - ENB preset , but upon reaching Winterhold I noticed something... The magic beams that are launched up towards the sky from several fountains around the College aren't visible unless there's a wall in the back. Here are a few screenshots displaying the problem. I'm not sure if this is going to be relevant, but here are the specifications of my computer: Can anyone help me? Any suggestions on what I should change to fix this? Thank you in advance
  12. Guys, I am dead serious, I'm loving Mod Organizer. It's unbelievable how much easier you made my life. I deeply appreciate your work. I was wondering if it would be possible to use MO's system to manage files that are at Skyrim's root folder. (.../steamapps/common/skyrim) Being able to quickly switch ENBs presets via Mod Organizer would be amazing. I don't know if too many people do that, but I like to have one "performance-friendly ENB" for playing and one heavy ENB for screenshots. Please consider doing this.
  13. I was assuming the profiles' information would remain. Which should include which mods are enabled at each profile, together with their respective load-order.
  14. Sorry, I realize this will probably be a stupid question but I just want to make sure... From what I got reading this threat, it pretty much means that if I want to keep a backup of my skyrim... All I need to do is to copy-paste Mod Organizer's folder into my external harddrive. Right? Suppose I format my computer later on and reinstall non-modded skyrim through steam.... By simply placing Mod Organizer's folder back in its original place, I will have my game back to the fully modded state, correct?
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