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GrantSP

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Everything posted by GrantSP

  1. I am confused as to why MO is throwing a 64bit binary error on your FalloutLauncher. Have you done any patching to it or have a different file for the launcher? Additionally I think you may have the Archive Invalidation BSA listed in the wrong place, it needs to be listed first. See this post about what needs to be done.
  2. Can you post the logs from the last attempts you tried to start FO3 via MO?
  3. In the 'Settings > Workarounds' is the "Load Mechanism" set to MO or Script Extender? I have it set as MO and have no issues, I believe some users may need to set that to Script Extender. I also don't have the Steam version but I can't recall that making too much of a difference. @Kelmych, who has provided the Fallout 3 guide here on STEP, has this set of instructions for Steam Fallout 3 users. Try that and see if it helps.
  4. My logs sometimes show at least one of those 'Windows Exceptions' and I have not yet had the game(s) crash on me. This applies for all the games I have MO manage. The actual code that generates these log entries has the following comment: // don't want to break on non-critical exceptions. 0xe06d7363 indicates a C++ exception. why are those marked non-continuable? So all the exceptions that aren't that specific listed one are fine to ignore. There have been a number of issues raised over the time that involved these log entries but since they don't seem to be repeatable and not every user sees exactly the same message nothing further has been, or could be, done. Keep in mind, as noted earlier they are flagged as INFO, so this indicates they shouldn't affect the game in a detrimental way. Lastly, all these entries are from the 'hooking' system in MO and there is a new version currently being finalised by @Tannin.
  5. Have you run the game at least once without using MO, either with or without FOSE loaded? Does the game load outside of MO with the FOSE loader?
  6. As I expected, thank you. I'm looking over your rig at the moment, is there anything you would change?
  7. Necroing this for my own use!! Does anyone still use a dedicated sound card anymore? Years since I've built a system and back then CD-ROMs where all the rage! Most systems I've used since then have a sound card on the MB so I just figured we either got lazy with sound quality or the onboard chips were good enough.
  8. I believe you can safely ignore those log entries since they aren't 'DEBUG' or 'ERROR' entries, simply 'INFO'. What is happening is you are generating c0000005 errors, more than likely a function call is trying to access memory that isn't available, and the NVAC mod is catching those and allowing the game to continue, hence the name "New Vegas Anti Crash". MO is also seeing that NVAC is doing this and logging the calls.
  9. @Kesta In a previous life I was a teacher, so it just happens.
  10. You have a very twisted, but curiously pleasing, sense of humour.
  11. No you're misunderstanding. There is no report if you use the 'Sort' button regardless of which version of LOOT you have installed. MO will display some of the information from what would be on the report in the main UI itself and future versions of MO may incorporate more details as desired. The 'Sort' button is a stripped down version of LOOT. If you want the reporting and metadata editing features of LOOT, use the full tool as an executable run from MO. As to 'not sorting', it may just be the case that the algorithm LOOT uses doesn't see any need to change the order for the list of plugins you have. There is also a possibility that you have something odd happening. Perhaps you have your load order files set as read-only or perhaps another tool is looking at them and they are currently locked. I would suggest though that it is in fact working and you are expecting to see a different order than what you are getting. If you follow the guides provided here or the video tutorials you should have a working LOOT from inside MO.
  12. @RoyBatty has now said he is going to change the code for the next release because not using the "./FalloutMO.exe" switch is not how FNV4GB is supposed to be used, in his words. <sigh>
  13. May I also encourage you to check the MO wiki. There is a dedicated section for just about every situation including this one.
  14. Seems unappreciative users have been giving @RoyBatty some abuse over this DarnUI mod and he's ceased all work on it and removed the version from download. Why can't people keep their comments civilised instead of 'biting the hand that feeds them'? I seriously get p****d off when I hear things like this. @RoyBatty, I know you don't spend much time here much now, but that just saddens me that you have to cop such treatment.
  15. If you are getting the FNV4GB loader to work properly with MO, may I ask you to tone down your post in the Nexus?
  16. I'm going to ask a very basic question here, but since you have said you are new to modding with these newer tools, are you running the game from MO using the FNV4GB executable or the FalloutLauncher? The first lines in the posted log seem to indicate not: Even if MO fails to load the FNV4GB patcher, the logs should show an attempt to do so. I'm asking, not to shift blame, only to ascertain we are all on the same page. EDIT: I see you posted in the Nexus FNV4GB thread also and stated you did run it correctly. Full logs will be needed to see what is and isn't being hooked by MO.
  17. This topic is specifically for FNIS related issues when using Mod Organizer. -- EDIT: 17th April 2016. Due to @fore's "issues" with MO he has pulled all support and directed it here. Let it be stated that the "issues" he notes are due to user error and there is no inherent issue with FNIS running in MO. Further his claim that FNIS WILL NOT run through MO on Windows 10 machines is just wrong! DO NOT follow the advice he offers regarding using FNIS and MO. -- Setting up FNIS to run through MO Install it like any other mod through MO and make sure it is active (checkmarked) in the left pane mod list. Since you must launch FNIS through Mod Organizer in order for it to recognize your mods, add FNIS to the list of executables by doing the following: Click the gears icon . In the Title field, type FNIS. For the Binary field, browse to your FNIS installation (should be located in <ModOrganizer>/mods/Fores New Idles in Skyrim - FNIS/tools/GenerateFNIS_for_Users) and select the GenerateFNISforUsers.exe application. Click the Add button. This will add FNIS to your executables list. Click OK.Now each time you want to run FNIS, simply select it from the drop-down menu at top right and click Run. Running through MO Launch FNIS through MO In the Available Patches at the bottom of the window, check the boxes for all necessary patches in your setup. Click the [update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included.". Click [Exit].After closing FNIS, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by FNIS. Right-click Overwrite and select Create Mod, name it FNIS Output and click OK. This will create a new mod listing in the left pane for the FNIS generated files. You will then need to check it to enable it. Each subsequent time you update FNIS behavior, you must open Overwrite and drag the new files back to this mod. Common Errors Error 53 or 2012 "Could not find file <path to file>\1hm_behavior.hkx Ensure the animation sets you have installed are correctly placed in priority in the left-hand pane and FNIS is using the one you want. Open the Data tab in the right-hand pane and examine the filetree to see which animation is being used in the VFS. Navigate the filetree by expanding: data>meshes>actors>character>behaviors> and see which mod is providing the file. If the file name is displayed in red, the mouse tooltip will show which other mods are also providing this file. Move the correct mod to the correct location. Additional cause for Error 2012 A user(@patchling) had Spybot - Search & Destroy+AV 2.5 installed and was constantly getting JIT and 2012 errors, specifically the 0_master.xml was not found. The file was placed in the FNIS temporary_log folder ready for processing but before that could happen it was removed by said program. Opening the start menu > settings > live protection > mode > uncheck "Scan programs before they start" apparently stops that behaviour. ***** Error dialogue GenerateFNISForUsers.exe - This application could not be started. This application could not be started. Do you want to view information about this issue? Simply close the dialogue by pressing "No" and enable FNIS in the Left-hand pane. Correct FNIS installation and use explains this in the wiki. Why does the 6.2 Add-on not look correct in MO? What you need to remember here is MO is designed to handle 'mods' and what we are installing with FNIS, and its add-ons, are 'tools'. This means MO is looking for the correct folder structure for a 'mod' as seen by the game. The archive for the 6.2 add-on has as its top folder: "tools" and this is correct for FNIS, not the game. Simply 'set the data folder' so that the "tools" folder is now at the top of the tree and ignore the next dialogue that asks if you are sure.
  18. Just for the sake of clarity this is why I said the error # isn't sufficient. [spoiler=SkyUI error reporting code from the fomod installer]static void GenerateReport() { int c = 0; textArea.Clear(); if (problemCount == 0) { PrintReport("All problems have been resolved."); return; } PrintReport("This report informs you about potential problems with your SkyUI installation."); PrintReport(""); PrintReport("Fix these problems , then press 'Refresh' to confirm that they're gone."); PrintReport("After all problems have been resolved, you can continue with the installation."); PrintReport(""); if (foundLooseFiles.Count > 0) { c++; PrintReport("-----------"); PrintReport("Problem #" + c + ":"); PrintReport("-----------"); PrintReport("There are files in your 'Data/' folder, which override newer versions from the SkyUI.bsa archive."); PrintReport(""); PrintReport("These files are:"); foreach (string file in foundLooseFiles) PrintReport("\tData/" + file); PrintReport(""); PrintReport("Potential causes:"); PrintReport("* An old SkyUI version was not uninstalled before installing the new one."); PrintReport(""); PrintReport("Solution:"); PrintReport("1. If you have an old SkyUI version installed in NMM, uninstall it, then try again."); PrintReport("2. If there are still problematic files reported, delete them manually."); PrintReport(""); } if (noSKSE) { c++; PrintReport("-----------"); PrintReport("Problem #" + c + ":"); PrintReport("-----------"); PrintReport("The Skyrim Script Extender (SKSE) is not installed."); PrintReport(""); PrintReport("Solution:"); PrintReport("Get the latest SKSE version from 'https://skse.silverlock.org/' and install it."); } else if (skseVersion == null || skseVersion < SKSE_MIN_VERSION) { c++; PrintReport("-----------"); PrintReport("Problem #" + c + ":"); PrintReport("-----------"); PrintReport("Your SKSE version is too old."); PrintReport(""); PrintReport("Detected version: " + skseVersion); PrintReport("Required version: " + SKSE_MIN_VERSION + " (or newer)"); PrintReport(""); PrintReport("Solution:"); PrintReport("Get the latest SKSE version from 'https://skse.silverlock.org/' and install it."); } else if (noSKSEScripts) { c++; PrintReport("-----------"); PrintReport("Problem #" + c + ":"); PrintReport("-----------"); PrintReport("The SKSE scripts are missing."); PrintReport(""); PrintReport("Potential causes:"); PrintReport("* You didn't install the scripts with the rest of SKSE."); PrintReport(""); PrintReport("Solution:"); PrintReport("Get the latest SKSE version from 'https://skse.silverlock.org/' and install it."); } } Notice in each section the code starts off with: PrintReport("Problem #" + c + ":"); then the detail of the text for the specific error is provided. Clearly the # is replaced with the error number that each error generates and it will be different if you have 1, 2 or more errors. In this instance it was the text block shown last in the spoiler above.
  19. They might be thinking of how they are going to keep abreast of potential bug reports and other support and decided that a new name will isolate them from legacy issues from 'less than savvy' users. I'm with you though that naming it USKP will avoid a wealth of problems in mods.
  20. You may want to enable all the BSAs in the 'Archive' tab before you go down the upgrade to 1.3.8 route. Although it looks like you are using at least Win7 so that won't be an issue if you do upgrade, 1.2.18 is remaining only for those few WinXP 'hangers on'.
  21. As I mentioned, even if SKSE is installed correctly the scripts it uses may not be. The correct response in the console is only saying the SKSE dll is installed, not whether the scripts are. The error message by SkyUI is not providing the same text numbered #1 to all errors. If you made two mistakes the text will have error messages #1 & #2. Check again the correct installation of the scripts.
  22. This has already been noted.
  23. Apologies, I completely misread what you were asking and skipped the important detail about the name of the header. :facepalm:
  24. My advice would be to install the F&L guide as it is described and then make a copy of it as a new profile, name it whatever you like and then remove/add mods as you see fit. MO's 'Profile Manager' allows you to easily copy an existing profile. That way you know you will have a balanced, working, modded game that you can fall back to if your 'tweaking' doesn't work.
  25. No I don't but you may want to ask that in a topic all its own as it will likely become lost here in this very specific topic on KEYWORDS.
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