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GrantSP

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Everything posted by GrantSP

  1. That would only be true based on the position of the mod that is supplying the merged plugin, activating a plugin in itself will not ensure the correct placement of the overwriting assets.
  2. Which error code #1? Depending on what you have done the error code maybe referring to SKSE not installed or the SKSE Scripts not installed. The numbering is only there in case there are two or more errors. SKSE will be safely installed and can be verified by opening the console, usually with the ~ (tilde) key and typing: GetSKSEVersion you will be shown the current version in the console display. Most likely you have not placed the Scripts in their correct location. With MO you install the SKSE mod and select ONLY the scripts folder as the contents of the mod. This will provide you with a mod that installs those scripts into: Data\Scripts\ You can see if this correct by querying the 'Data' tab in MO and expanding the 'Scripts' folder, all the *.pex files listed there that are provided by SKSE will have the same name in the 'Mod' column as the mod you installed in the left pane.
  3. Welcome to STEP. The file FalloutMO.exe is generated by the FNV4GB tool as the 'patched' exe that provides the 4GB functionality, it isn't created by MO. It would seem you have come across the thread already about the AI problem. There are two things that you will need to check to ensure all the assets are correctly loaded and the game can function The Fallout - Invalidation.bsa needs to be at the top of the list in the 'Archives' tab AND every other BSA listed needs to have a checkmark next to it. If they are not then those assets are not provided for the game. Your steps to get the game running aren't generally needed, there is no need to launch it first then exit and enable AI, this is an error in MO and will be rectified in 1.3.9. As for any mods you install from now, just ensure their BSAs are checked in the 'Archives' tab.
  4. I know he does. My comment is to say the fomod installer seems to work just fine with this mod's installer.
  5. My newsreader gave a link to this Fallout screenshot: Yep. been there, done that.
  6. Hmm... if 1.3.4 can be installed without error then you should at least install that to fix the USKP problem. As I mentioned before there are no hidden entries anywhere, everything is in each installation. At this stage you are the only user that I've seen with this problem, I'm assuming you are the same as the Nexus user @SleeZ. Best bet will be to just leave it in @Tannin's hands and follow on the Bug Genie report you have started. I see no reason why 1.3.4 worked for you but later versions error out.
  7. I have an install of MO version 1.2.18 and from what I can tell the installer works just fine.
  8. You have your display set to sort by "Nexus IDs" and the mod at the top also has the lowest priority so all the mods that share that Nexus ID are shown together under the one with the lowest priority. If you don't want the display to sort by Nexus ID then the menu at the middle bottom of the screen will change it.
  9. Are you saying when you installed into those locations that none of these folders/files where visible? pluginsdllstranslationsplatformslicenseNCCloottutorialsstylesheetsnxmhandler.exehelper.exehook.dllModOrganizer.exeuibase.dllmsvcr120.dllmsvcp120.dllpython27.zippython27.dll You said in the opening post you updated from 1.3.4 to 1.3.7. If that is the case there must have been a modorganizer.ini for that install. I'm trying to get clear in my mind what you are describing, it isn't very clear at this stage.You have installed a fresh installation of the latest MO and upon running it you are presented with the error message: And the program will not continue. Yet you previously had MO installed and presumably managing your mods. Also 1.2.18 works fine with the exception of the USKP record problem. Is that where we are at the moment?
  10. Try a clean install of 1.3.8 instead of an update over an existing. Either remove everything in the current install except for your: mods, downloads & profiles folders and the ModOrganizer.ini & nxmhandlers.ini and then copy everything from the full 1.3.8 MO archive back into this cleaned folder. Or simply install a complete 1.3.8 installation into a fresh location and set it up based on your current setup. You can either set the folders to use the current locations of those 3 special folders or simply move them to the new location. The most likely cause of the error is a setting in the ModOrganizer.ini from a previous install looking for an old plugin. The easiest thing to remember with MO is everything about it is portable, there are no hidden files in obscure places or registry settings. If something goes wrong those folder and those ini files are all that are used to make it 'your' install. Also it looks like you may have been updating your previous installs by unzipping the archives into a structure one level up the folder tree each time. By that I mean you now have an installation directory structure that looks like this: D:/PC Games/Skyrim/ModOrganizer/Mod Organizer v1_3_8/ModOrganizer/ What you should have is just this: D:/PC Games/Skyrim/ModOrganizer/ When you open the update archives the structure should be copied as is INTO the current MO install, however the FULL archive has ModOrganizer as the top folder which can be copied to a location as whole. Check that you don't have multiple files in layered folders in your install.
  11. While it is true the external installer is not needed to install that mod, the error is not caused because you had that option enabled. The exception is thrown, as stated in the error text, due to inadequate permissions. This is most likely due to the MO trying to write to a folder that you don't have full permissions on. Probably due to Windows UAC restrictions or possibly another process interrupting. You may want to consider examining your MO installation and see if you want to move it away from any folders that have UAC restrictions on them, ie 'Program Files (x86)' or similar. It may also have something to do with system files poorly applied or activated, but if it no longer affects your computer and gameplay I see no need to look for issues if they don't arise anymore. Just mentioning them for the sake of completeness.
  12. Just bought, GOG, "S.T.A.L.K.E.R: Call of Pripyat" for AUD $7.89, so for those in the rest of the world it should be something like 45 cents! Sale lasts for another 30 hours or so.
  13. Not sure, the instruction given him by a couple of users was to do a fresh install in a new directory. I can only assume he followed that advice.
  14. This user is using 1.3.8, I've seen a few posts in the MO Nexus forum from him. There is something other than the norm going on here, what that is though is not yet determined.
  15. FOSE is the Fallout Script Extender and whenever you use a mod that requires it you use the fose_loader as the executable to start your game, whether from MO or the desktop. OneTweak is a plugin that adds to the functionality of FOSE. Judging by your screenshot I would say you may have other issues that are causing you problems. How much VRAM and system RAM does your rig have?
  16. I just noticed something odd about UIO that I seem to recall was mentioned before, but I can't put my finger on it. It was mentioned that after running UIO there would often be a fallout.ini.uio file found in the overwrite but I never ever saw one. Well after doing a bit of fiddling with a TTW profile I have created, I noticed that my My Games\FalloutNV\ folder had that file in it! hmm, what is going on? So I did some more testing with both the Fallout 3 versions and the Fallout New Vegas versions of UIO and it seems that file gets created only once for each profile but it never gets overwritten or re-created if removed. Anytime I create a new profile in MO and use UIO in it that file is found, but not in my overwrite. As soon as I remove it the functionality is identical but it is never again used.
  17. No problem at all. Every setting used by MO is either a text file or a selection of files in a folder, nothing hidden away in the registry or other areas of your system. Mods, downloads & profiles folders and the ModOrganizer.ini & nxmhandlers.ini are all that you need to look after.
  18. I'm glad you managed to get it sorted out.
  19. If pushed for a choice, I prefer to use OneTweak, but regarding your actual question, there should be no reason I can see why MO couldn't run Fake Fullscreen.
  20. Instead of answering in my own words I'll direct you to an answer @Sharlikran gave on this very matter.
  21. Have a look at the Changelog. If you are not stuck with Windows XP then I would recommend upgrading.
  22. An important thing to remember with any tool used inside MO is that they don't know they are running inside MO's VFS, to them it IS the Data directory they are saving to. What this means is most error messages like that aren't actually referring to the 'real' data directory but the one MO has tricked xEdit into seeing.
  23. Judging by the error text you describe I would say you have made an error in the settings in MO or it is pointing to a drive that is not available when called through MO (highly unlikely but possibly a NAS or other storage setup that requires higher permissions than MO has been granted). Paste the settings of the FNV4GB from your ModOrganizer.ini here.
  24. I doubt that is the cause in your case, though I could be wrong, the issue did take some time to pinpoint and the 'switch fix' to be seen as the way to go. For ease all round just keep that switch in your arguments setting and all should be good.
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