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GrantSP

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Everything posted by GrantSP

  1. Make sure you follow the guide's additional information tips. The link next to MO in the STEP guide takes you to this page. Notice STEP recommends disabling the plugin that checks for load order errors.
  2. Installing FNIS 5.5 should be fine. Everything in previous installs is overwritten with new files so there should be no orphaned files or mismatched versions to worry about.
  3. I noticed that too and decided to leave a comment for @Sarge on his Nexus page. All MO users need is the fomod as the download outside of the archive and we're good to go, regardless of which version. Both install just fine in 1.3.x.
  4. The archive used by More Perks is packed using the STORE/DEFLATE compression method and the 7zip library, for whatever reason, refuses to open it. The full 7zip tool handles this archive just fine, it is just an issue with the library. Nothing can be done on the MO side as it is a standard library supplied by 7zip. Now that the explanation is out of the way, simply unpack it with whichever archive tool you use and repack it using any method beside the one mentioned above. MO will then deal with that archive as it does with all others.
  5. Frustration will sometimes cause a person to respond in such a manner, that's fine, I can understand your feelings. You posted a similar question in Nexus and were instructed to post any findings you have in the re-opened issue in the Bug Genie where @Tannin responded that it is entirely a registry issue, not a MO one. Firstly your assertions that many users are experiencing this is clearly not the case, if it were there would be many such irate users clamouring for solutions. You and @flang appear to be in a minority and your specific details would have been welcomed for examination in the aforementioned Bug Genie issue. As you have taken the time to create an account here to voice your frustration I can only assume the creation of an account in the Bug Genie wasn't a problem and there is some other issue holding you back from updating it with these findings? Whatever the reason you do indeed make some valuable points, thank you. Yes my 'hack' is indeed a very bad idea, I have those from time to time. Your very good idea to simple invoke Windows 'Turn Windows Features on or off' interface will indeed make Windows use 3.5 .NET. Incidentally, my 'hack' performs exactly the same change to the registry as the use of the 'Turn Windows Features on or off' interface. Now, your assertion that .NET 3.5 will automatically be disabled upon an update to a newer version is simply not true. If it were everyone will by now have it disabled and no one would be able to use the C# fomod installer in MO. There must be other reasons besides updating to a newer version, that disable .NET 3.5.
  6. I agree, this mod makes the entire feel of the game more enjoyable and should probably be placed in CORE. The addition of FISS is just another fantastic bonus with this mod.
  7. @Brumbek has released a revised texture to address the 'non-Nordic' look and that should be the one in 1.83 when it is released.
  8. Guys you may like to revisit the stance on fomod installers just to check. There were some great additions made to the fomod code by another user and the 'quirks' may have been ironed out.
  9. I make no claims about the hack I'm about to offer but apparently the MO code is making checks for this registry key in my system. You might try adding it to yours and see if makes a difference. I have no idea what it may do to your .NET stability and can offer no support for a catastrophic failure. [spoiler=Registry settings] Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v3.5] "Version"="3.5.30729.5420" "CBS"=dword:00000001 "Install"=dword:00000001 "InstallPath"="C:\\Windows\\Microsoft.NET\\Framework64\\v3.5\\" "SP"=dword:00000001 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v3.5\1033] "Version"="3.5.30729.5420" "CBS"=dword:00000001 "Install"=dword:00000001 "SP"=dword:00000001
  10. As I explained in the Nexus thread, this is not an issue that can be resolved with any code changes in MO. The actual code used by MO that detects your .NET install has not changed in over two years. It is exactly what Microsoft describe as needed to determine the installed .NET on your system. Take note of @Tannin's remarks in the now closed issue in the Bug Genie. I have actually faced similar issues with Microsoft products that won't install because they can't see an installed version and then ask me to remove the current version, install an out-of-date version, upgrade that version and then install the software I initially wanted. End result is you will need to either jump through some hoops for Microsoft or do some registry hacks to trick the installer into seeing the desired .NET version. The installer for that mod won't run because it is a C# fomod install and the NCC tool used by MO is also not seeing the required .NET version. You will, despite not thinking you have the wrong version, need to get the correct version of .NET installed on your system.
  11. Spoiler tags can be added in the editor window by using the third button from the left labelled "Special BBCode" or simply adding these tags manually: [spoiler]text you want placed inside a spoiler tag[/spoiler]
  12. According to your 'archives.txt' you have Archive Invalidation set for your Skyrim game, you don't need this enabled. Note the instruction in the MO wiki about that found here.
  13. These questions should really be asked in the forum for Mod Organizer Support, not the forum about the Guide for Mod Organizer.
  14. The actual 'Archives' tab in MO may need a bit of tweaking, IMO, as it should automatically select all the bsas if you choose to have MO manage your archives & you have selected the plugin. For whatever reason it doesn't always do so and you will need to ensure they are selected. There are times when you install a new mod and the bsa is not selected, but after ensuring it is, you can safely de/activate the mod in the left-hand pane and the bsa will return to its previous state. Actually, doing a bit of testing shows the status of the archives is not correctly updated in the 'archives.txt' in the selected profile. May need to post an issue on the Bug Genie.
  15. Possibly. I'll defer to your knowledge on CK matters with this one.
  16. Really? What's in it?
  17. In the thread I linked to above @Arthmoor had this to say:
  18. Yeah, I know it's Beyond Boulder Dome. Unfortunately loading a save from before encountering them is impossible, far too long ago for that. So I am right then, you can't take companions with you?
  19. I must be having a bad day, still doing 'other' tasks before progressing the main quest further and now I've decided to look for work in the Old Mormon Fort. It was many many saves ago that I first saw Kate running away and the quest: Follow the White Rabbit started and tbh I had no idea which mod provided it and just ignored it for the time being. Well, during my wanderings I came across the sewer exit to the outer Nevada and entered. Bam! US Remnant ghouls started shooting at me straight away so I fired back. Ok, that's weird, I thought, but I continued on. The only options I was presented with were to eliminate both the Chinese and US ghouls, as everyone was shhoting at me. Found a couple of rooms with inaccessible doors but nowhere to go to. Ah well, let's go back to the Mojave and continue on, maybe something else will be revealed. Which brings me to today. I'm tasked with going to the Nellis Airplane Graveyard, I now know what that location I was in was called. This time I notice the 'Prison Cells' and go in. Again everyone starts shooting at me and they have to die. Everyone except a Chinese captive on a chair that says nothing and a girl on a mattress in the cell, that remained remarkable quiet and asleep despite all the gunfire just metres away. Anyway, the cell door requires a key I don't have so to just check what's going on I 'tcl' into the cell and talk to her. Hey, it's Kate the girl that ran away and started the first quest. Unfortunately the only option I have to say to her when she pleads for help is: "Sorry, not my problem." So now I've got doors that I can't open, a girl I can't save and a quest line I can't dismiss. Finally, I found a run through of it on YouTube and one of the first things the reviewer says is: "I can't take my companions with me." What! where is that said in this mod's description? So now it looks like my entire questline is broken because my initial contact with them was with a companion. From the YouTube clip it looks like the US ghouls initiate conversation immediately upon my entering the airplane graveyard, presumably progressing me through the stages so all doors etc. are open. Is this a fair depiction of my predicament? May I suggest we add some notes to these types of mods in the guide to aid players, such as myself, that have never seen these quest mods before. I'll look for console tricks to progress me past these impasses and continue on.
  20. I'm not sure where the reference to a 'strings' folder comes from, I've never had that folder either. Just disregard it and proceed as expected with the remainder of the guide.
  21. During my playthrough I've been filling time between pursuing the main quests with some of the New Vegas Bounties and I've just now completed the Mago quest with the bunker near the Mojave Outpost. Does anyone else consider that to be a pretty bugged and lame quest? I have Veronica, Cass and Ed-E with me and although I didn't eat any of the offered food, I apparently somehow was drugged, stripped and placed in a cell although my companions are still fully armed and ready to take out anyone. Then after finding a bobby pin in the body beside me, (really? c'mon there must be a better way to progress the story than providing tools needed right beside the player) I simply picked the lock, Mago becomes hostile and my girls blow his brains out. If you're going to allow companions in the cell can't they also be restricted? If not, bar them from entering the bunker. Maybe it's just this one quest, all the rest have been alright I guess, I could take them or leave them. Are the second series of bounties any better?
  22. @Tannin has been working on the code for a 64bit version for some time now, no time frame for release has been offered just yet. He is also currently finalising a new 'hooking' system, no doubt closely related to the 64bit issue, so it all looks good for a Fallout 4 compatibility system being in place. Additionally since Fallout 4 uses a modified Creation Engine, the core code for handling the plugins should be easy to adapt from the current Skyrim one.
  23. Although I don't have PerMa installed or use its patcher, the same thing applies with all proccer style tools. They are all very memory intensive and I would advise against doing anything with your computer while the patcher is running. Alt-tabbing out to play another game is asking for trouble in my view. End result, run it again. Also I am assuming you are running it through MO, since this is where you posted it, be sure to have all the correct memory settings in place to allow it to use as much as it needs.
  24. @DoubleYou you are to be commended for your diligence in this endeavour, unwrapping the complexities of the ini file is not something the faint at heart should contemplate.
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