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GrantSP

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Everything posted by GrantSP

  1. Added in 'tes4edit' as a tag because Oblivion still needs a bit of "lovin'".
  2. Hot potato! Hot potato!
  3. Could you post your install details also? @GalaxyGoose may have found an answer but I think his problem may be related to his 'odd' game. Going by the install path it looks a pirated copy.
  4. It seems I also re-added then removed them. Didn't see DY working in the background. I used the same method.
  5. There some minor differences, but basically it is the same tool. I'm just thinking if we make the guide universal then any links from game specific guides won't need to be duplicated. There're already a couple of different versions of the ESM cleaning guide and they can all be folded into this with the same set of instructions applicable to all. I have already started, many months ago, to look through the guides available on the net and a lot needs to changed and some things need to removed. Even the wiki is just a copy/paste of the Miax's guide mentioned above.
  6. GrantSP

    xEdit Network

    Yeah, that link is to the Mod Authors sub-forum. You need to have at least 1000 unique d/ls for a mod you have uploaded. I know because I just reached that mark only two days ago. Yay.
  7. 'Sort' is a stripped down version of LOOT and does not display the report page. There are flags shown in the right-hand pane to indicate what needs to be done or you can install the full LOOT and run it from MO.
  8. Do you think this might be better served if it was a 'xEdit' guide rather than specifically a 'TES5Edit' guide?
  9. Welcome to STEP. Thanks for you observations and comprehensive fix suggestions. As you say, this is a community and your contribution is greatly appreciated.
  10. @john7 I won't offer any specific advice as to what you need do with Skyrim Revisited, @Neovalen and those that actually have this guide installed can do that, what I will offer is some general comments to ease your mind. BSAs being extracted or not is a preference thing and whether they are or not, your game won't be irrevocably broken Conflicts shown in MO likewise are not a sign of a broken installation. 'Conflicts' is just the term used to show which mod is providing the assets for the game to use With large mod installs such as this, it is probably best not to progress in playing too far before the entire selection is installed. Feel free to create another partial profile and play that if you must get your Skyrim 'fix' With a complex tool such as MO it might be a good idea to watch the tutorial videos and/or read the wiki to familiarise yourself with it Lastly, don't stress too much about asking for help or where you post it, we're pretty easy going here (well, most of us are!)
  11. The complexities of Archive Invalidation are above my pay-grade so I can't be definitive on that, but I do know I have seen no issues with missing textures that some have mentioned and they said when the AI BSA is listed first it solved that so, if in doubt, place it first.
  12. Now that is something I hadn't noticed before. May be due to the change of game code plugins in MO a few versions ago. Looks like the AI.BSA is added to a separate ini and then added in on runtime, much the same way as an initweak. My Fallout.INI in my profile folders are there from early on and they always had that setting so it could be a leftover. The INIs in the 'My Documents' folder are only there as initial setups, everything you do afterward in MO will be in these 'profiles' folders. If you notice any AI issue at all be sure to mention here or in the Bug Genie, there have been one or two of late and I think most have been squished, but you never know.
  13. Glad to see you can get things sorted. Well done.
  14. Which ini are you checking to see if the AI is enabled? When I enable it in my MO this line is updated in the Fallout.ini in the current profile: Also the 'archives.txt', also in each profile folder, should have that BSA listed in the first place. If though the game is functioning fine and no issues are evident, these are minor details inside MO and can be overlooked.
  15. If you have xEdit (FNVEdit) installed can you try and load the same problematic plugin list through that tool and see if it gives you any error messages?
  16. Ahh, good the initial issue is solved by moving it to a non-UAC folder? As to BSAs. You may come across an issue where the added Invalidation bsa is not listed first in the archives tab. You can fix it a number of ways and there is already a thread where this was discussed and answered, you can follow that here.
  17. Can you load the GECK through MO with an absolutely bare profile? By that I mean just the bare basics of the game, vanilla ESMs and nothing else. Also can you post you MO inis and the logs from the GECK attempt. To make it easier clear out the 'logs' folder first to remove extraneous info.
  18. I have seen issues on my machine when I had an ENB installed. Try removing the d3d9.dll from the game folder and see if that enables the GECK. Doesn't always seem to be the case with me. Skyrim's Creation Kit works okay most of the time but Oblivion's Construction Set refuses to and I currently have no ENBs on my Fallout games.
  19. Note the last line of the installation instructions before the box with the expanded text. Installation: Get the "20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_Full_Version" main file and the update. Install main file with MOI've added highlighting to the phrase that is important as this update does contain the plugin in question. This update contains additional files needed and must not be omitted.
  20. In the 'Plugins' tab of MO you will see a icon that will show you the plugin calling for this missing master. If this isn't a mod installed in the guide you will need to find what dependencies it needs and rectify it. If it is a guide included mod, re-read the instructions to ensure you haven't missed a step. As to the failure to load issue, could you post the logs and you MO inis?
  21. Do you have any mods that modify the weapon decals such as EVE and/or any large texture mods? Only making an educated guess here, but the way you describe your problem sounds like the game refusing to go any further once it hits a limit of weapon hits. Perhaps your system is stumbling under the load?
  22. When you installed MO were you presented with the 'Which game to handle' option? If so what options were you presented with? MO will need to check the registry for those settings on initialisation and according to your logs the game is named in an 'odd' way. Is it a repackaged game by chance?
  23. On reflection I don't think there is an OpenSSL issue as such, skip that for the time being, I also completely missed the FOSE loading in the first log, so FOSE is being called. No excuse for those mistakes on my part, sorry for that. There was another user posting here with a similar issue of the launcher loading after the FOSE loader, though for the life of me I can't find it now, there might be an issue with the GOTY version, but that is just speculation by me. You have the original unaltered settings for FOSE in your ini, try adding the 'Close on start' option and see if that changes any behaviour. You might also remove the 'Start in' field, though that shouldn't make any difference, but considering the odd nature of this issue! If any of these 'simple' steps don't do anything you might need to look at the Win 8.1 permission settings and that may involve moving your install to non-UAC folders. The problem I have is my Fallout 3 GOTY edition is the disc version and doesn't need Steam so all my ideas are just that, ideas, I can't replicate any of this I can only go by what Skyrim and FalloutNV does for me.
  24. According to the logs you have an issue with some Qt files from another program causing issue. The lines at the start indicate a problem with QSslSocket and this is probably due to a copy of OpenSSL. If that software is aboslutely needed, check that you have the latest version, and update if not. If you can do without it, please remove it as it is overwriting some of the dll files used in the Qt framework. Next, you don't seem to be starting the game from MO using the FOSE loader, at least that is what the logs are showing. Lastly it seems Steam is being called from MO as part of the log activity, try having the Steam client already loaded in memory before initiating a Fallout game.
  25. It would be helpful if you can provide some diagnostic material fo us. Logs from the MO 'logs' folder, copies of the files in the active 'profile' folder, your ModOrganizer.ini and the paths to the software involved.
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