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GrantSP

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Everything posted by GrantSP

  1. You will have more answers for this in GitHub, indeed there is already one response before I read this, so I am going to leave this open but you should look more often in GitHub for issues with the latest development releases.
  2. 'arguments' are extra instructions that added to the programme when you call it. Have a look in the section of my INI above at the lines called as such. e.g. 8\binary=D:/Games/Utils/Merge/MergePlugins.exe 8\arguments=-profile FNV translates to this if you entered it on the commandline: MergePlugins.exe -profile FNV
  3. Did you download the FO3 equivalent by mistake instead of the FNV link which is in the title? RagdollsAuthor: KiCHo666Version: v3.02Requirements: NVSE, MCMFallout 3 Equivalent: Ragdoll Overhaul FO3 EditionThis mod overhauls almost all ragdolls in the game, as well as adding headtracking to a lot of creatures that lacked it.
  4. Try creating a folder called: Tools either off the G: drive or another drive and move MO, LOOT, xEdit, LODGen and MergePlugins to folders under that. Try and avoid using folder names with the version in them. e.g. G:\Tools\MO \xEdit \LOOT \Merge \LODGen This is a snippet of my MO INI with those tools: 5\title=xEdit 5\custom=true 5\toolbar=true 5\ownicon=true 5\binary=D:/Games/Utils/xEdit/xEdit.exe 5\arguments=-fnv 5\workingDirectory= 5\closeOnStart=false 5\steamAppID= 6\title=LOOT 6\custom=true 6\toolbar=true 6\ownicon=true 6\binary=D:/Games/Utils/LOOT/LOOT.exe 6\arguments="--game=FalloutNV" 6\workingDirectory= 6\closeOnStart=false 6\steamAppID= 7\title=FO4Edit 7\custom=true 7\toolbar=false 7\ownicon=true 7\binary=D:/Games/Utils/xEdit/xedit.exe 7\arguments=-fnv 7\workingDirectory= 7\closeOnStart=false 7\steamAppID= 8\title=Merge Plugins Standalone 8\custom=true 8\toolbar=true 8\ownicon=true 8\binary=D:/Games/Utils/Merge/MergePlugins.exe 8\arguments=-profile FNV 8\workingDirectory= 8\closeOnStart=false 8\steamAppID= 9\title=Mator Smash 9\custom=true 9\toolbar=true 9\ownicon=true 9\binary=D:/Games/Utils/Smash/MatorSmash.exe 9\arguments=-profile FalloutNVProfile 9\workingDirectory= 9\closeOnStart=false 9\steamAppID= 10\title=FNVLODGen 10\custom=true 10\toolbar=false 10\ownicon=false 10\binary=D:/Games/Utils/xEdit/xEdit.exe 10\arguments=-FNV -LODGen -o:\"D:\\Games\\FNVLODOutput\\\" 10\workingDirectory= 10\closeOnStart=false 10\steamAppID= 11\title=WryeFLASH 11\custom=true 11\toolbar=true 11\ownicon=false 11\binary=D:/Steam/steamapps/common/Fallout New Vegas/Mopy/Wrye Flash.exe 11\arguments= 11\workingDirectory= 11\closeOnStart=false 11\steamAppID= Notice i have one install of xEdit and by using arguments in MO's settings I can call as FNVEdit or LODGen or indeed for other games. Also arguments call LOOT and MergePlugins with FNV as the selected game saving one step upon loading. Additionally I have been running Windows 10 for some time now and I have missed ALL the so-called problems that it is supposed to have called, with the one exception of the RAM allocation in DX9 which is now fixed. You'll need to refresh my memory as to what your plugin cleaning problem is and also the bash tag issue.
  5. Can you post your MO INI and also let me know where all your programmes are located? I generally advise against running MO or tools called from it as admin, but with your issues that may be the least of your troubles.
  6. You must call xEdit from MO to allow it to edit your modded game. There is no other way to get it to "see" where your game resides. MO is tricking all the tools it runs to use paths to folders that exist only in memory when MO's VFS is active. Any issue with files not being accessed is most likely a permissions issue. ie. Your tools or MO or the game itself is in a UAC folder under Windows strict control.
  7. That's interesting, I'm going to post a question in the Gog forum asking why?
  8. No, you're not screwed. You can easily move the entire MO folder out into it's own location. It does sound increasingly like permission issues.
  9. Welcome to STEP @ichinzen Please post your logs, either inside spoiler tags or by using PasteBin or similar. SkyrimSE needs to be run at least once to set the registry settings which MO2 then uses to "see" it. It makes no difference where MO2 is installed but preferably in a folder away from Windows' UAC folders, like "Program Files (x86)", and also in a folder away from the actual game folder is preferred. Not sure what you mean by: I'm assuming you mean something other than what "delete" actually means. Perhaps "quit or exit".
  10. In discussion on the Discord about the Retexture mods by @QuasarX, @Roy mentions some of the textures are stolen. In light of that do think perhaps a re-think on their use is in order? I have no definitive knowledge on which textures they are, but I trust @Roy, if he says so, then they are.
  11. Welcome to STEP @The_Vincent Have you run FNV at least once to initialise the INIs and the registry settings? After doing so FNV will then use the copies of those INIs in it's own profile system.
  12. So, if I'm now understanding you, the error message is from xEdit and regardless of your choice, the plugin is still updated. Sounds like a case of internal file management between xEdit and MO referring to differing filenames but the end result is still correct. nb. You shouldn't need to re-download any mods if the merge process borks. Just reinstall them from MO's download tab. To be sure I just redid my merge of Advanced Recon mods and then applied the "Generate BASH tags" script and no errors were shown. Must be some odd setup in your machine that is causing this odd behaviour. All my game tools such as MO and xEdit are in a folder that is not UAC and it is alos away from the Steam install. No programme runs as administrator on my machine which is the latest patched Windows 10. (Though I have heavily edited my install of it to remove Microsoft's data mining tools. See this.)
  13. Please outline the exact steps you took to: merge the plugins add bash tagsAccording to the error message you posted the plugin is incorrectly named. It contains:.save.2017_12_25_13_39_12. Mostly likely this is the xEdit backup of that merge and you are trying to add tags to that, not the actual plugin. Until I know exactly what steps you took though I'm just guessing.
  14. Well done @Greg!
  15. Welcome to STEP @jessieca Not seen that specific issue before but I'll take a stab in the dark and say when you 'coc'd to Whiterun the engine was still generating the terrain or something similar. I'm not a big fan of 'coc' myself. I understand that it is useful in certain situations but it also is the cause of some issues. If you wish to avoid the whole carriage ride rubbish Bethesda decided to foist upon us, you could either install Alternate Life or you could just make yourself a drink/sandwich while it is on. The engine is running a lot of scripts during that phase and skipping through it may mean some are not correctly exited or those that need to start are not getting started. Likewise disabling mods with a lot of scripts until that is finished is also recommended. Since you have minimal mods though that isn't necessary.
  16. ... and the apocalypse has been averted! Read my post in the other link about how the masses managed to move the opinions of many and slowed ModDrop's usage.
  17. Well a new day and apparently she has reconsidered her stance and... they're back up. I think this was a good case of mustering the troops around a banner and actually getting results. ModDrop still exists but it's 2 main supporters have backtracked due to the outrage from users and authors alike.
  18. That being the case I think what you have is mod conflict more than an issue with MO. Somewhere, somehow one or mods are conflicting with one another and this is causing your saves to store corrupted data, ie. records are being incorrectly assigned and not according to the scripts etc. that are supposed to edit them.
  19. Ah... I had already posted this here but nevermind, the more people see this the merrier. Also noticed your page is starting to flood with morons ranting over things they have no idea about. Hope you have the stamina to survive this.
  20. Here's a link to the Reddit post where she outlines her reasons for doing so. All STEP users should be aware of this because the underlying reason it is happening is due to pseudo-pirate sites like ModDrop that try and circumvent ownership of these mods. The next time you come across a YouTube video or a guide on installing mod lists that encourages this sort of behaviour it is your obligation as a STEP member to call them out for piracy. Also @Michael of GamerPoets has also created this to highlight the criminality of ModDrop.
  21. Are you running the game by calling SKSE from MO? There should also be a save game named similarly but with a *.skse extension. I don't need it, too many extra mods I'd need to load to test it in game. Just curious that is being created. If you create a new profile with a subset of those mods does this behaviour also exist. The logs do not indicate any issue with MO as all your mods are shown as installed and loading.
  22. Welcome to STEP @gmg2dave Please post your logs and a copy of a save here. Use either a service like PasteBin or place spoiler tags around the log and zip the save game.
  23. MO should by default provide the same name for ALL files grabbed from the same Nexus page, but if it doesn't then yes, you need to make sure they are using the same name and then merge.
  24. Beyond Boulder Dome: After downloading ALL the named files with MO. install the first one and use the name "Beyond Boulder Dome". Then install each of the others and select 'Merge' when prompted by MO. New Bison Steve Hotel: Make sure you have fully expanded the path in MO's install dialogue. This mod is packaged in a very odd manner with the correct plugin nested 4 levels deep. https://postimg.org/image/sfs30478d/
  25. Here's a new one for you. https://discord.gg/UjzypG
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