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GrantSP

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Everything posted by GrantSP

  1. Well I thought of that but FNV4GB and MO work with those Steam appids as well. At least according to the FNV4GB page they do.
  2. I had the same issue with 1.3.6 and Java and fortunately I know what is the fix. Despite having the same time stamps and the same version numbering, the FULL install files and the UPDATE file for 1.3.6 have a differing 'hook.dll' in them. The FULL 1.3.6 files have version 2.7.4 of the 'hook.dll' whereas the UPDATE has version 2.7.5. Installing this 'update' over the 'latest' install fixes the issue. I have left a comment on the Bug Genie report about this and the suggestion to use different versioning, such as 1.3.6.1, to avoid problems such as this.
  3. What Steam appid are you needing? Why is different to everyone else's?
  4. What I don't understand with all of this is, the way MO sets the invalidation BSA is exactly the same as all those old mods with their dummy BSAs and a text file to change some settings in the INI! MO's invalidation BSA is just another dummy BSA that has it's name recorded in the 'archives.txt' and the correct settings are set when you select it. bInvalidateOlderFiles is changed from 0 to 1 SInvalidationFile changed from ArchiveInvalidation.txt to nothing If there is something inherently wrong with MO's implemenatation, try renaming the BSA and setting the 'archives.txt' to look for that. I haven't played enough of any of the MO supported games lately to see any issues but just the few times I do load up a saved game everything looks fine, are you sure you have the INI settings set?
  5. It's also a good idea to run the Skyrim launcher from the desktop just to re-establish registry settings.
  6. In every MO managed game there is a folder called 'profiles' that contain sub-folders named after the profiles you have setup in MO. Opening that folder in explorer and examining the 'plugins.txt' will show you it contains this list of active plugins that was asked for. Simply copy that and paste here inside 'spoiler' tags or use a service like PasteBin.
  7. I think your understanding of what the logs are saying is correct. These logs are indeed showing the process of hooking and launching Fallout3.exe is not succeeding and the next executable in line is being called, FalloutLauncher.exe. Can you examine your ModOrganizer.INI, or look a the settings in MO's UI with the 'Executables' list, and see if the Steam appid is applied to any of the Fallout executables, fose, Fallout3 or the launcher? If it is missing, and most likely it is, what happens if you add it to the Fallout 3 exe? That's the field labelled 'Overwrite Steam Appid'. Additionally, just to make it easier for comparisons, can you make a new profile with ONLY the base game files, no mods, run the game and post those logs? Ensure you have MO managing archives checked in the new profile and all the BSAs are checked in the 'Archives' tab.
  8. If I'm reading that correctly, which may not be the case, it appears there are some updates for FO3 in Steam that need downloading. Try those and see what transpires.
  9. To save everyone that is looking at this thread for the first time I'll try and re-cap the situation. It isn't a new problem that might be due to the 1.3.x versions, it manifested itself while 1.2.x was still in active development It is only with this one mod and this one user (ie. no other users have reported this nor is it reproducible by others) It isn't due to a corrupted download or any other issue with the mod packaging The actual *.wav files can be called from MO and the default media player will play them When 'faked' bow sounds (actually a goat bleating) were used in a replacement package, it all workedIf I've missed anything let me know and I'll add it here. It justs makes things easier than going back through all the pages.
  10. Are there all the settings in the 'Executables' list for the OBSE, Launcher & actual game? You should have those three, assuming you have OBSE installed. Ideally from MO you would choose the OBSE as the starting method and that will launch the actual game, not the launcher. If you don't have OBSE, the game executable should be used and in this case the launcher is never called. If you are using an ENB or other patcher such as HiAlgo Boost, perhaps you have their inis looking to add the launcher as the preferred exe to run?
  11. I'm running a nVidia card and I can CTD when following your test settings. @Tannin did a whole lot of tests earlier this year with settings appearing in Skyrim.ini when they should be in SkyrimPrefs.ini, and vice versa. Are you using the settings as they appear in the MO INI Editor as a base? No [imagespace] settings were in my Skyrim.ini but I did have minimal in my SkyrimPrefs.ini. [Imagespace] bDoDepthOfField=0 iRadialBlurLevel=0
  12. Although you have posted it in the MO forum, because you are using MO, I don't believe this is strictly a MO issue, or an issue in general. MO, LOOT and Wrye Flash see these files as 'esms', you can tell that in Flash by the colouring applied to them. The 'issue' here is whether there is a reason for xEdit to list them in the editor selection window after esps, and if that will have an impact on any patches? I have no idea why that is the case and there have been a number of different posts with similar questions regarding ESMified esps in xEdit being placed this way, in none of them do I recall an explicit answer or can I find them quickly now. I will say this though, looking at the PN files in xEdit there doesn't seem to be any conflicts that arise from the positioning of them that way. I could be wrong, it was only a cursory look. Perhaps this question needs to asked in the xEdit (FNVEdit) forum?
  13. As the original thread still has all the pertinent details for this issue, there is really no need to start another. I'm going to lock this thread and would suggest you post any further information in the original.
  14. I get the same issue. Not sure why 1.4 is the selected naming scheme, the Nexus page seems to be using all the correct references. I can only assume there is some tricky HTML on the description page that is bugging out the 'Information' window.
  15. @DoubleYou Your on the ball yet again! Well done. I stupidly forgot to check if the default INIs I was using actually were 'Default'. They weren't, they were from my 'Default' profile but I had forgotten that I had made changes to the [fontS] section for the DarnUI. Later I had changed to having those changes in an INITweak assigned to that mod only, so that removing it would revert the fonts to vanilla. Sure enough this stupid mistake on my part meant my game was crashing because those fonts weren't there. So I better head over to the Bug Genie and confess my error to the master of all things MO! /*hiding head in hands and skulking away.*/
  16. Do you have those mods that contain these so-called 'missing' BSAs active in the left-hand pane? I can see you have them installed but they needed to have a checkmark next to their names in the left-hand pane so they are available for the game.
  17. Wow. These are great additions to the code. I wonder if we can get them to port over some of this to the other extenders? That missing masters code especially.
  18. One more that may not fall under the term acronym, but I use fairly often. I'll throw it out there and if it is deemed not to fall under this usage, that's fine, no problem in asking is there? %LOCALAPPDATA% -- C:\Users\{username}\AppData\Local Pretty common usage for me is in relation to LOOT and where it stores it's files. There's also a whole lot more Windows variables that might be useful but come up very rarely. EDIT On second thought, this probably doesn't need to be added. EDIT Just noticed when I input <username> as text in that string it got stripped out. Is that calling a BB Forum variable or something?
  19. The actual files used by LOOT to determine order are in: %LocalAppData%\LOOT\<gamename>\The variable used here usually points to C:\Users\<username>\AppData\Local The files in question are: masterlist.yaml and possibly userlist.yaml, if you have made edits to the metadata.
  20. Welcome to STEP @janissaire. Sorry, I'm having a hard time reading your post. If English isn't your first language try using Google Translate or just post in your native tongue and we can translate it. The descriptions of your settings are... very limited, and I'm even having a hard time reading if you are offering a fix or in need of one! Which version of MO is this for?
  21. @GSDFan can you get a crash with using only a minimal profile? ie. only the vanilla assets.
  22. Don't have my 'propeller hat', but I do have coffee. Ahh... coffee.
  23. I don't know whether to be dismayed by his complete disregard for other people's work or... totally amazed at the detective work of the one that found him out! Fantastic work.
  24. Update from the Bug Genie. @Tannin obviously takes much more care than I do in examining these INI files. When you see the error you will wonder how such an obvious mistake was missed when we looked. Anyway, in the INI, the PATH is shown as: gamePath=E:\\Program\\xSteam Games\\SteamApps\\common\\SkyrimNotice the extra 'x' before 'Steam Games'? This is the instructions from the report page:
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