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GrantSP

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Everything posted by GrantSP

  1. Same thing again as with the Unique Weapons. Best option before you do anything is, once you have your STEP profile set up according to the guide, open the 'Profile manager' window in MO and make a copy of it and then add in these mods to that new copy, not the STEP one. That way if you do stuff something up (not that you should ) you can just delete that and make a new copy from your working base STEP profile.
  2. This is another mod that installs fine with the 'external' fomod installer and craps out badly with the 'internal'. Go to 'Settings' -- 'Plugins' and select Fomod installer in the list in the left. Double-click on the 'enabled' text in the right and change the option from "True" to "False".
  3. */respectful cyber hug offered/* If the big issue with the site is the unwarranted comments, you could always leave the hosting there and just disable comments, perhaps directing them here. That way users that actually want to get support or ask genuine questions might come, and those that 'just out for blood' will stay behind.
  4. I've got Better Cities installed and I didn't use OBMM. Last time I tried the BAIN installer plugin kicked in and it just installed. Mind you it has been months since I actually looked at Oblivion and I didn't examine all the cities to see if there was anything missing, but I can't see any issues in MO.
  5. Check out this issue in the Bug Genie about the boss32.dll, @Tannin released a patch file for the user that filed it, maybe it will work for you also.
  6. @Tannin is currently not looking at doing too much with the installer plugins. His primary focus is on core fixes and he has stated he wants others to see if they can fix plugins. Since the 'external' plugin does the job, it will probably be some time before any work is done on the internal one. @alpham21 Got to the 'Settings' and change the 'FOMOD' installer option 'enabled' from "True" to "False". This should also work for the 1.2.18 version. I suggest you try the 1.2.18 version before going to the 1.3.4, the new version is a little bit different and if you're not too familiar with it it may be tricky. If you want to try it though, you will get just as much help as with the 1.2.18 version.
  7. MO 1.3.4 using the 'external' installer works fine. The 'internal' installer does fail though. The install results in an empty mod no matter which options you choose.
  8. @hishy About TMM or not, I'm currently in a discussion with a user on the MO forum about using TMM to install OMODs and we both found the current version very buggy compared to an old OBMM. If all we want to do is install a couple of OMODs the simpler OBMM might be a better option.
  9. Just look at the quality of presentation @Chesko puts into his mods and his websites, that is the work of a skilled and thoughtful modder!
  10. Who 'plays' games anymore? I thought you just install a mod, test it, rinse repeat!
  11. Too efficient! Well done. Maybe one day I can do some of these?
  12. OTOH "on the other hand"
  13. In the forum window you will often see acronyms with a line of dots underneath, such as this example of REGS. Mousing over that will reveal a tooltip that shows what that acronym stands for. From the couple of posts you've made so far I think there may be issues with your MO setup. Could you post here in spoiler tags your ModOrganizer.ini and your mo_interface.log?
  14. That's why you're the programmer and I'm just the lackie.
  15. Okay, let's clear up something first. The mod you linked to is a texture replacer, but it isn't packaged in a BSA so Archive Invalidation has no bearing on your situation. Now, in your posts you have stated: " I coppied(sic) the laser rifle mod to the FO3 data dir - started the game - textures work. For both, body and gun." Obviously this will work because those assets are physically in the FO3 Data folder and the game engine sees them. The problem arises perhaps for two reasons. 1) The mod is packaged poorly and if you just clicked 'Ok' on the MO install dialog instead of opening the 'Manual' option, the assets will be added to a secondary 'Data' folder under the 'actual' Data folder in MO's VFS (virtual file system). This can be checked in MO by double-clicking the "Laser Rifle Hi-res Retexture" mod in the left-hand pane, to show the 'Information' window, and viewing the 'Filetree' tab. The file structure will show th top listed folder as 'data', which is incorrect. Removing this mod and re-installing it correctly will fix this issue. 2) You simply have this mod in the wrong position in the left-hand pane and it is losing in the 'conflict' with another mod. Again, examining the 'Information' window and this time viewing the 'Conflict' tab will show which mods are providing the same assets as this mod and which is winning. In this case, using the 'Clear and Present Danger' guide's setup, 'FWE' and 'Hall of Weapons' provide the same files as this mod. (This mod also adds hi-res normals) As for your other texture issues, I would assume similar installation or left-hand order problems are to blame.
  16. Welcome to STEP. Could you elaborate a bit more please on what happened? I'm assuming by 'master files' you mean the vanilla files: Skyrim.esm, Update.esm, etc. What were the steps you took to install the Unofficial Patches? Where did you see that the master files have moved? Inside MO or in a Windows explorer? Worst case scenario, all you will need to do is verify your installation with Steam and any 'lost' files will be replaced. That probably won't be necessary though as anything in the 'Overwrite' folder can simply be moved back to its original location. We do however, need to know how/why they moved in the first place.
  17. As this Bug Report shows, unfortunately this is an issue with Steam and can't be handled with fixes made to MO, FOSE or any other 3rd party tool.
  18. Yeah, that'd do it.
  19. SRB has hit the nail on the head, accepting donations is an 'opt-in' affair. Nothing outside parties, like MO or STEP, want to do can work unless the author has first initiated the system. I'm fine though with MO taking me to a PayPal page if I click an icon next to an installed mod. I actually think that is better than MO handling the payment code itself. It is a vastly different matter to an endorsement change and the less intermediary code the better.
  20. The problem, as I see it, is there needs to be a centralised support network on the hosting site in question. The ad-revenue would need to be directed from the ads to a central deposit then forwarded to the individuals. I see no practical way for individuals to host ads on the page of their mod. To do so would require directing revenue to their own servers, etc. I would love to be shown a way that does work for individuals. Now since Nexus has explicitly stated they don't want to go down that path, and I assume most other mod hosting sites are in a similar situation, ad-revenue couldn't be implemented. Every solution that adds another layer of support/control to the financial stream will hinder the final outcome. We are talking about such minuscule amounts that they will be absorbed by the administration before they flow to the author. Admittedly, there are some great mods that all of us wouldn't think twice about giving a couple of dollars to, and they will benefit from whatever system is in place, but for that small mod that is equally great but minor in its workings, are we going to reward the author in the same way?
  21. Classic!... never laughed as much. Thanks z, you made my morning.
  22. The code needed to check for the 'Donate' button would be minimal to say the least. That button is merely another UI element on the Nexus web page and it can be queried in exactly the same way as the 'Endorse' button. The only difference being it is only added IF the mod author sets that option, thus needing a bit more code to check for its existence before querying its status. A small icon added to the 'Flags' column, in the same way as the 'Endorsement status', would not be intrusive.
  23. Have you started Skyrim at least once to generate the default ini files before creating your MO profiles? If the ini files used by MO are not configured correctly, comparing them to those you have when you start outside of MO will not help. In your OP you said you modified the ini files (by the way, NEVER edit the skyrim_default.ini), were these the files in your My Documents folder of those in the MO profile folder? These are the ones used by MO.
  24. The preferred location for MO is in ANY folder that isn't under Windows UAC, such as Program Files, Program Files(x86) or in a Steam sub-folder. It makes no difference to performance or acces to files other than avoiding potential problems with access rights caused by Windows.
  25. Which mod are you using for testing? All my bsas were extracted when I installed this guide. But the only laser rifle mods in the guide don't come packed with bsas if I remember correctly.
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