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GrantSP

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Everything posted by GrantSP

  1. If the options you choose require disabling plugins, WB will do that. If your options don't require it then there will be none disabled. Bashed patches are different for each user so the instructions aren't wrong, just specific to one case.
  2. I think you're confusing bashed and merged patches. Any records in your bashed patch are simple edits of those in other plugins, those original plugins need not be removed from your load order. A bashed patch is a simple plugin that manages differences in records from different plugins so that your game uses the correct set, not necessarily the last set of records. ie. those that would have won a conflict. A merged patch is what the name implies, a patch of two or more plugins into one that is used to lower the number of active plugins in your load order.
  3. Next time zip it into an archive or use PasteBin. All that I can deduce from this is the Fores New Idles in Skyrim - FNIS mod is where the new FNIS output stuff has gone. Unrelated. You have a lot of unmanaged stuff which indicates mods installed outside of MO. Also a number of mods are named in such a way that requires MO to fudge their names. e.g. Shezrie's Hearthfire Kitchens and Greenhouses which is done to fix the use of apostrophes in your names. As I mentioned before try to avoid the use of extended ASCII in names. Lastly what is: SKSE (Overwrite)? None of this is important to finding where your FNIS output has gone, just observations in my part. If you still have animation issues, remove FNIS completely and install a fresh copy and redo them.
  4. Expand the records contained in the patch and see what is added. The actual steps involved are just basic xEdit techniques.
  5. If your bashed patch was enabled when you were redoing it then the plugin in MO's right pane has been updated. If there was no active bashed patch in MO's list then it should appear in the 'Overwrite'. Do not judge change simply by timestamp or other OS level methods. Look at the plugin in xEdit to verify what has been added/removed.
  6. Is that all the logs you have? Where is the VFS log?, named like: ModOrganizer_17_11_16_01_14.log
  7. Post your logs please.
  8. C:\#1 - GAME - STEAM -\steamapps\common\Skyrim\Mod Organizer\mods is the left-hand pane! If it's there it is also in MO's left-hand pane. You may need to refresh the pane to make it visible immediately after creation.
  9. Not sure what you mean by a FNIS FILE. When you run FNIS there should be a lot of files generated in the 'Overwrite' folder from which you create a new mod via the context menu and that mod is a folder listed in the left-hand pane. You should either delete it and run FNIS again or simply overwrite it with the new FNIS output.
  10. I have to question your use of extended ASCII in your path and file names. C:\#1 - GAME - STEAM - seems like a very bad idea IMO. It is quite possible that MO or even Windows itself is having difficulties parsing that path name. Likewise FNIS(Generated) may need to be renamed to just FNIS - Output, or similar.
  11. Ohh! a Discord invite. I can't resist those.
  12. I have never used that setting nor seen anyone ask about using. TBH I have no idea why that option is available, I see no benefit from having it active. I think I might ask the MO devs to see about having these settings logged so we can easily see what is enabled. Thank you for testing it out and supplying the full detail. This is very much appreciated.
  13. Ah sorry I missed that point you mentioned about the Unofficial Patch. I was hoping it was something simple that we missed. I'd like to see your tests with another machine because I cannot replicate it with my setup and we share the basics: OS, directory structure, software versions etc.
  14. MO2 is now in a very stable beta phase and I have high hopes for it in the future. I've been testing it with all my games, 32 and 64bit ones, and it works like a charm. Just had a brain wave. You're using the Unofficial Hi-Res patch also are you not? Are you also disabling that along with the official patches?
  15. To test your issue I use my base install that has just DarnUI and iHUD, I'll remove those and see. EDIT: Removed all non-vanilla UI mods and retried with the same result.
  16. Well this is truly odd. Your logs show nothing wrong at all, in fact I think the only thing I can advise now is to move the MO install into a folder directly off the root drive. Posssibly the folder: Program Files is getting recognised by Windows as a UAC folder and it is again interfering with LOOT and MO. From the look of it that folder is of your creation? Not a Windows default one? Other than that you could also go back to LOOT 11 and stick with that until 13 comes out. Just to clarify that odd LOOT error message only comes up when you have MO manage assets and disable the dummy plugins?
  17. Can you check your MO settings and ensure the log level is set to "debug"? If not, enable it and post another log with just the vanilla assets in a new profile, ie. all the DLC and Hi-Res stuff and nothing else. (This is just to cut down on the size of the log.) None of those logs show any DEBUG listings which will be needed for me to see what is/isn't loading. Where the line reads: INFO (18:21:49.0255): working directory: G:\Program Files\LOOT INFO (18:21:49.0255): injection done There should be a slew of lines listing various things that all start with: DEBUG.
  18. Yeah everything is installed as far as the reqs and setup is concerned but for whatever reason it just will not get pass my character falling unconscious and then the UI becomes unusable.
  19. As I've noted in that GitHub issue, there is no inherent difficulty in running LOOT via MO. Yours is the first report of this nature and without your MO logs or other such diagnostic info it will be hard to see what is different in your setup.
  20. Well sorry I just can't get it to work. All the settings show it is operational, all the onscreen messages indicate it is active and the correct settings are applied but whenever I die, go unconscious, I just remain fixed where I am and unable to move or access my pipboy etc.
  21. What options did you choose and how exactly is it supposed to operate? I installed this and immediately went to Springvale school after exiting the Vault and upon death I get the message that I'm unconcious but the view just stays where it is and I'm locked out of the UI. Needless to say I couldn't check your missing texture marker out. However there aren't any textures in this mod that overwrite others, or are overwritten, as they are all in their own sub-folder, so I am not sure why you are seeing that.
  22. Yeah i use 1.3.11 for all the 32bit games. I have been testing the MO2 2.1 versions and they are coming along nicely. Stay tuned for those. I'd reckon it may be either your mouse or graphics drivers that may be playing badly with MO. As I said the Qt framework has been known to be flaky. You just happen to be getting the rough end of the stick more than others.
  23. Something on your system may be affecting it as I am on the exact same setup as you and it works fine for me. Keep in mind drag&drop in MO was always a bit flaky, likely due to the weird way Qt framework handles things. Is the drag&drop failing only in the left pane or can you do it in other panes? ie the archives and plugins tabs.
  24. You have a ton of mods, and saves will need to have exactly the same load in the same order to avoid issues. It's not impossible but it will need a bit of work to do so. Curious as to why you're only now using MO when you've obviously been playing this modded game for some time. You have a lvl 89 character! You don't get there in a few hours. MO 1.3.11 has been used by 1000's of users for many months now with no issues, you are not likely to see what you have described if you mod your game using MO from the start.
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