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Everything posted by GrantSP
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fnis FNIS version 5.3 - Error(53) cannot access file
GrantSP replied to toonfan's question in General Skyrim LE Support
If you notice in the FNIS discussion page, @fore has conceded that this 'Error 53' is not specifically a MO issue and has in fact posted an apology in the MO forum page. He and I have looked at the steps needed to install and use FNIS in MO and there is now instruction on the description page detailing the very simple steps needed to do so. Any issues with FNIS not running properly, either in or outside of MO, are now down to user setup errors. -
Having only learned about it recently after being attacked by someone that 'neg'd' most of my posts, I'd be happy to see it go.
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SKYRIMLE Delarics Conditional Combat Music (by Delaric)
GrantSP replied to Muladhara86's topic in Skyrim LE Mods
If I may add to @keithinhanoi's great post (BTW, if you want to learn a lot of things quickly, you can't do anything wrong by just following Keith's posts, he has a knack of explaining complex tasks very easily.), there are actually 'back' & 'forward' buttons in the editor. They are the two small curved arrows in the top-right hand corner. They change colour when there is a viewed page in the cache to go back to. -
Failed to initialize vfs: bad allocation
GrantSP replied to drkalbar's question in Mod Organizer Support
Out of curiosity, just how did that file become 'changed'? Was it something you were doing or did it occur due to some other means? Also, I'm finding it hard to believe a script that was used just to install the game was causing issues with how the assets were loaded by MO! -
Transparent underwater in 1.3.3, but not 1.2.18
GrantSP replied to CaptainArgo's question in Mod Organizer Support
If you start the game from the desktop shortcuts for either Skyrim or SKSE, they will use the ini files found in the 'My Documents' folder. When you start the game from MO the ini files used are in the current profile's folder and there may (should) be differences in the settings. -
Mo wont recognize my newly downloaded dragonborn dlc
GrantSP replied to biglost3601's question in Mod Organizer Support
Ok, let me firstly say, using both MO and NMM is not supported here as they employ completely different methods of managing mods and doing so will likely cause many issues with your game. But, that isn't really the issue here I think. When you first installed MO there were a number of files generated and stored in the MO folder that defined the game as it existed at that point. I'm not aware of an UI method of re-checking the installed vanilla game files other than removing that install and re-installing. So if there is and someone else mentions it, please follow their advice and not mine. Anyway, it should be a simple case of removing the existing installation, but preserving your 'downloads' and 'mods' folders and your ModOrganizer.ini and re-installing MO again. That should then re-initialise those files and list all the vanilla DLC. I'm not sure if anyone else has ever installed MO and then afterward loaded the DLC, you may have come across an issue that might need adjusting. -
You don't have to normally, 1.3.3 is still in beta development and with some users' systems there has been that issue. If you just want all of MO's goodness and none of the 'testing quirks' you could try 1.2.18.
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So just how does Mod Organizer handle the right plugin pane?
GrantSP replied to myztikrice's question in Mod Organizer Support
@GSDFan Good point. My mistake. Sorry. -
ENBoost CTD Before Bethesda Title Screen
GrantSP replied to Lt_Ballzacki's question in Post-Processing Support
Welcome to STEP. First off I would say you should check that a completely vanilla Skyrim with no mods or ENB works at all. I only say this because you were running a pirated copy, glad you did the right thing and bought a legitimate copy, and there might be traces of that pirated copy left behind either in the file-system or the registry. Then if you are absolutely sure the game works, then examine whether there is an issue with the specific binary used by that ENB. The fact the OS is throwing that error message about Skyrim not working, as opposed to the game just CTD or refusing to run, indicates to me one or more of the expected binaries used by Skyrim are either of the wrong version, somehow corrupted or missing. -
Use DDSopt or BSAopt instead or even BSA Browser. These tools are all you need if you only want to browse BSA files and they never make any changes to the installed files in your system.
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LOOT and MO Sorting Plugins Differently
GrantSP replied to Tyler799's question in Mod Organizer Support
If you are following any of the STEP guides then the order those mods are presented for install is pretty much what you want. -
So just how does Mod Organizer handle the right plugin pane?
GrantSP replied to myztikrice's question in Mod Organizer Support
@GSDFan That's not technically true. MO does make checks for missing masters and will indicate such with a 'yield' sign in the "Flags" column and a textual message in the the tooltip that displays over the plugin in question. I've tried to look into this but as I currently don't have PerMa and I don't know where that 'Wind Destruction' mod comes from, I can't actually see what is going on. Based just on what @myztikrice is saying, there does appear to be something odd happening. Getting to the actual point at hand, all these tools, LOOT, xEdit, Wrye Bash & MO all ostensibly use the same method to query plugins and determine masters. At this stage the only thing I can think of is perhaps a circular query made by one of them which views this plugin as having its masters active because the masters of that master are active. ie. all that is needed in the middle master is catered for by the first master. Purely speculation and based on nothing but conjecture, but that is all I ahve at this stage. Can you post a link to that Wind Destruction mod and I'll install PerMa and do some further examination? Could you also tell me which version of xEdit (TES5Edit) you have installed? The only other thing that comes to mind is the actual patch you created. Does it have this 'Wind Destruction' master included and is it also active when either using xEdit or running the game? Where does it fall in the LO? I'm assuming very late if not last. -
Wow, couldn't find this thread before I mistakenly made a new one, and on top of that, I've already posted in this thread before!! Anyway, only wanted to mention that @Mardoxx has posted the possibility of a version 5.0 coming in the future.
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I must have done half a dozen searches for SkyUI and not once did that thread show up! :O_o: Maybe because it's part of the STEP Anthology thread? Who knows? So let's let this one die a silent death and I'll mention the new version coming in that one.
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SkyUI SkyUI is a mod that aims to improve Skyrim's User Interface by making it easier to use with mouse and keyboard, less wasteful of available screen space, and nicer to look at. Current version is at 4.1 NB. The only reason I created this new thread is, firstly I couldn't believe it wasn't here in the first place. (probably just an automatic choice for everyone) And secondly there is apparently a version 5.0 arriving in the not-too-distant future.
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Like I said, I had no idea about this 'problem' or the 'fix(es)' before seeing this thread so I'm well aware my take on it could be way off. All I did was see the linked post with the edits about adding in the keywords: LinkCustom09 & LinkCustom10 to the script and then checked the source for the USKP version, saw that included and thought, "okay they've included it!". So as far as I'm concerned, this whole thread is a great learning experience. Keep it coming.
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I will confess I had absolutely no idea about this before reading this thread but, according to the latest USKP, the method employed by @keithinhanoi to reduce the Papyrus spam is included, so I can't see why the separate fix would be needed.
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LOOT and MO Sorting Plugins Differently
GrantSP replied to Tyler799's question in Mod Organizer Support
@cds20 is correct, the warnings presented by MO are for the left-hand pane, and the message actually says as much) so it has nothing to do with the order of your plugins. Regarding LOOT and MO's 'Sort'. Best option is to use just one and don't mix them around. If all you want to do is sort your plugins and aren't concerned with making changes to the metadata, use 'Sort'. If you want to have full control over your list and make metadata changes as you see fit, use LOOT. Especially when latter versions are concerned, switching between the two will cause errors in the masterlist.yaml used by these tools. -
You're not giving a lot of info here so I will be as generic as possible. If the backup files are just renamed versions of files that have been edited somehow, then yes, renaming the extension to *.esp should work. However, I have no idea what CK.esp is, how it has been edited or with what, and whether those files are in fact previous versions of that file or just snapshots created during the process of them being modified. If what you mean by CK .esp is any plugin created with the Creation Kit then the same answers apply. If they are just renamed backups, rename them correctly. If they aren't then you will need to find the originals. Hope that helps somewhat.
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Hey Nick (and your dad), welcome to STEP. Since you state you came here via watching the GamerPoets videos, I'm assuming you also watched his great tutorial on how to get ReProccer style tools installed into MO? Just to recap. All the proccer patches must be generated via a Java tool that is installed correctly and called via MO, to ensure the VFS used in MO is seen by that tool. MO cannot use 64bit programs so if the only Java Envorinment you have installed is the 64bit version you will need to install a 32bit version as well. Anytime you make changes to the load order it is good practice to re-run these tools to recreate the correct patches. Your fears about installing mods fruitlessly is unfounded now since MO makes no physical changes to the Skyrim Data folder and you can safely move/delete/add mods as much as you like without wrecking any previous installations. This means your safe backup of your modded Skyrim is actually not needed and will mess things up if you restore it. Sorry!So, if you haven't already, re-visit those tutorial videos and read the wikis here in STEP and see where you may have missed anything.
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I'm not sure if this is real or not. April 1st has been and gone here in Aust. but you guys in Nth. America are still in that time. Is this a hoax or some amazing scripting trickery? It looks real, but so did those bigfoot videos!
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Unable to Proceede Past Main Menu Using SKSE
GrantSP replied to Tyler799's question in Mod Organizer Support
Running ANY tool outside of MO will produce undesired effects to you modded game. None of the 'installed' mods actually exist in Skyrim's Data folder and these tools just won't see them. Simply uninstall your LOOT and re-install it into the C:\Games\ folder (copy/paste may not be the best option). Set the executable to be run from inside MO and try again. You may have to delete the existing settings LOOT established by deleting the LOOT folder found in your <UserName>AppData\Local\ folder. This statement concerns me: "(took some work since I moved the skyrim installation)". Many tools look to the registry to establish a valid Skyrim installation, if you have incorrectly moved this, or moved it after those tools have already used the previous registry settings, then you will have issues.- 18 replies
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Unable to Proceede Past Main Menu Using SKSE
GrantSP replied to Tyler799's question in Mod Organizer Support
Start MO and make sure all the settings are pointing to the correct paths. Create a new profile with minimal mods and start the game. If it was UAC issues then skse should load the game.- 18 replies

