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Everything posted by GrantSP
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Not sure if that is actually true, @expired6978 aka PurpleLunchBox, is the sole remaining maintainer of SKSE and has just added to it. I don't think there are any actual changes to the previous functions, thus no removal of any bugs. Having said that, it is a good idea to perhaps update the STEP instructions to use that version.
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There should be no impact on performance when you execute the game from MO as all the files that will be used have already been prepared for the VFS when you initialise the MO UI on start up, or when moving mods in the left-hand pane. As for the comparing of files in the filetree, that could probably be another UI feature that might be implemented, or allowing selection of files in both the filetree and the data tab of the right-hand pane.
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OBSE will not load when launching with MO
GrantSP replied to DiscipleDarkfriend's question in Mod Organizer Support
No. I have the latest MO version, 1.3.3, and everything runs just fine. No issues with OBSE or anything like what is mentioned in this thread, there must be another issue at play in your setup. -
Is that all the text from the error message? Fore has mentioned that a few users have reported that crash with an "Exception code # c0000005" and that it is related to a corrupted .Net installation.
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Mod problem, TES5Edit problem or LOOT
GrantSP replied to Halde's question in Other Utilities Support
I went for the simple option since you said you couldn't find it. -
I believe this a Steam generated error and usually results from the Steam client needing to be closed down and restarted after an update. You haven't provided any version info for Steam, FalloutNV or MO, so I will assume all is the latest. If not then I suggest you get all of those updated so we are all on the same page.
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Mod problem, TES5Edit problem or LOOT
GrantSP replied to Halde's question in Other Utilities Support
The option to set VSync in the driver should be handled by the software that accompanies your driver. Usually you can gain access to that by invoking the context menu in a Windows screen, such as the desktop, and selecting it there, for me it is NVIDIA Control Panel. Or via the Control Panel applet in Windows. Press the Start button and type 'control' and the options that have that in their name will show, your graphics card software will be among them, select it and change the settings there. -
Sorry... can't control myself... just have to make this observation. 'Immersive'!! How can you have an immersive horse? What is it with mod authors naming their mods with this adjective? Rant ends here. Normally transmission will now commence.
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Access denial is indicating another process has priority over the executable and it can't relinquish it to MO. Can you post your settings and your ModOrganizer.ini in spoiler tags? Some other process must be interfering, are you using any AV packages? The shortcuts that MO create are the same as those you can create manually. Can you create one with this in the 'Target' field "C:\Program Files (x86)\Mod Organizer\ModOrganizer.exe" "C:\Program Files (x86)\Steam\SteamApps\common\skyrim\skse_loader.exe" -forcesteamloaderChange the paths to point to the locations specific to your system and see if the access denied error results.
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Generally speaking, yes, that statement is true. Any asset can be positioned in the left-hand pane and therefore it doesn't matter too much in what order you install mods. However, all the STEP guides were initially devised before MO, so the order they are written is closest to what the final order should be.
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Mod problem, TES5Edit problem or LOOT
GrantSP replied to Halde's question in Other Utilities Support
Which version of LOOT are you using and do you have the latest updates for IE? They are needed for the rendering engine LOOT uses to generate the report. -
Mod problem, TES5Edit problem or LOOT
GrantSP replied to Halde's question in Other Utilities Support
Your OP says: "I got into my browser to view the detailed report". Did you do this from inside LOOT called from MO or are you viewing the report in a browser outside LOOT? You may be viewing an old report. -
Mod Organizer support for Caliente's TexBlend
GrantSP replied to Curuedhel's question in Other Utilities Support
The forum for Caliente's Texture Blender has a posting by a user called @notThePiper that provides the details needed to get this tool running in MO. It is (at the time of this post) about half way down the 1st page. It is basically just a reminder that after installing this package, I placed in its own folder in a dedicated folder I use for all my mod tools: C:\Games\Utils\TexBlend\ and then inside MO adding the executable: TexBlend.exe to the list of executables. I just did a basic test of blending a texture and the result appears in the 'Overwrite' folder. -
Common CTDs, Freezes, ILS and memory issues
GrantSP replied to hishutup's question in General Skyrim LE Support
Deleting the ini files in 'My Documents' will have no impact on your already created profiles in MO. So don't even bother with them. Each time you create a new profile MO copies the contents of those ini files and creates its own versions in that profile's folder. These, the 'My Documents' files, shouldn't be touched and left exactly as the game creates them. Either delete the ones in the current profile or create a new profile to test if the ini settings are corrupted somehow. The 2nd option is the better. Since you initially spoke of the map key crashing the game, have you changed that key assignment to anything non-vanilla? Do you have a standard keyboard and language setting in Windows? Have you checked that a comlpletely standard game with NO mods at all does this? If working backwards from what you currently have setup is proving fruitless, work the other way. Start from a basic install and add what you believe to be the problematic mods until the CTD happens, then remove all but the last installed and check to see if it just that one or a conflict with a previous. -
Is there a way to make MO compatible with sandboxie?
GrantSP replied to Mikiy's question in Mod Organizer Support
My take on this is, using a security sandbox on a gaming system is a bit 'over-the-top'. All the tools used to mod games and their assets have been around for many years and some are even open-source, any potentially harmful code would have been found out by now and quickly rooted out by the gaming community. Modders are a particularly obsessive bunch and I can't imagine any harmful tool still lurking around the traps. ModOrganizer, LOOT, xEdit, FNIS, NifSkope, BSAopt, DDSopt, etc. are either in active development or have been left in a state that would expose any malicious code. Now, having said that, probably the biggest obstacle that will confront you using Sandboxie is the fact MO 'tricks' any tools used in it to see a file structure that doesn't exist in the actual file-system of your computer. Those tools will be looking at a 'fake' file-system, when Sandboxie is set to protect the 'real' file-system. Is there a way to configure it to take this into consideration? Maybe, but I doubt it. I think what will happen is Sandboxie's 'fake' file-system' will not be seen by MO's and in turn MO's will not be seen by Sandboxie. Knowing the extent of your tool's reach might be the safest way to be secure on your game system. I don't know of any common modding tool that makes use of the registry to store hidden details about its workings, the only ones that do use the registry, like NifSkope are only following standard Windows protocols about setting application settings. Any tool that stores settings outside its install folder details that location clearly in the documentation. LOOT is an example. Frankly, I'm more wary of the way Steam goes about its updates than any tool I use. It just makes changes and has setttings stored in obscure locations that need a bit of Googling to find. -
Dynamic Distant Objects LOD - pre 2.xx
GrantSP replied to sheson's question in DynDOLOD & xLODGen Support
Sheson's genius is only surpassed by his humility. -
Let's see if we can sort this out. Skyrim.exe, and the corresponding *.exe files for all the other games xEdit works on, is a necessary file that adds hard-coded records found in the game's executable. It is generated by xEdit based on the file: Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat As for the screenshot and your confusion, are you asking why the four other RealisticWaterTwo files are also bold and why xEdit (the generic name for TES5Edit) is asking if they can be saved? If that is the case it is because during the merging process FormIds are renumbered in those files so that when they are merged the resultant merged file, in this case: RealisticWaterTwo - Merged.esp, is correct. Simply uncheck those other plugins and save ONLY your merged file. All of this is plainly stated in the Merge Script mod page and @Mator's documentation and videos
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Mystery ENB settings files appearing in Skyrim folder
GrantSP replied to aaltair's question in Post-Processing Support
Do you use any 3rd party tools to manage or edit ENB settings? They look like temp snippets that aren't deleted after editing.

