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GrantSP

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Everything posted by GrantSP

  1. Ok, I just installed the mod and you shouldn't see any conflicts because the mod has it's textures\meshes in a named folder separate from that which Skyrim uses. The author has made new *.nifs for his weapons and only the steel ones share the same name with Skyrim weapons. However those nifs probably have the paths to the textures in the nif file themselves as there is no reference to any textures in the plugin. MO shows all the files as being loaded into the VFS, you can see this by looking in the 'Data' tab and expanding the tree to show these paths: textures\weapons\skyforgeweapon\ meshes\weapons\skyforgeweapon\All the weapons made at the Skyforge are shown as loading. I'm not sure what is happening, it appears to be fine by examining it this way. Can you setup a basic profile with just the bare-minimum mods and Skyforge Weapons installed and check?
  2. No, he edited the post. Originally the question was asking about using TES5Edit to merge them. That's alright, everyone has to start learning somewhere. I'm not making a show out of it. The STEP forum has proven to be a very respectful and helpful forum to many, including myself. Remember there are no stupid questions.
  3. I don't believe there are any plugins in this mod. So there would be nothing to do with xEdit. Having never used SRO, I could be wrong and there might be a plugin, but I can't imagine each zip file would have it's own.
  4. How have you determined the mod's bsa files aren't taking priority over the base files from Skyrim? If you have MO set to manage your archives it should make no difference whether the mod's files are in a bsa or loose. If the mod is active those files that replace the vanilla ones will be used.
  5. Ah... Tech, we're talking about Fallout 3 here. Maybe too many windows open, or a late night perhaps?
  6. Why not just try reducing the figures for your memory? Use 2048 instead of 4096 for VRAM and reduce your system RAM down to half of what you have now. If it works with those settings, which are still pretty decent figures, then at least your game can continue.
  7. There are usually two ways to present an opposing argument: either by sound technical reasoning or by attacking those with the opposing opinion. You apparently think the latter is acceptable. Let me tell you it isn't. For every sound point you may make, you set yourself back with the abusive remarks about the forum as a whole or individuals in it. My advice, take your attitude elsewhere it's not appreciated or warranted in a discussion about gaming.
  8. Are you sure the selected profile matches the one you're expecting to see?
  9. Did you also copy your profile folder?
  10. Very weird. Try removing all DSR related plug ins, deactivate any bashed patches and completely remove and reinstall DSR. I simply don't know what is going on.
  11. What did I say in the other thread, as soon as a bug is reported a fix comes within hours! (In this case minutes!) I am very much looking forward to see where this ends up. As much as I like WB, and I do, to be able to ditch it and just use a simpler purpose built tool is going to be a godsend. Time to head over to your GitHub repo and clone myself a copy.
  12. Okay, good, that should get rid of any UAC issues. Make sure the current DSR settings in MO's executables list are pointing to the correct newly installed DSR. I'm assuming you still have the same Java setup as before so there should be no need to revisit those. What exactly do you mean by: How are you determining that?
  13. Moving MO from the desktop to your Skyrim folder, which presumably is in Program Files(x86)\Steam, will be a backward step. There will be more UAC restrictions in that folder than on desktop. You haven't detailed how you moved it but as for the listing of your plugins, inside each profile folder are several *.txt files that are used to list your plugins, mods, their load order, whether they are locked, etc., regardless of where MO is placed it looks to that folder and reads those files. Did you copy the entire MO folder along with those profiles? You should have. Could you also look at answering my last question from the previous post?
  14. I can't be 100% sure, but their reasoning would be along the lines of: "We are only providing fixes to plugins that should have been done by Bethesda, using methods that Bethesda should have employed. Since Bethesda doesn't use SKSE to provide functionality we won't either." Considering the state of SKSE today it looks silly from OUR perspective but I think if that is their rationale, it is sound.
  15. Looks like all the options on that page cause an error. EDIT: Try tabbing away from the window and back in again, I just got past the hang for most of the options.
  16. No, textures are not 'plugins'. A mod consists of basically two things: a plugin (*.esp/esm) and assets (textures, meshes, sounds, menus, etc.) You can install as many 'mods' as you like, the only thing to watch for is the memory load, especially with your video card. This applies with textures as the greater the resolution of those textures, over the vanilla size, the more VRAM is needed and overloading this could cause issues. If your system starts using system RAM, that would ordinarily be used for other things when the VRAM is used up, then that might have undesirable effects, even CTDs.
  17. Sorry, don't want to hijack the thread. How does adding the UHFP patches into an existing mod and releasing that as a new mod cause a permissions problem? Doesn't that now constitute a new work if it makes changes to an existing mod? I'm honestly asking, not trying to be obtuse. I can't see the issue but I have never really examined the rules.
  18. Yeah I probably should. Problem is I haven't even started Skyrim, or for that matter any game, for more than 5 minutes at a time and that is always just to test something. I've fallen foul of the dreaded 'modding/testing bug' and haven't 'played' for months. I find a tool/mod and try it out, discard or keep it and then another one catches my eye. SPM hasn't yet gripped me, when my plate gets a bit less full, I'll try and do some stuff with it as well.
  19. I can't say as to why, or why not, certain mods are included but I will give a broad reminder about any additional texture mods that you are thinking about. Since MO doesn't install mods into the actual Data folder, it makes no difference when you install them as nothing can be overwritten. If you like STEP: Core, install that in a profile named similarly and then copy that profile to new one and add in mods that you think need to be added. De/activate as many texture mods as you like and remember to change the left-hand priority so your new textures win the conflict and will be used in game.
  20. It sounds like you might be having trouble with file access rights. tmp.esp shouldn't be the end result of the patching process. That file should be deleted and the new Dual Sheath Redux Patch.esp should exist in that folder in it's place. Have been able to use DSR before? If yes, then the Dual Sheath Redux Patch.esp will probably be found in the active mod you created the last time DSR was run. If no, then perhaps you will need to look at removing UAC restrictions from the mods folder or even moving MO to another less-restrictive folder.
  21. @elwaps Your comment here and in another post is misleading, to say the least. It is a hard-coded fact that the game engines used are limited to load only 256-1 plugins. Impossible to have more than that due to the way binary code works. Any more than the maximum and the register clocks over to zero again and starts counting from there. The engines are 32bit which means 2^8=256. Subtract one for the initial plugin means 255. You may have over 255 "MODS" installed with a number of those plugins merged into one or those mods may only contain assets, but certainly not more than 255 plugins are loaded.
  22. No, you're not wrong. That is exactly what is expected behaviour. Perhaps a read of the wiki might enlighten you further? This is the process of using MO for ANY game. Install the game and run the game's launcher, at least once, to generate the default set of ini files in your 'My Documents' folder Install MO and select the game it is going to modify MO then makes copies of those default ini files and places them in a profile, the initial profile is called 'default'. All the changes you make to ini settings are made to these profile specific files. This way you can have different profiles with different settings based on the needs of the mods installed for each profile.If major changes need to be made to the game engine, run the game's launcher again to re-create the initial set of inis in 'My Documents'.
  23. @Aiyen said it best, as long as the 'mods' and 'profiles' folders are preserved you should have no problems. Set up the other machines as you would normally, install MO on each and ensure MO starts Skyrim with no difficulties. Copy across the folders from your machine, and possibly the 'downloads' folder if you think they will be making changes to that setup, and select the profile name in their drop down list. The mods for that profile should become selected and all the plugins as well and the game should run exactly the same as yours, assuming of course any ENB presets are also cared for.
  24. There's a number of things you can do here, all of which will provide exactly the same outcome. Don't do anything. Having three mods in the left-hand pane has no difference to the gameplay. Using explorer, or any file-manager you like, move all the files from the last two mods into the folder of the first mod. The named folder is in your MO 'mods' folder. Uninstall them and re-install them and do as you mention, merge them.As mentioned, as far as the game is concerned there is no benefit to having them all in the one mod. That only makes ordering and sorting your left-hand pane easier.
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