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Everything posted by GrantSP
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ACCEPTED The Ruffled Feather (By SparrowPrince)
GrantSP replied to Xaviien's topic in Skyrim LE Mods
The weird thing with NMM though, based solely on reports as I have never used it, is it is based on the FOMM code. You would've imagined they would get the basic fomod parsing down pat.- 307 replies
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Try enabling the FPS limiter in your ENBlocal.ini. In the section: [LIMITER] EnableFPSLimit=true FPSLimit=59.0Not everyone says this works, but apparently it does for a great many so you may or may not have success. As my system can't get over 60FPS I can only pass on what I have read, not from personal experience.
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Strange issue in the opening cart ride to Helgen
GrantSP replied to Dedalo's question in General Skyrim LE Support
Welcome to STEP. Sorry to say this but it is probably a big mistake to not use MO. The method I was going to suggest to try and fix this issue involves disabling all you script heavy mods and using a bare minimum of mods until you get past the 'Helgen Tutorial' stage. Using MO would mean just disabling those for the time being and re-enabling them after. You may have to use WB's 'anneal' option to get around some overwritten files if you try this. That intro sequence is a very script heavy intro designed by Bethesda and when you have a lot of mods all trying to initialise their own scripts, sometimes the game engine just 'throws up its hands and screams'. It could also be related to your graphics card & monitor. Sometimes if you run the game on a monitor capable of greater then 60Hz and the game is run at 60FPS the 'Havok' physics engine causes all sorts of weird errors, like throwing charcters out of this carriage. -
STEP:Core with Legendary Edition DLCs
GrantSP replied to alienPaco's question in General Skyrim LE Support
No, you're not an idiot, we have all at one time come across what seems like an unanswerable question only to find later on that the answer was in fact just in front of us. Welcome to STEP BTW. -
This issue is most often caused by the game engine bugging out when too many scripts are trying to initialise at once or because your monitor, and game are using a refresh rate above 60FPS and the 'Havok' engine is struggling to keep up. Either temporarily disable scripted mods until you have passed the 'Helgen tutorial' or use an alternate start mod or limit your game engine to 59FPS. All those methods are either explained here or there are links to show what you need to do. As for the 'Bashed Patch, 0.esp'. Nothing to worry about. When you install Wrye Bash it places an empty version in your mod list ready to use when you want to create your own. You just select that file in WB and 'Update'.
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That fomod script is in fact renaming "Tutorial Killer-Alternative Start.esp" to just "Tutorial Killer.esp". This is the code in the script: <files> <file source="Tutorial Killer - Alternative Start.esp" destination="Tutorial Killer.esp" priority="2"/> </files>Not the way I would have thought it should be done, but probably to provide support for mods that expect to see 'Tutorial Killer.esp'. Possibly a note in the guide mentioning that this is what happens or some other way of conveying that result.
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Broken textures/effects, partial invisible npc's
GrantSP replied to Moloch's question in General Skyrim LE Support
Considering your base game profile you created works just fine, I'd forget about these other steps like extra processes running etc. for the time being. Seems to me to be a clear indication that your STEP install is messed up. Focus on that first and only after verifying 100% that you followed it to a 'T', look elsewhere. Don't confuse the issue with extraneous matters. -
SKYRIMLE IMMERSIVE LORE-FRIENDLY CHEESE AND CABBAGE (by Gamwich)
GrantSP replied to Octopuss's topic in Skyrim LE Mods
'Immersive'? Does that mean this is a new beauty regime or spa treatment? Maybe there should be a new category for mods: 'Exfoliating/rejuvenating'? -
50in 1360 x 768 resolution :O_o: What!?
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Confusion over the term 'extraction' is perhaps the cause of your misunderstanding. A mod may contain a plugin (*.esp or *.esm) and assets (textures, meshes, sounds, menus, etc.). These assets are either packaged in the mod as loose files or archived into a *.bsa file. The sentence: DO NOT extract BSAs unless specifically instructed to do so in the installation instructions!" simply means, install the mod, the plugin and the bsa, and do not take any further action on that *.bsa file. When instructed to "extract *.bsa file" you are then asked to 'unpack' that *.bsa into its component parts. ie. textures, meshes, sounds, menus, etc. So if a mod contains only a plugin and a bsa file, just install them both and nothing else needs to be done to it. The instruction to 'not extract BSA files' is not telling you to remove those *.bsa files and only have the *.esp/m files. Apologies if that isn't what you were asking, but that is what I got from this comment: so I assumed the concept of mod contents may not be immediately apparent.
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Marked for Death multiple words issue
GrantSP replied to Crimson13's question in General Skyrim LE Support
The patch says it should remove the 2nd shout when you load a saved game. -
Is there a way you can take a screenshot of that error message? Can you determine if it comes from Windows or MO or if there is any other information that it provides? Also remind me of what versions of MO and Windows you have and if your system is patched and up-to-date. Just to be sure. I might have to think on this one, if you have all the correct permissions and this install is also free or UAC control I can't see why there would be an access denied error.
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Mod Organizer not creating a Virtual file System
GrantSP replied to Enshara's question in Mod Organizer Support
By the full path I mean the actual path that takes me to MO's 'mods' folder. e.g. C:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas\Mod Organizer\mods\ :O_o: I have no idea why that would help, possibly your system was processing those files and they weren't available to MO? I have no idea. At any rate, I would do a general check of your system just to make sure everything is fine. Update any drivers etc. that Windows suggests and run any malware or virus checkers you have, just to be safe. In the future, just remember all the settings that MO uses to generate the game environment are either ini files or folders. All the settings are stored in an easily accessible manner and the only 'magic' is the hook.dll that tricks the executables into believing the files are somewhere else. I hope your gaming experience in the future is stress free. Have fun. -
Well, it must be an access problem with your MO installation. I'll make the assumption you have MO installed to somewhere like C:\Program Files (x86)\Mod Organizer\ or maybe C:\Games\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\ Regardless of where it is now, install a new installation into a place completely isolated from any possible Windows interference, even a place like: C:\Tools\Mod Organizer\ and have this install manage your FNV. You may need to give any shortcuts it creates new names so they don't conflict with your current ones. When you run this instance ensure you get all the messages and prompts like running the tutorials and the question of which game to manage. That way we will know that it is using completely fresh ini files. Add the FNV4GB executable as we have it now and see if the message persists.
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Mod Organizer not creating a Virtual file System
GrantSP replied to Enshara's question in Mod Organizer Support
Yeah, xEdit is the generic name for FNVEdit,FO3Edit,TES4Edit & TES5Edit. If what you say is correct then there is something wrong with this specific install of MO. Can you, either in spoiler tags or with a Pastebin link or similar, provide your modorganizer.ini and the actual paths to you installed mods folder? Somehow the files that are showing in MO as installed aren't being provided to either the game or tools that view that. Also can you provide the contents from the active profile's folder? There should be: savesarchives.txtfallout.inifalloutprefs.iniinitweaks.iniloadorder.txtlockedorder.txtmodlist.txtplugins.txt Perhaps zip them into an archive and post a link. -
Mod Organizer not creating a Virtual file System
GrantSP replied to Enshara's question in Mod Organizer Support
I'm making the assumption you have LOOT and xEdit installed for Skyrim and know how they are installed for that game, install those and see if they can see these mods installed. -
Ok, we need to remove some variables here. Create a shortcut on the desktop that starts FNV4Gb and start the game without MO. If you still get the 'Access denied' message perhaps you could ask for help in the Nexus page, Roy Batty may be able to provide some more insight. If you can get the game started that way then we need to look at your MO setup.
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Have a look at the seetings for the generated file inside the 'exes' folder. That's the file that actually gets the patch applied to it to enable the 4Gb access. Another thing you might try is to point the argument to a folder far from the install folder. Something like: -laaexe C:\Games\Tools\FalloutMO.exe
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MO won't automatically log-in to nexus
GrantSP replied to danielleonyett's question in Mod Organizer Support
I use LastPass to handle all my passwords. It is brilliant and free. -
You must have Windows security settings hindering you. I didn't think would be an issue considering where you have everyting installed. Can you navigate to the FalloutNV.exe and right-click to bring up the context menu for that file? You should see a small tabbed window with one of the tabs called: 'Security' Click that tab and in the panel at the top is a list of 'Group or user names' select your user name and in the bottom will be a list of 'Permissions for your name'. The list will show the levels of security and a large checkmark for those active. Click the 'Edit' button and make any changes needed to give your user account full access to that file.
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Mod Organizer not creating a Virtual file System
GrantSP replied to Enshara's question in Mod Organizer Support
Like I said before, using MO for FNV is exactly the sama as for Skyrim. Make a copy of you 'downloads', 'mods' & 'profiles' folders from under the Main MO install folder and completely remove that installation. Run FNV from its launcher to ensure a clean set of default game ini files are generated. Install MO again from the original 1.2.18 installer, or archive, and run it for the first time. You should get messages about which game you want to manage and whether you want tutorials etc. if you don't see those your existing ini files are still there. Now move your 'downloads', 'mods' & 'profiles' folders back into this new install. Start MO and if it recognises these installed mods they are displayed in the left-hand pane. Ensure they are active in the left-hand pane, as you do with Skyrim and ensure any plugins are also active in the right-hand pane. If all of this is good any mods shown there will be inside MO's VFS once the game is started. All that this entails is tricking the game engine to look at MO's installed folders, there should be minimal code running once the game is started. -
Can you check, is the file FalloutMO.exe being created in the folder that you set? Also remove the Arguments switch and try again. There should be a patched FalloutNV.exe created in the 'exes' folder found in the FNV main folder. If you can run the game without the extra instances appearing then that is all you need. I believe that 'switch' is just a workaround. After hitting FNV4GB in MO there should be a small progress bar window in the centre of your screen and then the game will immediately start without the launcher opening. If you get the launcher then the settings aren't set correctly.
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MO won't automatically log-in to nexus
GrantSP replied to danielleonyett's question in Mod Organizer Support
Ahh... well... you may have issues outside of MO's doing that are causing these issues. Apart from contacting Nexus I suggest you clear your browser's cache and history and anything else IE specific as there is something conflicting happening here.

