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GrantSP

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Everything posted by GrantSP

  1. By 'beta' version you are referring to 1.3.1b? If so uninstall and install 1.2.18. The beta version should only be used to test the functionality of that beta, not as your working environment. I'm a bit concerned by this comment: To me this sounds like you have an already modded FNV setup, after which you then installed MO and expected to have it 'see' those installed mods. This is not what MO does. ALL mods MUST be installed via MO and then those mods will be available to the game via MO's VFS. Any mod that exists in the real, physical Data folder on your computer will need to be removed, that folder should be cleaned and verified by Steam and then all those mods installed using MO. The reason why MO is showing you only the vanilla plugins is you ini plugin list used will be a default one that has no record of any added data, in the same way as you might have added mods using the FNV Launcher beforehand. I'll remind you again of the video tutorials and wiki for MO that can be found in the 'Wiki' link at the top of the page.
  2. Ok, two things might be happening here. Did IE offer to store your password when you go to Nexus beforehand? If so and you have changed that password you will need to inform IE what the new password is. Secondly have you set the new password in MO? And have you checked the 'Automatically Log-in to Nexus' option? Let's establish the easiest thing first. Make sure IE is using the new password. Without using MO, open IE and go to the Nexus site, if it has the correct password you should be logged in. If not, rectify that situation. Assuming that is taken care of, remove you name and password and unselect the option to log-in from MO and quit that application. Restart it and input you name and password and check that option again and then quit and reload MO. After it starts again try those actions and see what happens.
  3. In the executable dropdown menu, which executable do you have set? If you have the FNV4GB as the option could you provide the settings you have entered and the actual paths to that file and the real FNV exe?
  4. Modding FNV in MO is the same as modding Skyrim with MO. Download mods install activate sort playInstead of the generalised comment "VFS isn't working" perhaps try looking at what specifically isn't, or appearing to not be, working. Which mod(s) are you expecting to see but aren't? How are you determining they aren't working?
  5. So can you explain what isn't working? When you invoke the context menu on an installed mod, do you have the ability to set your endorsement for it or go to that mod's page or any other actions like that? When you are on a mod's page can you download them with the 'Download with Manager' link?
  6. While all those things are somewhat related to working with Nexus in MO, there is only one place that the password is set and it is completely independent of the rest. You can have MO set as your manager that handles links from Nexus and still not have your password working. Strangely yesterday in dealing with a user's similar issue on Nexus, I was able to disable my password and still perform many tasks that I assumed were impossible so there could be something else at work here, but I doubt it. Back to the issue at hand. Your password is stored, as an encrypted string, in the ModOrganizer.ini. It is quite likely that you password which contains non-alphanumeric characters is messing up that encryption. I would suggest examining that before spending too much time with anything else. Change it in Nexus to something else and then input the new password to MO and see if that fixes it. If that works then we can place a new bug report so that feature can be fixed in future versions.
  7. Just what exactly are you trying to do? If you were following that guide you would have seen the need, and the instructions, to install NVSE and have it working properly. There is no need to install FreeCommander if all you want to do is mod and play FNV using MO. Just follow the guide and it works. Perhaps a viewing of the video tutorials for MO is in order? Follow the links from the wiki link above to the MO wiki and start there. Modding isn't a hard task, but it does take a methodical mindset. So to with MO. It is very different to other mod managers but once you examine the way it works it is very effective.
  8. I think there is a language barrier or a misuse of definitions happening here. 400 plugins active in a game! I don't think so. You say 250 mods are "inside files with MERGED tag". Presumably you are talking about records that are now cared for in your bashed patch or even a merged patch. Again, doing this does not mean you have those 250 plugins loaded there is now just the one bashed/merged patch. So the original 400 now is 151. 400 original plugins minus those merged equals 150, plus the bashed/merged patch equals 151.
  9. In the same way Mator's Merge Plugins Script is superior to the bundled Merge script in xEdit, so to DynDOLOD is to TES5LODGen.
  10. Old version. New number. 3.0.33 == 3.1.0
  11. As far as I can see the only unique file, ie. the only file that isn't in 1.3.1 and can't be overwritten, is proxy.dll. Copying over every file and then deleting that file should be exactly the same as uninstall/install.
  12. The texture looks like the masons were rushed and couldn't quite finish it in time. Vanilla looks to me like the finished job. Corner blocks can look rough hewn but gargoyles or grotesques need to look 'finished' in the same manner as the blocks used in lintels or door jambs. Look at the doorway in the 2nd set and compare it to the heads.
  13. @Aiyen That used to be true but it no longer is the case. So long as the mod in question is active in the VFS, xEdit will update that plugin and create a backup that will either be found in the 'Overwrite' inside the backups folder xEdit uses (TES5Edit_Backups, FO3Edit_Backups, etc.). Or if you have made a mod from the backups folder, inside that mod. Be sure to check the box on the save dialog of xEdit to create a backup folder.
  14. How many do we need for a minority to become a majority? I too no longer have this in my LO for these exact reasons.
  15. Or, make a new folder in the 'Mods' folder and move all the files for your mod into that. or move the archive you made following @Tech's suggestion into the 'Downloads' folder and install it from there. The last option is probably the better option since you then have ALL mods in a central location and you can install/remove them at will.
  16. Disregard the UIO folders in the overwrite. You can delete them after each time you run the game, but they will be remade each time. They cause no damage to the game or affect any mods whatsoever. EDIT: Ninja'd by EssArrBee
  17. MO should be installed somewhere away from any Windows controlled folders like: Program Files (x86) and placed in its own folder. Something like: C:\Games\Tools\ModOrganizer\ is good as Windows wont be able to impose itself on your actions. You can safely install this fresh new install with the existing MO installation if you are worried, just be careful to not press OK before checking the paths to the installation. All your mods, downloads and profiles are in sub-folders under the main installation and these are set in ini files which can be set in the MO UI with the 'Settings' menu. Move all the downloads and mods from the current install to this new one and you should be fine. You said the only mods visible are those installed in the Skyrim folder. This is not the way MO should be used. ALL mods must be installed via MO and no other mod installations must exist in the Skyrim Data folder, either from Steam or what you installed manually. As with all these things the wiki describes how to do this and why. Please read the documentation.
  18. From what you're describing it is the text in the Wrye Bash installer and nothing, yet, with MO. Just select the game that you want Wrye Bash to be installed for and choose the 'Standalone' option. That option is a compiled exe version instead of the Python scripts version that will need a working Python environment to work.
  19. Any ESP that is provided to only load a BSA can safely be unchecked as MO will manage that BSA, thus saving that plugin slot. In MO the argument that loose files wins over BSA files is also not 100% correct as all the load order issues are handles in the left hand pane. Thus if ModA has priority but contains files in a BSA, those files will win even if ModB has the same named files in a loose format. The greatest reason to unpack BSAs is due to the step that the OP is now at, Optimising Textures. You obviously can't optimise textures that are packed in a BSA and they will need to be extracted. With MO BSAs can be extracted either at the time of installation, as in this case, (though that setting isn't on by default and needs to be set) or after installation with the context menu.
  20. Adding to @hishutup's comment, with your specs I wouldn't bother with Hialgo.
  21. As you are figuring out this is most likely an issue with your permissions, but I'd like you to clarify something for me. The error message is generated by MO?It is found in the MO logs?Are you having that issue when you start the game+SKSE from a shortcut?
  22. If you still have that old non-working installation, can you zip up all the ini files that are in it and post them here? I'd like to see what is in them as it is very strange to have the issue you describe continue with a new install over them. So I would like all the files from the current profile that you were trying and the logs folder and your ModOrganizer.ini if that's not too much hassle. With your downloaded mods. Did you copy over the *.meta files into your new installation or just the actual archives? Any issue with those mods could be related to some incorrect setting in those *.meta files that MO generates for each file. Not saying that is the case but copying just the archives into your downloads folder is exactly the same as downloading them from the net, except it is less time-consuming.
  23. Any archives you have that didn't come from Nexus, you can simply move them into the 'downloads' folder and install them from there. That way all your mods are together and you can uninstall/reinstall easily if you need to.
  24. @Thiero Try that blacklist fix. @Questdog Since nothing inside you modded game or MO has changed I'm not sure how MO is the problem. My setup has 1.2.18 for all games and after reading your initial posts, I played FNV for 15min with no issues. Steam is updated and I usually play offline so you could try that.
  25. Both of you will need to provide some more details, but going from you have said, something must have updated on your systems and perhaps a fresh reboot might install those updates and fix these issues. I can't believe that I am the only lucky user that just never sees these problems that are mentioned. Check your settings for MO and FNV.
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