Jump to content

GrantSP

VIP-Supporter
  • Posts

    4,289
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by GrantSP

  1. I think that is an excellent idea. A couple of points that converge, and at the moment are at odds, might be the cleaning of DLCs. Since STEP is now an agnostic guide, ie. it covers all games, the xEdit guidelines could be combined and re-worded to be used across the board by all game guides, not just FO3/FNV. I'm pretty sure when I read through them for the first time links to steps for cleaning were different depending on where you linked from. Combining those sort of areas would mean only updating one page instead of 4 or 5. If I can help out in any way I would be more than willing to do so.
  2. What are EVGA bucks? Is that currency only for EVGA purchases?
  3. No, no problem in doing that. These are just folders that can be accessed by MO's GUI.
  4. Well you could give that a try but TBH, I'm finding it hard to understand what the connection is.
  5. Question. Do these graphical glitches occur when you DON'T use the FNV4Gb launcher? ie. game launched via MO still has them?
  6. This error is related to a couple of open issues, #986 & #974 in the Bug Genie and is due to a glitch in the UI when your move your cursor over an already opened context menu or other UI element. Try again to move the folder/file into the specific mod. If doesn't work add your comments to those issues. Also I notice you have stuff in your overwrite folder that doesn't need to be there, ie. UIO folders. If you are just editing with xEdit it is safe to empty the overwrite folder so that nothing gets messed up and only the stuff you create in that session is stored there.
  7. Since you have no mods installed, the simplest way to fix a broken install is to completely remove MO and re-install it. Delete the folder in its entirety including any folders that contain mods installed in locations outside the MO folder. To clarify, if you have a folder of mods that you want to keep for later, MOVE them to a new location. The same is true for the 'downloads' folder. Probably best to verify your files with Steam and re-install SKSE afterwards. MO will automatically see all the executables as they exist and create the 'Run' options for you. IF the game starts from a shortcut on your desktop, either with or without SKSE, or it starts from Steam, there should be no reason why MO won't start it. I should also mention that MO needs to have no other mods installed from outside its overview, ie. manually or from Steam. You mentioned you have run MO before but you also said you had some problems. Just highlighting this in case the problems stemmed from that situation.
  8. You might want to ensure that no other program currently has any of those files open, even an explorer window, just in case that is causing Windows to strip file access from xEdit.
  9. In the left-hand pane you should have just one mod called something like "Beyond Boulder Dome", this mod is comprised of the five downloads. Assuming you installed BBD - File 01 - Meshes first, it shouldn't really make too much difference which one you installed first but File 01 is the obvious choice, the installation dialog will appear with the suggested Mod name in the top drop-down box. When you go to install the subsequent files they will use this name as the default, because all these files come from the same Nexus location, and that will mean after you hit either "OK" or "Manual - OK" the next dialog shown will be the one where you 'Merge, Replace or Rename'. If you didn't see that second dialog then you must have chosen a different mod name than the one offered and you now have five separate mods for Beyond Boulder Dome. Best option is to uninstall them and reinstall using the correct method.
  10. Did you rename your existing ModOrganizer.ini and let MO generate a new one? That ini doesn't look like a vanilla one. If all the executables are configured correctly, MO will automatically find and use them with no need to change any settings at all. This will give you an ini like this one: Notice the SKSE setting has no path to binary set as MO just uses the defaults. This works in all instances that these executables are installed correctly. I'm also curious about that SteamAppID. Are you using some form of steam_appid.txt to get around using the launcher?I can see no reason why you will need to use that method if you are. Simply delete that file and let Skyrim start as it needs to.Remember Steam doesn't need to check your game for mods installed anymore so there is no need to have it online either. Try it offline and see if there is anything you miss.
  11. Paste a link to Pastebin, or here in [spoiler]text[/spoiler] tags, your ModOrganizer.ini. In that file is the settings to ALL the executables. EDIT: When you say, "the command did nothing". Are you referring to the command in the console?
  12. Everything from the game itself, all the ESMs, need to be in that folder. This is what is called 'vanilla' in many discussions. ALL your mods need to be installed via the MO program and nowhere else, failing to do so will mean conflicts that MO has no chance of dealing with, since those files are outside of its control. At this stage it is probably best to verify your game status with Steam and start with a clean base. Add back the SKSE files into your Skyrim folder and nothing else. Then load MO and see if SKSE is found. Ensure Steam is active in the background, just to eliminate one possibility, and see if MO runs SKSE. Load a save game or start a fresh game and at the first chance open the console and type: getSKSEversionthe game will then display the installed version of SKSE. If it fails this step then there is something about your system or your installation that needs to be explained.
  13. They are only the reports generated after Wrye Bash is run. Read them in the UI if you like and do what ever you want with them after, they serve no purpose in the game.
  14. Yes that is exactly the reason for your issues. You must not have mods installed by either Steam or via other managers like NMM alongside MO. The entire MO ethos is to have a 'clean' Data folder with NO mods installed directly into it. ALL modding must be done via MO. As my first response in this thread shows, you will have issues if you do that. If you want to have mods that are available only via Steam, SkyUI is not one of those mods, you will need to copy the files used in that mod out of the Data folder and create an archive and 'install' it via MO. Just copy the archive into the 'downloads' folder. Then you must un-subscribe from ALL mods in Steam, and preferably play with Steam in offline mode. (this isn't necessary but IMO better) So to reiterate, the Data folder must be free of any installed mods and only use MO to manage any new mods.
  15. @Avastgard As my answer in Nexus will tell you, there is no problem with your bashed patch. This is expected behaviour.
  16. Okay, let's eliminate anything we can. From an explorer window rename the ModOrganizer.ini to something safe, e.g. ModOrganizer.ini.bak, and then start MO again. This will run it with no extra settings. You will be presented with a dialog asking which game to run, choose Skyrim and proceed. Dismiss the 'tip of the day' dialog and say no to the tutorial question. If SKSE is set correctly and the registry knows where Skyrim is installed SKSE should be the top executable in the drop-down menu and you should be able to press "Run" and start Skyrim with SKSE. If that doesn't happen then there is a problem with the registry not knowing where the game exe is. If it does work thn=en the settings in the original ini are incorrect and you will need to fix those with what is found in the new one just created.
  17. Do you have a legitimate up-to-date version of Skyrim? ie. version 1.9.32 Are both the SKSE dll files also installed alongside the skse_loader? ie. skse_1_9_32.dll, skse_steam_loader.dll Lastly, by what means are you determining that MO isn't running SKSE? Is the default Skyrim Launcher starting instead? Can you start the game by running SKSE from inside an explorer window, without using MO? Or by a desktop shortcut?
  18. Have you run Skyrim at least once from its own launcher to generate the initial ini files? This needs to be done since MO wont be able to copy the ini files into its VFS if they don't exist beforehand. Also have you moved the installation folder of Skyrim? Doing so makes the registry settings invalid and 3rd party applications can't find it.
  19. Disclaimer: I don't use ECE or RaceMenu or any other character editor, the information here is just what I have gleaned from searching the net. So far all CME presets that I have seen tell me to place any I want into that CME_Saves folder you mentioned. The logical thing then is to see where that folder is found in your NMM installed system and make a new folder inside MO that mimics that location. There may be a couple of ways you can do this. If you no longer have NMM installed, and to use MO you shouldn't have it installed, I suggest starting ECE and just make a new face, don't worry about what it looks like, its just to set the save folder. Do what ever you do to make one and save it or quit and save, etc. If a new folder is created with this new character it is now in the overwrite folder. Right-click and 'Create mod...'. The location for you CME_Saves should now be found in the 'Mods' folder under the Mod Organizer main folder. Copy all the downloaded presets into that folder and see if they are available when you next run ECE. Or you could open the 'Information' window in MO for the ECE mod and 'Filetree' tab you can make new folders using the context-menu. Or if you have setup a file manager to run under MO you could do this inside the VFS MO creates, though this isn't really necessary and is more cumbersome to do.
  20. Even though the MO UI may have set SKSE as an executable, you will still need to ensure that it, SKSE, is selected as the one to run in the drop-down box. This is especially true when you make changes to ANY executable. After closing then dialog that sets them, the drop-down box will reset to the default or top executable. It may be that in your case that is Skyrim and not SKSE. If SKSE is selected, check that it is actually set to run the skse_loader and not just changed the name but left the binary field intact.
  21. Mod Organizer and Nexus Mod Manager are two entirely different programs. You mention both of them, which are you actually using? You cannot use both of these tools together. They work in completely different ways and doing so will cause issues.
  22. Looks like you will need to do a systematic mod check by adding in one-at-a-time. Since you say the vanilla game starts and runs just fine there must be something fishy with at least one of your mods, or at least how you have it installed. Keep in mind the order you install mods in MO doesn't really matter, BUT, the order they are in the 'Left-hand pane' does. Even when the plugins are ordered correctly, in the 'Right-hand pane', if the assets needed by that plugin are not found, ie. overwritten by another mod, then you might have issues. One last point. You mentioned NMM in your OP, you haven't re-installed that and tried to 'fix' the issue with that have you? I'm assuming not since you state this is a fresh game install, but you never know unless you ask.
  23. I'd try the BSAs again. I assumed you had already installed TTW in MO and had it running so the BSA issue wasn't occurring for you at that point. Even if you only have three extra BSAs you should try to extract those and see. My FalloutNV won't run with more than two BSAs extra, and Fallout 3 can't have more than one. Keep in mind, the BSAs will stop the game running ONLY when they have the same name as an ESP, such as with Willow and Spice of Life.
  24. I don't think what you are describing is a MO related issue. From what you are saying, MO handles all the programs correctly and produces a 4Gb-patched and NVSE aware game that loads properly, it is only when you start to load mods that you crash. This to me is more of an issue of load-order or possibly missing masters than how MO handles these mods. You mention you at one time had a working TTW installation, could it possibly be that one or more of these mods are hangovers from that installtion and maybe they are expecting to see Fallout 3 masters as well? I don't recognize a lot of the installed mods, though that doesn't mean they are incorrect, so I can't tell you if they are in the wrong location. Maybe some of the more experienced Fallout players will know where they come from.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.