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Everything posted by GrantSP
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Since MO is now officially the manager of choice for STEP, it is assumed users will familiarise themselves with how to use it. It does take some getting use to, but once it becomes second nature, these sort of things will just be natural. The thing to remember is: Data must be the top level, meaning there can be no 'data' folders visible in the install dialog, no matter how deep they are in the file structure. The text at the bottom of the screen is also a good indicator of this. Many mods are packaged without any knowledge of MO and what is required to install successfully. You no doubt have seen mods with folders 2 or 3 deep meant to provide options to the installer. That method makes sense when the user manually installs them but ANY manager would baulk at such a structure. To provide instructions for all contingencies is just too difficult.
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- SKYRIMLE
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The sub-record in question shows in a hex editor, the only tool I had that would open it since I lacked all the masters, as XXXX. I've not seen this in any of the other esms on my machine. I have no idea what that flag means, but I'm assuming MO either doesn't know what it is or is saying that it shouldn't be there, both options might be termed 'stringent' or 'inadequate' depending on which side of the fence you come from. My terminology isn't meant to imply fault in either tool, but I can see that it may in fact look like I'm saying xEdit is missing something. My bad! Checking @Tannin's comment on the Bug Genie report, he says this, the sub-record: XXXX, is to convey "oversized". I guess it means there will need to be a tweak in the code for MO's next iteration.
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idiot! I was trying the original link, not the 're-texture'. Okay, everybody raise your right hand and hold it a little to the right of the screen and with a quick swipe to the left, slap me silly.
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and it is... gone. Too late.
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hmm... I was hoping to see something odd in the first line or two. Examining it with a hex-editor shows it to be a little different to other esm's just after the masters are listed. I really can't offer much more. My best idea would be MO's file checks for what constitutes an esp/esm are more stringent than those in xEdit and it baulks at this 'sub-record', whatever that may be. I don't think you've posted this as an official bug report just yet have you, probably a good time to do so know. Provide links to as much of this thread as needed and Tannin can add it to the other tasks he has laid out before him. Sorry I couldn't offer anything more than this.
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No, don't worry about the screenshots. I had no idea there were that many in that mod. I'm only chasing wild leads here, nothing concrete that I'm working to at the moment. Okay, I've found the mod(s) on Nexus. I'm assuming this is the FO3 version. Is the error from the esm in the hotfix or the main download? I can't load it into xEdit but I may be able to examine the structure by other means and see if there is anything fishy about this mod. EDIT: Okay can you give me just one screenshot? Have it show the last of the masters and the first of the ONAMs please.
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Ahh... sorry about the 'name' thing. Well at least we know now it isn't the header version. Still, there is something different about those files to what MO is expecting to find. Your 2nd screenshot shows a parse failure with reference to a sub-record being incomplete. I can't load those files into xEdit, I don't have all the master files, can you post some screens showing the the rest of the header sub-records? There should be a long list of ONAM records. Looking at MO's source, that error message comes up after it makes some checks on the sub-records in the header: HEDR, MAST, CNAM, SNAM & ONAM. Perhaps there is something in those? Out of curiosity, are these mods part of the official TTW package or just some extras you found?
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Updating integrated LOOT in Mod Organizer
GrantSP replied to a question in General Skyrim LE Support
Short answer: No Long answer: No but later versions of MO may have this ability. It is not a big deal to have LOOT installed and run through MO, the only proviso is you should refrain from switching between them. To be clear, you wont really have two installs of LOOT, the stripped down version included in MO can't really be compared to LOOT as it now exists. -
TES5Edit and Merging
GrantSP replied to rekindledflame's question in Guide Support & Bug Reports (retired)
When you make your edits and quit xEdit you get presented with the 'Save dialog', do you have the 'Backup plugins' checkbox selected? You should. Additionally, the later versions of MO place the newly edited plugins back into the mods they are from and only the backups are placed in a backup folder. It might be the case that those Backup folders are now found in the mods themselves if you haven't correctly set them. Open MO and in the Filetree of the Information window check one of the edited mods to see if a TES5Edit Backups folder exists. When you run LOOT, does it show your cleaned ESMs as 'clean'? If so then that is the behaviour I am describing. The original file is replaced with the cleaned one and since you haven't set xEdit to use the 'Backup folder' there should be on your system files with the extension like this: Update.esm.backup.2015_01_26_14_46_06 this extension shows when you made this edit. Year_month_day_hour(24hr time)_minute_second -
Open it in xEdit and right click on that value and select 'Edit'. Wait for the warning message and say "Yes". Make the change, quit xEdit and ensure only that mod is selected for saving AND the checkbox at the bottom for 'Backup plugins' is checked. The edited file should have replaced the existing and a backup of the original will exist in your 'Overwrite' folder.
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Is it possible to implement this feature or it's there already?
GrantSP replied to hbkmog's question in Mod Organizer Support
See my comment on the Nexus page. -
TES5Edit and Merging
GrantSP replied to rekindledflame's question in Guide Support & Bug Reports (retired)
Are you saying it is TES5Edit version 3.0.33 that is giving you grief or is it the Merge Script? Although it isn't difficult, a lot of users seem to have difficulty installing that mod correctly. The differences between 3.0.32 and 3.0.33 shouldn't really be making the errors you are describing, what other details about your setup can you provide? -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Made some very minor edits, purely because I'm pedantic, but apart from those I think it is fine. I can't see anything that is left out or too verbose. -
When you install the UUF3P - FWE patch, MO provides you with the install dialog that has a small dropdown name selector with the default name selected, in this case: UUF3P - FWE Patch. Just click the dropdown box and select UPDATED Unofficial Fallout 3 Patch which is probably the name MO assigned the main installation. Now that that name is shown 'Merge' will be an option. nb. You technically don't have to merge these mods, it is just good housekeeping to do so. The new mod can just be active alongside the original. As to your missing right-hand side. I have no idea what you see, nothing has been changed. Have you dragged the panel edges to hide it? Just place your cursor on the far righ-hand side and press the mouse button and drag it back to the left.
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I wonder if it has anything to do with the Header version number of that mod? FO3Edit expects to see 0.94 and FNVEdit expects 1.34, that mod has 0.85.
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You missed that part in the guide about moving ALL the plugins in 20th Century Weapons with ALIVE in their names to 'Optional'. I'd say one of those plugins is still active in your loadorder and the bashed patch included records from it. Move all the ALIVE plugins to the 'Optional' tab and redo your bashed patch. At least that's my take on it, I am always open to be shown another way. ;)
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View the name of an enemy before attacking
GrantSP replied to oqhansoloqo's topic in General Skyrim LE Discussion & Support
You don't have People are Strangers installed and forgot about do you? -
FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
GrantSP replied to GrantSP's topic in Fallout 3 Mods
Yeah, I got that... now. Couldn't understand how all those misspelled icons were turning up, assumed a mistake by the mod authors, not Bethesda's lax quality control. -
STEP 2.2.9 1.C Utilities clarification question
GrantSP replied to junglejudas's question in General Skyrim LE Support
Mod Organizer: For convenience, yes installed in a sub-folder of Skyrim, or whatever game you're running. Although it can easily be installed anywhere. It is also the only way to run your game as the installed mods exist only when MO has been run, which then informs Skyrim where to look and thus load them into the game. No MO to run your game == no mods. xEdit (TES5Edit): As for MO so to for xEdit. It can be run from anywhere but it is easier if it is in a sub-folder. At least it is easier to provide support if all users have it installed the same way. As for the game executable so to with all the tools that manipulate the mods. Unless run through MO they will not see them. LOOT: There is no reason I can see why you would run LOOT via Wrye Bash via MO. Makes no sense to me. Just install these tools as executables in MO and they will all happily work together in the belief the mods they are seeing actually are in the system filetree instead of in MO's magic world! SKSE: Definitely must be run from MO for all the above reasons. It should be automatically recognised by MO if you have installed it correctly. In addition to reading through the STEP guide, there is also an in-depth MO wiki that you should look at. -
Ahh... then that would explain it, I think. Wouldn't it be better to have a message pop up tell users that don't have clearance that they can't make edits? Looking at the change you made, that is exactly what I did, it is after all basic. Oh and no, it doesn't look weird.
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FALLOUT3 Descriptive Icons for Fallout 3 (by MistakenMystic)
GrantSP replied to GrantSP's topic in Fallout 3 Mods
I wonder if someone can check up on something for me. Either I am going utterly bonkers or two mods that produce descriptions for the PipBoy icons are completely broken and don't/can't do what they purport to do. Fallout 3 Item Descriptions and PipBoy Item Descriptions are full of misnamed textures that can't be loaded by the engine because the only plugin between them, Item Descriptions Img.esp from Fallout 3 Descriptions only contains edits for the 'Weapons', nothing at all for 'items' or 'apparel'. most of the textures between them are incorrectly named and aren't replacing anything that exists in any vanilla archive. e.g. The DLC03 'BrokenSteel' has the armour called Enclave Hellfire Armor, in the BrokenSteel.bsa it is called: apparel_enclavehellfirearmor.dds. Both these mods provide the file: apperal_enclave_power_armor.dds with their own versions of descriptions for it. Fallout 3 Item Descriptions, which I'm assuming came before the other, is the only one with the plugin, but it makes no use of this texture. PipBoy Item Descriptions only replaces this texture but it has no plugin and it is doing nothing. From what I have seen so far there hundreds of similarly misspelled textures or textures that have no plugin to override vanilla assets. Am I going mad here or is this really what I'm seeing, hundreds of textures that aren't doing anything except taking up space? EDIT: Nope. I'm going mad! Or at least Bethesda has a penchant for messing with people. Apparently all those misspelled textures are misspelled by Bethesda. Oh the humanity! apparel --- apperal --- apearal --- arrgghhh!! Looking for a bottle of scotch and a cosy chair, this is a brain strain. -
I would question the first couple of steps listed in that video. Most up-to-date Windows should run LOOT out-of-the-box with no special need to get a later version of IE or the runtime. I don't use IE, I prefer Chrome, and I see no issues with getting LOOT to function. The version of IE that is on my Win7 machine seems to be fine. Having said that, GamerPoets is the official STEP video producer and he goes into a lot of research before doing them so maybe I'm just lucky. On another note, I tried unsuccessfully to update that video link in the wiki several times, as the history will show, and I just can't get the new address to display, it errors out with a generic message. No idea what is happening there.
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This mod includes a mesh, 2haattackleftis.kf, that is also part of the Paradox Merged Patch, presumably part of the RH_Ironsights mod. Not sure what the differences are, if any.
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I've got this in my list of extras also. Haven't seen any errors with it yet, though I haven't played much with the guided install lately, but I find it hard to see there would be any.
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Ah, this is a TTW mod. That's going to be an issue for me as I haven't got that installed yet. I'd reckon it is because of a master issue or something like that. There is a user here on STEP that is actively installing TTW with extra mods, maybe you can PM him and see if he can offer any suggestions. Give @Adonis_VII a PM.

