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Everything posted by GrantSP
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Papyrus Compiler Fix For 64-bit Systems???
GrantSP replied to Anubitz's topic in Skyrim Revisited (retired)
I think the reason why it didn't work in your first try is because the path to the compiler contains a 'space' and therefore should've been contained in quotation marks. Whereas it worked in the second attempt because, I'm assuming the path is stored in your PATH environment and the shorter command to just the executable's name is correct. -
@Greg Well spotted, glad you got it all sorted. I just did a check by renaming a mod to lower-case and MO did indeed notice the difference. This is a good piece of knowledge to keep in mind, MO's list loading routines are case-sensitive.
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SKYRIMLE Tes5Edit No Save Option after cleaning
GrantSP replied to CplDevilDog's question in xEdit Support
Make a backup of one of the DLCs using a Windows explorer window, or your favourite file manager, and then run xEdit from outside MO and clean it and try and save. If it succeeds then the issue is with MO's setup of the tools. If it fails then there is an issue with the files themselves or xEdit. Assuming failure, make sure you are using version 3.0.33 of xEdit (TES5Edit is just a renamed copy), and repeat those steps. If it still fails ensure the files haven't been set to 'read-only' somehow or some other file system isn't accessing them at the same time and thus not allowing xEdit file-write access. -
MOD Organizer 1.2.18 - Ini Configurator behaviour - bug or new feature?
GrantSP replied to Myrddin's question in Mod Organizer Support
Tannin has been fixing a couple of things regarding that tool. TBH, you're better off just using the INI Editor to configure your inis, IMO. Looking at your list, and running a couple of MO installations that I have, I tend to agree, they do look like they are in the correct place. -
LOOT, both 0.7 and MO's bundled version, is providing me with a truly weird order when I go to create a bashed patch. Zeta.esm is placed after the Unofficial Patch and needs to be before it, the UUF3P - FWE is also placed before the FWE DLC plugins and needs to be after them. I really hope I'm not stuffing up something when I do this.
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So do you just dismiss the dialog and continue with errors on the plugins or do you also deactivate that "lock times" option? I'm just thinking of someone that has never used Wrye Flash before. It is very off putting to see a wall of red plugins. Perhaps a link to the Wrye Bash documentation describing this behaviour for those who have never used it before, or those like me that have forgotten how to do it? So what happens with the Project Beauty DLC plugins then? They won't be touched in the bashed patch and they conflict with the Blackened merge file? Nevermind. Brain fart again! :O_o:
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Next question. Project Beauty, the instructions don't explicitly say to use the Broken Steel and Point Lookout plugins, though these must be the only *.esps beside the MMM one in the package, but when they are active they show as unmergeable in WF and they contain changes to the merged plugin from Blackened. What's the go here? Change their tags to make them mergeable, de-activate them and not use them or create a merge from them and the Blackened plugin?
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Just got the latest version of Wrye Flash and installed this to get my bashed patch up and running. Without changing any of the default settings in Flash I get a small dialogue about the 'need to reset the dates on some plugins'. Assuming this isn't necessary I unchecked the "Lock Times" option by right-clicking the 'Header' in the 'Mods' tab of Flash and deselecting that option. Is this the desired method of bashing in Flash? Never used it with Fallout 3 only ever with TES3/4/5. Doing so presents me with a list of plugins that aren't full of RED and warnings about plugins sharing the same slot. So I am assuming this is what we want.
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Make sure the plugins.txt and modlist.txt you are restoring actually match the profiles they were from. Maybe you had those mods in a profile and now you don't or the other way around. Everything MO uses to generate the UI is based on text files for plugins, mods, profiles, etc. If something is not right check those files to see what is missing/extra. Also 1.2.18 is out and fixes a number of issues that you might come across if you stick with 1.2.14.
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Very interesting. The "*.ds_store" files are apparently an OSX hidden system file that stores attributes of the folder they are in. I'm guessing @chucksteel was using OSX to do his image editing and just copied over everything, sloppy but I don't think it matters much. On the other hand the 'popboyimages' is a problem. Apparently though not a very big one or one that shows up much, or else the forum would've been flooded with comments. I found no references at all. I guess what it means is there is no image for the Nuka-Cola toy truck in the pipboy.
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Good point.
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@pStyle3, have a look at what I found out about bsa limit here, maybe what we are seeing isn't just the combined characters of the bsa names, maybe the file paths inside have something to do with it? DCInteriors does have a lot of long folder names. Streetlights.esm does 'look' out of place but it only has Fallout.esm as a master so it can go there.
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In-game configuration of Fallout 3 mods
GrantSP replied to Kelmych's topic in Fallout 3 - Clear & Present Danger
The 'm' key is also used by the Radio Aktiv mod to bring up it's playlist selector. I'm not sure either of those mods allow for changing the hotkey, at least I can't find a way. EDIT: I must learn to read ALL the fine print. The guide does make mention of this and how to change the key. Also I had to use the FWE menu to switch my grenade toggle and throw keys around several times before the keys would actually make the UI element change. ie. the default keys would make the switch sound but the UI would still show only one of my grenades. Only reversing the keys from G&H to H&G and then back again to G for switch & H for throw, did that UI change. -
Sure, no problem... Okay just restored my dirty copy and ran xEdit. This is the message after cleaning: [Filtering done] Processed Records: 763187 Elapsed Time: 00:02 Removing: Tenpenny01 "Tenpenny Tower Lobby" [CELL:00017F34] Removing: GRUP Interior Cell Sub-Block 0 [Removing "Identical to Master" records done] Processed Records: 1512, Removed Records: 2, Elapsed Time: 00:00
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Wrye Bash through MO to create bashed patch
GrantSP replied to oqhansoloqo's question in Mod Organizer Support
Are you referring to the phenomenon reported here? If so, could I ask you to add your details to that thread? It is currently an active bug report but since very few users seem to experience it it is hard to pin down what the culprit is. I'm especially interested in your system's browser, ie. Chrome, Firefox, etc. and if it is a 64bit version. Also the paths to all the tools used: Wrye Bash, MO, Skyrim, etc., to see if Windows UAC has any bearing on it. -
Freezing on New Game Load after step 2G
GrantSP replied to kechlion's question in General Skyrim LE Support
You may want to examine whether there are any processes that are hindering file access in the folders MO is loading on start up. Possibly AV packages or even Windows itself may be checking all those file accesses that are needed for MO to generate the current load of mods you have for that profile. As a test, create a new profile with nothing in it and make that the active one. Exit MO and then re-start MO and compare the times it takes. -
@sbroadbent To add to those reminders about MO's method of determining potential problems, most often all you need to do is move just one of the offending mods and the list will be removed. This is because the code is making checks in a circular fashion and it isn't yet sophisticated enough to see where exactly the fault lies. Most often the bottom listed mod can be moved and the check goes away. In the list of things to do on Tannin's list, this one isn't high I would imagine. Sometime later when everything else is just right he might revisit it.
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My bsa files are now in the same state as yours, only the DCInteriors is left as a bsa on top of the vanilla assets. I guess that means it is safest to extract all bsa files now if going past the loaded mods in this guide. This is the combined character length of the bsas in my load order: Zeta - SoundsZeta - MainThePitt - SoundsThePitt - MainPointLookout - SoundsPointLookout - MainFallout - VoicesFallout - TexturesFallout - SoundFallout - MiscFallout - MeshesFallout - MenuVoicesFallout - InvalidationBrokenSteel - SoundsBrokenSteel - MainAnchorage - SoundsAnchorage - MainDCInteriors_ComboEditionI would've placed that figure at something inside the hexadecimal limit of 255, but adding all the characters together for my bsas totals 311. Assuming the ' - ' between words in those bsas is stripped out, that still only brings it to 261. How this limit is calculated is a very odd mechanism it would appear.
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I'll add my 2 cents worth to this. Now that you mention your solution, I seem to recall reading something about renaming the executables, so I concur, adding this as a note to installing Fallout 3 somewhere will be very helpful for all our German brethren. I too was having issues getting FO3 to start when I activated DCInteriors. Like @Kelmych though, I now only have one bsa active, and it is the DCInteriors one, so the issue isn't with that mod but the number of bsas loaded. I had to edit Lauren's Bathroom Poetry as it was reported as being dirty and it did in fact have 2 ITMs.
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That may be what he suggests but examining them together in xEdit seems to indicate that everything CCF fixes is included in the UP. The scripts for each of the companions are identical and the other changes to their stats are also the same. Perhaps the UP added more into itself at a later date and Yuki hasn't updated the description page? My only concern is loading CCF removes the edits the UP makes to weapons used by super mutants. If that is something that can be tolerated then fine, I can live with that. I have been away from FO3 for too long to make a judgement call on that.
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I've been going through some of the older downloads I have on my HDD to see if any might be suitable to add and as I was investigating a couple of mods, No Quest Items & No Quest Items DLC, I thought they might be in the Unofficial Patch and decided to check. While doing so I noticed that from version 1.7, Creature Companion Fix has been included. In fact using CCF will cause certain fixes applied to SuperMutant weapons to be removed. I'm thinking this perhaps needs to be dropped.
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2 different SKSE folder ? (skyrim data and mod orginiser foler)
GrantSP replied to hardtroll's question in Other Utilities Support
Your choice, but don't leave them in the Skyrim folder if you move them to MO. -
Fallout 3/NV mod wanted like Oblivion's FormID Finder
GrantSP posted a question in General Skyrim LE Support
Hey does anyone know of a mod for either of the Fallout games that provides extended information about objects under observation in the console window? In Skyrim there are plenty of mods to add to the already improved information provided when you use the console to examine objects. Oblivion has the really useful FormID Finder by Asesino, but I can't find anything for the Fallout series. The other day I was trying to find what was missing when a dead slave in the RobCo carpark had a large missing mesh ! on him. My character also had one, but I didn't see that immediately. I managed to rectify that so that isn't the issue. Any other suggestions on providing more info to troubleshoot mods in game will also be helpful. -
2 different SKSE folder ? (skyrim data and mod orginiser foler)
GrantSP replied to hardtroll's question in Other Utilities Support
This only applies to Skyrim, the older games like Fallout don't allow this, but you can install SKSE plugins using Mod Organizer. That means those SKSE plugins that exist in your 'real' Skyrim folder can safely be installed in MO and loaded via that method. Having them in your actual 'real' Skyrim folder, as you do, is doing no harm, they will still load and function, but it just means you need to change the settings in the inis there and not via MO. Ideally I would do as @Nozzer66 says and install just the SKSE scripts using MO, the actual *.dll files need to be installed outside of MO, and then every SKSE plugin will be installed in MO and loaded into memory when the game runs. For the sake of convenience I would remove the plugins and then install them using MO. That way all your plugins can be managed in a controlled way. But let me repeat, you haven't broken anything, the game will still work. You just need to understand the way MO does things better. -
Wanting to merge plugins to free up load order, suggestions?
GrantSP replied to Bishamonten's question in General Skyrim LE Support
According to @Mator who is the author of the Merge Plugin Script that @hishutup alluded to, pick mods that do similar things, like all your armour mods, place them contiguously as @hishutup mentions and you should be fine. The thing to remember is, you have got nothing to lose, if the merge works you gain some plugin spots, if it doesn't, the game isn't broken and you have gained new skills.

