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GrantSP

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Everything posted by GrantSP

  1. Whenever you choose the Manual option to install, you can create new folders and then move files into or out of those folders. Also after it is installed and before you activate the Filetree tab of the Information window allows you to do more actions to adjust the folder structure. Of course you can also do this in an explorer window which can be opened via a right-click context menu command on the installed mod listed in the left-hand pane.
  2. I have just had a breakthrough, of sorts. If I disable MO's management of archives, I can successfully start the game and no issues have so far been noted. Is the bsa limit issue linked to how MO handles them? I didn't think so. Anyway, I'll extract all the extra bsas and give it another go with management back on. Maybe the guide could have a couple of extra lines added to those mods advising extraction? EDIT: Hooray!! Extracted all the bsas except DCInteriors and re-enabled MO's management of archives and it is all happening. Amazing, I would not have picked that this install would be as fiddly as it was. So, can we put this down to the bsa limit being reached? I find it hard to see it as anything else, despite it only being five extra, but the evidence seems to say bsas were the issue. Well now to actually play a few hours. Thanks again.
  3. Just can't seem to get DCInteriors to load and run. Everytime there is an immediate CTD with nothing in my logs that I can see except this. Without DCI loaded the NVAC log looks like this: with it loaded the logs just stop at the ! UNSUPPOR TED_EXE_ Fallout3.exe line. I've cleaned it and it is positioned similarly to your load, though I can't see how it would make a difference, there are no shared assets in this mod. Have I hit that magical bsa limit already? There are only five new bsas loaded on top of the vanilla assets. Advanced Recon Thermal Nightvision (2x), JIP Commands, Unofficial Update and DCInteriors, five bsas on top of the original.
  4. So these driver settings are stored where? The registry? Some hidden away folder deep in the system filetree? Not that I'm worried about incorrect settings, it's just I always assumed these tools just made changes to the same set of inis that we do. Now I know better. Thank you.
  5. I'm getting closer, only two mods to go, Plasma Rifle and DCInteriors. I found another couple of inconsistencies, I think these might be due to the newer MO version handling FOMODS better/differently. Following the instructions results in five versions of Calibr.esm getting installed, two are advised to be deleted or moved to the Optional tab but there are still a couple that slip through the cracks. That is only with the options I went with, I didn't choose Zealotees or the Dragunov which I think also have this file. Obviously there is the FWE version (25Kb), I'm making the assumption this is the one to go with. There is however the issue with eXcalibr Ammo Expansion Pack. The guide says to" However as it is a fomod the installer runs, no matter what settings I set MO to use, and therefore I can't choose to 'Merge' it into anything and it exists a seperate mod. That's okay so long as I know which files to move to Optional, one of which is Calibr.esm (also 25Kb). Then there's the Ammuntion Schematics. It too has a Calibr.esm but there is no specific mention to use or move this version. It's larger at 26Kb and it may be the same file as found in the 20th Cent Reborn mod. Thoughts?
  6. That is very interesting, didn't know about the differences between 'Global' and 'Application' level settings. So that would mean DSR settings will work regardless of whether a user has MO or not, since they are 'Global' settings. Would that also mean if we use nVidia Control Panel, only the 'Global' tab settings will be used but any changes to the 'Program specific' tab will end up in the games default inis? Likewise for their GeForce Experience app?
  7. There's a couple of things to look at apart from this setup. https://forum.step-project.com/topic/6952-skyrim-script-editor-pro-starting-mo-copability/ and I am lead to believe Tannin is working on a version of MO that is 64bit, possibly slated for version 2.0 release, but don't quote me on that.
  8. The 'src' folder is just the source code files for the dll. Unless you are in the mood to do a bit of code editing and compiling they are not needed for functionality of this mod. The way you have it installed is fine.
  9. Thank you for the modlist, I'll spend a bit of time seeing where we diverge. Configure NVAC? How? I can't see that it has any ini to change settings. FSR is all good. Now what you say about saved games does make sense. I have been using the original save I made after setting the UI sections correctly and just adding in new stuff and not saving over it, so I guess I should've made a new game and tried from there. I'm going to try @Mator's Merge Plugin Script and see what results I get. No need to worry about that, I'm not expecting any new changes to the guide to cater for this, it's just my idea to see what happens. I am already at the 145 plugin mark with a couple of more to be added, not counting the merged/bashed patches, so it might be the case that I'm nearing that nebulous limit.
  10. Looks ok to me. I've used MemInfo before and I don't think it reports poorly. As to those figures, you've got: Meminfo, SKSE & Skyrim version numbersThe reported memory for you GPUThe current memory usage of your RAM & PageFileand the peak usage of those two elementsI could be wrong, but the difference between your actual GPU memory usage and the reported is because a portion of system RAM is used alongside the GPU RAM. Not 100% sure on that. At any rate, nothing shown that you need worry about. Curiosity though is a good thing.
  11. As a rule any driver software tool like nVidia Control Panel will only make changes to the ini files in the default location. So any changes you make will need to copied into the set of inis in each profile in MO. When MO is first installed it takes copies of these default inis and bases all the profile specific versions off those.
  12. They look good. What I meant to look for is if there is a 'Data' folder structure showing in a mod instead of what you see there with 'textures', 'meshes' or 'sounds' etc. In MO the top level of the file structure needs to be 'Data', if you missed checking that when installing a mod you will see a folder called 'Data' with subfolders somewhere in the filetree. That is a sign a mod has been messed up and needs to be fixed. Any exrta stuff like 'Readme', 'optional', 'blah-blah-blah' is fine the game engine want even see it unless the mod's plugin has specifically pointed to it. It's when mods are replacing files that exist in the vanilla file structure that problems can happen. Any new content is not an issue. If you have any issue, at least you are one step in front of figuring out where the problem is! You're already looking for possible issues.
  13. Easiest way to check is to either look at the 'Filetree' tab of the 'Information' window for each suspect mod, or in the right hand pane open the 'Data' tab and check if there are any folders that look out of place. Additionally if you install a mod that doesn't conform to the correct data structure, MO should give you an indication in the left-hand pane by greying out and providing a tooltip to inform you. Though this will probably only be for extremely bad formats. Do you recall which mods these might be?
  14. If you could provide the paths to all the tools and files involved and also determine the level of UAC that you OS has imposed. Clearly there are users like yourself that are experiencing a vastly different result to what the rest of us are. If we can pinpoint the differing variables then the instructions can be clarified to cater for all setups.
  15. I don't know how you have your system setup, but that doesn't sound correct. MO should allow you to do what you want with 3rd party tools on those files. As part of my install of Kelmych's Clear & Present Danger pack I had to clean my vanilla esms, I just got the GOTY version recently and hadn't yet cleaned them, and I just start xEdit from MO, select the esm and clean it. The cleaned esm takes the place of the original and a backup is place in the FO3Edit Backups folder. EDIT: Yep, just checked it with my re-installed FalloutNV. Ran LOOT to check that the DLCs were dirty, then ran xEdit and cleaned HonestHearts, checked again with LOOT and it is now clean. I am currently trying to assist someone in the Nexus forum that is having issues with xEdit and MO and he didn't have the check in the 'Backup Plugins' which meant his files weren't ending up where he expected, or at least they weren't named the way he expected. Perhaps this too is a case of not having the right options set in all the tools?
  16. Are you sure you have actually made edits to the file? If it doesn't need to save anything, then no save dialog will appear.
  17. hmm... sorry, as I don't have the Steam version I can't be sure what that does. I'm assuming they make subtle checks to ensure no cheaters get through and that patch might flag as a 'cheat'. I actually just use the general 4GB patcher from NT Core. Does the same job. I do know that there is a specific FalloutNV patcher out there to get around the Steam issue, maybe the Steam version of Fallout 3 needs something similar?
  18. Yes, your assumption about MO configuration is correct. If FOSE is installed it will use that to run the game. Which exe is run to start the game? The Fallout3 or Fallout3NG? To me it looks like FOSE has the 'No gore' version only for 1.7 onwards, your 1.0.0.15 is trying to load the standard 'gory' version. Not sure, just educated guesses. Is there an update for your version?
  19. No, I think you and I are on the right side of that design choice. I watched the video and the very first thought that came to me was: "those timbers are too big, they could never shape them into those boats with those timbers.". I'm not doubting there was a lot of work put into this mod, but for me the choices the modder made to change those things make it a no-go.
  20. Enjoy. https://www.youtube.com/watch?v=XBlhXKjSy6M&feature=youtu.be
  21. I'll post my latest hiccup here, rather than starting a fresh thread. Whenever I activate DTO, regardless of what is activated before or after, the images for most pipboy items is now replaced by a generic missing image of a pink field and most intriguing of all, the ESC is now disabled and I can't bring up the game menu. Ive just now ran a test profile and of course it works fine so it is conflicting with something, but what is anybody's guess. This is becoming a very hard task to track down. I can definitively say the issue is not DTO. Or more precisely, DTO and one or other mods that are active. I've just spent most of today shuffling mods around and de/activating mods to see what is causing my issues. My latest arrangement has it that if I load DCInteriors the game won't even start and just crashes before it gets past the FOSE loader screen. Or if I load WMK my pipboy images are replaced with the pink generic blank one and I can't access the ESC key to get to the game menu, the same problem I thought was due to DTO which I now have loaded and can work just fine. What I would really love to see is someones 'modlist.txt' and 'plugins.txt' from a complete working setup, that way I can see which mods to move in order. Clearly the whole collection can work, its just getting it to that stage that I can't get to. With just under a dozen mods still unchecked I can't even get to the point of making a bashed patch. I think I will first try and merge a few plugins though, surely I can gain a few spots back by combining those Xepha plugins? What about the Powered Power armor plugins, they should be able to be merged?
  22. For a moment there I thought I was going mad. I definitely saw it but when I looked now at this file, nothing. However the reason for you and I not seeing it in this file is because it wasn't this file, it was actually: 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_Full_Version_18668-18668-1-70RC.zip If you open this file you will see this structure: So, at least I'm not going mad, just confused.
  23. What compatibility plugin? I just grabbed your installer, installed it to the default location: C:\LuJoSoft\Skyrim Script Compiler Pro\SkyrimScriptCompilerPro.exe Added it to my MO installation which is in: C:\Program Files (x86)\Mod Organizer\ This means, at least for me, that my MO mod location is: C:\Program Files (x86)\Mod Organizer\mods\ My Skyrim likewise is in the default location: C:\Program Files (x86)\Steam\SteamApps\common\skyrim\ I have full admin rights on my system and UAC issues have never occurred with any tool I use for Skyrim or any other game.
  24. Hey Superl. I just installed your software. Very nice looking installer. It gives the impression of care in your work when things like this look 'right'. Anyway, enough of that, You don't need to know anything further about MO to use your tool. As far as it is concerned it is just working in the default directory. If the user has the Creation Kit installed and also installed the SKSE source files, and those are active in MO's VFS, then your tool will just find them. I did three quick tests. I have Hunterborn installed which also includes the source for the scripts, they are all prefixed with "_DS_HB", so I clicked 'File Open' and in your search box at the top started typing those characters. Voila, there they are and I can select one of them. Next I went for a script from the CK, I chose: abForswornBriarheartScript.psc. Again, no problem it finds it and loads it easily. Now for a SKSE script. These scripts, like my other mods, are installed in MO and don't exist in Windows file tree, but again a script like: ActorValueInfo.psc is just automatically located and loaded. So are there any issues with editing these scripts? Not as far as I can see, I haven't created any new ones or made changes to existing ones to see if they get saved correctly, but I can't see why this tool would do anything differently to any of the other tools used. The saved tools will either overwrite existing files, if they exist in the VFS, or possibly be created and appear in the 'overwrite' folder where the user can deal with them. I don't do a lot of script work, actually none, so I can't provide real-life experience, but these tests would cover most issues I think you will face in MO.
  25. Another very poorly packaged mod. The guide makes no mention of it, so I'm assuming it is just general knowledge, but the *.rar has case-sensitive folders and it may appear that two sets of folders will be created, they won't, but the archive has another quirk. The author has made three sound folders, two that will resolve to sound but there is another that is named sounds. Installing it will mean the contents of that folder will be useless.
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