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GrantSP

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Everything posted by GrantSP

  1. Check it. My memory fails me but I think it was checked by default when I installed MO the first time, maybe the behaviour has changed? At any rate nothing drastic will happen like your game crashing, if you have troubles uncheck it and see.
  2. I would suggest then you re-examine the settings you have for the 4GB patch. Running the game executable via another program with MO, as is the case here -- MO calls 4GB patch which in turn runs the game, shouldn't be touching the settings once they are set. Have you set the working folder to load incorrect ini files? Or maybe your settings are pointing to the default folder and not to MO's profile set?
  3. 1.2.16 is suffering from a few issues and will be replaced shortly, sorry about that. Best advice might be to downgrade to 1.2.14 and wait and see if it gets resolved. In the meantime I suggest you post a bug report on the Bug Genie. Doing so will ensure Tannin sees it quickly and the more information you provide in the report the easier it will be to resolve.
  4. This very strange, I'm getting different results to you with these New Vegas mods and also different to Kelmych with the Fallout 3 mods. Apart from the Flashlight not working with me also (same thing as you, it doesn't detect the MCM), all the PN mods install in the same manner as they do with FOMM for me. We really need to find a coder that can unpick the FOMM code and write a plugin to handle these things in exactly the same way.
  5. I don't know what you two are doing wrong but this fomod installs perfectly for me.
  6. My apologies then. As it was some time ago since I installed a game that uses it, I must confess that I simply didn't realize it worked that way. @hishutup works in Oblivion a lot so I trust his memory.
  7. Did you see @hishutup's comment? At any rate AI isn't a problem with Skyrim. Just continue.
  8. Is it really? I didn't know that. How do you remember stuff like that? Perhaps that should be placed in the wiki also. Seems like an essential piece of information.
  9. hmm... very strange. I used the external installer and after a wait the fomod installed the mod. I named it differently and then checked both those mods, the one I had previously which showed all the elements, and this new one with WinMerge. All the files were there and the menu files were identical. Although I haven't checked the Flashlight mod, was it only that mod that didn't get installed correctly?
  10. Welcome to the STEP forum. Firstly the wiki says in the 'Initial Setup' section: Turn on the Archive Invalidation method appropriate for your game: If running any game that is not Skyrim, click the profile button in the toolbar and check Automatic Archive Invalidation. Repeat this for all new profiles you create. If running Skyrim, click the wrench button, go to the Workarounds tab, and click Back-date BSAs. Therfore you don't need to check that if you are using Skyrim, as you state you are. Secondly I cannot replicate this with any of my installations. All profiles, whether new or existing, allow me to check that option. Could you check the installation to ensure nothing is out of place? Perhaps if you could provide the paths to MO, Steam and Skyrim in addition to you Windows environment. Unless we can get this information it will be very hard to pinpoint what is happening and even if a bug report is made all this information will still be needed.
  11. I would say then the best way to 'rollback' is to backup your files/folders, following the method outlined in the wiki, and then remove that installation and re-install it using the 1.2.14 release. There are no issues with that release (1.2.14) regarding 'proccer' type tools. Most likely you left behind a file that was of a newer release. I know its a pain but I'm confident @Tannin will be on the case immediately.
  12. This is an established bug with MO unfortunately. The easiest way around this is to edit the archive and remove the fomod folder. MO will then treat it as any other mod and you can manage the optional plugins with the MO GUI.
  13. Yes, that has been true for some time unfortunately. You can open the archives and remove the fomod folder from each and save them and then install FWE from the changed archive. With that fomod folder removed MO handles it as any other mod and you can move any unwanted plugins using the MO GUI.
  14. Welcome to the STEP forum, and more specifically, the Mod Organizer support forum. Try doing a search for related issues when you post, just as the message upon starting a post mentions. There are already posts on this topic started and only on the first page of the forum, a cursory glance down the list would've shown you the last one: None of my Skyprocs work... A bug report has already been posted and a solution will be forthcoming. Damn you @Nozzer66, ninja'd yet again. Aarrggh! I will have my revenge.
  15. Did you check that the setting wasn't changed back to use the internal installer? After making sure the setting was using the external installer, I could get the mod to install correctly.
  16. Keep in mind if you do run the Launcher from within MO you may need to remove the d3d9.dll, and possibly the d3d9_smaa.dll, from the Skyrim folder if you have an ENB installed. Failing to do so may result in an exception failure when Skyrim attempts to auto configure your settings.
  17. I assume you are running version 1.2.16? If so I suggest downgrading to version 1.2.14, this latest version has introduced an error in running Java executables. If you set the executable in the 'Binary' field to point to your 32bit version of Java so that it looks something like this: C:\Program Files (x86)\Java\jre7\bin\javaw.exeit should work.
  18. Good point @DoubleYou. Will do so for all future issues. As a reminder to all, do a search for similar issues and just add your experience to the existing issue rather than creating new ones. Removed the duplicate issues and assigned them them to point to #950
  19. @GSDFan see my comment above. Perhaps the MO wiki could make more mention of this ability? I mentioned in another thread that perhaps the whole method this code works could be elaborated upon also.
  20. To any that look here and see this post, feel free to create an account on the Bug Genie and add you experiences to any of the issues that are there. That is where Tannin does most of the checking and if many users post their views, it aids in setting his priorities. EDIT: I have also found that even though you may 'unlock' MO after unsuccessfully attempting to run these tools, the Java runtime executable, javaw.exe, isn't given a termination command and remains in memory. If you tried to start them a few times you will have it running in memory and you will need to either quit Windows and restart or otherwise terminate those instances with Task Manager of another tool, such as System Explorer.
  21. Keep in mind Tannin doesn't actually play these games as much as we do, if at all. That message is just based on what the code that is written to perform that function is designed to do. It's the difference between theory and reality.
  22. Confirmed. I'll post a report on the Bug Genie. Thank you.
  23. This would have to be one of most asked questions, looks like I need to do a specific wiki on how this works. Putting aside the beta nature of the code, if you want to check what possible conflicts may occur open the 'Information' window for each of those mods and check both the 'Confilcts' & 'Filetree' tabs. Check to see what files/assets/scripts those mods share, if any. If you determine that there is nothing that can go wrong, ignore the message. Humans work better at this than beta code. Ninja'd by Nozzer66... again!
  24. Ok, with you now. The code that MO uses to offer those suggestions is still a very early beta and as such it will get things wrong. Humans are much better at arranging those things when variables aren't known at the outset, so when in doubt follow STEP suggestions. What I have found with the warning messages is it is usually the last mod installed or moved that sets the warning and if that mod is moved the others usually fall into place. So try manually moving just the last, or last couple, mod(s) in that list to a new place and see what changes take place. The code produces circular references so it 'thinks' all the other mods need attention because one sets a flag that causes another to set a flag, etc. You can, though not recommended by me, change this in the 'Settings' -- 'Workaround' and change the 'Basic diagnosis plugin' -- 'check_modorder' to false. Ninja'd by Nozzer66
  25. Can you clarify this for me? When you say: You do mean you are running the 4GB patch via the MO drop-down Run menu don't you? Not from a shortcut on your desktop that points to the 4GB patch? It's just I'm a bit confused by what you mean by this: Do you mean the 'graphic setting stay the same' as in they are wrongly set or are they the same as when you said: Basically what I'm asking is: are all these attempts to run the game done via MO or are some just with the default shortcuts? I ask because it shouldn't make a difference to the graphic settings whether you run the vanilla executable, with SKSE, 4GB patch or any other patcher. The settings the game use are defined when you first ran the Fallout launcher and MO uses those settings to make its ini files for use inside the MO UI. Any changes to graphics when launched through MO will be making changes to the profile specific set of ini files and not those in the 'My Documents' folder as per a vanilla set up. If you are trying to change the graphics setting via the launcher outside of MO, that will have no impact. Open MO and select the FalloutNV Launcher from the drop-down menu and run it. Change the graphics settings and quit. Open MO again and select the 4GB patch from the drop-down menu and then run, the game should be using the settings you just changed
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