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GrantSP

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Everything posted by GrantSP

  1. Well now the fomod script for FWE doesn't work at all for me, but any other C# style script installer does, e.g. Project Nevada. The error I get however is very different to yours. Clearly there is something odd about the specific code in this script that is bugging out when called on a Win10 system. Are you able to manage a manual install of FWE? So to sum up what I have seen: Only certain C# style fomod scripts, these are the ones that call the NexusClientCLI routine, are broken under Win10. Most installations can however be bypassed with a manual install. I'll let the MO team know and see if they can track down what exactly is bugging out.
  2. Okay, I've just forced an update on my machine to the latest Win10 update and I'm checking all the latest issues people have mentioned and so far nothing has stopped me. I'm going to assume therefore that something specific to each user's setup is at play. So, what specific mod is being installed in the screenshot? Also you mentioned Project Nevada in your OP but you're modding FO3 based on @Kelmych's guide. How were you expecting a FNV mod to install on your FO3 installation?
  3. Are you on the Windows 10 with the latest update, the so-called Fall Update?
  4. If you're following those guides I'm assuming you're using MO, but are you sure you're not using MO2? I see no reason why MO would be using that path. I'm going to assume this is during a mod installation, perhaps when a fomod is called? Could you also elaborate on how you manually installed any mods? Into a folder inside MO's structure or directly into the Data folder?
  5. Read the MO guide's FAQ section. Question one has the answer you're after.
  6. Don't go with MO2, use MO 1.3.11 instead. MO2 is still a little too flaky.
  7. Moved to Skyrim Revisited Support. You may want to provide some more information to assist those reading this as it seems to be very sparse on the diagnostic information.
  8. You can't have 3 different installs of Steam & SSE, there are registry entries made when you install the game and xEdit reads these to allow access to the game files.
  9. My English skills are very good, if I do say so myself, and I can't figure out what that last sentence from @LordOfLA means.
  10. I can't see why that particular mod even needs a fomod, all there is are a BSA and an ESP!
  11. You have to expand the top level to see the folder named: "Data" and invoke the context menu on that folder. The other folder and the readme are not needed.
  12. It sounds like you're using MO2, don't. Use MO 1.3.11 for Fallout 3 or New Vegas.
  13. You can use MO to install the mods, it's just the OBSE plugins that need special attention. Since they reside in only one folder under \Data\ it is a very easy case to keep it clean. Mods cluttering that folder is always a no-no IMHO and that is where MO excels.
  14. Yeah, the Oblivion engine is a different beast to Skyrim/Fallout. ALL script extender plugins must be installed manually outside of MO for the game to see them. This was discussed in an early build and I believe it is impossible for MO to get around this.
  15. Common sense is the best tip I can offer. There are just too many variables to say: 'this is because of that' or 'can't do this because of that'.
  16. Yes, any losing record needs to be placed into the patch if changing the load order cannot fix it. No, the patch you create is not dependent on any other mods, except those listed as masters, so it makes no difference what happens to other mods in your load order.
  17. You can have merged, CR, bashed or any other type of patch you like, just remember they all count toward the plugin limit. Yes, removing the patch if it's broken is fine, just redo it another time. To see what truly needs to be put into conflict resolution patch you need to look at the right-hand pane, not the tree list in xEdit. Just because a record is red it doesn't mean that record is broken, you need to see which plugin(s) are changing it and make your choice as to which you want to "win" the conflict. As it stands the right most plugin, ie. the last one, will win but there may be records in the other plugins you want to use. Regfer back to what @Roy did.
  18. Yeah pretty much. See how in his example the last plugin has most of the edits he wants but the IMPACT plugin, which is lower in the load order, has the specific changes, so he copies those specific records into his patch. That's what a conflict patch does. Whenever the desired records are in a plugin that is being overridden by a higher plugin, you need to copy those records into a new plugin that then gets loaded afterward.
  19. @Helidoc Don't worry about getting on the bad books with STEP, I'll keep tabs on the progress of this new development phase and will let you know if things need to change. In the mean time I'll look into giving you more privileges here on STEP such as the ability to edit posts. This will mean you can make a changelog post if you wish and update it as needed, in addition to that on GitHub of course. All the best with the work on MO2.
  20. @RoyBatty has made a video on how to do it. He calls them "feature patches" and the game he is on is Fallout New Vegas but the principle is the same. https://www.youtube.com/watch?v=z61u0bQUmgM
  21. Try deleting the 'webcache' folder's contents and reloading.
  22. Merged patch == combining 2 or more plugins into one with the purpose of reducing the number of active plugins. Conflict resolution patch == a specific plugin you create to get around 2 or more plugins editing the same different records that changing load order cannot fix. You're already seeing what is and isn't changing that .44 magnum so deciding on what needs to be changed, if anything, is just one step away. Personally I wouldn't be too hung up on what the weapon is named, if it was changing its stats though, then I'd change something. I do not have Apocalypse Armory installed so I can't see what it is doing but other mods like FWE or WMX also make sweeping changes to weapons like this.
  23. Your best bet is just to come to grips with xEdit by doing what you're currently doing. It won't be long before you'll be able to make conflict resolution patches your self and then you can add mods without worrying about patches not being done by the authors.
  24. Seems that memory leak thing was caused by Steam's overlay software. I've never seen it because I turn all those things off, in fact all MO/MO2 users should be turning all such software off.
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