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Everything posted by GrantSP
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Okay, just loaded it up and you need to unselect all the uneeded masters from the list and ONLY double-click the plugin you are working and the master, in my case FalloutNV, in yours Fallout3 and then with the cursor on the plugin, Vault74, click 'Set as Active File'. This loads Vault74 as the working plugin with the assets from Fallout available to include in it. This may be important or just a difference with Win8 and Win7 but I have the name of the active plugin shown in the Title bar whereas you just have the name of the application. Garden of Creation Kit - [Vault74.esp] compared to Garden of Creation Kit
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Yeah, really easy. The wiki outlines it here.
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doh! Always the simplest things isn't it. Glad you got it sorted. Although you still are using version 4.1 and 5.1 is out.
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I'm actually working in FalloutNV, but the process should be the same as Fallout3. Anyway after setting the vanilla *.esm as active and then saving for the first time this is the result for me. My saved plugin was automatically set as the active plugin. What isn't shown in my screenshot is the FalloutNV.esm is also checked whereas your Fallout3.esm isn't used as the master plugin thus setting your plugin as the only one available to make active, but it can't because it is set as master because Fallout3.esm isn't loaded. At least that is what I make from it. That's true of the Construction Set also. You need to remove the d3d9.dll from the root folder or else the render window can't work properly. A real pain as I may need to set scripts or batch files to do that moving automatically if I plan on doing any major work with either kits. @saintbrew Where did you assign that ini tweak reference that the GECK advised in the 'overwrite' folder? I applied it to the mod I created from the vault74.esp. Double-click on the new mod in the left-hand pane and on the INI-Files tab right click in the bottom left window and assign it there.
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I just tried it with no mods installed, just the vanilla, as you have it and now it loads just fine. Very strange indeed. I take it you are following the tutorial for GECK, I'll give that a go also and see where we differ in results.
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Try updating FNIS. I have v5.1 This is my FNIS log with just the top two options, Gender Specific and Skeleton Arm Fix. If you don't have the animations for the choices you pick nothing can be changed.
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I just installed GECK from Steam and loaded up MO to test and I can't even get it to initialize properly. Runs fine from the desktop but hangs on the load screen when through MO. That's not good, if I'm trying to help someone use GECK in MO and I can't get it to work. :O_o:
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I just re-ran my FNIS and this is the output in my 'overwrite' Anything like your output? The skeleton.hkx should be the arm-fix, I think. None of these files however are actually needed for FNIS to work, most are just text files used in the process, or empty folders that contain no new or updated files. My existing FNIS mod should have any of those files modified. If your not getting anything like this I would re-examine the installation in the MO executable list.
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Does it already exist in an active mod? MO should be updating any existing file if it is active in the VFS.
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Shouldn't have to copy the Fallout folder, just start the GECK from the desktop and load your plugin or create a new one just to test the setup. This is just to eliminate all the variables first so we can start seeing what is and isn't a MO thing and then fix from there.
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Okay, good something I can see. Hmm... lots of stuff here but I'm not sure its all MO related. I haven't edited in any the TES Construction Kit for years and never with the GECK, so I'm a little rusty on what is supposed to happen. Someone else may be able to point you in the right direction with that. If I may make a suggestion. Since the mod list you are working with is only the vanilla anyway, try all these steps again from outside the MO environment, it may be the issues you are facing are not MO related and may be just the GECK environment?
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When you clicked the link in IE did you get a dialog like this or not? I'm assuming you didn't. If you didn't then IE's settings aren't correctly set and you will need to rectify that.
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Problem switching between profiles
GrantSP replied to Mauxe's question in Guide Support & Bug Reports (retired)
I would strongly advise against trying to maintain any Steam mods AND use MO. MO works best when the Skyrim Data folder is kept clean of mods directly installed into it, as in the case of Steam loading mods. Trying to maintain a correct load order with MO fighting against the Data folder WILL cause you more grief than it is worth. You can easily set up a 'vanilla' profile from with in MO that only uses the default assets and your son can use that. You, if you want, can set up multiple profiles with as many or few mods installed and play them without fear of any conflicts when changing them. This is in fact one of MO's biggest selling points. -
doh! I was running a test profile and didn't even have archive invalidation on. :O_o:
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Let's see if I can break this down into manageable bits so we can analyse it. You have created/edited a plugin (*.esp) using GECK and after your first edit the file was in the overwrite folder You have then moved that plugin into its own mod Later you again edit this mod and only the edits from that session are showing up (not sure about this one, it isn't very clear) Could you clarify this statement: so when i change a door on a vault that i created from a copy cell, in my next save of the .esp, only the door that i put will be saved on the esp Trying to save this mod, during the subsequent edits, you are refused access and can't save that fileCan you tell us if this is what you are trying to do? Also please provide details of the installation paths to Fallout, GECK & MO. This is to see if there are any Windows restrictions in place.
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I just restored my copy of the vanilla Knights.esp and then cleaned it again via MO and no CTD for me. There was one message that I don't recall seeing before though, but the game itself starts and runs without hiccup. The message is: [Undeleting and Disabling References done] Processed Records: 9761, Undeleted Records: 255, Elapsed Time: 00:00 <Warning: Plugin contains 2 deleted references which can not be undeleted>Are you using version 3.0.33?
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Naming player characters with special characters
GrantSP posted a question in General Skyrim LE Support
Does anyone know how to assign a character name that contains special characters like apostrophes? Since any Khajiit you play should be named with a prefix followed by an apostrophe, at the very least, how can you name them that way? When ever I try to enter any special character in the name field upon creation, I can only enter the 26 characters of the alphabet. -
Thank you. I'll rearrange them in the drop-down box into that order. This may sound strange, since Windows is supposed to be case-insensitive but I was still getting files being placed in the overwrite folder and messages in the logs showing this location: mods\TES4LL\Textures\landscapelod\generatedWhen I changed them in the tes4ll_all.mpb to match those set by the instructions above, ie. case-sensitive, they correctly were placed into the mod and not the overwrite.
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Does it matter in which order those three bat files are run?
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Technically it is because MO restricts the user to 32bit programs so you can only use the 32bit version of Java, whereas 64bit Java handles the memory allocation much better. So it would more be correct to say it is 32bit Java's 'magic' being slow. But I understand the nature of your comment as being slightly "tongue in cheek".
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Just a little clarification on your xEdit query. xEdit is TES5Edit. It is also FNVEdit, FO3Edit & TES4Edit. The accepted method is to just rename the xEdit executable to which ever version you want, but you could also pass a switch upon execution such as this: xEdit.exe -tes5 -editwhich does the same thing. Other switches are: -tes4, -fo3 & -fnv for their respective games Personally I do it that way so I can just have one installation of xEdit and use the switch to edit whichever game I want. That way I only need to maintain one folder not four.
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Can't run EMB Manager as administrator
GrantSP replied to FreeMortal's topic in Skyrim Revisited (retired)
Have you had any error messages prompting you to run it as admin? If not then don't worry about it. *.jar files could be looked on more as a set of instructions for your Java runtime, than as an 'executable', so that's why Windows wont give you the option. So long as you have permissions high enough for the file operations in the desired folder, you should be fine. PS. I saw that manager and wondered about using it. What are you impressions? Any good? -
@keithinhanoi Kudos to you! Brilliant. Concise yet thorough, a very hard combination to produce. If this can be bookmarked by all then we can all be assured of correct implementation of those settings. Oh, and suppose we can thank @hishutup also, well done to you! Don't want you feeling left out.
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Once the latest beta of version 0.7 is finished and it becomes the stable version, brace yourselves for a flood of confused users asking why LOOT has done what it has to their load order. I'll put my hand up and confess I'm not 100% aware of the intricacies of the code but after seeing it perform on my minimal FalloutNV game, I was flabbergasted. Now, not so much. Although the LOOT team were very helpful in setting me straight I still have a lingering doubt in my mind about this major adjustment to the way plugins will be sorted. Not as to the effectiveness, but as to the need for it. What it boils down to, as far as I can make out, is this: For the most part LOOT doesn't need to make changes to the majority of load orders but it does since that is what you run it for. Taking the load order of my game as seen here, it becomes evident that there are no plugins that conflict with any other plugins so for all intents and purposes, ANY order will be correct. pre-beta LOOT, and presumably BOSS, makes changes to this order, if I manually move some, and it will always sort them this way. Beta LOOT also makes changes, in this case it is what is called "Human readable" and it immediately 'looks' wrong. The human mind, being what it is, sees patterns and quickly makes evaluations as to whether they are 'natural' or not. A near alphabetical order fits the bill of 'not natural', though strictly speaking there is nothing stopping an order of plugins just happening to be in this order, it just doesn't occur very often. (or at all) In my case I jumped the gun and assumed LOOT stuffed up. Let's take a hypothetical example. We have a collection of mods named A through G. Mods A & B make changes to the same records and we want B's changes so it must load last. Mod C also makes changes to records that B does, but a different set to A, and we want C's changes so it must come after B. Mod D also changes some records that B does but we don't want those changes so it must go before B. Mod E shares no record changes with any of these mods so it could go anywhere. Mod F changes records that both A & C does and we want these so it must come after both of them. Lastly Mod G changes only one record that mod B does but we don't need it so it can go anywhere before B. That would mean if all these mods are loaded the order should be something like this: E -- A -- D -- G -- B -- C -- F Now if we remove Mod B from the scenario the order is now much more fluid and could be correct in many more formats. A -- C -- D -- E -- F -- G or G -- A -- D -- C -- F -- E or the one that has the least change from the original E -- A -- D -- G -- C -- F or indeed a number of other permutations. The human mind will immediately look at the first one and assume it is just alphabetical and therefore 'wrong'. But it isn't. Clearly then we have for years been accustomed by BOSS & LOOT to see orders that 'look' correct when in fact they are only one of many possible solutions. I know a couple of you prefer BOSS and will say, "see I told you LOOT was wrong." After laughing I will respond and say, "no it is just your perception that is making so." What does this mean? I'm not sure. I like change and I like software that works. What I don't like is not understanding how the change is better or how the software works. Any thoughts? Are these the ravings of a mad man?
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No Bashed Patch data in MO overwrite folder
GrantSP replied to FreeMortal's question in General Skyrim LE Support
Which wiki? I've tried to stay on top of the MO wiki and keep it fresh. Also anyone can edit the wikis if they see a need.

