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GrantSP

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Everything posted by GrantSP

  1. I'm not 100% sure but I think it has something to do with the option in TES5Edit to 'Load BSAs'. Right-click in the left-hand filetree or on an esp -- Other -- Options == 'Options' dialog opens with 'General' tab showing -- check 'Load BSAs' Previous versions used to have an option to switch languages I believe but 3.0.33 doesn't appear to have that.
  2. Yep, totally normal. The date modified as shown in Windows explorer isn't updated so that might throw you, but the internal header records it as being correctly updated. You could also read the wiki on that subject, but it simply goes like this: Any mod that is active in the left-hand pane provides those files it contains for use in the virtual file system (VFS) MO generates. If the file exists and an external tool, in this case WB, makes changes to it, it is modified. If it doesn't exist in the VFS, then a new one is created and will be placed in the 'overwrite' folder.
  3. Since very few, if any, mods make edits to those scripts the chances of errors from its placement are minimal. Also I have never seen MO offer to move SKSE to any place in the order, I just move it where I want it. If you want to check if anything is overwriting them, just use the 'Conflicts' tab or the 'Data' tab of the right-hand pane.
  4. I just tried the latest beta of LOOT on my FalloutNV list and it completely screwed it compared to the stable version. Nothing was in the correct order. Even in a very minimal list the entire contents were just alphabetized, not 'sorted'. LOOT Stable LOOT beta
  5. Are you referring to the drop-down run box? I think you might be. Yes SKSE should be top. In fact in some of my installations SKSE variants like OBSE, FOSE etc. aren't even in that ini but are just 'seen' by MO and added. In the same way as the game executable is. You should be able to delete that entry from the ini and it would show.
  6. MO updates the existing patch after WB is completed. This is documented in the MO wiki.
  7. Your mod load order is the 'modlist.txt' inside the folder of your active profile. ie. C:\Program Files (x86)\Mod Organizer\profiles\<profile name>\modlist.txt This shows which mods you have as well as which are active or not. The actual plugins (*.esp/m) active in that profile is 'plugins.txt' in the same folder. As for your settings for SKSE as set in MO, you can either look at the dialog in the GUI itself or open 'ModOrganizer.ini' and paste the lines relating to [customexecutables] In mine it looks like this: [customExecutables] size=15 1\binary=C:/Program Files (x86)/Steam/steamapps/common/Skyrim/skse_loader.exe 1\title=SKSE 1\arguments= 1\workingDirectory= 1\closeOnStart=true 1\steamAppID= 1\custom=true 1\toolbar=falseHere it shows the skse_loader.exe is in the same folder as the main Skyrim game executable. This is the setting that defines the run dropdown box in MO which should have SKSE as the top option.
  8. not kosher indeed!
  9. Mator suggests using 3.0.33 with the Merge script and it should be fine to just clean your 'cleaned' files. If you are really nervous about potential errors though, feel free to let Steam restore them first.
  10. Ok, then I would guess the issue relates to your SKSE installation. Remember, SKSE CAN'T be installed with MO, only the scripts that come with it can. So if you tried to do that SKSE isn't installed. I recommend using the archive version rather than the installer, that way you have control. Open it with your archive manager (7Zip or some other) and extract: skse_1_9_32.dll skse_loader.exe skse_steam_loader.dllto the Skyrim folder, NOT the Data folder. Using MO, install the archive as a mod with the manual option and set the 'Data' folder to the top level so the message at the bottom of the dialog says: Looks good. Activate that mod and ensure the scripts are shown in the 'Data' tab on the right-hand pane as coming from the installed mod, not from 'data'. This makes sure the SKSE scripts are used.
  11. Could you clarify what this means? Are you saying you don't CTD when you run it from MO but you do when it is the vanilla launcher?
  12. Usually crashes at that stage are from missing masters. Are you sure you have all the needed mods and they are active?
  13. At the risk of speaking out of line, I would recommend OneTweak over the other two. Virusek made them all, so I don't know the reasoning behind not going for OneTweak, if there is any, and I have no issues with it at all on my system. He himself says they are superseded by OneTweak, although on their mod pages he still has it named as SkyrimTweak.
  14. Any user that is currently running NMM and decides to 'try out' MO WILL have difficulties. The way MO works is completely different to any other mod manager and needs to have a full commitment from the user to get the best out of it. I'm slightly bemused you post a question to get help running MO, get a perfectly good response and then decide to stick with NMM. :O_o:
  15. How do you have a 'non-Steam' version of Skyrim?
  16. According to Sheson you shouldn't raise either blocks above what is needed. If your memory allocation is going past 512, then the 2nd block takes care of the overflow. The memory fix is NOT allocating MORE memory it is: Lastly, to back up @hishutup's statement, Sheson counsels this:
  17. Yeah true. Taking that to its logical conclusion you could do away with it and just get users to copy your list. But this is going way off-topic, my apologies.
  18. I think you guys that are hanging on to BOSS might get left behind, especially with Skyrim. It's not going to be updated and LOOT will rule supreme. The quicker you learn to tame it the better. But then I've always been a software junkie, wanting to play with bleeding edge stuff. Anyway it doesn't matter what I think, like I said it's your guide.
  19. Why? Not questioning your reasoning, you can recommend anything you like in the guide you produce, just curious.
  20. Alphabetical? No, I don't get that.
  21. Me too. EDIT: As evidenced by my later post below, I in fact wasn't running the beta 0.7 version, not sure which version it was but it certainly wasn't what I have now. This is going to take a bit of getting used to. Thanks to pStyl3 for the answer to my question on the BethSoft forum about this.
  22. Didn't look in the spoiler tag. Is that the whole list? Couple of questions about some of them. Shouldn't all the PerMa style plugins be contiguous? ie. PerkusMaximus_Warrior.esp, PerkusMaximus_Thief.esp & PerkusMaximus_Mage.esp Also the PerMa extended descriptions, shouldn't that come after those plugins? Then there aren't any Unofficial Patches for the DLC. Any reason for not having them? Maybe some of the smaller plugins need them? The Dance of Death is active, I'd switch to Violens Combat Evolved has a SkyRe version would that be a better choice to use with PerMa? SMIM-Merged-NoDragonborn yet Dragonborn is active? I don't have a lot of those mods or use PerMa but I would look at those places anyway. PerMa is just a proccer.
  23. Ahh... you're talking about all the Advanced Recon stuff as well. Well then yeah, that is a bit more work. I feel for you. I think I might get that Legacy installer and see how it goes with my FalloutNV install. All the HUD revamp mods work well but the extra stuff might not be as kind for me.
  24. On my previous broadband scheme, 1.8Gb was a big deal. Now, not so much, so yeah I guess that isn't too big.
  25. I saw this 'bug' in the Bug Genie and tried to replicate it. For me it always reverts to 'No groups'. From your image you are using Win 8 so I can only guess there is something fishy with the way the minimize function handles the last selected GUI function of the MO interface. What happens if you change the view and then perform some other function and then minimize? I'm on Win7 and no matter what operations I perform after changing the view and then minimizing, it always reverts to 'No groups'.
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