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GrantSP

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Everything posted by GrantSP

  1. Even though I personally loathe this time of year, I find myself wanting to wish everyone a happy and safe holiday season. If you drink, have one for me. If you don't, just wish someone some good cheer. May you return to normality and the drudgery of work/school with a measure of refreshment in you heart, failing that, go and slay some dragons/radroaches/daedra/sundry bad dudes and have fun.
  2. Do you mind posting a screenshot and your loadorder.txt from the profile folder?
  3. Hmm... so users are to search for things that they didn't know existed! :O_o: That's fine, I'm only messing with you. I can look for those sort of things now I know they exist. Much appreciated.
  4. Those links are very interesting, thank you. Can't seem to see where they link from though, are they just internal documentation not meant for general reading? If not I think having a link to to that would be very helpful.
  5. Well that makes sense, I myself prefer CCOR, but I can't see the documentation for this decision here.
  6. Ok, similar question to the one I just posted on Ars Metallica. This is posted as 'accepted' yet there are a lot of comments about it being to bloated and not as good as others. Where is the reasoning on why this is still accepted?
  7. I'm just browsing and I see this mod is labelled: 'dropped' but for the life of me I can't see the reasons expalined. Am I not looking in the right place?
  8. well I'll be... just smack me, coffee deprivation probably.
  9. Was this the type of message or was it something else? In other words, was it IE asking for permission of some other software taking control of that type of extension (nxm). If you select 'Allow' the registered program for that extension, in this case it should be MO, will be called and the download will commence.
  10. In MO open the 'Saves' tab in the right hand pane and "mouse over" the save that you are trying to use. There will be a popup with a screenshot of the save and above that a list of missing plugins that this save expects to have installed. If the list is small, perhaps just one or two, I would try re-installing them and then try the save. If the list is more extensive I would bite-the-bullet and try a new character. Of course if the list is extensive, and you can figure out which of the mods would make changes to the character's head/helmet, you could also try installing that mod. It is always a good practice to not make changes to modlists mid-game if you want to keep playing with that character. Even with mods that shouldn't affect saves there is always something residual. Maybe it's benign, maybe it removes your head.
  11. Totally agree. This initially made me very apprehensive of the whole 'ENB' thing. It gave the impression of sloppiness and perhaps even the chance that these binaries may just 'up and disappear' one day. Glad to say I'm past that stage and have now gone with an ENB. If only there was a way to have a link that checked for either extension... Sorry for jumping in like that, very rude of me, carry on. Oh BTW, very good guide. I'm learning a great deal about ENBs.
  12. One other point, any mod installations with Nehrim won't be able to use WB either. WB uses the registry to recognise which game to work with, Oblivion or Skyrim. You choose with either the selector on WB initialization or the "-g" switch and point to a specific game but that installation must exist in the registry. I wouldn't touch NMM with a ten-foot pole and other mod managers just don't rate it for me either. The upshot is, if you want to mod Nehrim I fear the only option is manually. I'll continue a little play-through with 'vanilla' Nehrim and then I will look at some mods that might make a difference.
  13. A guide to modding Nehrim would really only be saying the same thing as any other manual modding guide: copy the assets and plugins into the Data folder. Apart from a few UI mods, DarnUI perhaps, are there any other Nehrim Mods? Then there's the whole aspect of the game only being an English subtitled version. It does make it taxing to play when you are constantly reading text. Also my school-boy German may be a bit rusty but the English seems a little on the minimal side. Apart from that, this is obviously a very well produced mod.
  14. There is an Oblivion.exe in the Nehrim folder but MO refuses to see this folder as a valid game folder. Assigning any other game directs MO to look to the wrong game application and assets. I can select any game and manually edit the ini to look to the Nehrim folder but that just resets the MO options and I'm back to looking for a valid game. For all intents and purposes there are two Oblivion installations, one with Bethesda assets and the other from SureAI. MO just refuses to recognize it.
  15. I've just installed Nehrim and started the tutorial quest. The installer for the mod is very easy to use. It simply creates a new folder called 'Nehrim', copies all the assets into it and then also copies over the ini and the executable from your Oblivion installation. You then execute the launcher and set your options. The one odd behaviour though is in the 'Data Files' option. There are list of checkboxes that is populated from the default Oblivion plugins list so it naturally includes the Oblivion plugins. Normally checkboxes require a single click to check them, these though are odd and require a double-click. You need to uncheck the Oblivion stuff and check the Nehrim stuff. Failing to do so will mean the opening menu will start and the option to start a new game will be presented but it will fail to load as no plugins are listed. Slightly obtuse setup, but it does work. So now I have a copy of my Oblivion installation in a folder called Nehrim and it contains the Nehrim plugins as masters. Next to add MO. This is where it fails. No matter what I do MO just will not recognize Nehrim as a valid game. Until I get MO operational I won't be adding any mods.
  16. I'm still using my patch from a few versions back, I haven't the need at the moment to upgrade and test further, but I would say this is very robust and there are no 'issues' with other aspects of the game. Try it, it's easy and quick and if you don't like the results, delete it. As patchers go, this ranks high in my books.
  17. OK, let's get some detail here to try and understand what has happened. Please provide your installation locations for both Skyrim and MO. The setup of your hard drives, ie. just one or two or maybe you use an external drive for downloads. The version of Windows and whether or not you have administrator rights on it. (to avoid any permission issues.) You mentioned NMM, do you still have that installed and were you trying to use it alongside MO? With what you have provided so far no one will be able to help as you haven't given any clues. For the record it is impossible for one action by MO to delete itself and all your downloads. Having said that, my first guess is you tried to set the binaries for your ENB from inside an explorer window of the archive, as though it was already extracted. Afterward, the archive was closed again and the binaries weren't available for the calling programs. You said you "moved them", you probably created shortcuts to them by mistake. Check this by looking into the folder that you "moved" those files and see if there are any with the *.lnk extension. At any rate, all of this is just guesswork until you provide something solid.
  18. Is that the only mod in the message or is it one of many? If there are others try moving just the last activated or installed.
  19. Muchos gracios
  20. Okay, I'll redo my XPMS and any other skeleton mods and see if I can figure it out. So it most definitely isn't some form of normal behaviour with the game?
  21. Every now and then I see this sort of thing on some of the NPCs. It's like a little moving platform that sort of looks like an armour or weapon in some angles. Is that a standard thing or is it an issue that is from an installed mod? My game time is not as extensive as most of you, so it may well be just an accepted thing. I can't say it happens for all NPCs, I haven't seen it everywhere but when I was in Raven Rock it shows up all the time, and especially for the guards.
  22. I take it the reason you are wanting this is related to this post. Might I suggest you tackle it another way. When the script is run perhaps you could provide the user with a file/folder selector dialog, perhaps one that maintains the result for later executions, and then the user could point to the desired folder. That way you avoid needless code searching for the folder and it would always be accurate even in extreme installation cases. (Assuming the user inputs the correct folder.)
  23. It depends on what your definition of 'safe' is. Will it cause savegame corruption, CTD's, ILS, script error, or any other type of issue? Probably not. Will you find functionality for a specific mod not working? Most likely but, only if the error was actually an error and not the code making assumptions. As it says in that dialog box, it is still in beta and therefore it could make a wrong assumption. Like I said before, even when the message lists numerous mods as needing to be moved around to fix the problem, usually all that is needed is to move just one of them, usually the last installed/activated, and the others fall into line.
  24. According to the screenshot for Hypothesis #1 you have 65 hex or 101 plugins, well below the number some have conjectured is where Fallout reaches the limit, so I would look for a solution elsewhere. Not really sure what your method in Hypothesis #4 is trying to do. The definitive solution to show that MO can't handle that mod setup is to recreate it outside of MO, ie. install them directly into the Data folder and run it from there. If by chance you were messing with ini settings regarding your CPU cores, ie. iNumHWThreads , you might want to keep it at 1. A lot of the posts I've read all point to that as being an issue with newer hardware using older games, users assume they can just crank up the numbers and everything is fixed. I should say though that I'm only tossing out suggestions, I have no definitive input and I am equally intrigued by your problem as you are annoyed by it.
  25. I don't follow, there is no Dawnguard esm other than the Unmanaged:Dawnguard. How can the cleaned one come between itself and the UDP?
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