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Everything posted by GrantSP
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There have been a number of variations employed by Tannin in formatting the version numbers. The current format covers most mods available and does the job it is designed for. Keep in mind the version number is only indicative of the number the author has on the header part of the mod page. It is possible to have the latest version as described by the "File Section" but have MO show it as needing attention because the mod author hasn't fixed the page. In the scheme of things the version numbering is very minor and if it doesn't suit your likes then there isn't a lot to do other than deal with it. Additionally, there is no need to post a question here AND place multiple bug reports on the tracker. One report is sufficient. Please keep this in mind in the future.
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Hiding a file collapses the entire tree
GrantSP replied to Tiranasta's question in Mod Organizer Support
Is the hiding of files really necessary? -
This would seem to indicate the problem is not with any vanilla assets or code but rather with how one or more of your mods is working, or more importantly - not working. I would agree with @hishutup that it is most likely a scripting error, possibly based on an incorrect order. ModA thinks it is after ModB and therefore nerfs the magicka to be at the correct level, because it thinks ModB boosted it. ModB did nothing however and ModA's nerfing gives a negative result. That is of course a highly simplified description of what I reckon is happening, but you get the picture. If you are unsure as to which mods are doing what to your magicka then unfortunately you will have a long effort deactivating them and checking. Keep in mind if it is script related even after deactivating the mod that is causing the trouble, there might still be scripts in the save you are using. That may mean you remove the culprit and load the save and have the same problem even though the offending mod is removed. Not a pleasant scenario I'm afraid.
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Massive falloutprefs.ini duplication in Mod Organizer
GrantSP replied to grimZan's question in Mod Organizer Support
Yep, that's what is the preferred method. Unless there is a specific reason why you really need to run those type of tools, I would try and not use them. I am in the lucky small percentage of people that has never had any issues with alt-tabbing out of any of my games, so that means my view is biased.- 8 replies
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- FALLOUT3
- mod organizer
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MO won't start random executables
GrantSP replied to moistnuggests's question in Mod Organizer Support
Although I applaud the eye-catching wording of your thread, software just doesn't act like that. If you installed it correctly and, at one time, it runs, the only reason for it not running again is something has changed, either by design or by mistake. Let's take Wrye Bash. It doesn't matter where WB is installed. It finds the game by registry settings and the only folders you need to explicitly tell it about are the Mod & Bash Installers folders. Personally I have all my game utilities installed in their own sub-folders in a C:\Games\Utils\ folder. So, what changed since you first installed it and when it wouldn't work? Perkus Maximus. This, along with all the other 'proccer' style tools, is a Java application and therefore it must have a correctly installed 32bit Java installation as explained in the wiki. IF you have that requirement, AND you have also correctly set the MO launcher, also described in the wiki, AND there are no UAC issues in place then the first place to look might be the program variables that assign the memory allocation to that program. There have been a few postings about that and I GamerPoets has a video to help with using the HeapSpace.bat. There is a lot of documentation about these steps already. If you have read it and still find the description confusing could you let us know which parts need attention? The wiki is an ongoing project and if it needs to be made more 'user-friendly' then so be it. Editing the wiki one time is better than answering the same question 100 times. -
The mystery of the missing script (Deadly Combat and ARM)
GrantSP replied to Glanzer's question in General Skyrim LE Support
I went and had a look at ARM on the Nexus. I see what you mean about a few oddities that cause the mod to be problematic. I was asking to see if the script does exactly the same thing in both mods, and hence is most likely a generic script. Or if it might just be a case of one or the other authors mistakenly adding the other author's script reference and not checking. A long shot I know but surely if it is from Bethesda and it now no longer exists there would have been 100's of questions and bug reports about it by now? What are the chances it is just a similarly labelled script but has nothing to do with Bethesda? Until you figure out if it is the same function or just a fluke of naming you can't even hope to make a patch, or some other workaround that doesn't involve completing quests with console commands. Sorry I can't provide any specific help. I just love these sort of problems though, and finding the answer can be very informative in so many areas. At least for those looking on from outside. For you it is probably less fun. -
The mystery of the missing script (Deadly Combat and ARM)
GrantSP replied to Glanzer's question in General Skyrim LE Support
So if that missing script borks Deadly Combat, how does it affect 'Agent of Righteous Might'? I'm assuming you must be able to buy something from a trader in that mod also. What would it be and can you buy it? This is assuming of course that that script is in fact a generic Topic extension like this one: -
The mystery of the missing script (Deadly Combat and ARM)
GrantSP replied to Glanzer's question in General Skyrim LE Support
Did the potions actually do anything? EDIT: Nevermind. I was thinking the script had something todo with the functionality of the potion. It looks to be the dialog text instead. Sorry. Move along. -
Have you read the wiki on Mod Organizer? It covers all you need to know about where to get them and how to install them? Along with that it also helps you to ensure they are working properly. Along with the wiki, GamerPoets has made a series of installation videos that are very helpful.
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New game, can't use right hand unless arrows are equipped
GrantSP replied to O0mix0O's question in General Skyrim LE Support
hmm... The message about 'no arrows equipped' is just the default vanilla message Skyrim gives you when you have a bow equipped and no arrows so clearly the game thinks you have a bow in your right hand. So I would narrow the list down to mods that change that aspect of the game. Things like how your player is equipped or which weapons you have. It could be something weird like a merged or bashed patch assigning a bow label to a sword or something. You did say you updated mods since the last playthrough so they should be likely candidates for examination. -
Massive falloutprefs.ini duplication in Mod Organizer
GrantSP replied to grimZan's question in Mod Organizer Support
Further to what @GSDFan said, try running it again then quit and examine your ini. If it is duplicated then you know it is happening each time the game initialises. Then I would try running the game without your fake fullscreen mod, whichever one that is, I know of at least three. If the ini is fine then you can safely say that's your culprit. That's what I'm placing my money on. Then you will either have to try another one, determine the correct settings for the one you have or not use it. If you are really desperate you could keep a copy of the correct ini and write a batch file to copy over the old with the new, fresh one before each game. That's only if you are really desperate though.- 8 replies
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- FALLOUT3
- mod organizer
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New game, can't use right hand unless arrows are equipped
GrantSP replied to O0mix0O's question in General Skyrim LE Support
Try running FNIS again to generate the animations. You may have de/activated an option when you chose this new character. Anytime you add/remove mods that contain animations FNIS needs to be run again. -
For anyone that isn't too familiar with Git just use the GitHub application. Yes it isn't as advanced as using console commands but for the average user it is the easiest thing to use. On my last two projects we had numerous contributors both with full and limited access pushing commits. Nothing is irrevocably changed as all commits can be wound back if needed. GitHub, for all their faults, have actually made a serviceable application that takes the esoteric nature of git shell and it's console commands away from the new user.
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The current profile that you are using for this game, did you create it from scratch or create from another profile? Secondly, have you tried deactivating all the script-heavy mods until after Alternate Start mod has finished its stuff? Once you have your character set and loaded in the selected location, save the game, quit, activate those mods and then load that save. I've not had to resort to that myself, but that doesn't mean it couldn't be an issue.
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Can 2 installs of Skyrim co exist on same pc?
GrantSP replied to Quahogs's topic in General Skyrim LE Discussion & Support
As for the answer to the OP. No you can't have two Skyrim installs but that has already been answered in this thread a couple of times. Now as to multiple MO installs. Well, yes, you can install MO as many times as you wish and some apparently find that the best way to do things. I however think that is an overkill. IMO the only reasons why you would need two or more separate installs of MO is if you are constantly changing between them for support or development purposes or you are just extremely nervous about how well profiles work. Profiles allow you to setup each group of mods and switch between them effortlessly. Even Proccer patches can be named accordingly and set for each profile so you shouldn't have to run them anew for each profile. Mods showing up in the left-hand pane that don't belong! Well all I can say to that is OCD may be an issue. If a few (dozen, hundred) mods that are not active appearing in the left-hand pane is a problem that needs to be solved by installing MO a few times, then by all means go ahead, but I would have to question that decision. As with anything moddable, there is always going to be a trade-off between ease-of-use and efficiency. If you are constantly switching, then maybe, yes, multiple installs. If, like me, you just have a couple of characters on the go and sometimes switch, just use profiles. -
SkyProc Not Launching In Mod Organizer
GrantSP replied to Monstarr's question in Mod Organizer Support
You will need to be more specific in what isn't working. Software just doesn't decide to not work for someone if it works for someone else. In that video what exactly are the differences between his steps and the steps you take that make this not work for you. You also haven't answered my question about the paths that MO set when you 'Add as Executable'. Do they match what you already had? Another area I need clarified. That L: drive you use, how is it connected? Is it through a software controlled network, a network attached device, or some other method. I'm just a little unsure if that might be a problem. It might be, if there is software controlling access to that drive that won't allow the MO VFS hook access to function correctly. It's a long shot but since I have so little to work on I'm having to think outside the box here. -
Left hand spell animation has a graphic tear
GrantSP replied to GrantSP's question in General Skyrim LE Support
Will do. Thanks. About the screenshots that ENB takes, I've figured out how they are activated and I can now get screenshots that are actually workable images, not messed up rubbish from the vanilla. What I would like to know is, can I specify a folder for them to be saved or is it always going to be the Skyrim folder? It looks like ENB is just taking control of the default code and therefore it will always be where vanilla saves them, but I'm not sure. -
Left hand spell animation has a graphic tear
GrantSP replied to GrantSP's question in General Skyrim LE Support
You're going to say I'm crazy now. I finally decided to try out an ENB, I went for Realvision, and afterward I thought I better see exactly which spells were effected. Previously it was the Destruction spells: Flame, Ice, Spark, etc. that had that tear. Well you wouldn't believe it, now there isn't any tears with any of the spells. I swear I'm not trying to wind you up, I can't find the tear anywhere. I have no idea if that is possible, not having a great understanding of ENBs and how they work. Could they possibly smooth over any rogue joins between graphics? I wouldn't have thought so yet my eyes aren't deceiving me. Thanks for the screenshot tips. So ENB can take screenshots? Didn't know that. Another thing I have to read up on. -
I sometimes notice this graphic tear when the PC has a spell in the left hand. It only becomes visible when I am looking a specific way and the background is sufficiently light to show, as in this screenshot. It doesn't seem to matter which spell either, though I haven't done any real exhaustive comparisons. Is this a vanilla anomaly or is something else perhaps amiss with my setup. I do have FNIS - Spells installed. I wouldn't rate this as a particularly vital error to fix, just one of those things that I notice and it spoils the feeling for a moment. On a related matter. I can not get any screenshots to work unless I run Fraps and capture them with that. Using the standard PrtScr, which on my laptop is a two key affair, Fn+End, the resultant screenshot *.bmps that are saved into the Skyrim folder are completely screwed. All the images are slanted to the left at 45 degrees and striped like some old fashion interleave setting in my games from the 80's. I usually use Cropper but I think it may be having trouble now MO is starting the game. Maybe, not sure. At any rate none of the Cropper keys are working in Skyrim. Any alternatives to take screenshots besides Fraps?
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One of them is now dead in the water. The other is flourishing under a user called Gazebo. Both can easily be found on Civfanatics. The current mod is the Community patch, the defunct one is Communitas Expansion Project.
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SkyProc Not Launching In Mod Organizer
GrantSP replied to Monstarr's question in Mod Organizer Support
That's not strictly true. You can get just about any executable to run, so long as certain restrictions are adhered to. Have a look at the GamerPoet's video on installing the Perkus Maximus moreHeapspace.bat. Michael has done another excellent job of providing clear and concise instructions for installing tools inside MO. As for your situation. It really boils down to some simple steps. Your Java installation MUST be 32bit.You MUST full access rights to ALL the folders that the process uses.There must be no other software taking control of these files/folders. (virus-checkers etc.)You MUST specify the correct arguments.Assuming all the above is working then if there is still a problem it must logically fall outside of MO's control. All the settings in MO mimic those that would be encountered if you run these executables from the console, or command-prompt. If they work there then they should work from within MO. The only proviso is the 32bit requirement. If you open the Data tab in the right-hand pane and find any of the Proccer type jar files and right-click 'Add as Executable', do the settings MO produce match those of the current settings? -
Right back at 'ya.
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CTD at Helgen character creation screen
GrantSP replied to O0mix0O's question in General Skyrim LE Support
Ahh... ENB conflicts! I haven't yet gone down the ENB path... yet. I tell you something, all these postings about setting them up and then the problems that come from them aren't instilling a lot of confidence in me. I'm sure all those users that do have flawless ENB setups will quickly come and allay my fears. -
I haven't actually said hello yet, just dropped in and started thrown' my weight around. I actually came here because of two unrelated things. For sometime I was involved in modding CivV and all my time was focused on that. We had great success with two major overhaul projects and someone once mentioned why don't we do something like the S.T.E.P. guys have with Skyrim. My response was: "huh!" Then after burning out on CivV I got myself the Skyrim Legendary edition and proceeded to mod it up and came across MO and fell instantly in love with it. (weird I know but it does actually adequately describe my feelings for that software) Anyway, the documentation is of course found here at S.T.E.P. so naturally I gravitated here and found myself being compelled to join. So although it wasn't to use your great guides on setting up these games, I find myself enjoying being here and hope I am not stepping on anyone's toes as I find my way around. I should also say it has been a long time since I have read quality comments consistently on a forum. Often times forum discussions quickly degenerate into childish bickering and mindless squabbling over pointless topics. I have not seen that here and it is a very refreshing thing. In particular I should say that the staff come across as very good at what they do and for that you all should be commended. Well done.
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SkyProc Not Launching In Mod Organizer
GrantSP replied to Monstarr's question in Mod Organizer Support
Ok that's good at least we know your Java setup is fine. Now we have to figure out how to get MO to run it.

