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GrantSP

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Everything posted by GrantSP

  1. The log he posted is from installing the resources archive, not running DynDOLOD. MO logs it as successful because it is, all the files in the archive are successfully installed. However the 2 folders: interface and scripts, are shown as "failed to extract" because they do not exist in the SSE version of the resources archive. They do in the old Skyrim version. I'm simply pointing out that there exists a difference in the supplied files in the two different game versions, if SSE doesn't need to have those 2 folders then the FoMOD need not reference them.
  2. @Sheshon Although I do not actually play SkyrimSE, I did notice that the SSE version of DynDOLOD resources does not have those two folders whereas the Skyrim version does. That's why I left that part of his question to you. MO/MO2 is installing ALL the folders that are supplied in that package. The FoMOD however does still have references to interface and scripts.
  3. Leaving aside the details about the missing "interface & scripts" folders, I'll make one mention about your naming scheme for your MO folders. Don't use . (periods) in the names, change it to something less problematic like: G:\MO2 or G:\MO and leave off the version number part. Tools run from MO/MO2 already have a hard time navigating through the VFS without confusing Windows with badly named folders. Now let me address the nature of your post. Clearly this is your first post here on the STEP forum but you've obviously been looking elsewhere for answers. Perhaps you're unaware that DynDOLOD's main support forum is here! That may have saved you some angst if you posted your question here first. The "so-called" help does not exist here, the creator of DynDOLOD does however actively support his work and you will see this by the many posts and answers in this sub-forum. So welcome to STEP and please remain courteous in your future posts. I'm sure the answer to your query will be forthcoming shortly.
  4. @chrisbro-MSFT, a Microsoft developer apparently, just posted on the GitHub that build 16289+ will have the fix for this so maybe there will be no need to make any changes.
  5. There are plenty of users here with the Windows update that can test for you if you want to do it.
  6. I have also "put out feelers" for coders in as many places as I can think that coders/gamers would look. Push comes to shove I may have to reinstall my development environment for MO/MO2. Not pleased about that as last time it was a hassle of different installs just to get the correct files to compile. That and the fact that I'm not a very good coder.
  7. Actually looking at the latest LOOT reports it says this about Vault 22: Clearly the guide needs an update. I'll make those changes now. That message is for Vault 22, as I mentioned earlier I use the non-plugin version of Wasteland Flora. You might want to run LOOT and see what messages it has about that one, it too may need an change to the guide.
  8. You can rollback any update that MS installs. Google it to see what to do. However they will keep on pushing updates at you until everybody, including me, is on whatever is their latest version. SKSE works perfectly well on 64bit machines so... no that's not the issue. You are, sad to say, in the boat that soon I will be in where MO is rendered useless by MS's updates. When that day arrives I will endeavour to see if there are any tweaks to the install that may circumvent this problem but I'm not feeling hopeful. Sorry.
  9. Restore the original plugins to those 2 mods from either the backups or re-install the mods and see if they still CTD. I see no issue with these mods that would cause a CTD, though I use the non-plugin version of Wasteland Flora.
  10. Are you 100% sure you cleaned it with a version xEdit that doesn't break the plugin? Note the instructions to NOT use version 3.1.1 or earlier.
  11. Firstly go to this link, and follow the steps to remove all the Microsoft data mining stuff and see if that helps. Then if that doesn't you have the choice to rollback to a previous version. Sadly there is no one with the requisite knowledge to code a "fix" for this still working on the project. All the contributors lack the advanced C#/C++ skills needed to patch MO/MO2, which means it may be the end of this software.
  12. Create a new folder in the 'mods' folder and call it something appropriate and then move the newly created plugin into it. Don't know why it was saved into the Cleaned Update folder, should've been either directly into the Data directory where the original was or the 'Overwrite'. In any case there's no great problem here with your system, just a quirky process.
  13. Nope, nothing out-of-the-ordinary there. Last thing. Bring up the Windows start menu and choose Settings -- System -- About and then check the version number please. If it's 1703 then this is another Microsoft stuffup with their "Creator" update. I have no solution for that. If it isn't 1703 then unfortunately I'm still at a loss and have nothing for you, sorry.
  14. Yep, sorry, I've got nothing to add. There is nothing inherently odd about those styles that would break the FOMODs.
  15. Post your MO INI. There must be something odd about the way MO is looking for those executables.
  16. Those links don't work. Don't worry about fixing them as I don't need to see the errors. One last question, this is the original Skyrim we are discussing isn't it, not Skyrim Special Edition? The only other time I've seen this error is when the user was trying to run SSE, which is 64bit, in MO 1.3.11.
  17. Okay, let's go back to basics. Have you ensured that SKSE is installed into the Skyrim folder? This must be done outside of the MO environment. If yes, then does the game start from the desktop? If yes, create a new empty profile with no mods at all and try that.
  18. Yeah, the first log is just MO initialising whereas the other log shows what is happening when MO calls the executable. This is the one that may show what is wrong with your system. You might also like to give us a look at your MO INI, maybe there's some clue to the error in how you've got things setup. (not likely though)
  19. Also there should be at least 2 logs, the one named above and another named: ModOrganizer_<year>_<month>_<day>_<hour>_<min>.log, such as this example: ModOrganizer_17_09_02_23_15.log
  20. Well something else is wrong with your setup because all FOMODs, whether C# or XML, work perfectly for me. Check to see if you have some external mouse driver software running or similar.
  21. Then I'm assuming that it isn't, only users with a modicum of system knowledge will get the update before the rest of us. Clear out ALL the current logs in the 'logs' folder and try again and paste the logs here, preferably using PasteBin or something similar.
  22. Which mod in particular? I have been using the dark theme since it's inception with no issue.
  23. Yeah, he didn't exactly phrase it in the same way I would but... totally agree with him. I hadn't even realised about the buying of "credits" to purchase these things, that's a big enough turn off for me right there. I mean what exactly is wrong with traditional currency anyway? Oh and my new favourite word: Bethetic. Classic, let's make sure it's included in the next edition of whatever is your dictionary of choice. Edit: Gopher raises the very important point about HOW Bethesda is rolling out the files in the Creation Club, and it is very disturbing. Everything is downloaded to your machine and awaits activation on purchase. And I do mean "everything". Check out his video.
  24. Make sure that when you're dragging the field you are dropping it on to the corresponding field in the new plugin. ie. if you grab the "Condition header" drop it on to the header in the other plugin, not a field below or above it.
  25. Seems I'm almost as crazy as you are! Yes, I did read all the release notes. Grabbing a copy now to see what you've done.
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