-
Posts
4,289 -
Joined
-
Last visited
-
Days Won
27
Everything posted by GrantSP
-
Unclean ESMs in MO-Emulated Data folder for Wyre Smash
GrantSP replied to mentaltyranny's question in General Skyrim SE Support
Don't use Free Commander to check anything about your load order. Although it works it also provides false information about your LO as it can not look inside BSAs to see what files they are providing, it only sees those files as... files, not archives. Yes I know @Tannin specifically made reference to its use but that was just as a proof of concept, not as a working environment. Be very careful in checking the dialogues in WB regarding unclean plugins. Are you sure they are not unclean because of NAVM (navmesh issues)? The xEdit cleaning process does not remove those, you would need to load them into the CK and do that by hand. Since it isn't really needed no one has automated that process. -
That's not an egg... this is an egg.
-
wip-fallout-4-using-modorganizer-2
GrantSP replied to Gernash's topic in Unofficial Fallout 4 Guides
Yeah... cache verification is a good thing. Steam is good that way. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
If I buy it again on GOG that will make 4 times. I bought the retail disk version twice because I thought I'd lost the disks during house moves only to find them later. So now I have the Steam version and 2 disk versions. Getting rid of Steam does sound appealing but I also play a lot Civ games and they are Steam release only. Still... all my D&D games and all the Fallouts on GOG is also very appealing. -
wip-fallout-4-using-modorganizer-2
GrantSP replied to Gernash's topic in Unofficial Fallout 4 Guides
Unless something dramatic has happened in the install of Witcher 3 in the past few months there most certainly is that file, although the path is actually: user_config_matrix/pc -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
The guys over at TTW are using it and the only significant difference, aside from the obvious, is it is already LAA enabled. -
Doubt about Advanced Recon Merged :)
GrantSP replied to Himself's topic in Fear & Loathing in New Vegas
While it is true MO has a slightly higher learning curve than most mod managers, I do believe things like this would have been made much easier to find and rectify if you used it. FOMM has its place but not using any managers is just far too much angst for what you get back. -
I don't have Fallout4 but the same process applies for all script extenders. Install the executables from the archive directly into the game folder. The scripts AND the plugins folder need to go into the 'Data' folder and it should be such: \Data\Scripts\ \Data\F4SE\Plugins\*name of plugin*\ any config files, such as *.json, are saved here. Most mods can easily be installed via MO2 and the process of creating these folders manually is not needed, simply install, activate and play. You have this path to your plugin: FO4\data\FO4se\scripts\FSEE\plugins\presets which is wrong. The 'plugins' folder is directly off the 'Data' folder, not 'Scripts'. As for your weird font settings? No idea, maybe a broken Windows setting for "hard to see" users or something. To repeat my recommendation again: Use MO2 to install all your F4SE mods and those folders will be created normally. After running the game there may be some saved files in the "Overwrite" folder which should either be moved to the corresponding mod or better yet, just create a new mod from it with the context menu and activate that in your order. Any new changes in your game will be saved to that folder.
-
If you run MO as admin in any mode and then call programmes from it that are not running in admin mode those programmes may have issues trying to save/edit files. This is why STEP does not encourage running MO as admin unless instructed to in very limited circumstances.
-
Mod Organizer Priority order vs. Mod Index order
GrantSP replied to Bundy714's question in Mod Organizer Support
Yes. -
Create a mod in MO2 called: F4SE - Scripts and install the F4SE scripts into that. MO2 will automatically parse the correct location to the game to find those scripts. The actual F4SE executables should be installed manually as you have done. Any mods that have F4SE plugins will need to have that folder created manually and you will move their plugin files into that folder manually, ps. I've edited your title and comment to refer to the correct script extender.
-
Mod Organizer v2.0.8.3 and usvfs_x86.dll
GrantSP replied to Rayen42's question in Mod Organizer Support
A couple of points I'll make about your installation method: Why recreate a UAC style folder on your E: drive? ie. (E:\Program Files x86) Even though this not a UAC folder naming it such may cause issues later on. Rename it to something sensible like E:\Games\Tools\ Where is your MO installed? It looks like you have extracted everything into the Skyrim game folder. Bad idea. Remove it all and place it into the same newly created folder as your other tools: E:\Games\MO2\ -
Checksums were for Qt5Gui.dll If you dl'd from Nexus then you have exactly the correct version. Unfortunately I have nothing further to offer, sorry.
-
Bethesda Creation Club - 3rd Party DLC
GrantSP replied to EssArrBee's topic in General Game Discussion
I second this. Any efforts to improve those tools would be a good idea. -
Are you trying to follow this guide? @Gernash uses symlinks in his guide but the official stance on MO2 is to NOT use them. All you need do is install MO2 anywhere, on any drive and modify the paths to various folders via the 'Settings' dialogue. As @Greg mentions MO2 uses the registry settings for supported games to "see" where they are installed and you should never manually move any game without ensuring these settings are also changed.
-
The mod '50 More Perk Points' is for Skyrim Special Edition and it appears you are trying to mod using MO 1.3.11, or more to the point your Skyrim install is plain old Skyrim. The BSA format for the two games are different.
-
Very well done to you!! It's always a pleasure to see users put in effort to fix their own systems AND come back to tell us. Kudos to you!!
-
ACCEPTED Not So Fast - Mage Guild (by cdcooley)
GrantSP replied to WilliamImm's topic in Skyrim LE Mods
Me too. -
Yes.
-
I like all of his stuff, so yes from me.
-
Yes.
-
ACCEPTED FAR - Forgotten Argonian Roots (by redtox)
GrantSP replied to Dzurky's topic in Skyrim LE Mods
If Neo likes it, that's a pretty good indicator. -
Sorry but I've got nothing to offer. Just to check, this a version from Nexus and not from some other place? The checksums for that file are as follows: CRC - CBD98A9E MDF - 2FF22FF110ECADD929B13EC6931B29C1 SHA1 - 3636879D02536F121398BB1AA15A59BE207394CFIf your checksums match then unfortunately I don't know what to suggest, but if they differ then I suggest you grab the Nexus copy and use that.
-
I can only guess that somewhere you have another Qt-style application that has its own DLLs overriding MO's. Doing a local search for that DLL does anything else show up?
-
Try moving MO away from any UAC folders such as where you currently have it installed. Create a new folder directly off the root of C:, or another drive if you have one, and install it there. This issue was resolved many months ago and it isn't likely that it has sneaked back into the code again.

