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Everything posted by GrantSP
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It depends on the type of mods that you are wanting to remove. If they are just mesh/texture/sound replacers then there will be no issue, removing those will simply mean the next mod in the order will provide those files. Mods that provide new game elements are a different matter. If they simply add those items manually you should be fine to remove that mod, if they are added by levelled lists or by scripts then you will probably have issues. Then there are mods that apply/edit quest scripts, or otherwise use scripts to accomplish tasks. Removing one of these mods will definitely break your game. The claim made about MO be easier to add/remove mods is more related to the fact nothing is overwritten when you install, hence no need to re-install base files if you remove a mod.
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Just found out today that MS is stopping support/updates for Win7/8.1 if they are using the newer CPUs, ie. AMD Ryzen or Intel Kaby Lake or newer. Barnacules Nerdgasm has a video that explains all the details as well as links, that I'll duplicate here, to the official MS reasons. Tom's Hardware's topic. MS's posting about this. To all users of Win 7/8.1 that still refuse to use Win10 all I can say is update and follow the details to disable ALL telemetry.
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SKYRIMLE SRLE extended LOTD. Suggestions for new additions.
GrantSP replied to Nozzer66's topic in Skyrim Revisited (retired)
Reason for the 15 min limit on post editing is this. Additionally when new members join they are encouraged to read the STEP Guidelines which also mention this and the instructions for joining also have the link to that post, if I remember correctly. -
Instant CTDs are probably not due to a bad patch. If the patch didn't work you wouldn't even be able to start the game. Are you sure ALL the correct plugins and their BSAs are active?
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You do not run the patch from inside MO. Run it once to "patch" the FalloutNV executable and then run the game by calling the game, not the patch.
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The actual SKSE plugin can be installed via its own installer or manually so long as it exists in the "Data" directory of Skyrim. The scripts that accompany SKSE should be installed into MO as a mod so that they can be manipulated in the order if needed. The so-called "issues" you mention are probably nothing at all and just the result of mods creating new files after the game or some tools are run. Just move those files into an existing mod that matches the output or create a new mod from 'Overwrite'.
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FNIS Mod Organizer 2 will not work together.
GrantSP replied to lordrahl's question in Mod Organizer Support
If that is the case then perhaps Windows is messing with your install due to UAC issues. The error message shows it isn't applying the correct system files to this process so you may need to look at fixing that. Try running everything as Admin, though I advise against this at it may cause issues later on. Or perhaps your H: drive is a NAS drive, or otherwise attached via software, and this is messing with MO's 'hooking' system. Basically you will need to look at all the areas where your system deviates from the norm and investigate if that is causing an issue. MO/MO2 is very finicky when it comes to software running in the background that may also try to make calls on the games, or game tools, running processes. Game overlays, AV software, firewalls, NAS drivers etc. all can be causes of issue. -
FNIS Mod Organizer 2 will not work together.
GrantSP replied to lordrahl's question in Mod Organizer Support
Have you checked that you meet all the requirements for MO? .NET especially can be very troublesome at times. -
SSE - FNIS not finding any other animations
GrantSP replied to Wodenedow's question in Mod Organizer Support
If you're basing you assertion on the fact that FNIS doesn't specifically mention PCA in the list of mods in its dialogue then you may be surprised to know it doesn't do that in old Skyrim either. PCA just supplies a lot of meshes for use by the game which you can see are in use if you open the "Data" tab and check through the list of meshes. So if PCA is used that mod is replacing vanilla meshes which FNIS will use when you run that tool. -
FNIS Mod Organizer 2 will not work together.
GrantSP replied to lordrahl's question in Mod Organizer Support
FNIS 7.0 works perfectly well with MO2. The errors you are getting makes me believe you haven't got the FNIS mod active in the left pane. At any rate without logs from you we will not be able to diagnose anything. -
New Monitor, MO/MO2 are both having size issues
GrantSP replied to rayhne's question in Mod Organizer Support
Not sure what you mean by the bolded phrase. The rule of thumb in MO/MO2 is this: If the file exists in the VFS it is updated, if it is a new file it will go to 'Overwrite'. It is best practice to keep 'Overwrite' clear by either creating a new mod from its contents or by dragging the contents into the correct mod. The only time this rule changes is with an odd behaviour when using xEdit and cleaning/editing some plugins. This is believed to be related to drive speed and OS file permissions not releasing in time before the process has completed. -
With Mod Organizer is it possible to have an untouched game folder?
GrantSP replied to feathersea's question in Mod Organizer Support
Be sure to read the MO wiki. It is accessible via the help menu inside MO itself, or via your browser using this address. Take special note of the 2nd item in the "Features" list. -
Need help with FNVLODGen
GrantSP replied to GMansBriefcase's question in Guide Support & Bug Reports
I'm going to assume then that your install of Steam and FNV was inside Program Files (x86). The guide clearly advises against this, if it isn't installed there then Windows has taken control of where ever you have it installed and is viewing it as a UAC folder. That should be rectified. -
Need help with FNVLODGen
GrantSP replied to GMansBriefcase's question in Guide Support & Bug Reports
Okay, are you sure the LODGen.exe is in the 'Edit Scripts' folder? If you extracted the archive from Nexus correctly, and followed the instructions in the guide, FNVLodGen.exe will be in the top folder and the scripts folder will contain this executable and the scripts used by xEdit aka. FNVEdit. Your log seems to quit at the point when this executable is being called. -
Need help with FNVLODGen
GrantSP replied to GMansBriefcase's question in Guide Support & Bug Reports
Lack of that log indicates LODGen is not happening. Go back over the instructions and ensure you have all the needed files in place and MO is calling them correctly. Check that your computer isn't hiding the output from you or perhaps your AV software, either MS's own or a 3rd party, is messing with the execution. You may need to set an exemption for these tools. At any rate let us have a look at the log you do have. Delete it first and then re-run FNVLodGen and post the log. Actually better yet, create a new blank profile in MO with just the basic FNV files, DLCs, LOD Resources etc. and run it with only those, that way the size of the log will be smaller and easier to work with. If we can get the basics to work we can move on to why it fails with the full load. -
Need help with FNVLODGen
GrantSP replied to GMansBriefcase's question in Guide Support & Bug Reports
Navigate to the folder containing FNVEdit and/or FNVLodGen and if everything was installed correctly and you are able to run FNVLodGen there will be: FNVEdit_log.txt & LODGen_log.txt. Paste these files here in "spoiler" tags or via an online host such as PasteBin. These files will show us what is or isn't happening. If you do not have these logs then your installation of those tools is flawed and you should re-check the instructions to ensure they are correctly installed. -
It's always a good idea to do a search before asking a question, especially one as large as version changes. This was asked only last month, though @EssArrBee hasn't responded @MonoAccipiter made a good point about how it works in his fork.
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MO 1.3.11 stores all its settings in text files in sub-folders of the installation folder. The registry is only queried to ensure valid games are installed, nothing is saved to the registry by MO.
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Since you're talking about STEP Extended I'm going to assume that this also about Skyrim, not Skyrim Special Edition. That being the case your MO should also be version 1.3.11 not one of the MO2 variants. If this not the case please provide some more detail. Now I'm not sure what you mean by "It doesn't initialize". Check that the laptop meets all the requirements to run MO found here. Grab the latest archive version of 1.3.11 from Nexus and extract it to a location on the new computer. Running it should present you with a small tutorial dialogue with instructions to use MO effectively. Sometimes this dialogue is hidden behind other windows, it doesn't automatically grab focus nor does it appear in the tasklist so alt-tabbing will not bring it forward. Minimize everything that doesn't need to be visible or simply move aside every window until you find it. Dismiss the tutorial and proceed.
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My mistake, loot32.dll is from MO 1.3.11, MO2 should have loot_api.dll. Have you run Skyrim at least once from outside MO? The registry settings needed by LOOT to find the game won't be set unless it you do so.
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No, that's fine. Same thing in my logs as well. Look, let's re-evaluate the whole need to use the injector version. Why exactly can you not use the wrapper version?
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Yes. In my experience these AV software packages cause more issue than good. I'll backup @Tech's advice and say just use MSE and if you wish run the free version of MalwareBytes at regular intervals, say every other week of monthly. In nearly 30 years of using a computer I've never been infected with anything despite using these basic tools, and their predecessors of course. Steer clear of AV software that requires a fee for functionality, freeware does it just as well.
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Damn you're quick onto that, like a seagull on a hot chip.
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The standalone version of LOOT should be installed into a separate folder all its own, it should NOT override the cut-down version of LOOT supplied with MO/MO2. Remove all the files in the MO\loot folder except: loot32.dll & lootcli.exe. Install LOOT somewhere in a folder all its own and add it to MO2's executables list. Run LOOT via this menu and not from MO2's 'Sort'.
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So you're saying ENB is not active when SKSE calls the game from MO? ie. the ENB messages are not shown during startup? If that is the case then the issue lies outside of MO as this setup works perfectly for me. Check your AV software to make sure it isn't interfering in the process of execution. Perhaps you may need to setup an exemption for it. There is an anomaly in the order of your log process that I can't figure out. This is how my log runs. Not the the position of the line where the hook is removed. INFO (13:43:07.0083): Windows 6.2 (workstation) INFO (13:43:07.0083): hook.dll v2.7.5 INFO (13:43:07.0083): Code page: 1252 INFO (13:43:07.0083): injecting to D:\Steam\steamapps\common\Skyrim\ENBInjector.exe ... INFO (13:43:07.0452): injection done ------------------------------- INFO (13:43:18.0314): Windows 6.2 (workstation) INFO (13:43:18.0314): hook.dll v2.7.5 INFO (13:43:18.0314): Code page: 1252 INFO (13:43:18.0314): injecting to D:\steam\steamapps\common\Skyrim\skse_loader.exe ... INFO (13:43:18.0688): injection done ------------------------------- INFO (13:43:20.0920): Windows 6.2 (workstation) INFO (13:43:20.0920): hook.dll v2.7.5 INFO (13:43:20.0920): Code page: 1252 INFO (13:43:20.0920): injecting to D:\steam\steamapps\common\Skyrim\TESV.exe ... DEBUG (13:43:20.0922): hooks removed ----------- LOG END ----------- Note in yours the hooks are removed before TESV is called, why I don't know.

