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Everything posted by GrantSP
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If this plain old Skyrim then I'd advise you to revert to using MO 1.3.11. On the other hand if this for the Special Edition add this to the 'Arguments' field in MO's executable list for LOOT: "--game=Skyrim Special Edition"
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I should have checked your INIs before I asked for your logs, you have the ENBInjector set up incorrectly. It should look like this: [LIBRARY] LibraryName=enbseries.dll [TARGETPROCESS] ProcessName0=skse_loader.exe ProcessName1=tesv.exe ProcessName2=SkyrimLauncher.exe ProcessName3= ProcessName4= ProcessName5= ProcessName6= ProcessName7= ProcessName8= ProcessName9= ProcessName10= ProcessName11= ProcessName12= ProcessName13= ProcessName14= ProcessName15= Run the Injector from MO, unlock MO by clicking the dialogue and then call the game by runing the SKSE from MO.
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Delete all the current logs in MO's log folder and retry with your options above and then paste the contents of the log folder here so we can see what MO is, or isn't, doing.
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Launching LOOT shows a blank white screen
GrantSP replied to rolandito's question in Mod Organizer Support
MO does not, indeed cannot, delete anything from anywhere when calling any executables. Calling LOOT is just a system call defined in the INI, which you should post so we can examine it, and once LOOT is called MO makes no further calls to it until you exit LOOT and MO regains focus. If you are indeed seeing that folder deleted then I would check that your AV software isn't doing something it shouldn't. Perhaps you may need to add MO as an exemption in whichever AV software you use. -
Welcome to STEP @subshadow As these new versions are still very much in beta @LePresidente has instructed that all issues should be posted in the GitHub issue tracker. If previous versions of the MO2 build were working for you and you do not wish to provide details to him, I suggest returning to one of those versions. If you are able to provide details via GitHub please be sure to include information about the mods you are trying to install. Fomods come in 2 styles, C# & XML. I'm assuming the mod in question was using a C# style fomod as they are more problematic for MO2.
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Ensure you actually have the FNIS mod active in the left pane.
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4GB patch apparently didn't work
GrantSP replied to Rescorla's question in Guide Support & Bug Reports
What have you set iHeapSize to? Default is only 250, trying a different number may help. -
4GB patch apparently didn't work
GrantSP replied to Rescorla's question in Guide Support & Bug Reports
If you run the game from the default exe and you can still see the NVSE version this shows you it has been patched. Ordinarily you would need to run the game from the NVSE loader, this new patcher removes that necessity. -
MO 2.0.8.2 - app crash on game exit, or right after game start? also F4SE
GrantSP replied to noctred's question in Mod Organizer Support
Welcome to STEP @noctred While I commend you on providing this video to help us see what is happening, logs and INIs would be of more use. The first question I will ask you is: what is the name of the profile you are running? It looks like it contains extended ASCII characters and if so this should be rectified. Second thing is not all 'write protection' errors are due to Windows and you should check that no other utilities are running in the background whilst MO/Fallout4 is active. Things like game utilities from Steam, AMD/NVidia etc. that may also be trying to write to those folders/files or just interfering with the VFS MO sets up. Related to that 'Insufficient system resources' may also be MO's way of saying something else is stopping it from continuing, other than your total system RAM and/or disk space. Check where those files are being written to and see if other utilities are interfering. -
4GB patch apparently didn't work
GrantSP replied to Rescorla's question in Guide Support & Bug Reports
The easiest indicator that the 4Gb patch has worked is to call up the console and type: GetNVSEVersion Since the new patched game executable will now call NVSE automatically, this will show you that NVSE is running even though you start the game now by running the game, not the launcher or NVSE. -
BodySlide 4.2.2 SSE not writing to overwrite folder
GrantSP replied to Langmans's question in Mod Organizer Support
Ideally maybe, but the coding involved in doing that would be needlessly complex when considering the few examples it sometimes does this. When you consider the current codebase is now maintained by a coder that has little C++ knowledge and the chances of this happening is nil. -
BodySlide 4.2.2 SSE not writing to overwrite folder
GrantSP replied to Langmans's question in Mod Organizer Support
This has always been MO's behaviour, MO or MO2. If the file exists it is edited if it is a new file it will be created and found in 'overwrite'. Any other behaviour you may have seen with any tools run from either MO or MO2 were in error, this is how it is supposed to work. Please note the MO guide's description of 'Overwrite'. -
Mod organizer installer - WS.Malware.1
GrantSP replied to SeptymiuszSewer's question in Mod Organizer Support
Follow my advice in the thread you started in Nexus and disregard the false flag. I also advise you to not follow @Purr4me's advice and choose an earlier version. Stick with 1.3.11 as it is the most stable. My comment about Baidu can also be applied to Norton. In my experience Norton AV tools have been more of a hindrance than a help. Any family/friend computer that gets bought with Norton pre-installed I wipe it from that system as soon as possible. -
AK-105 Assault Rifle From EssArrBee's Recommended Weapons
GrantSP replied to vranacat's topic in Fear & Loathing in New Vegas
Are any of these any good? -
Mod Organizer/Campfire DevKit Tutorial Issues
GrantSP replied to DrewsBrew's question in Mod Organizer Support
I'll be honest and say upfront I have never used the CK from inside MO that referenced scripts from another mod but... I believe the issue is MO is NOT seeing any script that is installed via MO, ie. the scripts are contained in a mod within MO's structure. Following the tutorial as you did I too was unable to place the 'placeable object', because that script was unavailable to the CK to work with. So, I copied ALL the compiled and source scripts into the actual game's Script folder and then hid those from the DevKit inside MO and tried again. Voilá! Now all those scripts are accessible and can be used in the CK. I have no idea if all the authors in the past, such as @Chesko, just had those in their game install anyway and just assumed MO would be similar, but there you go. I am confident you can continue now. Would be very interested to hear from other authors that use the CK inside MO. -
CTD in SSE When Looting -- Need help to diagnose
GrantSP replied to tjax323's question in General Skyrim SE Support
The "failed to start... The parameter is incorrect [87]" message is due to insufficient HDD space for the processes to work in, largely this is relating to the Windows assigned 'Temp' folder but may also be other HDD drives. On a very small number of occasions it may also be your AV software not allowing access to said drives/folders. -
External programs don't recognize Skyrim SE mods
GrantSP replied to anon768's question in Mod Organizer Support
Add these game specific switches to the argument field of MO/MO2's executable setup dialogue: LOOT: --game=Skyrim "--game=Skyrim Special Edition" (be sure to include "" around this one because of the spaces in the name) --game=Fallout4 xEdit: -tes5 -sse -fo4 Wrye Bash: -g "skyrim special edition" NB. Although Wrye Bash should be able to be called with game switches, I have not been able to get it to work correctly with MO2. The only recourse was to install WB separately for each game I run MO2 for, ie. SSE and Skyrim. -
How to Manually Undo All "Ignore Update"
GrantSP replied to Dhampyru's question in Mod Organizer Support
Thank you. Very handy and efficient way to do those tedious tasks. -
External programs don't recognize Skyrim SE mods
GrantSP replied to anon768's question in Mod Organizer Support
Have you run Skyrim at least once from its own launcher before trying to call any of those tools from MO? They all need to check the registry for the game's settings and unless you run it at least once they will not be set. -
This path: G:\The Elder Scrolls V Skyrim Legendary Edition\TESV.exe is concerning me for two reasons. It is needlessly long and will result in possible path limit errors, possibly this is what is causing issue now. It also looks like a cracked version path which is not acceptable here in STEP.In addition to that you have MO installed under this folder which only exacerbates the path limit problem, move it out to a location all it's own somewhere, ensuring any settings in your INIs now are changed to reflect that. Also there are two mods listed that appear to have non-unicode characters in their names: ã€WWLMG】Greybeard Meditation - Dynamic ã€DSAMG】Dragon Soul Absorb More Glorious Change these and see if that makes any difference.
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You starting the game from MO aren't you? Edit: Can you post the last log from when you actually attempt to run the game? The log here is from a xEdit session.
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When i run skyrim via ModOrganizer it opens steam and doesn't load my mods
GrantSP replied to rephiwas's question in Mod Organizer Support
No need. Happy gaming. -
Alternative to using Merge Patches (Standalone)?
GrantSP replied to vranacat's topic in Fear & Loathing in New Vegas
Guide changed to reflect the new profile wording. -
I think the size of the userbase indicates the mod number, as it stands now, is fine and the few reports by some users should be viewed as extraordinary. However it may be possible to add a merge section for some mods to reduce that number somewhat as well as marking some of the them as optional. The 'quest' mods fall in to that category. As much as I like the "Puce Moose" mods, they can be left off the load order easily enough.

