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GrantSP

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Everything posted by GrantSP

  1. The releases should still be available on the Nexus downloads and the last date there is for: 16:24, 15 December 2016 | version 2.0.8b This leads me to conclude the aforementioned release is still in the winds. Have patience, MO coding is basically a one-man-band now and progress will be slow. 16:24, 15 December 2016
  2. Welcome to STEP @blomstertj The internal 'Sort' was based on code for LOOT before SkyrimSE was released and as such it doesn't recognise the new game. It's not likely to be changed in the near future and the easiest way to sort your plugins is to use the full LOOT standalone release. Add that as an executable to MO and add this in the 'Arguments' field: "--game=Skyrim Special Edition" Be sure to include the quotations otherwise it will miss the last two words and think it is just 'Skyrim'.
  3. It will work with any mod. Any issues you face with a specific mod, ask for assistance here and we will do what we can.
  4. Keep in mind how MO installs mods. No file is actually "installed" in the same manner as that which the majority of mod pages describe. No file is actually placed into the game's 'Data' folder and is rather, extracted into a folder named after the mod MO 'installed'. Upon runtime MO takes all these files and creates a "virtual file sytem" (it isn't technically a VFS, but for the sake of this discussion calling it a VFS suffices.) which the game sees as in it's 'Data' folder. This is the reason why these mod authors offer the advice they do, to avoid files cluttering the 'Data' folder. Since MO does not do anything to the real 'Data' folder they can safely be installed and you need not worry. MO works with all mods listed on the Nexus for the games that it is designed for, ie. all games that use a ESM/ESP plugin system. (The exception being Morrowind.)
  5. Delete the MO ini and restart your system. Add back all the executables you need. Disclaimer: MO2 was left in a state of beta and although users can get a stable and working environment to mod their games, STEP is not using MO2 as the default mod manager. All suggestions are just that, suggestions, and may or may not work for all users.
  6. Welcome to STEP @GabrielJack This sub-forum is specific to topics relating to the MO wiki but your observation is valid. There is very little likelihood that there will be any future MO development. @Tannin has recently been employed by Nexus as the lead developer for NMM and the latest MO development of MO version 2 has slowed to a stop with very little outside development taking place.
  7. You should NOT clean Skyrim.esm! Restore the original.
  8. Actually I just remembered that fomods inside archives install just fine. There is a FNV mod called "Beware of Girl" that is packaged inside a *.rar as a fomod and MO will extract it to a temp folder and then run the fomod installer. Here is the log for the install whn you instigate an install: 10:57:04 [D] mod id guessed: BOG Body Replacer FOMOD by sedaleare2_0-34702 -> -1 10:57:04 [D] passed mod id: 34702, guessed id: -1 10:57:04 [D] using mod name "BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer" (id 34702) -> BOG Body Replacer FOMOD by sedaleare2_0-34702.rar 10:57:04 [D] not a simple archive 10:57:05 [D] simple expression matched, using name only 10:57:05 [D] passed mod id: 0, guessed id: -1 10:57:05 [D] using mod name "BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer" (id 0) -> C:/Users/GrantSP/AppData/Local/Temp/BEWARE_OF_GIRL_Type_3_HiRez_HiDetailed_Replacer_2_0.fomod 10:57:05 [D] running D:\Games\ModOrganizer\FNV\NCC\NexusClientCLI.exe -g FalloutNV -p "D:\Games\ModOrganizer\FNV\profiles\F&LNV" -gd "D:\steam\steamapps\common\Fallout New Vegas" -d "D:\Games\ModOrganizer\FNV\overwrite" -se "5.0.3" -i "C:\Users\GrantSP\AppData\Local\Temp\BEWARE_OF_GIRL_Type_3_HiRez_HiDetailed_Replacer_2_0.fomod" "D:\Games\ModOrganizer\FNV\mods\BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer" 10:57:06 [D] brought window to front The script then runs and you make all the necesary choices and voilá, it's installed.
  9. The author of that mod packaged it in such a way that if you want to install manually, then it just works, but if you want to use a manager that recognizes fomods then unpack that fomod and install from that. Fomods inside archives are not seen as such by MO and need to be unarchived.
  10. That particular mod is packaged as a manual and a fomod install. The MO installation will show you the plugins and you should activate whichever one you want. The *.fomod files in that archive are just a script and a screenshot for each option, that screenshot is the reason for the *.fomod being noticeably larger than the plain plugins.
  11. If you haven't already just look at the official MO wiki, accessed via the ? button in MO's UI, or via links here in STEP. All of this is explained in the wiki. Additionally the official YouTube video tutorials are by GamerPoet, check them out.
  12. 1. Yes 2. Yes 4. Whichever methods are easiest for you. Since the process of unarchiving would take place outside of MO you should just use Explorer, or any alternative, to move them.
  13. Welcome to STEP @lvl4321 MO handles fomods natively so you will have no issues.
  14. While I applaud his effort in trying to make Oblivion modding easier for MO users he fails to make use of the tools he tells you to install when trying to install a necessary mod at the very first instance. In his Part 3 video he installs DarnUI, which comes in an OMOD, but instead of using OMM he instead shows you how to install it manually. This is the best way to do it BTW. Just repeat that process with any other OMODs you come across and you will be fine. In short: open the OMOD with an archive tool make any changes inside the extracted archive you want (generally not needed) re-archive that folder move it to MO's downloads install
  15. You should be directing any Nexus account queries to Nexus.
  16. That specific mod has some NSFW images on it's page and therefore Nexus requires you to be an account holder AND enable adult images. This is the text that greats you if you try to view that page when not logged in: ErrorThe site has run in to a problem, please look at the error message below... Adult-only contentSome files and images on this site are classed as "adult-only" for nude content, extreme violence or otherwise mature content. To help protect those people who do not wish to see such content, especially those who browse this site at work, the site has a content filter in place to block the viewing of such files. Unblocking this content is very simple. You need to be a registered member of this site and logged in. To change your viewing preferences, including whether you can view files classed as adult-only, simply change your member preferences and return to this page.
  17. The MO wiki explains what you need to do.
  18. Have a look in the 'Data' tab of MO for any mods listed that make changes to "meshes\actors\characters\". These will all be *.hkx files, or animation files. If anything looks out of the ordinary, disable that mod, run FNIS again and then try it in game. You will need to redo your FNIS each time as it controls all the animations.
  19. Thanks @zilav, I'd not used those myself but that does seem to be the better way to handle the process. Here are some STEP links about the process. Staged Conflict Resolution xEdit guide
  20. Not sure what steps you are taking during the plugin selection phase but I can assure you that whatever plugins you check in the initial selection are the only plugins loaded into xEdit during that session, with one proviso. When you load xEdit there is the 'Master/Plugin Selection' dialogue box with all the currently installed plugins listed, those currently active in your load order are checked and those unchecked are not active. However, ANY plugin that is needed as a master of any selected plugin will also be loaded into the session. This is necessary to allow correct editing of the records for that plugin. So in your scenario regardless of what plugins you select, it is more than likely that the game's DLC masters will also be loaded, that is normal. Any mod that uses any of the Unofficial plugins as a master will also load those. If all you are interested in doing is seeing which plugins conflict with other plugins then using xEdit in the default view will be the easiest method. Select a plugin and expand it's tree to a specific record and the right-hand pane will show all the plugins that also reference that record with the furthest right plugin being the conflict winner.
  21. Unrelated to your OP, but your installation is in need of a cleanup. You have the individual UnOfficial patches installed directly into your 'Data' folder, although they are not active in your load order. You do have USLEEP installed and active so just delete the old patches. The Hi-Res Textures are loaded in reverse order in the left-hand pane. The order of your mods in the left-hand pane is alphabetical and therefore not in the correct order.
  22. There's your problem then, you have mods installed in 2 different locations. Either it's: C:\Users\Numpa\AppData\Local\ModOrganizer\Skyrim\mods\Dual Sheath Redux\SkyProc Patchers\Dual Sheath Redux Patch or it's D:\SteamLibrary\steamapps\common\Skyrim\ModOrganizer\mods\Dual Sheath Redux\SkyProc Patchers\Dual Sheath Redux Patch I'd say at some point you have either had mods installed in the default MO locations and then made changes to the settings and saved them elsewhere or you have two separate MO installations and they are trying to use the same settings. The 2nd error message is saying it can't access the patcher so it is either not enabled in the left-hand pane, not actually installed where you think or it isn't installed at all. I'd take some time and do some housekeeping on your gaming system and move MO out of whereever it is installed and install it into its own folder such as "C:\Games\Tools\MO" or similar. Then have your downloads, mods and profiles in folders under that. This does two things. One, it shortens the path to executables and this is always good, as you will eventually come across an exceeding of path limit error. Two, it avoids any UAC issues stemming from Windows wanting to control your system.
  23. Try using the "More Heapspace - 32bit" batch file as the executable instead. Easiest way to set it up is to navigate through the 'Data' tab to find the SkyProc Patchers folder and then invoke MO's context menu on the 32bit version file and add it as an executable.
  24. That is another annoying Windows "extra" called XBox app. You can delete it via the control panel.
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