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GrantSP

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Everything posted by GrantSP

  1. You mention that you are reinstalling so I'm assuming you at one stage were able to install it with MO? What has changed between now and then? As far as settings in MO are concerned it makes no difference whether you change the FOMOD settings as this mod will ALWAYS call the external installer, it uses a C# script. I've just now reinstalled that mod in my setup and saw no issues. If there were any major changes made in your system could you describe them, perhaps something has broken? Keep in mind I am on a Win10 setup that is constantly updated and I am yet to see this problem.
  2. In my book the definition of a good mod is something that just does what it says it should and, even better, adds something that should have been in the vanilla game. This mod scores on both points, well done.
  3. I'm not sure what you are after is possible with stylesheets alone. All the UI elements are defined in MO's code using Qt as the framework and there needs to be a specific element that the stylesheet hooks. The highlighting that occurs when you select a mod to show any conflicts is defined in the programme code itself and then assigned a specific UI element for Qt to work with. Aside from that I'm not sure what else I can offer. Making stylesheets is fairly easy though as you can have MO open and work on the stylesheet in an editor and the changes will show as you make them.
  4. From your descriptions I'd say it is an issue with UAC. xEdit will work called from anywhere and by anything as long as the registry entries for the game(s) are valid. Windows does like to get in the way though and if Steam or Fallout4 are in a path that is under UAC you may have to use the Steam mover tool and move out to a better location.
  5. Where are the definitions of those elements stored? I'd like to know a little more about that too.
  6. You could also create a mod from the 'Overwrite' in the same manner as FNIS and name that according to the current MO profile, however the data stored is also saving the name of the Frostfall/Campfire profile set in the MCM menu so it shouldn't overwrite data when called from another MO profile, just be sure to check the MCM to ensure that it is using the profile you want.
  7. As noted before this is most likely an issue with the way the Qt framework references certain UI elements and it fails to register the Windows10 method of text scaling. I've taken the liberty to post this issue on your behalf.
  8. Nice work. I've changed the title of this thread as well as all the references in your wiki to "ModOrginizer" to "ModOrganizer". Just me being pedantic.
  9. I actually raised that point with @Tannin in the issue on GitHub and was told that he is fine with the way the documentation is currently worded and since he has the last word on it... well his call. Since the only clause that is being removed in your edit is: The actual substance of the instruction remains the same, ie. BSAs are handled by MO as a file, not a container. That's why I added the notice under the 'FreeCommander' section that files contained inside BSAs are not shown, as is the expectation upon first reading of that tool's use.
  10. You're not making things any easier for yourself by having the 'Priority' column take up more than half the screen BTW. Having said that, yes it does appear to be an issue with the way Qt manages those elements. (Qt is used to design the UI in MO.) You will have a better chance of finding a solution by posting this issue in the issue report page on GitHub.
  11. This is essentially the case. I posted a couple of issues regarding FNIS and another mod with a BSA in the GitHub issue tracker and his responses say as much. To sum up what he said it goes something like this: MO sees the BSA as a file when the VFS is constructed, the contents of that file are not sorted in any way. Loose files are shown as winning the conflict IF they come from a mod with a higher priority.
  12. @pmw57 I have to commend you for your work in this guide/support forum. Clear, concise instructions to newcomers and detailed fully researched information for seasoned players. That's a very hard act to pull off, satisfying all with just the right amount of detail. So, although you aren't out for commendation, i'll give you some anyway. Well done, kudos to you and glad you are able to make STEP a supportive forum.
  13. All this 'fix' does is place these armours in levelled lists so they are distributed around the game. It is not a replacement for ANY plugin.
  14. XP is dead, you will need to get a newer OS to use MO.
  15. In your OP, one of the screenshots shows your current list of mods. In it is a mod listed as 'Unmanaged' called XFLMain. What is this and why isn't it installed via MO?
  16. Whilst your observations are always welcome, you may have a better chance of providing, and receiving, assistance with these issues if you make them on the GitHub repo issue page.
  17. Welcome to STEP @JimmySmith Perhaps you should post a fresh topic about your experience as this one wasn't about a 'crash', simply some messages that recur.
  18. Just curious, the step to open the merged plugin in the CK is for what reason?
  19. Should just be a case of copying into MO2's folders the contents of your existing folders. ie. 'mods' into 'mods', 'profiles' into 'profiles' etc. The actual profile system should be identical in that both versions read the plugins and mods enabled from those *.txt files in each profile.
  20. Step 3 should produce the same results in Win10 as it does in Win7 because once the CK is called from MO the 'Data' folder that it "sees" is actually that constructed from the mods enabled in MO. This means when prompted in CK to provide a name for the plagin in the save dialogue, the 'Data' folder will redirect to where ever MO tells it to. If the plugin exists it is overwritten if it is new it will be found in 'Overwrite'. You are seeing an illegal folder error due to insufficient access rights within Win10 for the folder you are looking at, but you should never have to navigate to the "real" MO folder structure.
  21. That is also where you will more likely get an answer with the current beta release. STEP provides active support for MO version 1.3.x but all queries about MO2 should be addressed in @Tannin's repo.
  22. If you contact any of the STEP staff via Nexus PM we can assign a fancy "Mod Author" tag to your avatar here in STEP, it also allows greater editing ability to your posts and topics.
  23. Since STEP recommends and uses MO this will never be an issue as nothing is ever placed into the actual Data folder. TBH I'm not 100% sure why moving those files would have any impact on how that patcher runs, or doesn't. It may just be coincidental that moving them allowed you to proceed. At any rate at least you can now play the game.
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