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GrantSP

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Everything posted by GrantSP

  1. Well I have learnt something new, thanks guys.
  2. Ok so at least we know you are running the external LOOT. First thing you should do is create a dedicated folder for all your game utilities like you see in my settings. This keeps everything in order and it is far easier to move or update these tools when you have them all close together. This will also remove the tool from your desktop. Generally a bad habit to get into is running executables from the desktop, especially ones that aren't self-contained single files. Now I'm assuming you are using the latest versions of both MO and LOOT. If so that is good but we might have an issue with LOOT's settings files. Earlier versions changed the format of the *.yaml files used and this meant if you ran MO's internal tool and then the external LOOT those files sometimes got broken. Easy fix though, just delete them and run the tool again. They are found in the LOOT folder in your 'AppData' folder. This is a hidden Windows folder so you may need to change settings in Windows to find it. Just to clarify something, it isn't recommended to install the LOOT into the MO folder of the same name, keep that just for MO's internal version. It can be done, but I strongly suggest NOT doing so.
  3. There are two ways things are placed in the game world: Static or fixed. ie. the modder or game developers places the contents in those containersDynamically or scripted. ie. a script runs after a specific trigger action has fired and the container is filledThis means everything that you can loot will be made available once you enter the cell that contains those containers. The exception here is if you failed to trigger a specific script by arriving at that cell in an unconventional manner and therefore those items will be missing. This is why 'coc' is not recommended in actual game play as it may bake into your save the wrong script references.
  4. Hmm... I have a sneaking suspicion that you may need to use the CK to edit the map marker.
  5. Also if you mouse-over the acronym the full name is revealed. Yeah I know, magic right!
  6. If you are calling LOOT from within MO, and you have everything configured correctly, then it is looking at the mods that are active in the profile. You should have no mods installed directly in the Skyrim 'Data' folder so it makes no difference. Looking at your MO INI again and the settings are still of concern to me. Aside from it being truncated, you only have this as your LOOT entries: 4\title=LOOT 4\custom=false 4\toolbar=false 4\ownicon=false Whereas it should be pointing to the actual folder and executable where LOOT is installed, like mine: 9\title=LOOT 9\custom=true 9\toolbar=true 9\ownicon=true 9\binary=D:/Games/Utils/LOOT/LOOT.exe 9\arguments="--game=Skyrim" 9\workingDirectory= 9\closeOnStart=false 9\steamAppID= NB. The 'Arguments' entry in mine is just because I use LOOT for multiple games and that tells LOOT to run as the Skyrim version. The entry in question is 'Binary'. You have to explicitly enter the details to show where LOOT is so MO can run it. Which leads me to ask: How have you been using LOOT up to this point? Are you using MO's builtin version or have you installed LOOT into the stripped down MO LOOT folder? Either way is not what the STEP guide directs.
  7. Don't know why it isn't there for you, maybe you chose a different option, at any rate it doesn't matter as it is covered by the STEP Patches mod.
  8. My thoughts exactly. Well said @Hishutup.
  9. There is a big difference to 'solving' and 'obscuring' problems. Running MO, and tools called from it, as admin is not advised.
  10. Skyrim + Steam can be moved to another location. All we want is to be free of the UAC folders. Steam has a setting that enables you to move games from their default location. My Steam install is in a folder all its own. Try moving just MO & LOOT first before tackling Skyrim as it may not be needed.
  11. Are you seeing any other issues with your MO install? Your INI seems to be very small and is missing a lot of settings. Regardless let's try moving everything out of the UAC folder: 'C:\Program Files (x86)\' to somewhere where Windows doesn't have a strangle on those files. Both MO and LOOT can simply be moved with explorer to another folder, or if you wish simply install separate copies and move the 'downloads, mods & profiles' folders into that new install. That way you can fallback if you bork the move. I would also advise you to move your Skyrim into another location, but for the time being just MO & LOOT should suffice. Additionally the logs show on this last set you provided that the error is happening on another mod to the one you initially thought, reaffirming that the actual mod it happens on is not the problem.
  12. Very interesting. Possibly a replacement for ENBs?
  13. Marked for Testing.
  14. Congratulations to the both of you.
  15. Just a reminder that correlation doesn't equal causation. In other words just because you experience the issue when you activate those mods doesn't mean they are to blame. Case in point SSIRT has no plugins that are handled by LOOT, so the chances it is causing this issue are slim. Let's see what you're dealing with. Either zip the entire MO profile that you are using and post that here, or host it on an offline site and post the link. Also include yoiur ModOrganizer.ini and the contents of the 'logs' folder.
  16. The error would seem to indicate that LOOT, or at least a module associated with it, is still active in memory and therefore MO won't open another instance of it. Reboot and see if that clears the issue, if not try simply removing the LOOT install and re-install it. Maybe there is a rogue setting retained that is somehow messing with its operation. Lastly make a back-up of your ModOrganizer.ini and delete the current one. Run MO again and see if it works that time, if so simply reenter the settings for your executables again in the new one.
  17. I'm with @DoubleYou. 'Baseline' is redundant when we already have 'Core' if the only criteria for 'Baseline' is the use of 1024k textures. Correct me if I'm wrong but I see no reason why using any other resolution for any texture would cause an issue later on. 'Core' should be sufficient. As for the other two options, drop them.
  18. Welcome to STEP @Dragonflight You will have better success with MO v2 if you ask in the GitHub issue page. MO v 2 is still in active beta development and as susch all issues you experience should be directed to the actual developers. STEP is just the official support for Mod Organizer, not the actual developers, though we do provide as much input as necessary.
  19. Yes he also has access to this mod. @ThreeTen just got his 'second wind' and decided to try a different method.
  20. Ahh... I think I see what has happened. @ThreeTen posted about the next release as a "preview" and I misread it as a release. (Or he changed the wording afterward. Not likely.) So for the time being it is still 1.4.x as the current release. My bad, got so excited about another SKSE plugin I misread the post.
  21. FRAPS is a viable alternative but MO's so-called "VFS" will not send the file to anywhere other than where the game sends it.
  22. I see no way for one mod to interfere with the creation of the bashed patch. By all means continue to search for a culprit but I will truly be amazed if it is just another mod doing it.
  23. New version released by @ThreeTen. Update time May 23rd, 2016: Real Shelter 1.5 1200 previously globally persistent references are now not persistent anymore (cutting down the total persistent references by over half). Refactored code that cuts down "script heaviness" and String count significantly. New rain texture options provided by @bbdlqek1 New SKSE plugin Pros of the new SKSE Plugin No more need for the RSPatcher. No more seemingly infinite rain/snow storms. No more buggy weather transitions (as weather will not "transition" to a RS created weather anymore) Consistent rain/snow sounds (sounds will not change when entering/exiting shelter for most cases) Cons: SKSE plugin works for everything but vivid weather's snow. But I was given permission by manga to do some terrible experiments on his snow meshes so a VW specific patch will be made for that weather mod (this will also allow me to create snow that will look much better than what has been provided). No more fluid transitions (which is a half con because the sound disruption that came with fluid transitions will be removed).
  24. Welcome to STEP. By default screenshots are created by using the 'PrintScreen' key and this results in a *.bmp in the game's installation folder, usually named something like: "ScreenShot0.bmp". Ingame the creation of the screenshot is indicated by a message across the top of the screen saying as much, did you see that message whilst ingame? Curious as to what you mean by "altered both MO & Oblivion ini". You only need to edit the 'oblivion.ini' used in the specific MO profile which is just one setting: bAllowScreenShot=0 change to: bAllowScreenShot=1(Though I have heard some users say they needed to turn off Anti-Aliasing for it to work with them.) Now you haven't provided any details as to what mods or possibly ENBs you are using which add another layer of complexity to the issue. To be clear, MO makes no changes to the executable and therefore isn't stopping the creation of screenshots. If you have made all the correct changes to your ini files and game settings then the screenshots are created. Perhaps a system wide search to look for them?
  25. Do a system wide search for "bashed patch,0.esp" it must be somewhere in your system if the installer worked correctly. I actually prefer the standalone archive version, just extract the 'Mopy' folder to where ever you want it. Until you find out where that file is it is pointless trying to take any further action. Now I'm assuming it is placed in the 'Data' folder by the installer but it still should show in MO as an "unmanaged" mod in the left pane. If it is there then more than likely this is the file that is being updated by WB. The second part of your problem is something else entirely. The game files should not be de-activated whenever you remove or disable the bashed patch. WB or MO are not doing this as that renders the game useless, as you have found out. It may be that you have an overly-zealous AV package and it is somehow interfering with the operation of one or both tools and the DLC files are being affected. Unlikely but I see no reason for anything to be doing this. Whatever your AV package set both WB and MO as exclusions. What ever the situation the process you are describing is definitely not what should be happening and your game will be experiencing oddities, either through a missing bashed patch or missing masters.
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