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GrantSP

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Everything posted by GrantSP

  1. Welcome to STEP. I'm not really sure what you mean by: "the bashed patch I created got in the way!" Did you create a bashed patch or not? There are 2 methods of installing Wrye BASH and on my system they both result in a 'bashed patch,0.esp' being created in the "Overwrite" folder. Install it as a sub-folder directly under your Skyrim installation Install it in a dedicated folder somewhere else e.g. C:\Games\Utils\WryeBASH\ (This is useful to avoid any potential UAC issues with Windows)Both these options result in the creation of the patch and a folder called "docs" which has the report and sundry information from the process. Secondly I'm alos confused by what you mean when you say: "If I delete/remove my Bashed patch and lose my .esm" Which *.esm and how are you deleting the patch if you are unable to create it in the first place? Long story short, if WryeBASH is installed and run via MO the patch should be found in "Overwrite". If any other situation exists then there is an error in your installation that needs to be addressed. I'm also assuming you are following the STEP guided install, or one of the authored guides here such as SR:LE. Doing so and following the instructions to the letter should result in a working environment, perhaps you skipped a procedure? To further assist us in helping you perhaps you could provide some details on how you have these tools installed?
  2. @Neovalen the name of this sub-forum is the "Skyrim Revisited Pre-release Feedback" forum, considering your guide has been in a stable form for sometime now do you still need this sub-forum open/pinned, or at least with this name? It just seems a bit odd to me.
  3. I just updated this earlier today and there is no issue with the programmes not working together. Try completely removing the previous install of LOOT and just copy the contents of the LOOT archive into the same empty folder.
  4. All questions relating to MO v2.0 should be made on the GitHub issue page. MO v 2.0 is still in active beta development and as such ALL issues need to be seen by the developers.
  5. All his source code is on the Nexus page.
  6. I have been watching this guy for some time now, purely because he does a lot of SKSE work and he posts his source on the Nexus. It is really a good way to both, check his work and keep my coding knowledge current. If you examine the source code you will see that he is making some very good checks and fixes in the assembly level of the game engine, ie. check memory address at one location and move to a new location when needed, that sort of thing. Based on my level of Machine Level Assembler (it's nearly 20 years since I last coded anything in Assembler), I think it is safe to say he knows what he is doing and the fixes he is implemeting are made in good faith and he isn't "peddling snake oil".
  7. I've added back some of them now but since DynDOLOD Standalone is about to come out of beta this page will probably be retired as most of the instructions are now unnecessary.
  8. I never look a gift horse in the mouth so, if they are still up for offer, I'll take the BG ones please.
  9. STEP would never host a mod that was pulled by it's author so there never was going to be an issue with that here. Still, thank you for the confirmation about his status.
  10. Looks like a driver issue to me. Check it by running the game as vanilla either with a new profile or by just starting it from the desktop.
  11. You won't see that file unless you have first opened that tab in WB and refreshed the installer list.
  12. I'm assuming you had no problems with the DLC cleaning which would indicate the default install of xEdit is fine. Remove the existing xEdit install and re-install it using exactly the described files and the method instructed in the DynDOLOD thread. If you are still having issues after doing a thorough re-install, try posting the xEdit log and perhaps screenshots of the message(s) and continue this discussion in the DynDOLOD thread.
  13. Tools like Wrye Bash, LOOT & xEdit need to see a registry setting for Skyrim, or whichever game you are modding, so as to work properly. More than likely those tools still have the old entries in their settings and you should be able to rectify that by just starting the game from it's desktop launcher and having it create new entries. This also happens from time to time after Steam updates. Your mods, downloads and MO profiles are fine where ever they are so long as you correctly set the paths in MO's settings dialogue. DirectX 9 will have to installed for Skyrim to function so you will need to grab a copy from MS's website.
  14. MO has two panes to display which files are used in game: right-hand pane, which is for plugins and is self-evident left-hand pane which can be considered the same as your "installation order"Both of those panes have priority order control so you simply change the position of the texture mods to that which provides the files you want. As already noted the screenshots show you have set the 'Fair Skin' mod to a position that has the highest priority and it is that mod which is providing the files to the game. If that mod is not what you want to win the conflict then move it to a position lower so that another mod wins. Please read the manual to gain understanding about this mechanism.
  15. You appear to be able to add arguments to other executables so it isn't a problem with MO per se, perhaps the issue is the folder you are directing DynDOLOD to use doesn't exist or isn't allowing you access due to privileges? On another matter your DSR entry is pointing to a 64bit Java as the engine. Since MO cannot use 64bit executables I'm assuming you have just misnamed that folder as opposed to installing a 64bit version of Java for use in MO. If it is the 64bit version you will need to add the 32bit version and point MO to use that version instead. AS for your Nexus password, although it is possible that someone may be able to use it to gain access to your Nexus account, the posted password was encrypted and someone would have to use the MO code to create a password revealer and then use that on your password. Possible, but highly unlikely. I can't see what would be gained by getting access to random accounts from forum posts about completely unrelated matters. It's not like money could be made or damage done to Nexus accounts.
  16. Does this behaviour happen with any other tools in the 'Settings' dialogue? Could you post the ModOrganizer.INI here in spoiler tags?
  17. Welcome to STEP @Aeru I noticed your post in the Nexus forum about this, and frankly I think you may simply be confused about what is being reported by MO. MO's 'Data' tab saying: "Also in: Data" is merely reporting that this particular file is also found in an asset that is stored in the Data folder of the game, in this case the HighResTexturePack03.bsa. This is normal in any modded game that files provided by one source will be overwritten by other mods, in fact that is the whole premise of modding! So I'm not exactly sure what you mean by a texture "not working". If it is in the highest priority then that is the file used by the game. Perhaps you should look through the manual and watch the MO video tutorials because what you are wanting is already happening in the screenshot provided. Your mod, Fair Skin, is providing files for use by the game and where it provides no files other assets such as HighResTexturePack03 are providing them.
  18. Sorry but I'll disagree with that statement. As far as gaming is concerned, and the tools that we use to mod those games, there is nothing wrong with Win10. As for security breaches, imagined or otherwise, that's a different matter.
  19. I've moved this to the MO Support page. When you make the changes to the settings in MO are you clicking the "Modify button" afterwards before pressing "Close"?
  20. Two minor points that I'll mention. You have Papyrus logging enabled and you really don't need to. All it does is adds an extra load to the game and the results it offers are not useful for anyone except the actual mod author diagnosing scripts. Check that the SkyUI BSA is enabled in MO's 'Archive' tab.
  21. hmm... I'll let some of our INI magicians comment further on those. The scripts that are part of SKSE are installed correctly? General CTDs based solely on the use of SkyUI would be mentioned everywhere if that was the sole reason. I can only surmise there is an installation error, and the SKSE scripts are easy to miss.
  22. Your Skyrim.INI is very small and somewhat odd looking to me. Did you create new default INIs and then make changes to those or are these downloaded from somewhere?
  23. To clarify, you do have other mods installed and active? Even if there are no direct conflicts with SkyUI (I know of very few mods that actually do conflict with it) it may be the case that you have mods that have MCM menus and when you try to use SkyUI those scripts are not registering correctly and CTD! To ease our workload somewhat could you post your ModOrganizer.INI, Skyrim & SkyrimPrefs INIs and a zipped copy of the active MO profile folder (it contains the list of mods and plugins installed and active)? You can either post the INIs here inside "spoiler" tags or use an online service like PasteBin.
  24. Having never used the feature myself I can't be definitive but I'm fairly sure the code for the NMM import was designed when NMM was still using a single installation system and perhaps the switch to profiles has changed the folder locations around and MO is now looking in the wrong location. There is a far easier way to have all your NMM downloads in MO though. Just copy or move all the files from their current location to the downloads folder set in MO. Since you will still have to install and order them correctly anyway using import.
  25. Added the update file instructions to the wiki.
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