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GrantSP

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Everything posted by GrantSP

  1. I have relied on Steve's work for years, he is one of those programmers that you can just... trust. Nice addition to the Win10 arsenal @alt3rn1ty.
  2. Welcome to STEP @Maddin "A solution", well considering the consensus is there isn't actually a problem, no, no solution. What I mean by this is, 1000's of users have modded their games with many mods and HQ textures and see no lag when running it via MO and only 1 or 2 users, that don't provide modlists say they do! Without empirical evidence to support claims like theirs it is pointless to try to counter them. I would also mention using 'coc' to test a modded game may cause issues unseen in normal gameplay. Scripts that are supposed to fire, don't and those that aren't supposed to fire yet, do. Also many locations where areas meet are big candidates for frame loss as the player may be experiencing scripts, animations or other game elements from many areas at once. This is not to say those console commands are bad, but as a general stability test they do more harm than good. Use @Arthmoor's LAL and go to a location and move freely about the world as you would in normal gameplay.
  3. Did you follow the cleaning instructions exactly and now have a cleaned version of Update.ESM in a mod that is checked and active in MO? A red coloured plugin in WB means it is missing a master, in this case the only master for Update is Skyrim so something very odd is happening.
  4. Welcome to STEP @AlisterX MO 2 is actively supported in the GitHub repo that houses the source code. With an error such as the one you posted you may have more success posting it there, we are more on the settings side of things and assisting with installing mods and tools into MO. The actual code work is handled there.
  5. The most likely reason is WB is using a different plugins list than the one MO is currently showing. If you can both post your MO INIs so we can see how you have these tools setup?
  6. The biggest advice I can give you is: "don't be afraid to stuff up!" Pick one small mod that intrigues you and ask yourself: "how does this do what it does?" and then open it with whatever tool you feel comfortable, either the CK or xEdit (i suggest xEdit at first), and examine the changes that mod makes to the records in the vanilla game. Make some changes of your own if you wish and see how they apply. Backups are always made with xEdit so you can just revert your edits. As to a sandpit where you can play. Just make a new profile in MO based on either the vanilla game (preferable as the changes will be easy to see) or the modded setup you are currently on. Make sure all saves are profile specific and go for it. Anything you do won't affect the stable profile and you can be free to break anything.
  7. Isn't this a case of how using MO to manage BSAs, without plugins to load them, results in those BSAs not being seen by xEdit? Or possibly MO's inexplicable behaviour of disabling BSAs after changing profiles?
  8. Question: You say you may have issues with trying to update to the single USLEEP plugin because of your currently being "midgame", yet you started this topic by asking about how to add another ESM to your load. Why are you doing that if being midgame is a hinderance to updating other files? My advice to you would be to decide if the current game is worth keeping, in which case don't tamper with it and play it through. Or, 'bite the bullet' and redo your install updating to the new patches as you go. Fiddling with an established game is never a worthwhile venture in my experience.
  9. You can't use MO with ANY mods installed directly into the Data folder, ie. Steam installed. They will not be correctly handled and will cause conflicts with overwrites not being detected until in game. Grab a copy of the Steam mod by directly downloading it and move the archive into the MO downloads folder and install it that way. Be sure to unsubscribe to any mods so they aren't re-acquired again.
  10. I remember seeing Gopher get hit with that before. He has a video explaining it and what he did to get around it.
  11. No need to apologise, we're all over the globe with differing timezones, so no issue. Okay let's get into the nuts and bolts. Clear the logs folder of anything currently in it and select a suitable profile that contains all the animation mods you need. Run FNIS and afterwards post here the contents of the logs folder and also the zipped contents of the current profile. In additiona a copy of your MO INI so we can see the paths to all the programmes you are using.
  12. Actually not bad at all, if only for the harvestable mammoth tusks it is a good addition.
  13. Our resident INI guru, @DoubleYou will no doubt be interested in your results. Hope you manage to find what it is you are looking for.
  14. @Frighten You may have noticed in the GitHub report that the user @DerpKat had issues due to his system trying to access files over differing networks. I notice in your OP that you have these tools installed onto a J: drive. Is this a NAS device? Or perhaps some other drive controlled by software other than Windows own system? I see you've ensured that Skyrim has been run at least once from outside MO, so that's one point checked.
  15. If MO isn't yet installed, actually even if it is, move it to a folder all its own outside of the Skyrim install. So you want to limit the length of all the paths as much as possible. On my system Steam is on my D: drive as a root folder like this D:\Steam and hence Skyrim is: D:\Steam\steamapps\common\Skyrim\. Mod Organizer is likewise moved to a place outside of the Skyrim Install like this: D:\Games\ModOrganizer\TES5\. (I have multiple installs for all the supported games in different sub-folders) All my mods are installed into a folder below the main MO install. This means when MO 'hooks' the Skyrim executable there is less likelihood of exceeding any Windows path limits of 256 characters.
  16. The initial assumption that moving the install to C: may in fact be an over-simplification of the issue. Taking your case as an example it might actually be the result of shortening the PATHS to those assets that fixes the issue. Could you post the relative paths of the initial and the secondary installs of all the applications in play here: Steam, Skyrim, Mod Organizer and the location of your "mods" folder?
  17. Welcome to STEP @DaemonGrin May I offer some suggestions that you could use in the future? When posting a question about anything it is always a good idea to include ALL the pertinent facts so those reading it can quickly see how to respond. Your post doesn't mention the game this is for (Fallout 4), or the mod in question (no idea), what the issue with this mod is, or the objective of the mod (perhaps an alternative is available?). Now, since I am not running Fallout 4 I cannot state specifically what changing that INI setting will do but in general unless you know for certain what a setting does, don't touch it. Judging by the lack of results in Google from that setting it would appear others are also unsure. My advice is to follow the suggestion you received in the Nexus thread.
  18. The instructions in STEP, and elsewhere, do mention the need to install into a different folder than that which is automatically selected by the game(s) and tools used. Installing into either Program Files or Program Files (x86) or any other folder that has UAC applied to it is not recommended. This is however different to installing to a different drive! Systems with just one drive, C:, will have folders that are not restricted by Windows UAC and can be used with great success. If the user does have multiple drives, then yes, installing onto those is preferred but if not just ensure the install is into a folder without UAC applied.
  19. That's where to get it! It would appear the installer version just checks the OS of the machine it is installing onto and chooses the matching version for that system. ie. you are running a 64bit version of Windows and it installs the 64bit version of BOSS. However as MO 1.3.x does not handle 64bit programmes the error message will show. Just grab the archive version and extract it to a folder anywhere on your machine and add the 32bit version to MO's applications list. Question: Is LOOT not able to sort your Oblivion game? I've used LOOT exclusively for some time on all my games now and haven't seen the need to resort to BOSS. Any minor inconsistencies can easily be fixed by editing metadata rules or just manually adjusting plugins.
  20. Yes, BOSS. The full error message you saw should have something along those lines in addition to the "failed to inject dll".
  21. You're trying to run the 64bit version. Uninstall that and install the 32bit version or if you installed the *.zip version just point MO to the 32bit release version.
  22. Really? So which textures were(n't) included by your not choosing those options? The only time I have seen something remotely similar to that was with certain spell animations on the PC's hands. They also created that annoying line of demarcation between the spell texture and the background.
  23. So... does anyone have a really good guide to building the best "pure" mage? By pure I mean only using magic or magic augmenting items and not being decked out in the latest heavy armour with magic buffs on them.
  24. When a mod is added as "Testing" users, specifically the STEP team, start games and... test it. ie. how it looks in game, any conflicts with existing mods, determine if textures or meshes from other mods need to be used or dropped based on those in the testing mod stuff like that. Most of the time it is, as you correctly say, a subjective matter where users state their view for inclusion or omission. If a majority of the staff consider it worthy of inclusion it gets added. The converse is also true and it is dropped from testing.
  25. See this thread.
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