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Everything posted by GrantSP
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In the future when you want to ask questions, would you please create a new post with an appropriate title. This allows new users searching for similar issues to find relevant material easier. This is also explained in the STEP Community Citizenship Guidelines.
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What about Win 10 for ~US$20.
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Sorry I'm all out of ideas. The only thing left you should do is post an issue report on MO's GitHub page, being sure to outline ALL the steps you have already taken to rectify it. As for installing SkyUI, assuming you have met all the requirements regarding SKSE, just extract the contents using 7z or some other archive tool and place it into a folder under MO's 'mods' folder. There's only two files, a plugin and a BSA.
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Grab another copy of MO and install it away from any AC folders, such as where you currently have it installed: Program Files. Though unlikely, UAC may still be hindering your .NET selection from working with MO. This may be why some users have had success with running as admin. TBH, it should make no difference at all regarding .NET framework whether the user is running with full or restricted access, it is a system-wide set of controls, but apparently it does for some.
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pack A Real Explorer's Guide to Skyrim
GrantSP replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Quick reminder about acronyms. Anytime you see an acronym in this forum, place your cursor over it, often they have been added to our database of names and the full mod name will be expanded, if it doesn't ask for it in the 'Blacksmith -- Forum' page. Hint: If it has a dotted line underneath it is included. -
A point to keep in mind about scripts. It's not that certain mods are "script heavy" that is the problem, it's that there are certain places, and times, when a lot of scripts are all trying to fire at once and this is when the Papyrus logs become full of errors. It's the Papyrus engine's way of saying: "look I'm trying as hard as I can but I'm going to have to drop this, this and this if you want me to continue.". You might have one mod with just one script but if it is constantly calling the engine to check on status that may be the culprit. Then you look at another mod with thousands of lines of Papyrus code, but it is all written carefully and only triggers when needed, it will be very easy to say it must be the big mod and not the small one. Have a look at the exact place where the crash occurs, it might be at the junction of a number of cells and what may be happening is the scripts are being triggered by your proximity to ALL those cells at the same time. There was one mod we looked at, can't quite recall the name, but it was to do with birds and sounds. It suffered from this issue.
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Under the main MO installation you will find a folder named: mods. There are contained sub-folders for each mod you have installed, including one for RaceMenu. You can simply create a new folder structure, if one does not exist, that includes the presets folder into which you may place your presets.
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T3TForFWE Patch Step to Maintain Compatibility for RH_IronSights-FOSE
GrantSP replied to mcshame's question in Guide Support & Bug Reports
Yeah, that looks good. The wording is a bit ambiguous but you managed to figure it out. That sentence you didn't understand is meant to describe a method that the instructions are not showing, two different ways to achieve the same result. You can make a new plugin, ie. the compatibility patch or... You can edit the existing plugin. Both will result in the game using the corrected values. The instructions are for editing the existing plugin. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hmm... seems there was an edit to the page a little over a week ago. Not sure why that edit was made. I concur with your observations, it does appear following those instructions leaves nothing to install. I'll ask and see why it was changed. -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
No, that's why you're not installing anything. This mod package contains files for Fallout New Vegas (FNV) and for Tales of Two Wastelands (TTW). The latter is a set of plugins for the combined Fallout 3 & New Vegas game. The files you need are those in the FNV folder, which needs to set as 'Data', not the folder above it: RWLE - Someguy's Mods Patch Collection. -
The flagged version number is because the page contains many different mods and MO only queries the "page" not the "files" on the page for the version. Just use MO's context menu to ignore the version difference.
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Just the fomod for the small energy cells.
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Can't Enter Markarth without crashing
GrantSP replied to sparta125's topic in Skyrim Revisited (retired)
To diagnose CTDs you will need to do the 'hard yards'. This means removing some mods and recreating the game upto that point to see if that fixes it. Add in some, or one more mods and repeat. SR:LE would be the best base to go from. Add in from that and see which one(s) trigger the crash. Now, let's clarify two misconceptions in this topic. 'COC'ing to a location is not a reliable method of reproducing a crash. Doing so may mean the PC doesn't trigger scripts that are loaded when/where needed. Move to the location normally and make a save there that you can go back to after each mod add. Papyrus logging is next to useless for general modding, especially tracking down CTD's, unless you are the creator of that mod and you can make changes to the Papyrus code. -
Step Vanilla Optimized Textures installation
GrantSP replied to evilsofa's question in General Skyrim LE Support
The name MO uses to name the mods installed are derived from the Nexus page, specifically the ID number of that page. Since you have already installed a mod from that page, MO assumes this install is related to that and defaults to the same name. STEP's mods are not alone in being handled this way, it is the way MO decides how to name the mods installed. If you installed the Compilation mod first and then the Textures the name offered as the default would be the Compilation mod's name. This is not a fault or anything to worry about. Likewise with the version numbers. The version checking code in MO looks at the version on the page, not for each file so currently 2.2.9.2i is the version number used to check for updates. Again just ignore the request to update that mod using MO's context menu. -
There is no correlation with MO managing your mods and MO not using xLive. The first is to do with how mods are seen by the game and the latter is to do with the code in the executable not finding the correct location to load the DLL. I know of no way to get xLive to function with MO, nor do I see a need, but that's just a personal choice. The game functions perfectly well without the achievements. You can't add a DLL to the list of executables that MO can load so that's one method ruled out. If you do find a method I can only imagine it involves some messy hacking of files to make them appear to something they're not. Not something I would encourage users to do. I would be very interested to know why you want to have this "feature". What is it about these Windows Live achievements that is appealing, above and beyond the game itself?
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- FALLOUT3
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MO 'hooks' the executables it manages so that they can be 'tricked' into seeing the so-called VFS. Fallout calls xlive.dll to manage the interaction with Windows Live but it can't find it because MO has 'hooked' it (Fallout3.exe) and the code is looking in the wrong location. I doubt you can still get any interaction with Fallout 3 on Windows Live, if you can I find that remarkable. The end result though is you can not get MO to manage Fallout 3 AND have Games for Windows Live active.
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- FALLOUT3
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Windows Live is no longer active. Follow the instructions here to install the disabler for that DLL.
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How to troubleshoot texture problems?
GrantSP replied to GlassWizzard's topic in Fallout 3 - Clear & Present Danger
The INI in this instance that xEdit is looking for is the Fallout.ini. Either xEdit was called from outside MO, in which case xEdit will try to use the one in 'My Documents' or the profile that was active has an incorrect ini set for the game. -
Youhave a number of mods installed directly into the Data folder and not via MO: INFO (11:46:54.0685): using mod "*Unmanaged: quest_andtherealmsofdaedra" INFO (11:46:54.0685): using mod "*Unmanaged: quest_nomercy" INFO (11:46:54.0685): using mod "*Unmanaged: quest_pitfighter_dlc01" INFO (11:46:54.0685): using mod "*Unmanaged: quest_pitfighter" INFO (11:46:54.0685): using mod "*Unmanaged: quest_sorcery" INFO (11:46:54.0685): using mod "*Unmanaged: quest_seaofghosts" INFO (11:46:54.0685): using mod "*Unmanaged: quest_thebiggertheyare"All of these are flagged as "Unmanaged" because MO was not used to install them. This means you can not manage their position in the load order correctly and thus any assets their BSAs use may be out of position. MO must be used on a clean install base, all manually installed or those from Steam must be removed and installed via MO.
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- ctd
- mod organizer
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Wrye Bash is the "grand-daddy" of the bunch. It's been around since the days of Morrowind and is stable and does the job asked of it. However its age is also its downfall. None of the original coders are working on it and all that are had to learn the oddities of its original Python code to try and bring it up to speed. If all we had is WB, then there is no problem but... Mator's Smash is now on the track and is quickly passing it in its job of making "bashed" patches. Mator is actively involved in the development and there are a few notable "BASH experts", ie EssArrBee, Kelmych that are assisting with adding all the needed tags for it to use. My intent is to completely remove the need for WB and use Smash in all my modded games. Based on your success with your own modlist I feel confident any wrinkles you find in using Smash will quickly be ironed out.
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I'd examine what your browser, and possibly Windows, is doing in the background on those downloads. MS has a habit of providing "helpful" background tasks that examine things to see if they are malicious or not, perhaps each download is being scanned or passed to another page for verifiaction before being handled. I know I've disabled all those "helpful" things they provide because of issues like this.
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I Cant reinstall a mod correctly
GrantSP replied to Olegloriousone's question in Mod Organizer Support
If you already have all your mods downloaded you can simply use explorer and move them into the 'downloads' folder then they will all be accessible via MO's downloads tab. -
I Cant reinstall a mod correctly
GrantSP replied to Olegloriousone's question in Mod Organizer Support
I think you may be confusing the issue with different descriptions of what you are doing. Your OP says you can't reinstall a mod and have the installer options available but your last post says you can select it but it is making incorrect choices. The mods you are installing, and BTW it will make your life a whole lot easier if you set MO to download these for you, all use FOMOD installers which examine the mods installed into your game and making choices based on those. If you have not yet installed, and activated a mod that is needed the fomod will not allow you to make that choice. This also applies if you have mods installed directly into the game's Data folder, as was the case with NMM. Those mods are not shown to any installers opened via MO. MO has an extensive help wiki hosted here on STEP and it is accessed by clicking the ? symbol in MO or following links from MO's home page on Nexus or via links here in STEP. Perhaps a read through that may help you see what you may be missing. It may also help us see what you are in fact describing. There are no settings saved outside of the installed mod folder that will affect the choices you make the next time you go to install it. Let's assume you install a mod called TEST. MO installs that mod into its 'mods' folder and calls it TEST. If you examine that folder in explorer you will see a file called meta.ini, this text file contains all the details of this installation. If you remove TEST from MO, meta.ini is also removed and thus no information about your previous choices are saved anywhere.

