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Everything posted by GrantSP
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
I installed @fores PCEA2 mod and copied the the two sets of HALO animations into folders, as per the documentation, and I seem to be able to toggle those sets on and off. I have not though actually seen all the animations, most of them are not to my taste. See if PCEA2 can be of any use to you. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
See answer on the Nexus page. -
Unexplained issues... caused by 4GB enabler, perhaps
GrantSP replied to Snarkyfork's question in Guide Support & Bug Reports
There is no real reason to run anything as administrator. The better option is to install everything into a folder not under UAC. On the other hand MO may experience difficulties if you try and run some things with elevated permissions, ie. as administrator, when it, MO, is run from an user account. If there are processes created to run in memory that MO cannot gain access to you will suffer issues, this is why all the guides recommend NOT running anything from MO as administrator. -
Okay it's midweek and I'm getting listless again. I can't focus on any one project for too long and in my meanderings I found this for all you Star Wars fans. https://www.youtube.com/watch?v=_BXRjfj6cv0
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Yep. It's called Witcher 3.
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Just been PMing @fore. I don't believe you have FNIS PCEA2 installed do you? That allow multiple sets of animations to be used and may be the way to go with this. Regarding the problem you had with multiple FNIS installs, remember to call the executable from the correct installation. But as mentioned, using PCEA2 may fix this odd behaviour. I'm going to install it and fiddle around. As I don't use a lot of animation mods I rarely install these extras, only when looking into questions such as yours. -
A couple of points that you will need to address. The use of MO requires a clean vanilla Data folder, ie. no mods can be installed into this folder manually. FNIS is going to make your animation use much easier I believe, but it isn't mandatory based on the mods you have installed. Point 1 is critical. Any mod you have in the Data folder will override any choices you make in MO and this will cause issues. Unsubscribe from ALL Steam installed mods and simply grab the archive of each and install into MO's mod folder. Any manually installed mods need to likewise be removed and installed via MO. My advice is to examine the STEP (Extended) guided install and follow that until you get a working platform then make a copy of that profile in MO and add your extras into that profile. If/when problems arise at least you have a working platform to fall back to.
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Okay, we have another mod that is totally messing with the base FNIS behaviours. I'll contact @fore to see what can be done. In the mean time I suggest simply re-installing the FNIS mod after switching profiles, or as @Sacremas and some others do, install FNIS multiple times and use different versions for different profiles. Cumbersome but it may be the best option, for now. -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Can you post your MO logs, FNIS logs and yout profile modlists as well as a link to that Halo mod? I'll try and recreate your experience. It may be that Halo mod is another of those that is saving animations into the main FNIS mod. -
Dynamic Distant Objects LOD - pre 2.xx
GrantSP replied to sheson's question in DynDOLOD & xLODGen Support
I bet you're glad the new MO versions will be dropping the whole "manage BSAs" code and going back to using the "dummy plugin to load a BSA"! -
Grab the latest archive version from Nexus and install it somewhere away from any UAC folders such as Program Files and run the main exe. Take note of the prerequisites listed here. If you get the same errors please post any logs generated and screenshots of the messages Windows provides. If it does work without error just copy in your existing mods, downloads and profiles folders, or create new ones if you wish, and be sure to change any settings in the INI to reflect the new paths.
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Are you on XP?
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
FNIS 6.2 is recommended. @fore and I found some issues with saved data not being placed correctly and this version addresses those issues. As for the naming of the FNIS output. The actual name you give it is not passed on to the tools run inside MO, all they see are the files in the mod. So if you have two FNIS output mods in MO both will contain the exact same named files and only the highest priority mod will be used. This is why it is vital to deactivate the previous profile's mod so the contents wont be overwritten. -
Papyrus logs, by and large, aren't very helpful. However yours do show that you have a mod loaded that is expecting to see other mods that are not loaded and hence the scripts those mods contain can not be called. I'm assuming you are now using MO? If so could you post your plugins.txt and modlist.txt from the current MO profile folder along with the logs from the logs folder?
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Each profile needs to have it's own separate FNIS output mod created to handle the mods specific to that profile. Profile A needs FNIS Output A Profile B also needs a FNIS output but you cannot just update the existing one (Profile A). Disable the FNIS Output from Profile A and create an entirely new one and name it to match the second profile. However previous versions did have an issue when certain creature animations were active that actually saved the animations into the FNIS mod itself. So, are you running the latest versions of all tools and mods? Do you have any mods from that "other" site for specific animations? Many animations that are used for sexually explicit animations are known to be problematic. -
The wiki has an extensive description on the steps needed.
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SKYRIMLE Frostfall - Hypothermia Camping Survival (by Chesko)
GrantSP replied to Vond's topic in Skyrim LE Mods
Along with the recent changes Chesko has made in the latest release, another reason to look again at this mod is the additional mod that makes playing with this system better: Repel Rain (by piotrmil) STEP link here. -
Repel Rain - magical umbrella for Frostfall 2.6 and 3.0 by piotrmil This is a very simple mod that adds a few spells which can be helpful if you are using Chesko's Frostfall. One of the player's biggest enemy is the rain, which can increase player's exposure. If only there was a way to repel rain in this game! Well now there is!
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ACCEPTED Unofficial High Resolution Patch (by Unofficial Patch Project Team)
GrantSP replied to Neovalen's topic in Skyrim LE Mods
This is a minor bug in the profile changing code, if a BSA is de-activated in the previous profile it isn't re-activated on switching to a new profile. As you mention you only see this on switching profiles so we simply need to get into the habit of checking the 'Archives' tab to ensure ALL BSAs are active. -
Is Fallout NV generally just a PoS?
GrantSP replied to Snarkyfork's question in Guide Support & Bug Reports
Generally FNV is far more stable than FO3, but compared to some modern games there are some issues. The ones you describe though, no, I don't believe these are typical of FNV. My game has been stable for many months, both on my older laptop and now on my new Win 10 machine. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Thanks @GSDFan, completely forgot this thread is about MO 2, just assumed the last question was about good ol' version 1.3.x -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
"Shared mode"? Don't know what you are referring to with that. MO works for whichever game it is installed for. Just install another instance and upon running it for the first time it asks which game, assuming they are registered correctly, to manage. -
From an engineering view point I don't think it matters too much. I can see two logical choices made by bridge builders of a period similar to that depicted in Skyrim: Choose a material that is easy to work with and use that regardless of the underlying bedrockChoose what is readily available to save on transport problemsSo it all depends on how the player can justify the look in their own mind. I can't ever recall looking at a bridge in Skyrim and thinking it looked out of place.
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Apart from the cart ride being slightly odd, is your game actually running as expected? All the characters are using the correct animations? The cart ride is known to be a very buggy location and anything you see during that time shouldn't be taken as an indicator of your game's stability. Now as to the error logged, the most likely case is you lack sufficient privileges on the folder where FNIS is working. It is generally best to install MO, and any tools used by it, outside the Program Files folder. You have it installed directly below the Steam install which is in turn in that folder structure. Having said that though, as I mentioned earlier, if the FNIS tool created the animations and nothing was shown by it, FNIS, as an error, then you can safely ignore this one. -
Archive.dll Not Loaded - Network Path Not Found
GrantSP replied to DerpKat's question in Mod Organizer Support
Any ideas I can think of I'll add to the GitHub issue. We really need the devs to see the progress of any discussions and not all of them come here frequently.

