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GrantSP

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Everything posted by GrantSP

  1. There is also the recent changes that Boris is making to the ENB binaries that may make memory management better and thus negate the 4Gb Enabler, but for the time being I see no reason to drop the ENBoost from my install. Obviously my Win10 also works with ENB and 4Gb loaded.
  2. Nope. All Nexus calls are made to the game specific page the MO is configured for.
  3. Check your MO settings. There is no code difference between the different game pages on Nexus, if Skyrim/FO3 works then FNV will also. I have no problems on my end, just checked for updates and endorsed a mod from within the MO UI with no issue.
  4. Any advice I offer would be just minor ramblings, @Sativarg, @Tannin and the other contributors know their stuff and will be able to assist more than I could.
  5. Exactly! Well put, this is exactly why FO4 has failed to grab my attention. (albeit only witnessed via YouTube playthroughs)
  6. With the speed the xEdit development is going at I feel sure a full release version will be on the Nexus shortly, we can update it then. Anyone that is using the latest DynDoLOD is probably also asking for guidance here in the forum and will see the need for the pre-release. Let's put off updating until then. Same for the actual wiki page for xEdit. When the full release is out we can change the links if needed.
  7. I added in two small sentences to that section. Hope you don't mind, and I hope that it may avert any problems in the future.
  8. C:\Users\<user_name>\AppData\Local\LOOT\<game_name>\
  9. Since you're at that stage, may I ask you to do a test for me about this step? In my last setup I believe I noticed that when you select the mods that you want to merge and perform the "Check mods for errors" step, MergePlugins actually cleaned those mods. Easiest way to check is to examine the re-activated individual mods and see in LOOT if they are still flagged as dirty. I might be completely bonkers and imagining things but another set of eyes may see the same thing. If LOOT flags them as clean then you're fine, your merged mod is good to go. If it comes abck as dirty then it is as simple as redoing the merge.
  10. I would, yes. Since @Tannin spends more time there than here, he is more likely to offer help if you continue the thread. I have been able to assist in the past with this matter but your investigation leads me to believe there is something internal to the code that needs addressing.
  11. The conflicting mods are named, isn't that sufficient to find it in the list?
  12. Welcome to STEP @DerpKat We won't blast you for anything. This is a rather perplexing issue and one that is still currently ongoing for a few users, however your examination has highlighted a potential clue that may help resolve it. So what I'll suggest is you continue this in GitHub using the open issue (#533). Be sure to highlight the fact that the differing network activity is linked, in some manner, to the issue showing up.
  13. Can you elaborate? When I ran it I didn't get any tags applied to the ESM or the leveled list plugin but the other ones worked okay. (I take it you are talking about the Weapons of the New Millenia mods.)
  14. Still sounds like UAC issues to me. If your administator account is running Steam and you start MO as a user it won't see the executable running in memory. Not sure what you mean by: "seemingly without any mods though". If you can start MO the profiles you created, and hence those mods installed will be available. Unless you have changed the path settings and the mods are now located somewhere other than where the profile is expecting them.
  15. Hockey eh! Isn't that just an excuse to bust some melons?
  16. Are you just testing the fomod to see if NMM is handling it correctly? If so I don't envy you, NMM is to put it bluntly, a pig of a thing! Useless for anything substantial in modding a game.
  17. There's nothing to worry about with the SKSE INI file. MO "tricks" all the executables that are run from inside it, to believe they are running from the default locations, so if SKSE is logging that it is running from D:\Steam\steamapps\common\Skyrim\Data\SKSEthen that is what you want. As to your "incorrect heap size", that too is fine. If you have 712 as the first heap, the logs will only show upto the next lowest level: 512. Odd I know but that's how that tool works. Not sure about your ILS issue, there are numerous reasons why these happen and there is a dedicated thread here that examines those, CTDs and other memory related issues.
  18. Scientists have devised the next storage medium, and this one is going to take a lot to better it. 5D data storage that will last ~13.8 Billion years. Just imagine all the Skyrim texture files that you can store on that puppy?
  19. Nothing in those mod installs will place files into the 'Overwrite' folder. Whatever files you found are not from those mods.
  20. I'm not seeing that sort of error:
  21. Every mod that has an acronym, such as ICAIO gets the full name revealed when you mouseover it, that's what the dotted underline is indicating.
  22. That page is really old, the last edit was made over two years ago so I'm assuming the instructions are for an earlier version than what is currently available, just looking at the Nexus page shows the mod was updated only a fortnight ago. Best to disregard any instructions and follow the installer instructions.
  23. Here's the images from the fomod for comparison: Not too sure on the Gamwich style. I'd stick with the de-saturated version.
  24. Didn't know there was that much of a difference.
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