-
Posts
4,289 -
Joined
-
Last visited
-
Days Won
27
Everything posted by GrantSP
-
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
Maybe some of our "texture gurus" can add some light to this but the textures from 6IX are half the size of the 'normals' that go with them. Each image is ~170Kb with ~340Kb for the 'normals'. Both image and 'normals' in the NV mod are ~340Kb. Aside from that oddity, I actually prefer the NV ones. -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
I have updated the OP to include some additional information that was found to be causing the JIT & 2012 errors. Thanks to @patchling, who suffered many weeks of error in helping pinpoint this. Here is what he found. -
This is an installation that's had some updates applied isn't it? Although it should make no difference, grab the archive version of MO and extract it to a temp location and run MO from there. This will provide us with a base mark to work from. If it works from there then there is something up with your settings in MO, which can then be fixed. If it doesn't work from there then there is some system wide error causing it. It's really strange how that error comes up for so few people. For the record I have never seen it on any installs, from 1.2.x onward on a Win7 -- Win10 upgrade machine, all the way to my current Win10 fresh install. You would imagine if there was a system file mismatch or missing component more people would have noticed.
-
ACCEPTED Enhanced Skyrim Factions - Companions Guild (by DreamKing)
GrantSP replied to Neovalen's topic in Skyrim LE Mods
Another mod that sorely needs FISS support. That list is a long one. -
If you want to make bashed patches for FO3 then yes, you need WB. You can wait for Mator's Smash to mature and use that, but right now WB has no problems with FO3. You may want to examine how you have it set up as WB will grab the install details of the game(s) it can handle from the registry. If it isn't seeing FO3 then that means you have something funky happening with your FO3 install, or you're trying to use the WB install for another game .
-
Your log seems short. It's last entry is the webcache, delete everything from that folder and try to start MO again. Also clear the logs folder and can you post all logs that are created?
-
Welcome to STEP @M0rr1s0n The issue reported was not closed because it is "not reproducible", that specific error was because the user did not have his setup correct. As he notes after creating a 'downloads' folder the archive.dll now knows where to grab the files for processing. I'm not entirely why he, or you experienced that issue, the installation should create all the necessary folders and therefore not see this problem. If your issue is not related to importing files from NMM perhaps you could actually detail what is the circumstance that triggers this? Your INI and logs would also be helpful. As a reminder, the "Bug Genie" has been closed for some time now as all work is now shifted to the GitHub repo and the issues are now handled there.
-
If you have Enhanced Blood Textures installed and you are using the STEP patch, you no longer need the dD-Dragonborn-Dawnguard-EBT Patch. If you use EBT but do not want to use the STEP patch then you must use the provided plugin: dD-Dragonborn-Dawnguard-EBT Patch
-
Solution wanted for Iron Sights drift
GrantSP replied to DanielCoffey's topic in Fallout 3 - Clear & Present Danger
54FPS! Seeems to be a very weird figure. What happens at 55 or 53 or for that matter 59? Not that I could probably tell the difference of FPS from 54 to 59 but it does seem to be a very specific number. I haven't yet fully set my new rig with C&PD, but when I do I'll try and verify this. I never saw it at all on my laptop. -
Skyrim Revisited Pre-Release Feedback
GrantSP replied to Neovalen's topic in Skyrim Revisited (retired)
Ahh... of course, the hooking only occurs in the game executable. I knew that, just had a 'senior moment'. :confused: Perhaps another reason why @Tannin is dropping the BSA management in version 2? Don't worry about digging anything up, I'm on board with it now. Because as SRB notes, MO circumvents the naming structure to call those BSAs: aaa,bbb,ccc, etc. to limit the length of the paths. The INIs use the actual names and to tie it into the "hooking" would probably require on-the-fly edits. Not a very satisfactory way to go. -
[WIP] Mator Smash
GrantSP replied to Mator's question in Mator's Utilities Support (archived, read-only)
Yeah, I posted in the wrong place. I knew where I wanted to go. Just didn't get there. -
Skyrim Revisited Pre-Release Feedback
GrantSP replied to Neovalen's topic in Skyrim Revisited (retired)
That is odd because looking at how MO tricks the game into seeing those BSAs you would imagine editors would also fall for it. I would like to see that discussion if it isn't on PMs. Was that discussed in an open forum somewhere? Bethsoft perhaps or AFKMods? -
GUIDE Fear and Loathing in New Vegas - Feedback
GrantSP replied to EssArrBee's topic in Fear & Loathing in New Vegas
This would be okay if it only gave you negative karma if observed. If unobserved and I kill someone I still have no karma impact, don't I? Is robbing a grave worse than putting someone in one? -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
That's what I thought. He apparently has only XPMS installed, I'm in the discussion over on Nexus, so at least that isn't the problem. -
[WIP] Mator Smash
GrantSP replied to Mator's question in Mator's Utilities Support (archived, read-only)
I actually wanted to post this in the Merge Plugins Standalone page specifically because of the inbuilt MO BSA management features it uses. So the point is still valid, whenever a tool leverages the xEdit api it needs to have the BSAs that list the assets it might reference loaded by plugins, not allow MO to handle them. Is that not the case? Again I'm not concerned about the dummy plugin not having anything in it, that's self-evident, the issue I see is the referenced assets in the BSAs in the merge. If the MO managed BSAs are being seen by your tools without any input from the xEdit api, then that's fine, I'm not sure of how the program is structured. -
[WIP] Mator Smash
GrantSP replied to Mator's question in Mator's Utilities Support (archived, read-only)
Hey @Mator you might want to have a look at a discussion that happened in the Skyrim Revisited thread about how MO does, or doesn't handle BSAs when these are passed to xEdit. That is the first post of note and there are one or two more that follow. -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Not sure where you got the idea he has two installs, if you are looking at that GitHub post by @Tannin where he references D:\ then that will be @Tannin's install, not @patchling's. As you can see from this thread he asked here first and the problem was the JIT error and I directed him to your information about this and also to post his findings in the GitHub repo, which he apparently has done. Now from reading through those it seems the issue now faced is the length of a *.hkx file asked for by FNIS is different to what is found and then an error (2012) is given. This is what @Tannin had to say: I can only assume the order of his animation mods is providing him with the wrong base *.hkx files and this may be causing the FileInfo.get_Length() error. I'm only making assumptions here. I'll join in the discussion in both the GitHub and Nexus threads and ask him. EDIT: Actually looking through his logs he has both XPMS and XPMS Extended. I'm not sure but isn't XPMS superceded by XPMSE? Thus he doesn't need both installed? -
Hey @Nozzer66, did you see yesterday that Google has finally announced that their voice recognition can understand "strine"? (That's Australian to everyone else)
-
So, you out on day release, or is this for good?
-
Mod Organizer Priority order vs. Mod Index order
GrantSP replied to Bundy714's question in Mod Organizer Support
Since the OP question in this topic is about load order vs priority order, ie. left hand pane vs right hand pane, are you also asking about the position of AFT in the left hand pane? If so then the answer is: it makes no difference. If, as you say, you have run LOOT then MO will not change that order, it will use the order provided. In fact MO makes no recommendations on plugin OR mod order, it is all up to the user. If on the other hand you are wanting to know how LOOT sets order, then LOOT's own documentation, either supplied on your system during installation or the online copy will answer that. -
You Can Now Open NXM Files Using Multiple Programs
GrantSP replied to Uhuru's question in Mod Organizer Support
Click here -
Skyrim Revisited Pre-Release Feedback
GrantSP replied to Neovalen's topic in Skyrim Revisited (retired)
Guys, I think you may have found something very important here. Though I'm not too sure if the same process is handled upstream by the game engine. It's really easy to check which BSAs are being used by xEdit. Load your order and once fully loaded invoke the context menu and select "Assets Browser" from the "Apply Scripts" option. Run it and another dialogue will open where ALL the currently loaded assets are displayed showing which BSA is providing them. As an experiment I loaded in my current STEP 2.2.9 which uses the STEP Optimised BSAs. None of the assets shown in xEdit are from this BSA, they are all from Skyrim - Textures. I would assume if these BSAs are explicitly added to the [Archives] section of the INI they would load but that defeats the purpose of MO managed archives. I'm guessing the trickery of MO's VFS works on the game engine but xEdit is too simple to be tricked. Just to verify that there isn't some internal renaming done, so although the files are said to be from Skyrim - Textures when in reality they are from the STEP BSA, I extracted the female archmage boots texture from inside xEdit and then compared it to the one from the STEP BSA, definitely not the same texture! Since DynDoLOD uses xEdit and MO's built in asset management we really need further input from anyone that understands the workings of xEdit. This may have implications to Mator's tools as well. -
@aba42 Would mind having a look at the SKSE wiki page and tell us if that is more helpful now? Thank you for your feedback.
-
Small Error With The Wrybash Page
GrantSP replied to TheGamingGeneral's question in General Skyrim LE Support
Well it's certainly not DG 'incompatible'! Fixed. Thanks for pointing it out. -
The installation path in your log doesn't look like a legitimate Steam installed game. Please use only legitimate copies of games. If you possess a bought copy and have "only done this to avoid using Steam". Please re-consider your actions and re-install the original copy.

