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Everything posted by GrantSP
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@HaosWidasee Do you guys know that you can create a wiki page and place your guide there? Since you already have a STEP account all you need do is navigate to: http://wiki.step-project.com/HaosWidaseeThe page will be created for you as a blank page with links to assist you in editing it and from there you can do pretty much anything you like. Have a look at the other guides hosted here on STEP to see what can be done. That way it will allow for more scope to explain any installation details for each mod that the user needs, load order conflicts can also be elaborated on easier and any special merging or general mod housekeeping can also be detailed. It isn't mandatory but I feel it may make things easier, once the initial setup is done.
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bug USLEP incompatible with FNIS?
GrantSP replied to Rokatsu's question in General Skyrim LE Support
No issues whatsoever with USLEEP and FNIS or FNIS - Spells. You must have some other gremlin running amok in your game to cause this.- 10 replies
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Sometimes Windows see these keys as modifiers to other keys and is used to create foreign characters such as: Õ, Ã, etc. This is what my current system does. It might be the case that Windows is trapping the first key press of ~ and holding the next keypress as the modified one. Windows relinquishes control after the second key, your first key in the console, and then the console is allowed to take the subsequent keypresses.
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Well it might be that at one stage Dx9 was installed and there's just enough stuff leftover to run most functions but maybe this one file was removed. I only ask because in your last post you mentioned: C:\WINDOWS\SYSTEM32\d3d11.dll, which is clearly from Dx11.
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Do you have DirectX 9 installed?
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Starting over with Mod Organizer questions
GrantSP replied to Tomack13's question in General Skyrim LE Support
Changes need to be made in the 'Profile' that you are running. So assuming you made these in 'Default' and then you created a new profile from 'Default' those changes will be carried over. However, if you already have two profiles, 'Default' & 'STEP CORE' then the changes will only be in one, whichever was active when you made the changes. -
You shouldn't have to make any changes to any of those extra settings as MO works best with Skyrim and they are mainly to coax other games, e.g. Fallout 3 and Oblivion, to play nicely with it. So let's just get this up to speed with where you are now. LOOT runs and correctly sees the plugins you have and provides you with an order? Those files created by MO are fine and contain the correct details, no need to worry about those. Now as to the SKSE error. STEP asks you to install via MO the 'scripts' that accompany SKSE. You have followed those steps and have SKSE Scripts enabled in MO's left hand pane?
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MO can't run 64bit applications so if the patcher you are running works ONLY with 64bit Java then that will be a problem. As I don't run any patcher style tools, I'm not sure what the current status is on those. However I can see one issue from the logs you provided. There is a missing BSA in your setup, the message says: "Could not get Morskom.bsa". Check to make sure MO is managing your archives and that this BSA is checked and active when you run the patcher.
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Welcome to STEP @aba42 According to Microsoft that error code is: Access violation. Indicates that the executed program has terminated abnormally or crashed. (Really helpful isn't it! :O_o: Not!) Normally at this stage I would say you have installed LOOT and MO into a folder with UAC imposed on it, but since you say you have already read up on that step and installed elsewhere (good effort on your part, well done), we'll have to find another reason. Let's just clarify a popular misconception about where these tools NEED to be installed. MO, LOOT & xEdit (as TES4Edit, TES5Edit, FO3Edit, FNVEdit & FO4Edit are collectively called) DO NOT NEED to be installed into the root folder of the games that they work with. ALL of these tools find the game by checking for entries in the Windows registry and therefore can be safely installed ANYWHERE. Now with that out of the way can you test something? Does LOOT operate correctly if called from outside MO? If so are you sure you have correctly set the application settings for it in MO's settings? In the 'Arguments' field of MO's "Executables" dialogue, have you set this to read: --game=skyrim Lastly are you using MO 1.3.11 & LOOT 0.8.1?
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
The error message is from your OS and is related to the FNIS code. You can post on GitHub but I feel sure you will be directed back to the FNIS page for support. Recently @fore has thawed in his opposition to MO and he may be more sympathetic to your plight now. Try again on his Nexus page and provide as much detail about the JIT message and the locations of all the tools used in the issue. I know this sounds like you are being dismissed but it truly one of those errors that needs the coder of the program to examine it. As my system doesn't generate these issues, nor do I know how to get it to do so, I can't even try to help bugfix this with you. -
Welcome to STEP @shinigamixas From what you describe can I assume you have installed both Skyrim and MO into the "Program Files" folder? If so that is probably you reason for your difficulties. MO's 'Overwrite' folder should NEVER be set to readonly, and the only reason I can think it might be is because MO is now in a folder controlled by Windows's UAC and your OS is hindering you from accessing the folder. STEP recommends installing your games and the tools you use outside of these folders for this reason. The easiest resolution would be to just move MO out of this folder into a folder all its own, something like C:\Games\Tools\MO, or whatever takes your fancy. If you so wish moving Skyrim out of that folder also will be helpful. Steam has a FAQ setup to show how to move your games to a new location. In adition to this may I suggest you watch some of the STEP video tutorials and perhaps try the STEP guide to install the base for your mods.
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Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Downloads and mods in AppData, surely not. This seems more like the initial trial to see how the UI finds the INIs etc and the actual location of these folders will be set properly in a later build. At least that is what I'm hoping, otherwise that is a really bad idea for the default location of those folders. -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
According to @fore, FNIS's creator, JIT errors such as the one you posted are indicative of a system error that even the OS or the .NET runtime is unaware of. Sadly his recommended method to fix this is a reinstall of your OS. Whilst the resolution of this error may, or may not, involve a complete reinstall of your OS, I do think you have some serious issue with your OS and fixing it is beyond the scope of this forum. Basically the error is not due to MO or FNIS but your computer's operating system. Sorry. -
Fixed that now. Wryemusings.com was the original site setup by the Bash author many years ago, now that all development has moved to GitHub they have also shifted all their documentation to GitHub's excellent docs site.
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STEP Installation 2D - Fixes - bad link to Vanilla Textures?
GrantSP replied to Equinox's question in General Skyrim LE Support
Sometimes the most obvious things escape our notice because we assume something else. Take note of the name of the link in step 2D. The link to the download is called "STEP Optimized Vanilla Textures", not the name of the Nexus page: "STEP - Skyrim Total Enhancement Project". This is because the link is to direct you to the file named such, not just to the page which holds a number of downloads. That's why later on in the guide step 2N. Patches calls for the installation of "STEP Compilation" and the same link is used but this time it is called: "STEP Compilation". -
I found a new bug (or maybe is a not solvable old one) in the save files
GrantSP replied to Darklynx's question in General Skyrim LE Support
Gotta say though, that really is some impressive detective work you have put in there. Well done and welcome to STEP. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
No. Any issues with either MO 2 or the stable MO 1.3.x version are due to: not having the correct account details entered not establishing MO as the protocol handler for "nxm" (this the protocol Nexus has set as their download system) issues with the Nexus servers themselves The MO wiki has details on how to rectify the first two steps and is current for all MO versions. -
Yes, very nice indeed.
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Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
@Tannin is already aware of this issue and it is apparently related to a rogue line in the Python library that is now fixed and will be incorporated into the next alpha release. As with a lot of these minor errors, you might find a more active bugfixing response by checking the GitHub repo. By all means continue to check here and be a part of the STEP community, but the active development is taking place in the GitHub repo. -
Heavy, intensive work is primarily focused on MO 2 at the moment, so you will have to take that into consideration when offering any MO 1.x related changes. The alpha is in the stage of finalising the VFS work, trying to get all the "nuts & bolts" work correct, before moving on to more cosmetic changes. So... if you are using 1.x for your mod management then feel free to ask any questions here, after consulting the wiki first or course , and be assured that the team are more than happy to assist you. Questions related to changes/adjustments/additions/etc. to MO's workings or interface will probably be better served if asked in GitHub. Either way a few of use here are reading the GitHub issues page and vice versa so I don't think anything will be missed.
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DROPPED Immersive Citizens - AI Overhaul (by Shurah)
GrantSP replied to EssArrBee's topic in Skyrim LE Mods
Sure, anything that automates compatibility between ICAIO and other mods would be a godsend. -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
This makes no sense at all! Why, if you are trying to get FNIS to run from inside MO, would you even think NMM would provide the necessary logs? Listen I don't want to sound like I'm trying to belittle you or anything of that nature, but I think perhaps you might need to read up on the documentation or follow the many very good YouTube tutorials about what MO and FNIS are and how to use them. It just sounds like everything I say to you goes in one ear and out the other. Please do not confuse the issue any more by relying on NMM to aid you. It will not help this in any way. Start MO and with a very basic profile list of mods, just the absolute bare minimum, install and run FNIS with no extra animations at all. If you receive no error messages from FNIS then add just one animation mod and try again. At any stage if you receive an error, take not of the "exact message" FNIS gives and post that along with the logs from the "logs" folder under the MO installation folder. -
Welcome to STEP @smashpatch You may not be aware, but MO 2 is currently in an alpha development stage and the whole testing/development/bugfixing/improving process is taking place mostly in the GitHub repository. You might have a better chance of getting one or two ideas included if you post them there, @Tannin only rarely visits here at the moment as his workload is mostly on MO 2. If I may make a couple of observations? A lot of the changes you suggest are based on the assumption that the left-hand pane is a "filetree" window, in the same manner as Windows Explorer windows, or at least a close approximation of one. In reality this pane is more akin to a checkbox that passes selections to the modlist.txt for use by MO's VFS. This is an over-simplification but fairly accurate. That's not to say your changes can't be made, just that the changes necessary to implement those would be significant. Next the highlighting of "overridden" files. Recent versions have already made adjustments to this feedback by adding the coloured backgrounds to mods that are specifically affected by the selected mod. Selecting a mod will show green mods for mods that it overrides and red for mods that override it. As for "hiding" files. I'm not sure what you mean by: MO doesn't need to hide anything to work, it just uses the files you tell it to. Any files not needed are just left where they are. This is all part of the "Mod-isolation" process. We do really appreciate your input into this tool, although STEP are the custodians of MO's support, we also are avid users of MO and want to see it continue to be the best mod management system around. Any further feedback here will be appreciated but as mentioned earlier, you may find more success with them being seen by those that will make the changes if you post them in GitHub.

