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Everything posted by GrantSP
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If you like we can rename this topic to "SRLE Extended" and also pin it so as to have always at the top of the SRLE page?
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Isn't the subtitles a setting in the game options? Fuz-Ro-Doh should only be handling the lip-syncing issue.
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Your MO logs will probably show nothing significant regarding this matter as MO has already passed the task onto TESV, and also the ENB, and hence nothing is handled by MO anymore.
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Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Welcome to STEP @rdunlap I agree, it is an easy and warranted plugin that could be implemented fairly quickly. There was a new post by a user that appears to have some Python skill, perhaps you could "poke" him to see if he could help out. -
Small error (?) in the FSR part of the Guide
GrantSP replied to Gazda's topic in Fallout 3 - Clear & Present Danger
Thanks for that. I have no idea where that rogue line came from. This is basically a cut/paste from the FNV guide but even that version of the plugin never had that line in the INI. -
Welcome to STEP @Leafytr33 MO needs to have a clean Data folder to avoid issues with management so you will need to uninstall all your NMM installed mods and possibly do a Steam refresh, just to be sure, and then have MO install those mods for you into a "profile" of your choice. There is a tool in the MO UI called "NMM Import" that looks for the Installation and Mod archives to aid you in doing this, I've never had a NMM install so I can't tell you how it works past that step, but from all reports it's very effective. If you have already taken this step and have now removed NMM, you can manually delete the mods in the Data folder.
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Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Welcome to STEP @Jollelele MO 2 currently only works with 64bit programs, so LOOT can't run from within MO. Since the only game currently able to run with MO 2 is FO4, you won't gain any benefit from LOOT anyway, just sort the few plugins you do have manually. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
@Neo, that's true of the INI editor, not the "Configurator". -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Shh... don't tell anyone, but I agree with you. -
The logs can be found in the MO installation in a folder called: "logs". Memory Blocks Log doesn't need a 64bit OS as it is a plugin for SKSE which has always been a 32bit DLL.
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
Q. The directory called: programma's is that the way your Program Files is named in a Dutch OS or is this a folder you created? I'm thinking maybe the ' is causing issues with either FNIS or MO or both of them. -
DROPPED Unofficial Skyrim Patch (by Unofficial Patch Project Team)
GrantSP replied to frihyland's topic in Skyrim LE Mods
Just refresh your browser cache if bothers you. I can assure you it doesn't have that tag. -
Welcome to STEP @Fantomax Papyrus logs aren't really very efficient for most mod troubleshooting, since you use MO the logs from MO will be better.
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[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
If you have MO installed to an external HDD then I would advise installing it to your computer's drive under its own folder. There will be a lot read/write activity when installing/activating/modifying mods with MO and Skyrim and you will be throttling your HDD via your USB connection (or similar). It will be helpful if you can provide logs or screenshots of these errors, both the FNIS ones and MO's logs, so we can see where/how you are being bugged. -
DROPPED A Quality World Map - With Roads (by IcePenguin)
GrantSP replied to stoppingby4now's topic in Skyrim LE Mods
Yes, "Solstheim Map (DLC)" == "DLC Solstheim Map - With Roads", but... as @Techangel85 points out, you should be using the installer version listed in the "Main" section and choosing those options in the installation process. -
[ Q & A ] Using FNIS with Mod Organizer
GrantSP replied to GrantSP's question in Mod Organizer Support
That "dummy" file you mention is only for FNIS to check upon install when the user is using NMM, not MO, so it should have no bearing on this matter. As @Greg mentions placing your MO install where you have means you still have UAC issues, which is what the ERROR[2012] is telling you. Remove all the generated files from FNIS, which should be in a separate mod in the left pane, and run the tool again. -
SKYRIMLE Skyrim doesn't register custom input when launched with MO
GrantSP replied to 2567's question in Mod Organizer Support
Okay so are PS4, XBOX & Steam controllers all going to react this way? I would imagine so. Thank you for this information I have added a basic answer to the FAQ along with a link to that Reddit page. -
SKYRIMLE Skyrim doesn't register custom input when launched with MO
GrantSP replied to 2567's question in Mod Organizer Support
Does the XBOX controller have any specific software that needs to be active for it to work? -
Perhaps the definition of these words loses their meaning for non-English speaking users, or those with limited vocabulary, so for the sake of expediency: Merge == add into the existing mod all the files in the mod being installed Replace == remove the existing files and install ONLY the files in the new mod Unless specifically asked to do otherwise it is usually sufficient to "merge" mods.
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In the Nexus forum there was a discussion about this very matter that you could examine. Start at this post and read all the replies down to the one from @Tannin42 (MO's author).
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SKYRIMLE Skyrim doesn't register custom input when launched with MO
GrantSP replied to 2567's question in Mod Organizer Support
Welcome to STEP @2567 I would imagine the problem here is because this mod is modifiying a file in the game's Data folder, if installed according to the mod's instructions: *********Installation********* 1. Go to \"Skyrim > Data > Interface > Controls > PC\" 2. Rename \"controlmap.txt\" to \"controlmap(backup).txt\" 2. Extract the file from the download and copy \"controlmap.txt\" to \"Skyrim > Data > Interface > Controls > PC\"Whereas MO is probably not passing that file onto the mod if started via MO. Does this behaviour exist when that mod is loaded as a mod via MO? Install it with MO and inside the "Install Mods" dialogue right-click on <data> and Create directory... and name it Interface. Do the same on this newly created folder and create one called Controls then drag the file: controlmap.txt to this folder. The dialogue's message at the bottom should change to Looks good and you can press Install. Activate the new mod and this file will now be active in the VFS, which you can check by examining the Data tab of MO to see this mod's file listed. I can't test this as I don't have a XBOX controller. -
Welcome to STEP @drakan. Could you please post the logs here for us to examine? Also please consult the STEP guideline accessed by the link in the bottom right of every page for the use of "spoiler" tags, as the logs will probably be very long.

