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Everything posted by GrantSP
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Good catch @sutex. It appears MO's Configurator only accepts values to two decimal places.
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Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Two separate MO installs will mean two separate sets of "mods" & "downloads" folders, unless you change the settings to point to the same location, so deleting a mod from one install will have no impact on the other. This of course means having duplication of the same "core" mods for all games. Not sure how you get my comment as "knocking" MO. On the contrary, I like to think of myself as one of its advocates. -
SKSE Crash When Running from Mod Organizer
GrantSP replied to swiftfoxmark2's question in Mod Organizer Support
Good to know, thanks for reporting back with this information. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Yeah running two MO installs for the same game can get a bit tricky with the Nexus Downloads. If you examine the INI associated with the NXMHandler you will see something similar to this: [handlers] size=5 1\games=falloutnv 1\executable=D:\\Games\\ModOrganizer\\FNV\\ModOrganizer.exe 2\games=skyrim 2\executable=D:\\Games\\ModOrganizer\\TESV\\ModOrganizer.exe 3\games=skyrim 3\executable=D:\\Games\\ModOrganizer2\\TES5\\ModOrganizer.exe 4\games=falloutnv 4\executable=D:\\Games\\ModOrganizer2\\FNV\\ModOrganizer.exe 5\games=witcher3 5\executable=D:\\Games\\Nexus Mod Manager\\NexusClient.exe Notice how with this setup I have two versions of MO handling Skyrim mods. The thing to remember here is only the FIRST MO will actually handle the NXM protocol from the Nexus. This means you will need to do as @Greg does and handle most of your download work manually or allow only one of them to do so and then move them with Explorer later, both methods being a bit "clunky". The actual handling of the mods and profiles works really well with multiple MO installs, its just the downloading that needs a bit of finessing. -
Small addition to the guide
GrantSP replied to GlassWizzard's topic in Fallout 3 - Clear & Present Danger
Not sure I'm following what you are referring to, there are no extra folders that need to be created with that mod as it simply overwrites files that exist in the base game. -
SKSE Crash When Running from Mod Organizer
GrantSP replied to swiftfoxmark2's question in Mod Organizer Support
That log shows it is a crash in TESV.exe (Skyrim), so my first thought is since MO has already passed the executable to Windows to run it isn't a fault of MO, but rather some other process has messed with your system. I note you are running AVG. There have been many reports of AVG messing with parts, or all, of MO and also other plugins such as any SKSE DLLs. Try adding MO and/or Skyrim to the exceptions list of AVG and try again. Additionally there is another DLL, easyhook32.dll (possibly from Razer Cortex), which also hooks executables in a similar way to MO, the crash may be related to that program. -
No other logs are created? What about any crash dumps in the MO folders? Sorry but withouit anything specific to diagnose any attempt to offer help will just be guesses. There are no extraneous requirements for MO to run in Windows 10, no need to install anything extra at all, so any issues with dependencies that you might have will be due to an incomplete Windows install.
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Welcome to STEP Hervé. Could you provide the logs from this install and freeze please?
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How do I resurrect Mirabella Ervine?
GrantSP replied to Thick8's topic in General Skyrim LE Discussion & Support
Yes I did miss that, oops! I have never had the need to resurrect any NPC so I'm none the wiser as to why this specific NPC is causing you grief. -
How do I resurrect Mirabella Ervine?
GrantSP replied to Thick8's topic in General Skyrim LE Discussion & Support
How to resurrect an NPC: LMGTFY Use the following page to find the RefID: Mirabelle Ervine -
The only things you will need to worry about would be the power needs of the new card and the available supply and connector types from your existing PSU. Possibly the overall length of the card may be a factor. Your existing 760 uses 2x6pin connectors and the 970, which also draws less power than the 760, it is however 2.5 cm longer. The differing card suppliers do make a difference, but for the average gamer those differences might not warrant paying a premium for the specific brand name. It's one of those choices you will need to investigate.
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As mentioned in your previous topic, this a result of xEdit, not Wrye Bash, and is most likely from when you cleaned the DLCs and omitted to move them back. The guide makes mention of the need to do this on most occasions. When WB is "bashing" records it is completely unaware of the TES5Edit Backups or Docs folders and they should never be touched by that tool.
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Those files will only be moved during the cleaning process using xEdit, and only then on some occasions. Using Wrye Bash will have NO IMPACT on the DLCs. Unless of course you use the term "bashed patch" when you were actually doing a "merged patch", in that case the same issue applies as when cleaning them, although you should uncheck ANY files presented to you in the "save dialogue" except the file that you are creating during that process.
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Merge.esp Bash.esp FNIS, Dual redux patch, Realshelter patch
GrantSP replied to sutex's topic in Step Skyrim LE Guide
When the STEP guide was first conceived the xEdit Merge script (by Mator) didn't exist, so naturally the patches were created without it. As it now stands the Standalone Merge Tool, which is that script built into the xEdit API, is moving along at a rapid pace and will no doubt be shortly incorporated, once the STEP team become accustomed to its use. It really is down to a matter of preference at this stage. The script, and tool, do what you can manually but with less errors, and more automation. Essentially as long as the correct records are being forwarded to the game engine so no conflicts occur there is no problem how it's done. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
"Normal" and I haven't been on speaking terms for many decades! :O_o: -
Potential naming conflict "bug" ? [need verification]
GrantSP replied to whismerhill's question in Mod Organizer Support
I think perhaps you may have an issue with your load order rather than what you describe as MO uses Windows own OS standards of being case insensitive. MineOreScript.pex == mineorescript.pex Any conflict you experience in game will be because the incorrect one is winning in the load order. If you examine the "Data" tab in MO and scroll to the Scripts folder and then navigate to the mineorescript.pex listing, the losing mods will be shown in a tooltip that appears when mousing over the name, which should be in RED. -
Sounds like a lot of effort for just installing a mod! Not sure which dependencies you are referring to, @tannin, MO's creator, simply rewrote all the existing code for the 64bit version and is currently testing the alpha release now. You can head over to the GitHub repo to join in if you wish.
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F&LNV doesn't have a dedicated "troubleshooting" section as such, other than where you are right now. When you started to disable mods in an attempt to track down the rogue mod causing the issue, did you also remember to disable your bashed or merged patches? Try and replicate the setup you had at the half way mark and create a new profile in MO and save that setup in that. Add more mods in stages, making new profiles as you go, that way you have a safe fallback position. More often than not CTDs or instant crashes on start up are missing masters, so examine closely your install to see that you have them all and their BSAs are loading correctly.
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[WIP] Merge Plugins Standalone {PUBLIC BETA}
GrantSP replied to Mator's question in Mator's Utilities Support (archived, read-only)
Well done young man! -
TES5Edit doesn't need to be installed inside the Skyrim folder, in fact it is advisable to install ALL gaming tools into their own folder outside of the games they work on. e.g. C:\Games\Tools\TES5Edit @Nebulous112 has put together a rather good set of MO screenshots of his load order that you can examine.
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Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Possible? Yes. Should you do it? No. For the time being you should just hand order the mods. Welcome to STEP. At the moment MO version 2 is an early "alpha" development and after some work it no doubt will be hosted on its own page on the Nexus. You are correct that keeping track of disparate fora is troublesome so most likely MO2 will be hosted on just ONE Nexus page. Which game hosts it is something @Tannin will decide later. For instance MO was hosted on other pages besides the Skyrim one but all commenting was disabled and all users were redirected to the Skyrim page, even if they don't run that game. -
How much is too much? and how do you know?
GrantSP replied to Bradl3y's topic in Skyrim Revisited (retired)
That's the matter of the number of plugins handled so the next point is the matter of "too many" scripts. The exact answer isn't as easy to quantify because the nature of the scripts needs to be taken into consideration, not just the number of them. e.g. you could have 100 well written scripts that just run once to config the settings for their mods and never see any issues or you might have 2 or 3 poorly written ones that are constantly polling the game at certain times, or at certain locations, and these might bring your game to its knees. As for the Papyrus logs. Don't bother looking at those if you're not a modder with scripting knowledge, they serve no purpose whatsoever as a measure of game stability in 99% of games. You need to what each mod is trying to do and work from that, even if you have limited modding knowledge. Using guides such as those hosted here in STEP can provide a basis for examination of your list. Any extra mods added might add a load to that script load and the forum posts may be useful to see if others are having issues. Unfortunately that means there is no single answer to your question and you will always have these matters to deal with. Lastly constant CTDs in themselves are not a sure sign of "script overload". It might just be that at that specific location, or with a specific inventory item, or the number of enemies you are about face, or [insert another factor] you will experience a CTD, which most likely will have no long term damage to your game. Even the vanilla game will experience unexpected CTDs! -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
Just tried it now. Although I can't access FO4 files since I don't have it installed, the UI loads and works as you would expect. I load it as xedit.exe with the -FO4 switch and all the other versions now use the same executable with their respective switches and everything works really well. -
Mod Organizer 2 Discussion and Feedback
GrantSP replied to TechAngel85's question in Mod Organizer Support
MO, both the 1.3.x and the a 2.x series, make use of stylesheets to configure the UI elements. Currently MO a2 has two stylesheets which you could edit to adjust the font sizes. The actual details are not fully ducumented but conform to QT standards and a number of modders have already created different styles that you might look at to see how to change the font metrics. (one proviso here is most of them where created for a previous QT version and there may be slight variations with some keywords) Mod Organizer STYLES by theimmersion (I actually had a bit input into this one so I know for sure it works as directed. Self-promotion ends here. ) Paper Themes for Mod Organizer - Light and Dark by Polykobus UI Tweaks - Alternative style for Mod Organizer by EGraf

