-
Posts
4,284 -
Joined
-
Last visited
-
Days Won
27
Everything posted by GrantSP
-
Apparent problem with using Wrye Bash through MO
GrantSP replied to Nescit's question in Mod Organizer Support
The "blank" bashed patch in your Data folder can also be moved into a mod you create inside MO's "mods" folder. Name it as "Default" if you like and when you run WB it should use that one instead. Deleting is also okay if you are truly concerned. There should be no issue with a mod being merged twice, even if that was possible. All that will mean is the existing records would be overwritten with the identical records of the "second copy". So again, nothing to worry about. -
What about any AV software? Most/all of that stuff is basically useless anyway, do you have any of that? Perhaps adding FNV as an exception or removing the AV itself. I've not heard of FNV just failing like this with no result from the actions you have currently taken. Oh, one last thing. You aren't letting your system go into hibernation are you instead of shutting down? That will stop Steam updates from applying properly if I recall correctly.
-
The error number is always associated with Steam needing to restart, either because of the reason outlined above or due to a recent Steam update. I advise against installing MO anywhere inside the game installation folder. It has no need to be anywhere near the actual game as proximity to it is not a prerequisite for it to work. It also means anytime you need to do a reinstall of the game there are no extra files/folders you need to worry about. Verifying your game with Steam will acquire fresh files if there is any problem with them and you should confirm that the game starts before continuing.
-
Regarding the OP, there is something else at play in your setup that is causing you grief. I have maintained a working install of MO and MO2 for FNV and TTW for sometime now and all of them have worked with whatever version of JIP_LN that was installed. As for MO2 not allowing you to handle your BSAs, this is a design choice, not an issue.
-
Hitting earlier mod limit of 144
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
Unrelated to the initial post but there is no longer any need to manually edit the INIs to add Darn's font changes if you use UIO. UIO automatically makes those changes when it is run and Darn is active. -
floating bullet casings/shells?
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
Please use "spoiler" tags around long posts. See the Citizenship Guidelines link at the bottom right of every page on how to use these features when posting. Additionally do not post the same question in more than one place. All new posts are seen by all members in the recent content listing so you will not be missed. This also is described in the guidelines. -
Hitting earlier mod limit of 144
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
LOOT isn't really designed for FO3. It may provide an order that works optimally but it may also provide a working order different to the first one that doesn't work quite as well. Why don't you post your modlist and plugin list in spoiler tags here and let us see if we can manually adjust things. -
Hitting earlier mod limit of 144
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
Exactly. FWE has been in use for years and that guide includes it with no issue. I'm not saying it's perfect, it does have some minor quirks and some other problems. The FWE team did a great job overall but like every major mod there were/are some bugs. -
Hitting earlier mod limit of 144
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
There is nothing inherently wrong with FWE and the fact that you are now not crashing once it is disabled is an example or correlation, not causation. It is a memory allocation problem, not a memory usage problem. Two very different things. The engine itself can only register a certain number of records in RAM and even with the LAA seitch enabled it does not mean it is miraculously able to use all system RAM, it is a very old game. -
SRLE Extended: Legacy of The Dragonborn
GrantSP replied to Darth_mathias's topic in Skyrim Revisited (retired)
Any plugins that are merged can safely be disabled by, hiding them, moving them to optional, deleting them or any other means you can think of. -
Hitting earlier mod limit of 144
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
Hmm... the guide does indeed mention the upper-most limit of the game engine. That should probably be changed. The thing to keep in mind with this is, it is only talking about plugins, ie. *.esm/esp files. MO's modlist in the left hand pane contains many mods that do not contribute to the limit, such as Fallout Stuuter Remover or NVAC. Those mods contain no plugins. Additionally the actual number of plugins is not fixed due to the fact it most likely a memory allocation issue. This means you could have 255 very small plugins with only a few records and not see a problem or a few very large plugins with 100's of 1000's of records and reach that limit. The actual triggering is not fully documented. -
Hitting earlier mod limit of 144
GrantSP replied to Spacebadger's question in Guide Support & Bug Reports
Not sure what else you were expecting. That's a pretty clear indicator of hitting the plugin limit. Some users see it earlier, ~120 plugins, but most never get past 140. -
Your call. You've managed so far to keep this tool up-to-date and working perfectly so I imagine it will remain that way in the future.
-
Do you think the forcing of all the settings from Fallout.ini into FalloutCustom.ini is really a good idea? I'm not so sure. If the game handles that custom.ini correctly it will be sufficient to just house the specific settings the user wants to change. This also means, at least it does to me, that BethINI really doesn't need to touch that INI as it should contain ONLY specific user settings the user has explicitly set, or those set by a mod author or guide.
-
LOOT Not Showing Mods Through Mod Organizer
GrantSP replied to ArchmageJzargo's question in Mod Organizer Support
There has been a lot of development on MO2 over the last few weeks/months and we've found that installing MO2 into the Steam folder structure is a very bad idea. General consensus is to install it in it's own folder somewhere away from Steam and any other UAC folders. Also there are some latest builds here in the Discord server that address some specific issues. -
How are you trying to get those plugins, they're working perfectly for me? Have you tried to "Save link as..." instead of directly clicking them?
-
"Multiple Masters" error sorting masters in xEdit
GrantSP replied to L1Qu1D1's question in xEdit Support
So you have removed the missing masters from UUF3P-FWE patch? ie. the plugins for FWE that you now have merged. What are the masters that you are sorting and in what plugin?- 4 replies
-
- plugin sorting
- clean
-
(and 1 more)
Tagged with:
-
non-issue Linkjacking / Redirect to Phishing Site occuring
GrantSP replied to drudkh's question in Forum Support
Thank you. That actually looks very helpful. -
non-issue Linkjacking / Redirect to Phishing Site occuring
GrantSP replied to drudkh's question in Forum Support
-
Installing Separate Instances for Different Games
GrantSP replied to SilentConfusion's question in Mod Organizer Support
There is actually some discussion in the MO2 dev team about making this whole process more user-friendly by renaming these options or making the description text clearer. -
Wrye Bash claiming to be open in another file
GrantSP replied to Danest's question in Wrye Bash Support
"WryeBash_fi6yyq" looks a temporary copy that is used by MO2 for whatever purpose. There has been a lot of work in the last few days on beta patches to handle various issues with WB. Have a look at the discussion in the MO2 Discord channel and see if one of those betas fixes the issue you face. -
Installing Separate Instances for Different Games
GrantSP replied to SilentConfusion's question in Mod Organizer Support
If you want to install MO2 twice and have it manage just one game for each then you use the "portable" method. This has all the configuration files and folders directly under the main install. "Instanced" installs are where MO2, the actual programme, is used to manage multiple games, ie. instances, and the configuration files and folders are in %AppData%\local\Mod Organizer\. To create a new instance you select the icon at the far left of the toolbar and a dialogue will ask you to define which game it is for. Additionally the game you are managing needs to launched at least once for it to set the correct registry entries that MO/MO2 uses to know its location. I haven't personally used the guide you are referring to but I will tell you that the MO2 team are leaning toward NOT installing MO2 into a folder under the game you are managing but rather in a separate folder away from it. ie. C:\ModOrganizer or D:\MO2 or similar. -
You have this a little confused. TES5Edit and SSEdit are the same executable just named differently to handle the different games. Indeed they are identical to FNVEdit, FO3Edit and FO4Edit and even TES4Edit. All of them 32 bit executables that may be used to modify plugins that are for some 64 bit games, ie. Skyrim Special Edition and Fallout 4.
-
Remember MO/MO2 handles OBSE differently than it does other games due to the way Oblivion calls those DLLs. You will need to do all the OBSE work outside of MO2.