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GrantSP

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Everything posted by GrantSP

  1. The "Content type" is the 'nxm' file protocol. If you have tried to download a file with Firefox you will have an entry for that. In the next column, "Action", choose the 'nxmhandler.exe'. As a Chrome user I had to install Firefox just now to verify these instructions and it works exactly as described in the wiki. If you are seeing anything different you will need to provide screenshots of the "Option -- Application" tab to show us what is available for you.
  2. As far as the user is concerned you will notice no visible differences. The tool works just the same as before, though in my use maybe faster. It does however enable a whole swathe of new styles of animations that new mods can leverage. Additionally it now utilises a plugin and works some of its magic via scripts.
  3. @fore has just released v6.0b1 of FNIS that uses some of the ideas gleaned by this testing, and also the suggested code modifications, and it now correctly handles the 'Creature' specific animations. Upon running FNIS ALL animations will now be found in the "Overwrite" folder where they can be handled appropriately by the user.
  4. Your INI shows a recent directory you viewed is: I:/Games/Nexus Mod Manager/Skyrim/Mods Are you still using NMM alongside MO? If you are you will need to stop. Mods loaded by NMM will be in the Data folder and MO will not be able to manage them properly. I'm bemused as to why FreeCommander isn't seeing the current profile modlist. Can you create a new profile and load in only half of those mods and check if it is seen?
  5. What are they saying on Reddit? I'm yet to install Witcher III on my new rig so it will be a fresh install, but I'm curious.
  6. These new animations must exist in the "virtual file system" for the game to see them. If they are in the 'Overwrite' folder they exist in the VFS and thus the game will use them. However, since the 'Overwrite' folder should never be used as a permanent storage folder for anything, these files need to be placed into a folder that exists solely for them, this is what creating the mod does. You should always move files out of the 'Overwrite' folder because it is always loaded and it always has the highest priority. Also every tool or mod that creates new files will dump them there and soon you could have a mess of files that you don't know where they come from or where they should go.
  7. Both your 'Edit' questions relate to how other tools see the file structure you have installed in MO. Answer to both is: ALL tools must be run from within MO to allow them to see these mods.
  8. FNIS doesn't need SKSE so there is no issue with getting it to work in MO, with or without SKSE. SkyUI will tell you exactly what is wrong with your setup when you install it. The FOMOD script will provide detailed information if you have: an incorrect or out-of-date version not installed the scripts or even if SKSE is completely missing
  9. It looks like you added the tags after I posted, so you're already working your way fast through them.
  10. Hang on, hang on, you stated in the last post of the previous thread that you now have no issues with SKSE. Why is it you are now saying SKSE still doesn't load? Perhaps you should abandon this current profile and take your time to install each mod/tool individually to ensure they are working before proceeding. SKSE should be installed following this guide. I suggest you also fix your INI files, as this is most likely the cause of your odd camera position, by using the Skyrim Project INI FNIS should be installed following this guide. Now, to ensure the correct assets are loaded by MO when you run the game you must set the correct priority for the mods you have installed. The Mod Organizer wiki explains all the relevant information you need, specifically take note of 'Left Pane'. Mods at the top of the left pane, those with a low priority number, will be overwritten by those below them. So for FNIS this means you need the main FNIS mod, then the Creature Pack if you want creatures to have specific animations, then the Spell pack if you have custom spell animations, then you must run FNIS and save the output from "Overwrite" to a mod and load that after these. Any other mods that affect animations need to be placed after the main FNIS mod and before the output you create after running the tool. I should also suggest you examine one of the guides STEP has, such as "Skyrim Revisited", for setting up a modded game. Although the choices of mods will be different, you should see the general flow of installation and how it affects the game.
  11. I can't see how it's possible to have 2 Skyrim installs, the registry will only have entries for one of them! So unless there is a VERY GOOD reason to do so, I suggest you remove one of them. Also with only an Intel Graphics card I don't believe you should be looking at anything above 20fps.
  12. One day I'll go with a M.2 drive, just not right now. Bit pricey, especially in Aussie dollars.
  13. Thanks @Greg, I have the archive now and it looks you're on the money with that assessment. MO is being hindered by something. The next 2 entries in a normal log should show MO checking file attributes and continuing, this is failing in this instance so permissions is high on the list of culprits.
  14. Couple of things to fix before we can proceed. The copy.com link is broken Since you are on Vista you may have some functionality messed up as MO doesn't fully support it. 1.2.18 may be your only choice. Check that your Anti-virus package isn't meddling with the folders used by MO. Set an exemption for it if necessary.
  15. Before we go any further can you confirm that the initial issue of SKSE not loading is fixed? If so it would be better to finish this topic and create another, if it still is an issue remove all the non-necessary mods you have loaded, or use another profile. Now if SKSE is now okay and you are having difficulties with SkyUI and FNIS I'm going to need to see the contents of the "Sensual" profile you are running. From a cursory glance at the log it looks like you have your mod priorities all wrong. So zip the entire contents of that folder and post the link.
  16. I would like to have examined this console entry about the missing Default profile. Please examine the 'Profiles' folder and verify there is a 'Default' profile. If one is missing just create a new folder with Explorer. While you do that could you please also provide the contents of your 'Logs' & 'Profiles' folders and the modorganizer.ini. Just zip them all together and host it on Copy.com or similar. There is something definitely not right with your installation, the latest screenshot shows XP32 trying to load, yet it isn't active in the list. If your system CAN run 1.3.11 then I advise you to use that.
  17. No, not your Papyrus logs, the logs from the MO logs folder. Delete them all and then start MO and Skyrim again, this will ensure only log entries from the last try will be entered. You can use an online service like PasteBin or Copy.com or simply zip them and post the link.
  18. Make sure the entry to the current executable that you have in the 'Executable List' is actually pointing to the same exe that is currently loaded by the active FNIS mod. You have FNIS Behaviour V5.5 --ALWAYS Necessary as the supplying name according to the console but I would imagine the folder that is pointing to another location in the 'Binary' field of the 'Executable List'. It is important to have ONLY one installation of FNIS. Ninja'd by Greg.
  19. The list of included issues could do with a bit of sorting: adding tags etc. Do you want any help with that?
  20. Have you installed the FNIS Behavior V5_5 Fix 1 file? Also the screenshot shows you have no mods that need FNIS to be run yet, besides the FNIS Creature & Spells packs. Why are you wanting to use only those mods?
  21. It would make things a lot easier if you posted your logs from the last attempt at running the game.
  22. Welcome to STEP. Since you say the game starts without issue through MO using the various extenders: NVSE, FNV4GB, etc. but fails on a modded game, can I suggest you ask over in the F&L in NV thread. It seems you have broken your install of some mods somehow and that is causing the issue, not MO.
  23. Grab a copy of Games for Windows Disabler by Quarn and patch your Fallout exe with that, that should remove the check Windows makes on that requirement.
  24. Until I see that @Roy will be maintaining it again, I would suggest NOT recommending this version. The changes are not sufficient enough to warrant a change from the current, IMHO. It's good, don't get me wrong, but as you say there will need to be revised instructions and maintenance of the guide, I can't see it as a necessity.
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