Jump to content

GrantSP

VIP-Supporter
  • Posts

    4,289
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by GrantSP

  1. Please use "spoiler" tags around long sections of text, such as modlists. You can either use the 3rd button from the left in the editing window, title "Special BBCode", or simply place them yourself like this: [spoiler] text that needs to be collapsed[/spoiler]
  2. Many hours have been put into providing a wiki that serves as MO's help documentation. Along with video tutorials by Gamerpoet and others that serve as the official instruction source for MO.
  3. Further to that it is also entirely possible to have MO's "mods, downloads & profiles" folders on separate drives. Why you would want to is another matter. Just mentioned it to reinforce the idea that MO is a 'portable' executable that can be run anywhere.
  4. So I take it you aren't using WB as a tool from inside MO, but as a standalone mod manager? If so, you aren't after the -g switch but the -o switch. This is the commandline for calling WB to manage Oblivion on my system: "C:\Games\Utils\Mopy\Wrye Bash.exe" -o "C:\\Games\\Oblivion\\"Take special note of the doubled backslashes. If you already have WB installed you can read all of this in the supplied documents which are very thorough and recommended reading.
  5. The WB Advanced Readme has more detail but you can simply use: -g GAMENAMEor --game=GAMENAMEwhere GAMENAME is either 'Oblivion' or 'Skyrim' or whatever your game is called.
  6. Have you checked out Wombat's Witcher mod manager yet?
  7. With a lot of new titles coming through lately and the discussion about certain "work-in-progress" games I thought this might be appropriate.
  8. If by that you mean two installations of the mod that contains the FNIS tool: GenerateFNISforUsers.exe, then I have to disagree. It is not advisable to have two installs of the tool as there is nothing in that mod itself that gets changed when you run FNIS, everything is found in the output folder. This is because, although we install FNIS like we do mods, it isn't one, it is a tool, and the consequences of installing it poorly or carelessly are felt everywhere. You should have only one FNIS main install, plus the animation mods you use and the FNIS -- Output from each time you run the tool with the respective mods. Anything other than this is only going to confuse the situation.
  9. All sorted. There are no other odd circumstances in the setup other than that already noted, the merging of the FNIS -- Creature Pack into the main FNIS mod. This is the sole reason for the "hacky" workaround implemented. I'll post a rebuttal on the FNIS page to this suggested "fix" and set him straight as to his idea of a better MO management.
  10. I wonder if I could call on some testers to examine the validity of this user's premise. @Sacremas, who apparently has a MO&FNIS specific guide on the LL forum, has corresponded with me and stated the following: The idea is that he reckons you need two distinct installations of FNIS, one with the Creature Pack merged into it and one without or else you animations are borked on new and existing profiles. I on the other hand think this is unneccessary and my experience with FNIS differs dramatically with his. Take for example the point he makes about the "De-install Creatures" button always being active and my experience as seen in this screengrab. url if there issues with it is: https://www.dropbox.com/s/20st09muruph3mr/FNIS--output.gif?dl=0 Has anyone seen any issues with FNIS not showing the correct animations with different profiles based on whether FNIS mods are active or not?
  11. I'm a little confused by this iShadowMapResolution setting, so I'll ask a few questions. Which textures are influenced by this setting? Terrain only? Do you see the same issues in cities as in the wild?What happens with systems with a mixture of 1K, 2K or 4K textures?How does this interact with the fShadowDistance setting?Does it make a difference if you are near a cell boundary?
  12. Thanks @remotely, fixed that now.
  13. Hello and welcome STEP @remotely, thank you for joining us in the MO support forum. Just a heads up, check the Nexus profile link in my signature.
  14. Welcome to STEP. I'm glad to see you took the initiative to come here to STEP as well as posting on the Nexus. As you will see from my post there there is an existing Bug Genie report mentioning this Qt issue. You should follow the progress of it there. Also this should have been posted in the MO specific thread, not the General Support forum. I've moved it for you.
  15. Weird, I thought that 'permalink' was supposed to keep up with the actual saved list, apparently not. Here's what's current and more than likely what I will go with.
  16. MO 1.3.11 fixes this issue.
  17. Papyrus logs aren't very useful for diagnosing mod errors, which is what this looks like. Since you have posted in the "Skyrim Revisited" forum I am assuming you have this set of mods installed and are using Mod Organizer. Post your modlist.txt & plugins.txt from the current profile folder used in this game. Minidumps will only be created by the game engine if there is an error in the executable code, which doesn't appear to be the case here.
  18. Couple of minor changes. Added a 1Tb HDD back again Changed to an AsRock Fatal1ty motherboard and a Cooler Master Hyper CPU cooler
  19. I've fixed that URL you posted. Bug Genie is really weird with URLs, you don't need to use any BBCode or HTML, just paste the actual link.
  20. Considering your GPU only has 2GB of VRAM, anytime you add in a high-res texture pack/mod you are going to tax it. The modlist doesn't say if you are installing 1K, 2K or 4K variants of any of them so it is quite likely you are over-reaching in your ambitions for that card.
  21. As I mentioned in the Nexus thread, MO does nothing with your game once the assets are loaded and the game is started. If you can show that MO has any bearing on how saved games are created/opened/modified or anything else, then feel free. You will find though that you are barking up the wrong tree.
  22. mmm... Halle Berry
  23. There was this very interesting discussion in the USKP page about the [Audio] setting uMaxSizeForCachedSound and how to adjust it if problems appear. Thought I'd keep a link here for reference.
  24. Hydro power
  25. I'm ok with that sort of comment because I fortunately live in a state where 100% of the electricity is renewable, ie. hydro-electric. That's not to say I'm not conscious of the need to streamline where possible but I just thought that particular PSU was a good price/choice. My other option was to have a cage full of small birds wildly flapping their wings to power a wind generator. Know where I can get my hands on a sparrow or two?
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.