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GrantSP

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Everything posted by GrantSP

  1. I wonder if someone else can check on something for me. I'm in the process of setting up another blank vanilla test profile in MO (1.3.9) and decided to test out SkyUI to see if I can see what others are seeing and something else completely new and perplexing is facing me. The test profile has SKSE 1.7.3 and the scripts installed and only the Unofficial patches for each DLC installed. After installing SkyUI and pressing 'M' for the map I get the error dialogue about a mismatched map.swf. No matter what I do I see no reason why there are any other map.swf files loading. I even removed the Unofficial patches so it is just vanilla and SkyUI and the same thing happens. The logs show no issue with BSAs or anything else not loading, but I can't get rid of this message without disabling it in the SkyUI MCM options.
  2. Do you mind posting your MO logs and any crash dumps that may have been generated? It's going to be very hard to see what is causing this, if anything without some diagnostic material. Just a thought from left field, since it is a graphical issue, ie. the render window, what happens if you remove any ENB stuff from the Skyrim folder? I used to get issues with the CK when it found a D3D9.dll it didn't like.
  3. I'm not sure how your system is set up but any file associated with a programme is called by MO when that filetype is 'Opened'. So in the example above, *.nif files are associated with NifSkope and when you examine a mod in MO that has *.nifs you can invoke the context menu, select "Open/Execute" (from the 'Data' tab) or "Open" (from the "Information" -- 'Fileview' dialogue) and NifSkope is called with that file passed. The only time that doesn't work is when the file is inside a *.bsa and you try to examine it via the 'Data' tab.
  4. If you have updated from a previous FNIS version it is possible the mod name used by MO, and hence the path to the executable, is different. Re-check the settings in both the 'Executables List' and any shortcuts in MO, or the Desktop created by MO, are pointing to the current exe.
  5. Since the original mod is still there we could probably go with a new thread.
  6. Which is why I think all STEP instructions should be using "xEdit" as the terminology and then adding the game switches as necessary. xedit.exe -tes5 == TES5Edit xedit.exe -fo3 == Fallout 3 etc. I know I might sound obsessive about this but it assists users to know that these tools can be used on other games if they aren't specifically named to match them. This then aids them when additional tools call them, as in this case. My 2 cents worth.
  7. No. If you zip them the zip file will go in the "downloads" folder as though you got it from the web. MO will extract it and place the loose files in "mods" ready for use. Which is why I suggested what I did. Perhaps a good examination of MO wiki is in order, along with those videos mentioned earlier. EDIT: Greg beat me to it and his answer is more thorough.
  8. This "JIT error" was under examination by @fore. He tends to believe it is an error in the way MO calls certain IO functions, I'm not so sure, and since only a very small number of users are seeing it, and they don't tend to come back with helpful information, it makes it very hard to see a correlation. The only thing that I can suggest is to make absolutely sure all your animation mods are loaded correctly in the right order and you have FNIS installed and set up correctly. Also check that Windows has enabled the .NET Framework 3.5 by using the Windows setting: "Turn Windows Features on and off".
  9. @DoubleYou is correct, you might accidentally delete the mod instead of de-activating it. Having it archived is a good way to restore it and provide peace-of-mind. However the listing of that mod in the 'left-hand' pane of MO is just a folder directly under "ModOrganizer\mods\" so you could just have it there and by either checking or unchecking it in MO's UI your game will have those textures. It all comes down to how comfortable you are with using these tools. 7Zip and Windows Explorer are very basic but sometimes even basic tools give some users a scare. I simply offered a suggestion to remove one tool that I thought you might not feel comfortable with. Either/or, your choice.
  10. MO has some code that checks the name of the download against the Nexus Id and chooses an appropriate name for what you are installing. I guess it is possible that the first suggestion it offers isn't the correct one, but in that case you should be able to choose the one you want from the drop-down menu at the top of the install dialogue. The thing to remember with FNIS is that it isn't strictly a mod, it is a tool, and for that reason installing it via MO requires a bit more understanding of what the end result will be compared to installing a mod with just a plugin (esp/esm). In this case you saw 1st hand that having two executables in different places won't work. The 'fix' needed to replace the original. It's all good learning though, so no hassle.
  11. ... which means you could skip the 'zipping' process and place your textures folder in MO's 'mods' folder and avoid the need for compression methods and the like. All those steps are for are to facilitate transport over the Internet.
  12. Just grabbed myself the Fallout bundle. GOG is really making getting and playing these classics too easy. No DosBox setups, just install and play.
  13. 1.3.8 is fine.
  14. You have to think about installing mods with MO in a much more structured way. Since mods that are 'installed' don't actually get used by the game until runtime, the order you set in the 'left-hand' pane is similar to the order mod authors suggest mods should be installed in. That way the correct files are used. Remember mods consist of plugins: *.esp/esm files, (the 'right-hand' pane and sorted by LOOT) and assets: textures, sounds, meshes, animations, menus, scripts, etc. (the 'left-hand' pane which must be sorted by you). This is probably the biggest cause of issue you are facing since the actual files you want aren't the ones used.
  15. The Wasteland Patch Collection by Deadmano Another in the collection of mods that apply fixes to the Descriptive Icons For Fallout 3 mod. This one adds support for the UPDATED Unofficial Fallout 3 Patch and FWE - FO3 Wanderers Edition
  16. It seems you are correct, there is a bug in the 1.3.9 version. I have now installed a fresh 1.3.9 installation in Win10 and pointed it to Skyrim as the game. No matter what I do the default entries in the executables list cannot be modified. I have post a Bug Report.
  17. It appears @shezrie is another talented modder that has been 'royally shafted' by the 'paid modding debacle'. Having to produce a new mod, rather than releasing an existing gem, was the thing it seems. I truly hope your view of the STEP community is not too tarnished by this unfortunate affair?
  18. The OP links to the compared images are all empty. Perhaps provide some fresh ones or clear out the links?
  19. It's a bit hard to tell what is shown in that screenshot, but yes, all the mods in the left-hand pane need to sorted correctly so that the correct files are available for use. Just looking at that screenshot, aside from the FNIS stuff at the top, all the other mods appear to be pretty much in alphabetical order that matches the priority order. I can't imagine that is how you have them when they are active, if so that needs to fixed. Lastly the vanilla game assets need to listed at the top with the lowest priority order number. Otherwise the mods you load won't be overwriting them.
  20. Sorry, the best I can think of is the unhandled exception is because FNIS is looking for something that isn't there, so maybe sort all you animation mods so they come after the FNIS mod in the left-hand pane. There seem a few different errors that all come back to FNIS not finding the correct files. MO's order of mods is the only thing different in setup compared to a 'normally' modded game.
  21. Because of the recommendation to use Disconnect I have grabbed it and am currently trying it out, I'm a Ghostery user, so far so good. Regarding uBlock, I notice a lot of comments about the current maintainer being a ******-bag because all he's done is taken the last snapshot of it and released it as his own. The original authors are apparently offering uBlock-Origin as the most up-to-date code for it. Thoughts on that? PS. Sorry for taking over the topic @TechAngel85.
  22. So you are saying the actual game can't run? Have you actually run it at least once from the desktop first? The registry settings will need to be set and the default set of INIs need to be generated before MO, or any tool, will recognise it.
  23. Open MO and check in 'Settings' that all the paths to your 'mods', 'downloads' etc. are pointing to the correct locations.
  24. The 'fix' is just another mod, in the same manner as the whole FNIS mod. The message from MO about "No game data on top level" should be handled in exactly the same manner as any other mod that says that. I can't see how "mod organiser would not let me do it" is a valid comment. MO can't stop you from installing any mod! In the end your manually installing the contents to overwrite the existing file is all that is needed. @fore simply provided a new executable to replace the existing one. As to the absence of instructions about the FNIS fix in the wiki. As stated before, the steps taken to install that file are exactly the same as every other mod and there is no need to add explicit instructions for every new file that may be added to a mod.
  25. You have installed your mods, and/or your game, into a folder that has elevated access rights on it, not a good idea. Either move your MO install to a place that is free of UAC interference or grant access rights via Windows to that executable. MO is merely reporting that the file used by FNIS is asking for access to a folder that Windows says it shouldn't have access to.
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