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Everything posted by GrantSP
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Me neither. It would certainly make things a whole lot simpler.
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If you are using any of the guides here in STEP there should be no need to re-install Steam/Skyrim after any attempts to mod them. Since MO is the manager of choice none of the vanilla files will be affected and you should be able to just delete your current profile and start afresh.
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There are currently a very limited number of users that have reported this error and so far all of them have been able to fix it by running MO with admin rights. TBH though there is no reason why that should work, .NET frameworks are applied system-wide, not by user accounts. I would be very interested to know as much about your setup as possible: OSpaths to the various programsUAC settingswhat Windows reports as the access rights for those foldersthe condition of the SkyUI download (is there any issue reported when 7zip opens it?)If running MO as admin doesn't get it installed you can at the very least open the archive with 7zip and delete the fomod folder and install the new archive with MO's manual option. This error message only appears because of the C# script in the fomod which requires the external fomod installer to install. This is the only piece of .NET code in MO.
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I strongly urge you to read the wiki for MO and also watch the video tutorials for these tools. Most of what you are doing is using the same steps for different tools/mods, so learning how to do it for one mod will aid you in the future.
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An INI file is the entire INI used by that mod to provide all its functionality. ie. SKSE is useless until you provide an INI that sets the basic parameters for the game in that file. This is for INIs that are needed for that mod only, Skyrim.ini & Skyrimprefs.ini are not changed by these settings. INI Tweaks are a MO specific feature that allows the mod to make changes to the game's INI file, but only for a specific section(s) of that entire file. So for example you might have a mod that uses a different set of [Fonts]. Rather than using a completely new Skyrim.ini with those changes in it, you set an INI Tweak in that mod and add the needed changes to that section. Those changes get added to the Skyrim.ini on run and the game will use them as though the main Skyrim.ini was edited.
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Mod Organizer not installing mods via the external intaller
GrantSP replied to onekrone's question in Mod Organizer Support
You shouldn't have to remove AVG, just make an exception for MO in its settings. It could also be a corrupted Project Nevada download, try opening it with your archive software or downloading it again. -
oblivion: clean vanilla install freezes when starting new game
GrantSP replied to macfoo's question in Guide Support & Bug Reports
Enable it. The game won't run without it. -
Remove whichever file you pasted into the Data folder and have a look at the dedicated FNIS -- MO forum we have here in STEP. FNIS run from inside MO will only use the animations you have installed and active in the current profile. The most common mistake is to not have these animation mods active.
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oblivion: clean vanilla install freezes when starting new game
GrantSP replied to macfoo's question in Guide Support & Bug Reports
Umm... why is Oblivion.esm not checked? -
Possibly due to your system. The loop will persist because 'modorganizer.ini' will still be referencing the deleted profile on start up and until it gets a chance to load it and then change to a new one the program has a fit. Deleting it from the Profile Manager should allow all the necessary files to be updated accordingly, as it does with most user's MO installations. May I ask you to clarify one point for me? You had Skyrim running in the background and Alt-tabbed to MO and deleted the profile used to start that game? Or are you saying you have to kill Skyrim (Alt+F4) to quit and this caused the looping error?
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Crashing no mods installed
GrantSP replied to CreamyRaccoon's question in Guide Support & Bug Reports
If you can't start the game without using MO, then it will make no difference what the logs say. This sounds more like a case of broken vanilla INIs or corrupted game files. Assume you have no mods installed and you are not using NVSE or the 4GB patcher. Just run the game from its launcher and see what happens. If your game refuses to load with that setup you will need to do some serious re-installing of the game as that is a major game failure. Nothing in MO's settings will be able to fix a game that can't be loaded from the desktop. -
oblivion: clean vanilla install freezes when starting new game
GrantSP replied to macfoo's question in Guide Support & Bug Reports
The only thing that persists after a re-install that might interfere with your game are the INIs in your 'My Games' folder. Completely remove the game, if you are desperate, and ensure there are no INIs left behind. Re-installing it and running the default game launcher will generate new ones and these will give you back a clean vanilla game. -
Crashing no mods installed
GrantSP replied to CreamyRaccoon's question in Guide Support & Bug Reports
So what you are essentially saying is: "my 'vanilla' game is crashing"? If no mods are active, and you have only the bare minimum NVSE plugins installed then the places to look are things that affect ALL games, the INIs and the vanilla plugins and BSAs. Can the game be started from the desktop bypassing MO? Are the BSAs active and enabled in MO? Checked by looking at the 'Archives' tab. Are the plugins and the rest of the game verified by Steam?Also it would be helpful to have you clarify what YOU mean by 'crash'. Do you get to the main screen and no further or does it not load into memory or do you have to kill its process with Task Manager? Whatever the case, posting the logs for examination will assist us. -
oblivion: clean vanilla install freezes when starting new game
GrantSP replied to macfoo's question in Guide Support & Bug Reports
Moved. -
I haven't asked because I'm not sure what exactly is the story. @DoubleYou seems to be the one with more info on that.
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Creation Kit -- Why is it in SR:LE?
GrantSP replied to inwertenum's topic in Skyrim Revisited (retired)
For 99% of users this is not needed. It only applies if you are going to make script edits in the CK. If that doesn't seem like anything you will be doing you can safely ignore that step. -
I believe this has something to do with where the DLC will be found after cleaning them with xEdit via MO. Sometimes a copy is made and found in the 'overwrite' folder and sometimes the actual file is edited and found there, resulting in no plugins in the Data folder. TBH, I'm not 100% convinced drive speeds are the root cause but there does seem to be some correlation.
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Mod Organizer not installing mods via the external intaller
GrantSP replied to onekrone's question in Mod Organizer Support
Check your AV package to ensure MO or any sub-folders are not flagged as protected. This sounds exactly like a similar user's issue only a few days ago that had AVG antivirus installed and it was stopping the installer process from completing due to AVG taking control. In the future if you could provide a bit more information to assist in any issues you face, that would be helpful. MO has a logging feature that places good diagnostic material in the 'logs' folder. These are invaluable. -
ModOrganizer v1.3.4 4Gb.exe -laaexe .\FalloutnvMO.exe
GrantSP replied to GSDFan's question in Mod Organizer Support
Try invoking the 4GBFNV patcher with just "-laaexe" as the argument. I have used this method since MO version 1.3.4 and it works just fine for me. All this is doing is removing the explicit placement of the patched exe and allowing the patcher to place it where it wants to. If you check with explorer afterwards you should find it in the 'exes' folder. I doubt you will see any difference if you downgrade your MO to any version before this as there is nothing significant that has changed in the code used to call the executables. If you are having issues with 1.3.8 you will have them with 1.3.x. I would still like to see your logs, not just snippets. Clear out the logs folder and start the game via the patcher in MO and either post them to a service like PasteBin or put spoiler tags around them and post them here. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
GrantSP replied to SynthetikHD's topic in Oblivion - Mythic Dawn
Only because you asked: the banner is okay but should probably use a more suitable font. Something with a little more 'flourish' or 'pizzazz'. Really anything with serifs would be better. That's just me being picky though. -
Happy 20th anniversary Windows95.
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ModOrganizer v1.3.4 4Gb.exe -laaexe .\FalloutnvMO.exe
GrantSP replied to GSDFan's question in Mod Organizer Support
If you are still having issues we will need to see the logs from the attempts to start and your INIs for the settings you have in place. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
GrantSP replied to SynthetikHD's topic in Oblivion - Mythic Dawn
I won't try and sway anyone's opinion as to whether MO is usable in Oblivion or not, but I will say this. There are ~28,000 Oblivion mods on the Nexus, only about 900 are said to require OBSE, of that number <200 are actually OBSE plugins. Further that number reduces again as some replicate the functionality of others and hence will never be loaded together, so less than 1% of the mods on the Nexus will need to be installed outside of the MO environment. Furthermore the actual steps needed to install those OBSE plugins is significantly easier than any ENB installation and no-one ever claims MO is broken because it can't install those. Now as to the timing. Firstly, all script extenders are simply a collection of functions bundled together into a 'dynamically linked library, something which expands the availability of the main executable. When obse_loader.exe is run it calls the main game executable, in this case Oblivion.exe, and patches it in memory to see OBSE.dll as another location for those functions. Plugins further extend these locations so that mods that explicitly need a new function know where to look to load them. e.g. ModA has a script extender plugin: ModAPlugin.dll with a function: SomeAwesomeFunction that does something when the mod calls it via scripts. When the script is run the game now checks it's own functions then OBSE and lastly the ModAPlugin.dll to see what to do with that script call. It finds the function in that OBSE plugin and the game continues. When the game is executed the location of those functions in OBSE, and any plugins based on it, are added to the code, all of this happens before any mod (esp,esm) is loaded, so script extender plugins don't suffer from the same issues of conflict that esm/esp plugins do. What this means is, the only time an OBSE plugin is used is when the specific mod asks for it and since that esp/esm needs to be loaded in game, any INI files that are used with it are likewise now available and will work on that plugin. However, since OBSE plugins are installed outside of MO it is probably easier to setup these INIs at the same time. This is why MO has issues with Oblivion and OBSE. The addition of these locations to the main game code happens BEFORE the opportunity for MO to 'hook' it with its code, hence the OBSE plugins will not be seen if loaded via MO. This is big difference with the game code of Oblivion and the other games. Can there be a fix? Probably but not likely. Lastly the next obstacle to using MO is due to Steam and how/when it interferes with the game. I don't have any 1st hand knowledge of that but I believe there are no validity checks made like with FNV and Steam only comes into play with the ingame UI elements and other 'fluff'. So to re-iterate. This isn't to push for more use of MO with this guide, only to show how OBSE and the plugins added by it will be seen in game.

