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Everything posted by dstansberry
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I apologize if I've missed something, but when I attempt to merge the Known Your Enemy patches, Merge Plugins reports errors in kye_srceo_patch.esp (something about a tint not being found. Merge Plugins does not appear to be able to correct the error (though it tries mightily to persuade me that it has done so, each new check shows the errors remain). I can't merge the plugins as a result. Is there a way for me to correct the errors manually in SSEEdit? Or am I missing something really obvious?
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Sorry - I though everything was fine - but I just now noticed that assets don't appear to be being copied during the merge process. I'm using version 2.3.1, running through Mod Organizer 2. I assumed (perhaps incorrectly) that enabling the option would result in the merge containing the meshes, textures, scripts and other assets of the mods being merged, but my result contains only the .esp and an empty scripts/source folder (along with the merge folder placed there by Merge Plugins, of course) No errors appear in any of the logs contained in the merge folder. I read elsewhere that reverting to an older version of the mod helped with that - but the post I found was a couple years old. Besides, it's probably something at my end.
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Thanks for your reply! Regarding the first point - there doesn't seem to be any loadorder.txt in the appdata\local\Skyrim Special Edition folder. In fact, the folder appears to be empty except for one single file named Plugins.sseviewsettings. I've no idea what that is. However, there is a loadorder.txt file in appdata\local\ModOrganizer\SkyrimSE\profiles\Default\loadorder.txt. It lists only the 5 main files (Skyrim.esm - Dragonborn.esm), and appears to be from my initial installation of MO. I was a bit confused about the whole "portable" thing at first, and reinstalled it afterwards into a different directory on a different drive. Maybe I still have it wrong? I'm not really sure how to tell. The thing is, it worked perfectly from within MO for the first merge (some animal mod patches), and everything seemed great. But when I went to do a second merge, using the same profile in both MO and MergePlugins things went wonky. As you can see from the screenshot, it only lists the mods visible in MO's virtual filing system, so it seems to be working at first glance. Any other ideas would be appreciated! (I know this isn't Merge Plugins fault, or MO's either, for that matter. It's something at my end - I'm just not bright enough to figure out how to fix it!). I'll start by uninstalling and reinstalling both MO and MergePlugins. Thanks again!
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Hm. Things are getting stranger. I deleted all the profiles within Merge Plugins, then deleted the folder itself. I redownloaded and extracted it and created a new profile - and now it won't let me save the configuration. It detects the Steam directory okay, but can't detect Mod Organizer's location. When I browse to select it. it does not give me access to the okay button to save the settings, and if I try to close the window, I get a "list out of bounds (3)" error/warning.
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This picture shows MO, with the load order in the right-hand side, and on the left is the opening window of Merge Plugins (after I've selected the profile). I can't figure out why the order doesn't match. (This is the second merge I'm attempting on the same MO and Merge Plugins profile - the first had no problems at all). Could it be assigning the load order based on positions on a modlist that doesn't correspond with the profile I'm working in? (which is a copy of the only other profile I have).
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I have a small issue I can't quite get my head around. I'm attempting to merge 5 audio patches, following a guide here on STEP. I'm using Mod Organizer 2. I select only the mods required in the left hand pane, along with their masters. I run Loot to make sure the masters are in the proper order, and then, in the right-hand pane, I place the mods to be merged contiguously at the bottom of the list. Their masters are at the top, and life seems perfect. Until I start Merge Plugins. When I do, no matter what priority Immersive Weapons is given in the right hand pane of Mod Organizer, it ends up in the middle of my merge mods in Merge Plugins. Of course, this separates the merge mods from one another, and I'm unable to proceed. The other mods remain wherever I've dragged them... but I can't seem to figure out how to get Merge Plugins to leave immersive weapons.esp where it was. Of course, I'm sure it's nothing whatever to do with immersive weapons.esp - it just happens to be the one I'm having fits about. What am I doing wrong?
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I've seen"Animal Paradise" mentioned a couple of times now, but since Don't Call Me Settler isn't available to look at, I'm curious - what is Animal Paradise? Or what does it do? -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Ah, my bad. In context, I thought the mods listed were above and beyond the guide installation, which would have made those two redundant. I misunderstood, sorry. -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Not that it makes any sort of dent in the list, really, but I believe Crossbows of the Commonwealth and Detective Special are included in Weaponsmith Extended. Or am I misunderstanding something? -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Wow! That's a tad different than buying the house down the block. Good luck to you! (Personally, it takes more time than that for me to decide what to have for dinner!) -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Actually, I think he was literally offering to make you a video. He's made a couple directed at me, and they were quite helpful. I'm pretty sure it wasn't intended in the way it was perceived. -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Agreed. Not to mention differences in video cards, LCD types, image temperature settings, color depth variations, contrast ratios, brightness levels, dynamic adjustments, ambient lighting and who knows what else! I think you should probably just do whatever it is YOU like! If you want to be universal, then perhaps you could make a couple of configuration suggestions for, say, bleak, neutral and vivid settings? The rest of us could adopt one of those according to our own tastes, or at the very least, learn from the settings and use them as springboard to our own perfect Commonwealth. And if that's not practical (because I really have no idea whether that suggestion even makes sense), then we'll sink or swim on our own with another enb. And, as you so often say, "It's all good!". :o) I was wondering whether anyone had tried Subjective Cinematic Dialog Camera out? I'm a pretty big fan of first person. Being forced to switch out of body to see my character in third person is kind of immersion breaking for me, so the idea of not changing camera angles during conversations appeals to me. -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I've never measured, I'm afraid, so I've no real idea. But I've not yet encountered any noticeable drops, or detected (visually) any performance differences when moving from Subtle to NAC. Bear in mind that I literally haven't been anywhere beyond Concord, though. Besides that, I'm not bright enough to do a lot of tweaking, so someone savvy enough to adjust the various settings would probably do a lot better with it than I do. (I'm sorry I'm not much use!) -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Yeah, I guess that would be me - always tinkering with things I don't fully understand! I'm sorry to have troubled you about it (I really, really didn't expect you to go to all that bother - I just thought you'd point me at where to look - which you did! - and I'd have myself a workaround. I'll give PRC another shot, once you've finalized the settings so that you're happy with how it looks. In the meantime, I'll try not to be such a pest! -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I AM using an enb (the NAC one found here) Disabling bloom in the enb (pressing F1, uncheck the bloom box, as in your video) DOES fix the problem. (I just don't know whether that's a good thing or a bad thing for the rest of the locations in the game!) Disabling the Preset in NAC DOES fix the problem, too. So... it's not really much of a problem at all! I'm sorry to have troubled you about it - I just thought it was odd that only those interiors associated with PoE appear to be affected by the same preset. But seriously? Who else could create 4 separate patches in the space of an hour!?! That pretty danged amazing! -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I was unable to percieve any change using the preset. HERE is a vanilla interior (the museum) HERE is the exterior shot before entering the Ransacked Abode and HERE is the interior of the Ransacked Abode. I made no changes to the settings in any of these shots - they are all taken with NAC enb, and NAC Standalone preset A active (using the load order described above - including ELFX - and no other mods active). The preset plays nicely with other interiors and the world at large, but isn't too keen on PoE for some reason. -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Would this order be sufficient for testing? (Fallout4 Stuff) NAC.esm NAC-FarHarbor.esp NAC-NukaWorld.esp EnhancedLightsandFX.esp Plenty 'o' Exploration.esp Lighting.esp And since we already know it works if the preset is turned off, are we testing to see if it behaves more like the other "normal" looking cells if the preset is turned on? -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
It's the same as before. This time, I even activated ELFX and disabled the NAC interior lighting mod, but the results were the same. It doesn't appear to be any sort of conflict with NAC itself - it's just a problem if you use the standalone NACFX presets (which, as I understand them, are not actually intended to be used if you're using an ENB - hence the "standalone" in the title). Turning off the preset (still using NAC weathers and all that, just not the preset that makes the world a bit more vivid) returns the cells to normal appearance. You can activate the preset in the PipBoy by going to the NAC halotape and choosing NACFX, then Standalone presets. -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Hm... It doesn't appear to. But I'm testing on a game without ELFX running at all (if that matters). Using this load order (this is the complete active mod list I was using for testing this problem. Not even texture packs or the Unofficial Patch): (Fallout4 Stuff) NAC.esm NAC-FarHarbor.esp NAC-NukaWorld.esp NAI.esp (this is the NAC interior lighting mod) Plenty 'o' Exploration.esp lighting.esp made no difference in the appearance of those particular PoE cells. But it's really not a big deal (from my end, anyway). It's a five-second fix to turn off the preset in NAC, and even faster to turn off the bloom (now that I know how, thanks to your video!). So unless it's an issue affecting others or one that you can see in your own game, please don't trouble yourself any further on my account. After all, I'm the one who detoured from the guide by switching to NAC lighting and ENB, so you can't be expected to solve every issue I create for myself! That said, I truly DO appreciate that you have repeatedly gone out of your way to help point me (and everyone else here, too!) in the right direction. [Edit] The above is concerning the first patch - I'll give the new one a try! -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
I am using the NAC enb. I *think* I can do that (if it's like in your video). What sort of affect might that have on other interiors that don't have the issue? I think the problem may be related to NAC itself (or NAI - the interior lighting mod portion of NAC). As a test, I created a new profile and loaded only the base game and Plenty o' Exploration. With the same ENB applied, THIS (and THIS) is what those same interiors look like with identical enb settings. Activating only the NAC and NAI esp's turn it into that hazy, glowing weirdness I mentioned above. Also (so far) PoE interiors are the only ones I've found that are affected (and not even all of them are. Barry's lookout, for example, doesn't have the problem). Other mods (and vanilla) look just fine. I've posted on the NAC forum on Nexus. [Edit] As always, you're right! Disabling bloom inside the ENB solved the problem - but so did disabling the standalone prefix inside NAC's halotape (which, I presume, disables the bloom as well). There must be something about those particular interiors. Thanks (again!) for pointing me in the right direction! -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Here is a problem I am having, though - or perhaps this is expected. On a Dime Diner and Ransacked Abode are both locations in Concord. I believe they are both added by the mod Plenty of Exploration. Unlike the other locations I've explored in and around Concord, these interiors seem to have an atmosphere of their own (as you can see). I think there was another location as well (some kind of a drug den) - but I certainly haven't been everywhere in Concord yet. Turning off interior fog in NAC's halotape has no effect at all in these interiors. Are they this...odd...by design? Assuming it's broken, is there a way to fix it? Or is it something odd about my setup? Thanks - I'll give it a try. But I don't know what "Not in instances" means? -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Just to clarify, my problem with missing areas was resolved by adding the two lines: bUseCombinedObjects=1 bUsePreCulledObjects=0 to my fallout4.ini. I had previously added them to the Fallout4Custom.ini, but that didn't make the problem go away. Gernash was kind enough to point out that he had the above lines in BOTH the Fallout4Custom and Fallout4 ini's. As soon as I added them directly to my Fallout4.ini (so I have them in both places now, too), the problem was immediately resolved! -
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dstansberry replied to Gernash's topic in Unofficial Fallout 4 Guides
Nice video! I had no idea what any of that was for. When I tried PRC, the only options I understood I could play with had to do with mimicking a particular camera type. I played with a few of those, and thought "I just don't get why I would want the world to look like Kodachrome" (or whatever), so I went back to Subtle which I think I understood a little better. Then I got to playing around with NAC a bit, and when he came out with his own separate interior lighting and enb, I thought I'd give it a try. It's not perfect (but, really, there's a fairly wide variety of surfaces and lighting conditions in Fallout4 - I'm not sure any one will ever be "perfect" under every condition - but I'm content for now. Just messing around while you sort out the settings we'll all use. Mostly, I just don't understand enough about what there is to tweak! For example, there's a couple of rooms in Concord that have this weird, foggy haze that sort of makes you feel like you're walking in a dream-state. At first I thought, "Cool - something odd is about to happen!" but there didn't appear to be anything particularly unusual about those rooms at all. I'm sure it's fixable, but I've no idea what to do about it, so I just move on. *LOL* Thanks! This is pretty nifty!