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Greg

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Everything posted by Greg

  1. Look on the bright side... you could have uninstalled the Broadcom Bluetooth stack that deleted all unlocked files on the drive due to a bug in the installation package. https://www.google.com/search?q=uninstall+wiped+drive&ie=utf-8&oe=utf-8#q=broadcom+bluetooth+uninstall+wiped+drive
  2. There are a number of significant differences between Nexus Mod Manager and Mod Organizer. Conflicting Files: NMM: When you install a new mod, any conflicting files are overwritten. If you decide you prefer to use a mesh or a texture from a previously installed mod, you have to reinstall the previously installed mod and be really careful about which files you allow to be overwritten. Want to change your mind again? Yeah, it's a nightmare. I have no idea if the current version of Nexus Mod Manager helps with this or not.MO: When you install a mod, the files are stored in separate folders so conflicting files do not overwrite files in other mods. If there are any conflicting files, the files in the mod lowest in the left pane (the one with the higher priority number) is used in the game. If you want to use a mesh or texture provided by a mod with a lower priority, you can hide the mesh or texture in the mod with the higher priority (right click the higher priority mod, click the file tree tab, find the file you don't want to use, right click, and select hide). If you change your mind, unhide the file. Alternative, drag the mod before the mod you want to win the conflicts or edit the priority column to give this mod a priority lower than the mod you want to win the conflicts.Loose Files vs BSAs: NMM: Loose files stored in the Skyrim data folder always win conflicts over files stored in BSAs. The only way to workaround this issue is to extract the files in the BSA and manually handle conflict resolution by overwriting the loose files you don't want used in the game.MO: The conflicting file in the highest priority mod in the left pane wins the conflict regardless of whether this is a loose file or a file stored in a BSA. One caveat is that loose files can be hidden so they aren't used in the game, but (as far as I am aware) you can't hide files stored in BSAs.NMM: You must include the fake plugins (e.g. HighResTexturePack01.esp, HighResTexturePack02.esp, and HighResTexturePack03.esp) if you want the high-resolution texture pack to be used in the game. A possible workaround (although not recommended) is to add the BSAs to Skyrim's ini files.MO: Mod Organizer managed all files stored in BSAs for you, so you don't need to include these fake plugins in your load order.Profiles: NMM: Older versions of Nexus Mod Manager do not support profiles at all. The latest version kinda supports profiles, but I'll wait to see how reliable this turns out to be over the long haul. I haven't seen anything mentioning whether Nexus Mod Manager keeps your saves separated by profile, but I'm hoping it does for this to be a viable feature.MO: Mod Organizer has supported profiles for a long time and it is extremely convenient to have profiles for the vanilla game, STEP Core, STEP Extended, testing, etc.INI Management: NMM. Older versions, zip, nada, zilch, none. New version, unknown.MO: Your Skyrim.ini and SkyrimPrefs.ini are stored separately in each profile so you can easily have baseline settings for most profiles and custom ENB settings with an ENB preset profile.
  3. Look below the left pane and you'll find a dropdown list. Change this from Categories or Nexus IDs to No groups.
  4. It sounds like you may have some generated files (like FNIS output) shared in both profiles. Any time you have generated files, these should be in separate "mods" in each profile. Say for example that you install FNIS in Profile A and Profile B. You should run GenerateFNISForUsers.exe in Profile A and create a mod from the Overwrite folder named something like FNIS Output Profile A. Then run GenerateFNISForUsers.exe in Profile B and create a mod named FNIS Output Profile B. This keeps the animations separate in each profile. This is especially important if you have different animations in each profile. You should do the same with any other generated files as well -- reproccers, bashed patches, DynDOLOD output, etc.
  5. Downloading and installing mods (perhaps even remembering settings in FOMOD installers) is the easy part. I doubt this will work quite so easily with bashed patches, DynDOLOD, FNIS, or patchers and will likely require at least some integration APIs with the likes of Wrye Bash, xEdit, etc. I think you make a very good point when you say that updated mods can very easily break this system. Simple updates shouldn't theoretically be that difficult (meaning the mod author fixed something and bumped the version number), but we've seen enough cases in which a mod author introduces significant changes, merges all his mods into one basket and deletes the individual mods, deletes all his apples and goes home, or is banned by the Nexus sheriffs.
  6. LOL! I imagine the odds of winning the lottery is significantly better than the odds of you having to move to Antartica. I'm also wondering whether Nexus Mod Manager has thought about the ability to allow BSAs to override loose files. I doubt it, but I haven't see anything mentioning this. EDIT: I'm specifically thinking the bashed patch and running DynDOLOD aren't gonna happen with Nexus Mod Manager.
  7. Have you checked to verify that pyCfg.py actually exists in the C:/Users/Desktop/ModOrganizer/Plugins folder?
  8. Setup TES5Edit Run Dynamic Distant Objects LOD
  9. I read it more as Nexus is trying to play catch up with the Mod Organizer combined with various cloud services, but Nexus seems to be opening the door for automated mod installations with the profile sharing feature. It'll be interesting to find out whether the license terms/terms of use is a Nexus Mod Manager exclusive, though. If Nexus is allowing automated installations with Nexus Mod Manager, it seems the logical next step is to support profile sharing in Mod Organizer and share the STEP Core and STEP Extended profiles. I don't see any reason to migrate to Nexus Mod Manager for several reasons. The new "virtualization system" sounds like Mod Organizer on the surface, but it's implemented with symbolic links in the Skyrim/Data folder back to Nexus Mod Manager's mods folder. Users must reinstall all mods (and it sounds as if "reinstalling" also means redownloading every mod from Nexus), which means all customizations are deleted. Finally, I don't see any mention that Nexus Mod Manager has any intelligence in how it sorts the load order. I know in the past it would blindly sort the load order into a semi-random mess every time I installed a mod without notification or question, and I assume this is still the case today.
  10. Why not just say click the CD-ROM icon on the main toolbar since this one is prominent and users are more likely to be familiar with this one?
  11. Just below the icons at the top is the Profile dropdown. To the right of the Profile dropdown are three buttons that are very easy to overlook.
  12. For a moment, I thought this was the Skyrim version of Wheel of Fortune.
  13. I disabled this mod with ENB 2.7.9 installed and confirmed that Alt+F4 exits the game, but the volume control on the keyboard does not change the volume in the game. The volume control on the keyboard does work with this mod enabled. Personally, and speaking only for myself, this doesn't bother me at all because I rarely adjust the volume in the game. This may upset other users that are accustomed to adjusting the volume with keyboard controls, but I tend to agree that it could be an optional mod or moved to a Utility Pack.
  14. Are you referring specifically to adjusting the volume in the game without this mod installed/enabled?
  15. When you save a plugin with TES5Edit, two things happen: Any records that are not modified are copied exactly from the original plugin to the saved plugin to ensure these records are not modified in any way.Any records that are modified (or that you mark as modified) are written to the saved plugin using the current version of the record in memory based on TES5Edit's interpretation of that record.What this means is that you marked one or more records as modified, so it's quite possible that TES5Edit compressed these records in the saved mod whereas these records in the original mod were not compressed. This would explain why the mod you saved is smaller than the original mod you opened. Also note that this same action (saving the mod with modified records) causes the CRC of the mod you saved to change, so LOOT considers this a different mod from the one in LOOT's masterlist so it does not show the message indicating the mod needs to be cleaned.
  16. Single Rail vs. Multi Rail *Explained*
  17. I haven't run into any issues with the caves yet, although I haven't been to all the caves yet. In fact, I haven't been to Solstheim or started the Dawnguard quest line yet, and Delphine and Esbern have been waiting for me to talk to the Graybeards for a couple weeks at least. I have run into issues in two places so far. Smelter Overseer's house in Markarth. This is a two-room house and when I walked in the front door the back room was shrouded in gray and I could see very dim lights at about the spots where the candles are. When I walked into the back room, everything cleared up but the front room is now shrouded in gray. No matter which room I'm in, the other room has a gray curtain. I just ignored it and went on my way since I'll likely never need to go back there. I found a waterfall, a lake, and several lit scones floating in the air right around Volskygge and Deepwood Redoubt. I assumed this must be related to something in my setup, so I haven't really looked into it yet other than snap a few screenshots. I figured I would let the cell reset and go back this weekend to see if it's still there.
  18. To be honest, this was somewhat of a surprise to me as well. If you check the CorFlags documentation on MSDN, you'll see that the options are described as /32BIT[REQ]+ and this seems to imply the intention is that either /32BIT+ or /32BITREQ+ perform the same function and I took this at face value. When Toosdey reported this issue yesterday, I ran various versions of corflags and discovered that the error is exactly right... the 10.0 version does not recognize /32BIT+ as a valid option. I do not know if this breaking change was introduced intentionally, but the documentation seems to imply it should accept /32BIT+ as a backwards-compatible option. EDIT: How to interpret the CorFlag flags? discusses this as well.
  19. Use /32bitreq+ instead. The /32bit+ switch was supported on older versions of corflags. The latest version introduced the 32-bit preferred setting (/32bitpref+) so changed the 32-bit required flag to /32bitreq+ to differentiate the two. corflags.exe /32bitreq+ "C:/Steam/steamapps/common/Skyrim/PapyrusCompiler/PapyrusCompiler.exe"
  20. Also note that you need to install Windows Software Development Kit for Windows 10 first. One of the older SDKs should work fine, but as Grant notes the corflags.exe could be in any of the Windows\v* folders.
  21. I think of KDiff3 as a basic folder/text file comparison tool and it's fine if that's all you need, although I haven't used KDiff3 in a couple of years primarily because it didn't meet my needs. As phazer notes, 3-way compare sounds nice but I've never used it. I haven't used WinMerge in years, so I don't consider myself qualified to comment on it. I am a huge fan of Beyond Compare because it's very powerful and is very easy to use to merge changes. Besides the standard folder and text compare/merge, it also supports binary (hex) files, tables, MP3 files, pictures, the registry (although I've never used registry compare), and it has a built-in folder sync. It also saves a history of sessions, so it's easy to go back in time to re-run a sync between Mod Organizer and my Mod Organizer backup folder. The two selling points in my opinion are the Folder Compare and the very easy to use Compare/Merge functionality.
  22. The deleting and creating has concerned me as well for the same reason, but I imagine this is somewhat complex to change. I keep a good backup of the Mod Organizer folder and sync it whenever I make any changes so I can easily restore if anything bad happens -- although to be honest Mod Organizer is fairly stable and reliable so it's more likely I'm tripping over my own fat fingers.
  23. Are you perhaps thinking of one of these mods? HiRes Tree Stumps 4K Tree and Parallax Pines
  24. At about the 17:30 mark in the video.... make sure you have FNIS selected in the left pane or you'll get this error.
  25. I think Grant's answer is perhaps the best solution since neither of you will need to remember to switch profiles when playing. I think the reason you are seeing this behavior is because Mod Organizer deletes and re-creates all the files in the current profile folder when it exits (even if you don't do anything other than run Mod Organizer and then close it), so the files end up inheriting the rights from the parent directory tree when they are created. It may be doing the same thing when you switch profiles, even though nothing in the profile has changed.
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