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Everything posted by Greg
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You can post the logs on a site like pastebin and link them here.
- 542 replies
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I think you are referring to the change in CCOR that protects favorite and equipped items from being broken down/smelted. This mod seems to have more complete coverage to prevent the player from accidentally losing favorite items.
- 12 replies
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- SKYRIMSE
- 02-extenders
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HD Crashed. Data semi-lost. Recover Mods, or at least list?
Greg replied to Darklustre's question in Mod Organizer Support
If you are using Mod Organizer in instance mode with the default settings, all of the files are in C:\Users\[username]\AppData\Local\ModOrganizer. Just replace "[username]" with your own user name in that path. If you have plenty of space on the external drive, you could just copy the entire folder to the external drive. -
You are missing the SE Anniversary Upgrade DLC as explained in the Warning (red) box at the top of the guide: Requires SE Anniversary Upgrade DLC (Anniversary Upgrade - AU). The 70+ Creation Club (CC) mods required by the Step Patches must be visible in MO.
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Your screenshot shows Step Path - Conflict Resolution.esp is not ticked and this is why you are getting the error. An unticked plugin is not seen by LOOT or the game so it acts as if it is not installed. Tick all of the plugins in the right pane per the instructions and you shouldn't have any errors.
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My understanding is that the save has a complete list of plugins and it uses this list to warn if any plugins are missing and to adjust the FormIDs in the current save to the new load order. I add new mods on top of test saves all the time and have never run into any issues.
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Any time you add new mod(s), I recommend running your entire load order through xEdit (SSEEdit) to check for errors and to assess and resolve any conflicts before playing the game. This can save you some heartburn by resolving any potential issues now instead of waiting to find something is not quite right in the game.
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Blink is just a joke. He's saying Pandora runs so quickly that you miss it running if you blink.
- 124 replies
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- SKYRIMSE
- 19-utilities
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ACCEPTED Guard Dialogue Overhaul SE (by Eckss)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Use the ESP version. The ESL plugin has compacted FormIDs so there's a chance the ESL plugin won't work in the current guide.- 7 replies
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- SKYRIMSE
- 13-gameplay-immersion
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Stacks of Septims - 3d Coin Piles (by wSkeever)
Greg replied to TadasTheLithuanian's topic in Skyrim SE Mods
I think Gyldenhul Barrow in Solstheim has one room that is loaded with piles of gold coins on the floor. You may also find a pile of coins in a few other places, but I don't remember specifically where these are offhand. -
Clarification on Mods with INI Configurations
Greg replied to Brambleshire's topic in Step Skyrim SE Guide
If @DoubleYou and @TechAngel85 agree, I suggest changing the instructions to so that skse_loader.exe creates files in a new SKSE Output mod. If my Fallout 4 profile, it looks as if may be only MCM/Settings/FO4FixesAndTweaksByAurelianis.ini at the time I setup this profile. I think the current method is too confusing and is error-prone since it requires moving e.g. SKSE\Plugins\Fuz Ro D'oh.ini to one mod and SKSE\Plugins\SkyrimUncapper.ini to another mod. -
Clarification on Mods with INI Configurations
Greg replied to Brambleshire's topic in Step Skyrim SE Guide
I just setup the skse64_loader.exe executable configuration to create new files in a mod named SKSE Output and setup the SSEEdit.exe executable to create new files in a mod named SSEEdit Output. This way pretty much everything goes into an appropriate output mod without having to fiddle with the files in Overwrite. Technically it's not as clean as @z929669 recommends, but it's easier and serves mostly the same purpose. -
It sounds as if you may be missing a mod required by the L&W patch. Look through the plugin list in the right pane to see if any plugins have a red triangle icon. This indicates a missing master and you can hover over the plugin name to see a tip that shows which masters are missing.
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HD Crashed. Data semi-lost. Recover Mods, or at least list?
Greg replied to Darklustre's question in Mod Organizer Support
When you install and first run Mod Organizer, you are given a choice of modes to use: Portable installed the Mods, Downloads, and Profiles folder directly in the Mod Organizer folder. Although this works, Portable mode is discouraged because it requires installing a new copy of Mod Organizer for every game you play and keeping all of these updated to the latest version is a grand pain. Don't do it. Instanced mode is the most flexible option because you use one and only copy of Mod Organizer to managed all your games and all your profiles within these games. This is the (highly) recommended option. The contention I have with Mod Organizer is that Instanced mode defaults to storing your profiles, mods and downloads folders in C:\Users\[username]\AppData\Local\ModOrganizer and most people (myself including) are using smaller system drives (C:) with larger data/game drives (D: ... Z:). Most people just select Instance mode, select the appropriate game, and click OK without realizing the game data is stored in a hidden folder on the system drive. The alternative is to select Instance mode and somewhere before finalizing the selection you can set the base directory to something more appropriate (say D:\Modding\Instances or whatever). From here on out, the D:\Modding\Instances folder will contain one folder for each of your instances and these folders contain your downloads and mods. I'm assuming this doesn't really help answer your direct question though. The bottom line is that if you had not set base directory to something explicit, all your downloads and mods were on the C: drive and this doesn't help if everything on that drive is gone. -
HD Crashed. Data semi-lost. Recover Mods, or at least list?
Greg replied to Darklustre's question in Mod Organizer Support
If you used Instance mode without setting custom paths, the mods and downloads were all stored in C:\Users\[username]\AppData\Local\ModOrganizer. -
How to navigate a leveled list?
Greg replied to GabrielWithoutWings's question in General Skyrim SE Support
You're right that is not nearly as easy as pressing Backspace or Alt+Left Arrow to go back through history, but I find it's better than nothing. Oops! Sorry, I indeed missed this in the "wall of text." -
How to navigate a leveled list?
Greg replied to GabrielWithoutWings's question in General Skyrim SE Support
xEdit Overview 2.8.5 - Navigation Treeview Ctr + 1 through 5 to set a bookmark Alt + 1 through 5 to jump to a bookmark Basically set a bookmark before you Ctrl+Click to jump to the FormId. When you're finished, jump to the bookmark to return where you were. If I understand correctly, the leveled list also has LVLD - Chance None that specifies the chance for getting nothing. LItemMiscVendorArmor has this set to 25 so if I'm not mistaken, each time it attempts to select an item from this list it has 25% chance of selecting nothing. -
You have piqued my interest as well and I certainly see why you are so fond of this one. If I can ever find the time to get back into Skyrim, I want to experiment with this one as well.
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I recommend hopping over to the xEdit Discord and downloading/installing the latest xEdit 5.1.5c that was just released earlier today. This contains a number of fixes and improvements, such as recognizing Unknown 14 as the Partial Form flag on Quest, Cell, and I think Worldspace records. You can find the xEdit Discord link in the Tome of xEdit.
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Bethesda Plugin Manager for Mod Organizer (by Parapets)
Greg replied to DoubleYou's topic in Skyrim SE Mods
I think using LOOT groups to categories plugins makes the most sense given plugins are ordered into these groups. I think using the separators in the left pane (or even Nexus categories) as the grouping for the plugins seems problematic to me because the plugins are not necessarily sorted by this order. Looking my Step Skyrim SE 2.0 setup as an example, plugins in the Foundation and Models & Textures sections are scattered throughout the right pane. There's also the issue with ESMs and ESLs at the top followed by the ESPs and ESP+FEs so you get an immediate split with Realistic Water Two - Resources.esm at the top and Realistic Water Two.esp close to the bottom. -
As bad as this may sound, it's nice to see confirmation that Steam may mysteriously update itself and games even while allegedly in offline mode. I'm a bit behind at this point, but I currently have backup copies of Skyrim Special Edition 1.5.97, 1.6.318, 1.6.353, and 1.6.640. It looks as if I missed the 1.6.1130 update.
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ACCEPTED M8r98a4f2's Complex Item Sorter (by m8r98a4f2)
Greg replied to Greg's topic in Fallout 4 Mods
If you follow the steps to install Complex Item Sorter, you should not need to edit anything in Binary, Start In or Arguments. Steps 1 - 4 create Complex Sorter as an executable with the correct Binary and Arguments already set. Steps 5 - 7 set Start In by selecting the appropriate folder. Step 8 sets Create files in... by selecting the Step Fallout 4 - Complex Sorter Output from the list. One potentially confusing point is that the box shows Binary set to e.g. C:\Windows\system32\cmd.exe and Arguments set to e.g. /C "D:\Games\Mods\M8r98a4f2's Complex Item Sorter\Complex Sorter.bat". If you have Binary set to e.g. "D:\Games\Mods\M8r98a4f2's Complex Item Sorter\Complex Sorter.bat" and Arguments is empty, this is fine. Just note that I am using the paths on my system so your paths may be slightly different.- 5 replies
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- 19-utilities
- FALLOUT4
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Please bear in mind that what I am writing here should approximate correctness as a high level overview, although it is based on my understanding of the implementations and direction Intel was heading up through the Pentium processor in real mode (with an actual memory management unit and flat address space). It's the latter. Modern processors have an internal memory management unit (MMU) that maps logical memory allocations to physical memory and tracks which areas of memory are allocated to a process and the actions that are allowed in each memory block (execute and read/write). Modern languages like C/C++ and several others also have the concept of a null pointer (0x0) that is used to trap illegal memory accesses (typically because the pointer was never initialized or assigned a valid address). The 64-bit address space is so large (0x0000 0000 0000 0000 - 0xFFFF FFFF FFFF FFFF) and physical memory is so comparatively small (0x0000 0000 0000 0000 - 0x0000 003F FFFF FFFF for 256GB) that this works in our favor. Note the instruction pointer in the crash is (expanded out to 64 bits) 0x0000 7FF6 DACC C4B3 and (if my math is correct) this is in the 127 terabyte block of logical memory space. I won't go into the details of how the MMU works because I'll probably be wrong at worst and outdated at best. The high level is that when the processor needs to access a logical memory address, it consults the MMU to get the physical memory address in RAM1. If the logical memory address is not mapped in the MMU, the process raises an access violation exception. This may be naive on my part and is based on observation of a small sample of debugging sessions, but I've never seen a legitimate allocation in the lower logical address space. I believe this is intentional and works to the advantage of address randomization (in which Windows loads executables and DLLs into random addresses to minimize predictable load patterns). 1This is a very simplified because it does not account for mapping logical address blocks to the page file. The MMU also tracks whether the process is allowed to execute, read or write to this logical address space and throws an exception if you attempt to execute in a non-executable block or write to a non-writable block.

