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Everything posted by Greg
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Sheson has a support forum here and I'm sure he would be gladly provide the information you need. I think he also has some pretty thick documentation floating aroun, but I don't remember offhand where it is. https://forum.step-project.com/forum/101-shesons-dyndolod-support/
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Having 1GB VRAM is going to be a big bottleneck. You might go through the texture mods and use the smallest size available. For example, use aMidianborn Caves and Mines 1k instead of aMidianborn Caves and Mines 2k. If you go through all the texture mods you'll find several others that have lower-quality versions available. You'll probably also need to reset BethINI to use the low or medium preset and use the low or medium preset for DynDOLOD. This should help improve the performance to some degree.
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Following 2.10.0. Should i use M.O 1 or could i use M.O 2 alredy?
Greg replied to FuzzyDuck's question in Mod Organizer with STEP
No, the "Have MO manage archives" option was dropped in Mod Organizer 2 because the code to support this option (and the option to allow files in archives to win conflicts over loose files) was overly complex and it makes more sense to let loose files win the same way as the base game. -
Following 2.10.0. Should i use M.O 1 or could i use M.O 2 alredy?
Greg replied to FuzzyDuck's question in Mod Organizer with STEP
I don''t foresee any major issues if you use Mod Organizer 2 with the STEP 2.10 guide. You will need to load the dummy plugins for the high-resolution texture pack and you may see some minor differences in the textures use in the game, but these should be minor. -
Edit ModOrganizer.ini and fix any of the paths that changed and you should be good. At least this is all I've ever had to do when moving Mod Organizer in portable mode.
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If the mod author cleaned the plugin before uploading to Nexus, you shouldn't need to clean it. I'd also double check to see if LOOT includes a message about cleaning just to be safe. If LOOT doesn't include statement saying the mod needs cleaning, don't clean it.
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Problem when trying to use install FOMOD mods from Fear and Loathing!
Greg replied to IrishImperator's question in Mod Organizer Support
It's rather unfortunate but a lot of the older guides recommended Mod Organizer in the game folder. I'm not aware of any issues with Mod Organizer 1.3.15, but Mod Organizer 2's virtual file system does not work correctly when installed in the game folder. It's generally best to install Mod Organizer and all the tools in their folder structure (say something like C:\Tools) away from Steam and the game. -
Problem when trying to use install FOMOD mods from Fear and Loathing!
Greg replied to IrishImperator's question in Mod Organizer Support
It's been too long since I used Mod Organizer 1.3.15 and I never use the Download with Manager link so I had forgotten all about this issue. Have you tried using Mod Organizer 2.1.6? I haven't tried with the Fear and Loathing and Clear and Present Danger guides yet, but the primary difference is that loose files always win and any BSAs must have an associated ESP to be used by the game. -
Problem when trying to use install FOMOD mods from Fear and Loathing!
Greg replied to IrishImperator's question in Mod Organizer Support
I think the "failed to load plugin installer_ncc.dll" in your log file is a bad omen and may be the cause of the problem, but I have no idea what is preventing this plugin from loading. It looks as if there may be more text on this line that may provide some relevant information. This plugin is loading fine on my system and I get this in the log (although I'm installing from a local drive instead of downloading from Nexus): 18:11:27 [D] displaying main window 18:11:27 [D] close F:/Games/Fallout New Vegas/MO2/profiles/Default/plugins.txt 18:11:36 [D] mod id guessed: Project Nevada 2_5-40040-2-5.7z -> -1 18:11:36 [D] passed mod id: 0, guessed id: -1 18:11:36 [D] using mod name "Project Nevada" (id 0) -> P:/Games/Bethesda/Fallout New Vegas/Gameplay Effects and Changes/Project Nevada/Project Nevada 2_5-40040-2-5.7z 18:11:36 [D] Opened "P:/Games/Bethesda/Fallout New Vegas/Gameplay Effects and Changes/Project Nevada/Project Nevada 2_5-40040-2-5.7z" using "7z" (from signature) 18:11:39 [D] running F:\Games\Fallout New Vegas\MO2\NCC\NexusClientCLI.exe -g FalloutNV -p "F:\Games\Fallout New Vegas\MO2\profiles\Default" -gd "f:\gog games\fallout new vegas" -d "F:\Games\Fallout New Vegas\MO2\overwrite" -i "P:\Games\Bethesda\Fallout New Vegas\Gameplay Effects and Changes\Project Nevada\Project Nevada 2_5-40040-2-5.7z" "F:\Games\Fallout New Vegas\MO2\mods\Project Nevada" 18:11:48 [D] brought window to front 18:12:36 [D] Installation successful -
Problem when trying to use install FOMOD mods from Fear and Loathing!
Greg replied to IrishImperator's question in Mod Organizer Support
Click Configure settings and workarounds (the screwdriver/wrench icon), click the Plugins tab, scroll down and select Fomod Installer. Ensure enabled is true and prefer is true. When you install Project Nevada, you should see a popup saying it's running external installer. -
If you are referring to the STEP 2.10 guide, you cannot use this guide for Skyrim SE because the mods are for Skyrim LE. You may be able to find Skyrim SE versions of some or possible even most mod in the guide, but some of these mods are not available for Skyrim SE. The STEP patch included toward the end is also for Skyrim SE and I don't recommend trying to port it to Skyrim SE.
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By default, Memory Blocks Log writes an entry to the log each time the size of the block increases so what you're seeing in the log is expected behavior. I think it's done this way so the contains only relevant information and to keep the log small. You can force it log constantly, but the log file will quickly become very large and you'll see the block size eventually reaches a peak and stays there for the remainder of the game.
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Moved to Sheson's DynDOLOD Support.
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Should I Run LOOT after DynDOLOD Installation?
Greg replied to skeltcher's question in General Skyrim SE Support
If you are referring to Lexy's Legacy of the Dragonborn guide, you should ask over there. https://forum.step-project.com/topic/13092-lexys-legacy-of-the-dragonborn-special-edition/ No, you don't need to re-run these either. -
Should I Run LOOT after DynDOLOD Installation?
Greg replied to skeltcher's question in General Skyrim SE Support
No, you shouldn't need to rebuild the patch again. -
Should I Run LOOT after DynDOLOD Installation?
Greg replied to skeltcher's question in General Skyrim SE Support
If I remember correctly, DynDOLODD Resources includes a few plugins so you should run LOOT after installing DynDOLOD to get these plugins in the right load order before generating LOD. -
intalling Performance Optimized texture via MO2
Greg replied to hardtroll's question in Mod Organizer Support
Lexy's Legend of the Dragonborn guide uses Performance Optimized Textures and all they do is install it as a normal mod in Mod Organizer. I also do this with my cleaned DLCs -- cleaned versions of Dawnguard.esm, Hearthfires.esm and Dragonborn.ems are installed as mods in Mod Organizer and the original remain in the data folder. Mod Organizer is intelligent enough to know that files in you've installed take precedence over the vanilla files in the data folder. -
Redundant textures in MO2 : delete or not ?
Greg replied to hardtroll's question in General Skyrim SE Support
You can try it to see if it makes a difference, but I seem to recall this is a one-time cost on startup so you may not see any difference in terms of gameplay. -
Sharlikran released 4.0.2 a few days ago so you might try this version to see if it fixes the issue. If this does not solve the issue, skyrim.esm may be corrupt so you can delete skyrim.esm, open Steam, and have it validate game data to download a fresh copy.
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intalling Performance Optimized texture via MO2
Greg replied to hardtroll's question in Mod Organizer Support
This mod includes bsa archive files that effectively overwrite the "Skyrim - Textures*.bsa" files in the data folder, so all you need to do is install the mod in Mod Organizer just like any other mod. You don't need to do anything else. -
I swear I'm not missing this Master!?
Greg replied to oneandonlybandit's question in Mod Organizer Support
Is SGHairPackAIO.esp and SGHairPackBase.esm both loading before the Ultimate NPC Overhaul plugins in the right pane? Just to be certain, when you hold the mouse pointer over the plugin with the triangle/exclamation point icon, you are reading the line starting with "Missing Masters" and you've verified the plugins in your load order have the exact same name as the plugins listed in the Missing Masters message? -
I think he means the xEdit discord (https://discord.gg/5t8RnNQ) posted on the xEdit docs page (https://tes5edit.github.io/docs/).
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I handle this by adding a new "TESVEdit Quick Clean" executable that has the -quickclean argument. This way you can run "TESVEdit" to do normal stuff or run "TESVEdit Quick Clean" to clean the DLCs.
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I've never looked at any of the Creation Club mods but I imagine it depends on the specific mod. Feel free to ask about any specific mods you have in mind and perhaps others here may have experience with these mods may respond.
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The Wasteland Patch Collection: STEP Patch and 20th Century Weapons
Greg replied to Tapachi's question in Guide Support & Bug Reports
When I installed the guide, the I skipped the 20th Century Weapons mods. I think these are 20th Century Weapons, 20th Century Wpns - Plus - Reborn for FWE 603, and 20th Century Weapons Reborn eXCaliberized with additional patches. I then installed The Wasteland Patch Collection and deactivated the two or three plugins with missing masters.

