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Greg

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Everything posted by Greg

  1. Before you go that route, does your laptop have built-in Intel graphics as well as the NVidia video card? If so, run Mod Organizer, select a vanilla profile that doesn't have any mods in it, click the puzzle icon with the down-pointing arrow and click INI Editor. When the Ini Files dialog opens, click the skyrimpres.ini tab, scroll down to [Display], and verify that sD3DDevice is pointing to your NVidia card. If it has Intel instead of NVidia, open "C:\Users\[username]\Documents\My Games\Skyrim\SkyrimPrefs.ini" and copy the sD3DDevice setting to Mod Organizer.
  2. If you are trying to use the automated installer that was posted around here somewhere, you'll need to drop back to install the guide manually. The installer hasn't been maintained in a while and is likely out of date with current mods on Nexus.
  3. Are any other mods overriding the animations in Animated Armory? You can generally tell by double clicking Animated Armory in the left pane and looking in the Conflicts tab to see if anything is overriding the hkx files. If the mod stores the files in a BSA (or BA2) archive, any animations stored as loose files will be used because loose files always win the conflict with Mod Organizer 2.
  4. Can you include a screenshot showing what happens when you install the creature pack? Are you using Skyrim LE or Skyrim SE?
  5. Cleaning mods that STEP (or LOOT) indicates should be cleaned should not cause any issues. Using mods for Skyrim LE in Skyrim SE or vice versa may cause an issue due incompatibilities in the mod formats. Merging mods can sometimes cause issues if the mods aren't merged correctly. I just have no idea what might cause the issue you are having, unless perhaps it's trying to merge more mods into the bashed patch than it can handle.
  6. I've never come across anything like this before. I'm grasping at straws here, but have you loaded all the mods in xEdit and checked them for errors?
  7. If you are using Mod Organizer 2.1.6, it should automatically install Creature Pack without any user intervention. If you are using an older version, you may need to expand the top folder to find Data, right click Data, and click Set data folder when installing. On the FNIS executable, expand the Data folder like I think you are doing to find GenerateFNISForUsers.exe, right click it and Add as executable. You should then be able to click the combo box at the top right (just to the left of the run button), select GenerateFNISForUsers, and click run to run FNIS.
  8. You can use different skeletons in your profiles, but you also need to ensure the FNIS generated animation files are in distinct mods in each profile as well. In other words, your profiles should be something like this: Profile A Skeleton A (active) Skeleton B (inactive) FNIS Animation mod(s) appropriate for Skeleton A (active) Animation mod(s) appropriate for Skeleton B (inactive) FNIS Generated Output A (active) FNIS Generated Output B (inactive) Profile B Skeleton A (inactive) Skeleton B (active) FNIS Animation mod(s) appropriate for Skeleton A (inactive) Animation mod(s) appropriate for Skeleton B (active) FNIS Generated Output A (inactive) FNIS Generated Output B (active)
  9. Using Free Commander XE D:\Program Files\FreeCommanderXE\FreeCommander.exe, add a new exeuctable to Mod Organizer 2 like this: Title: Free Commander Binary: D:\Utilities\FreeCommanderXE\FreeCommander.exe Start in: Arguments: I just leave Start in and Arguments blank. Run the application by dropping down the application list on the right, select Free Commander, and click Run. You probably already know all this so feel free to ignore my rambling here... Once you're in Free Commander, browse into the game's data folder (e.g. C:\Steam\SteamApps\Common\Skyrim\Data) and you should see all the mods. I'm just using Skyrim LE as an example here, but it should work for Skyrim SE and the Fallout series as well. The one caveat is you can only browse the virtual folder of the game currently being managed. This means if Mod Organizer is currently managing Skyrim SE, you won't see anything in any of the Fallout or Skyrim LE data folders
  10. You should be able to move all the Mod Organizer "stuff" over the new PC relatively easily, but mods for Skyrim LE will not work for Skyrim SE and vice versa.
  11. This depends on how you had Mod Organizer configured before you clicked the magic button. If you were using portable mode, click the first button at the top left, select Yes to restart, and then select Portable. If you were using a named instance, do the same thing except select the named instance that should be at the top of the list.
  12. I found this in the description of the Better Companions mod: i also see this in the QA:
  13. The point of BethINI is that it establishes known good skyrim.ini and skyrimprefs.ini files that have been tested extensively so you should run BethINI first and then apply any customizations you need (preferably one at a time with a good test run).
  14. You can find BethINI on Nexus (https://www.nexusmods.com/skyrim/mods/69787) and the forum topic for information and discussions at https://forum.step-project.com/topic/13322-bethini-by-doubleyou/. The advantage of using BethINI is that it uses known good and optimum settings based on your preferences so you don't have to guess or experiment to find these optimal settings.
  15. bFloatPointRenderTarget just determines whether the game uses integers (=0) or floating point (=1) when rendering. Integers are faster but less precise so I don't see how this setting by itself can cause the game to CTD. Did you change UsePatchSpeedhackWithoutGraphics=false in enblocal.ini? I assume so or you' see a big red message saying it isn't set. You might try running BethINI to establish good ini settings for the game to see if this helps.
  16. Th easy solution is to run Mod Organizer, click the Tools icon (between the cog and wrench/screwdriver), and click INI Editor. This opens a dialog with skyrim.ini in the first tab an skyrimprefs.ini in the second tab. These are the two INI files used by the game when run from Mod Organizer.
  17. I've never used RaceMenu presets so I have no idea what could be going wrong here. Is it possible a preset is perhaps selecting a custom hair style from a mod you don't have installed? I've never looked into how the presets work, so I'm just guessing.
  18. If the mods are appearing in Mod Organizer's Overwrite folder, it should be good enough. You should move them out of overwrite into a proper mod, though. You can do this by right clicking on Overwrite and selecting Create Mod.
  19. C:\Users\Erin\AppData\Local\ModOrganizer\Skyrim\mods is the right starting point. The easiest way is to create a folder in C:\Users\Erin\AppData\Local\ModOrganizer\Skyrim\mods named "Workshop Mods" or something similar and drop the files in this new folder. The other option is to create one folder for each workshop mod, but this is just an optional approach and requires more time to setup.
  20. Your first screenshot so you are in the RaceMenu/SKSE/Plugins folder so create a new folder here named chargen, then in the chargen folder create a new folder named presets, and drop your presets into this folder. The full path should be like this: RaceMenu/SKSE/Plugins/chargen/presets
  21. I on't know if Skyrim Launcher will download mods from workshop while running from Mod Organizer. If it doesn't work this way, you may have to run Skyrim Launcher by itself, let it download the mods to the Data folder, and then manually move them into the Mod Organizer\mods folder structure.
  22. What I meant is that you'll need to search around inside that folder to find the appropriate mods folder. The easiest way to do this is to run Mod Organizer, right click the Race Menu mod in the left pane, and click Open in Explorer.
  23. If you are using Mod Organizer 2, the mods folder is probably in C:\Users\\AppData\Local\ModOrganizer.
  24. You can, but I'm not sure why you'd want it on the desktop. I'd create something like a C:\Tools folder and it put Mod Organizer, LOOT, WryeBash, etc. in that folder. Do not install these in C:\Program Files, C:\Program Files (x86), or any other folder that is subject to UAC restrictions.
  25. The paperclip icon is informational and indicates the pugin has a custom INI file. The treasure chest icon is also informational and indicates the plugin has a BSA archive. The messages that it "loaded plugin 'game_fallout*.dll'" has nothing to do with the game being managed. Mod Organizer always loads its standard plugins on startup so you should also see it loading similar plugins for Morrowind, Oblivion, Skyrim, Skyrim SE, Skyrim VR, etc. You should not install Mod Organizer into the Steam or game folder because the virtual file system will not work correctly.
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