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Greg

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Everything posted by Greg

  1. You need to run SkyrimLauncher once from Steam to setup the registry entries for the new game path. Do not run SkyrimLauncher from Mod Organizer for this initial setup. Once you've done this, run Mod Organizer to verify the game path is correct. To do this, run Mod Organizer and select the appropriate instance if you are using Instance mode. Click the screwdriver/wrench icon from the toolbar at the top left, click the Paths tab, and verify the Base Directory at the top is correct for Mod Organizer and the Managed Game path at the bottom is correct for Skyrim (it should be something like C:/Steam/SteamApps/common/Skyrim/TESV.exe for Skyrim LE).
  2. https://forum.step-project.com/topic/4727-fear-and-loathing-in-new-vegas-feedback/page-282?do=findComment&comment=167690
  3. If TES5Edit isn't cleaning the mod, it most likely means the mod does not need to be cleaned so I would ignore it.
  4. The last two lines shows that TES5Edit undeleted 0 records and removed 0 ITM records. This means the mod is unchanged so there is nothing to save. [Undeleting and Disabling References done] Processed Records: 18034, Undeleted Records: 0, Elapsed Time: 00:00 [Removing "Identical to Master" records done] Processed Records: 18034, Removed Records: 0, Elapsed Time: 00:00
  5. I seem to recall this may be a known issue and the interim solution is to restart Mod Organizer after running a process with elevated permissions. I'd report it on Discord or github anyway just in case I'm not remembering this correctly. Discord is a text-based chat system that also supports voice chat on some channels. Find the link to the Mod Organizer 2 discord channel on the MO2 page on Nexus, click it, and it should drop you into the text chat.
  6. I downloaded it and added it Mod Picker, but I haven't had time to install it yet. EDIT: Your mod link is for Bonki Riverside Cottage for Skyrim LE so I updated it to point to the mod on Nexus Skyrim Special Edition. The Mod Picker link should be live as soon as Mator approves it.
  7. The only other thing I can think of is to verify that skse_1_9_32.dll (or the current version), skse_loader.exe, and skse_steam_loader.exe are in the Skyrim folder (e.g. \Steam\SteamApps\common\Skyrim). Your skse.ini appears to be correct and closely matches mine. The statement that VideoMemorySizeMb should be capped at 4064 is for Windows 8 and Windows 10 before Microsoft fixed the DirectX 9 video memory allocation issue. If you are using Windows 7 or a current version of Windows 10, you can use pretty much up to whatever VRamSizeTest indicates is available.
  8. Have you verified that skse.ini is actually named skse.ini instead of skse.ini.txt and is in the SKSE folder? If you double click the SKSE mod in Mod Organizer and click the Filetree tab, you should see a scripts and SKSE folder an skse.ini should be in the SKSE folder. If this isn't the issue, have you verified you don't have a rogue duplicate skse.ini somewhere (like in the Skyrim\Data folder)?
  9. The STEP 2.10 guide should work with Mod Organizer 2 given the caveat that loose files always override assets in BSA archives. This means you may see different meshes and textures used in the game, but I think these should be minor.
  10. I'm still using Mod Organizer 1.3.x with the Fear and Loathing and Clear and Present Danger guides.. All I had to is go to Profile (the contact card icon at the top left), select the appropriate profile, check Automatic archive invalidation, and click OK. Also in the right pane, click the Archive tab, ensure "Have MO manage archives" is checked and all of the BSAs in the list are checked. If you are using Mod Organizer 2, be aware that BSA archives are not managed. This means you must have an ESM or ESP with the same name as the BSA file in order for the BSA to be used by the game. I think the majority of the texture mods are stored as loose file, but there are a few BSAs without an associated ESM or ESP you'll need to deal with if you are using Mod Organizer 2.
  11. The plugin list doesn't look quite right to me. Specifically, these mods at the bottom of your load order should be merged into the bashed patch so they should not be checked/active in the right pane. 115 73 Weapons & Armor_TrueWeaponsLvlLists.esp 116 74 Traps Make Noise.esp 117 75 RUSTIC SOULGEMS - Sorted.esp 118 76 randomthunder.esp 119 77 Radiant and Unique Potions Poisons and Booze.esp 120 78 Paralyze.esp 121 79 Moss Rocks - Legendary.esp 122 7a LSFX-Audiosettings.esp 123 7b Lepidoptera Of Skyrim DLC1.esp 124 7c GQJ_DG_vampireamuletfix.esp
  12. Are these perhaps scripts that are looking for the plugins by name and not finding the original plugins in your load order? If this is the case, you may need to use something like Relinker or Mator's Merge Plugins to fix these scripts.
  13. If you installed Mod Organizer 2 using the default Instance mode, your mods are stored in the hidden AppData folder: C:\Users\[username]\AppData\Local\ModOrganizer
  14. You're missing a step from the guide: During installation, expanded "Release 3 - 2handauto update v2.0->2handauto v2.0->Data".
  15. In theory you can do this, but I doubt Skyrim will work from this backup folder because of the interaction with Steam.
  16. I suggest checking for this missing snow nif (highlighted above) before throwing it over to Sheson. I suspect this may come from one of the No Snow Under the Roof mods.
  17. This is a false positive. It's rather unfortunate that some antivirus software have very loose detection rules that trigger false positives on legitimate software.
  18. The thread is already in Sheson's DynDOLOD Support so it doesn't need to be moved
  19. Most of the links in section 2.A are to nexusmods.com and that site was down yesterday. It's back up now so you should be able to download these mods.
  20. Topic moved to Sheson's DynDoLOD Support.
  21. This error is coming from .NET Framework and the only times I've seen this error is when the DLL is blocked or I'm loading a DLL from a shared drive on the network. Do you have NET Framework 3.5 installed?
  22. I suspect you didn't unblock the Mod Organizer archive before you extracted the files so now everything is blocked. To resolve this, open the Mod Organizer folder in Windows explorer, right click on every *.exe and *.dll (one file at a time), click Properties, click Unblock, click OK, and proceed to the next file.
  23. Have you looked in "C:\Users\[username]\AppData\Local\ModOrganizer"? You'll need to replace [username] with your own user name and you may find it easier to paste this path into the address bar in Windows Explorer since the AppData folder is hidden.
  24. I really don't know the answer but I've seen much the same behavior in my playthroughs. I can reproduce this in specific areas of downtown in which 15 or 20 super mutants attack all at once. As the battle rages on the frame rate begins to drop then gets really stuttery (yeah, I made up that word) and finally it'll stop rendering everything. In my case, I suspect it may be a combination of script lag with all the spawns and weapon animations combined with memory pressure (meaning the game is starting to run out of memory). I'm using the GOG version of Fallout 3 that already has the 4GB patch applied and I've never seen this behavior at Super Duper Mart. As I recall, there's not much at Super Duper Mart. I also experienced this behavior when I was initially setting up the guide. I started with a pure vanilla game in which I started the game, went to Megaton, and created a hard save. I'd then add a few mods from the guide, load the save, roam around, and save again. Rinse and repeat for the next section of the guide. As I got toward the end of the guide, the game started showing red triangles everywhere so I had to delete the saves and start a new game. I probably should have just kept that one save at Megaton to use as a base in hindsight, but I was trying to scour the entire map and didn't want to keep starting from scratch. Yeah, I'm lazy.
  25. The load order for the Bobblehead Display Megaton Script on mine is Fallout3.esm, FO3 Wanderers Edition - Main File.esm, DCInt_ARoomWithAView.esp, FO3 Wanderers Edition - Main File.esp, and DCRWAV-FWE Patch.esp so DCRWAV-FWE Patch.esp is loading after FO3 Wanderers Edition. I also see that DCRWAV-FWE Patch.esp is merged into my bashed patch and the two bobblehead scripts (one for Megaton and one for Tenpenny Tower) in the bashed patch are exact copies of the records in DCRWAV-FWE Patch.esp. I don't know if I overlooked this LOOT rule you mention, but I just double checked and the bobblehead stand in Megaton seems to be working fine.
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