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Greg

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Everything posted by Greg

  1. Look at this way with the STEP 2.10 Extended guide installed. Embers HD has a green + icon indicating it overwrites assets in other mods. Select Embers HD in the left pane and you'll see Static Mesh Improvement Mod is highlighted in green indicating that its assets are overwritten. Static Mesh Improvement Mod has a red - and a green + icon. Ignoring the green + for the moment, select Static Mesh Improvement Mod in the left pane and you'll see Skyrim Realistic Overhaul, several aMidianBorn mods, and Embers HD are highlighted red indicating these mods overwrite assets in Static Mesh Improvement Mod. This means a green + indicates the mod overwrites assets in another but a green highlight indicates the assets are overwritten, and a red - icon indicates the assets are ovewritten but a red highlight color indicates the mod overwrites assets in another mod. I could argue that the highlight colors are backwards (or at least confusing), but I think this color scheme is entrenched at this point.
  2. The survival mod should be in the "Steam/SteamApps/common/Skyrim Special Edition/data" folder (wherever you installed Skyrim Special Edition) and the files are most likely named ccqdrsse001-survivalmod*.esl and ccqdrsse001-survivalmod*.bsa. You should be able to delete these two files. Mods installed by Creation Club always start with cc and should always be in the "Skyrim Special Edition/data" folder. Also note that you should run LOOT to sort your load order after you install any mods. This is especially important after installing Creation Club mods because Creation Club may scramble your load order.
  3. I'm still confused because these screenshots show the survival mod from Creation Club is still active in the right pane. I have no idea what you mean when you say "I deleted Creation Club to delete a survival mod I had bought." I think what you should do is delete or move the survival mod and its BA2 from the Data folder if you don't want to use it, but I don't know if you need to do anything in Creation Club to keep it from being reinstalled.
  4. What exactly do you mean you deleted Creation Club? If you mean you deleted the cc*.ba2 files in the Fallout 4/Data folder, you should be fine unless you accidentally deleted some other files required by the game. If you rollback back Fallout 4 to an older version, the Fallout 4 script extender won't work (and may cause the game to crash) because the patch offsets are completely different for each version of Fallout 4.
  5. My mods folder is about 25.5GB so you might double that if you are downloading mods from Nexus with Mod Organizer. Also note that the size varies depending on which optional mods you install.
  6. Could it possibly be any of the mods installed in Mod Organizer that's causing the problem? I know I've had this happen a few times with Fallout 3 and Fallout New Vegas, but it's always been because I had hosed the bashed patch or had a mod installed correctly. If you're using the Steam version, check that you're also using the 4GB patch. You might also check if a game overlay may be causing the issue as well.
  7. The most likely reason is that you didn't unblock ModOrganizer*.7z before you extracted the files and Windows and/or .NET Framework doesn't trust the DLLs because they are blocked. To resolve this, you'll need to open the Mod Organizer folder in Windows Explorer, right click + Properties on all *.exe and *.dll files one at a time, click Unblock, and click OK.
  8. Unofficial Skyrim Special Edition Patch.esp is a false-flagged ESM (meaning the ESM flag is set in the header even though the extension is ESP) so it should be at the top above DynDOLOD.esm.
  9. If you want to be absolutely safe, download Mod Organizer 2 (Archive) from Nexus. When the download completes, open the folder where you downloaded Mod Organizer in Windows Explorer, right click "Mod Organizer 2 (Archive)-6194-2-1-5.7z", and click Properties. When the Properties dialog pops up, click Unblock and click OK. The point here it unblock the archive file so the extracted files are not blocked. Now extract "Mod Organizer 2 (Archive)-6194-2-1-5.7z" to a new folder of your choice and run ModOrganizer.exe. When prompted, select Portable mode so this is a completely stand-alone version (meaning everything is installed within the Mod Organizer folder instead of in %AppData%). When this version of Mod Organizer is running, install just enough mods to support FNIS and then run GenerateFNISForUsers to see what happens.
  10. Run Mod Organizer, click Settings (the screwdriver and wrench icon, and click the Plugins tab. Select BSA Extractor in the plugins list on the left then click enabled on the right and change the value to True. Click OK to close the settings dialog. Now when you install a mod containing a BSA, Mod Organizer will ask if you want to extract the assets in the BSA. I don't recommend extracting assets from every BSA, but it's a viable option when you need to use assets in a BSA without requiring a plugin.
  11. The page you linked is what I meant. When you run the game from Windows, it uses the INI files stored in "C:\Users\[username]\Documents\My Games\Fallout 4" but when you run the game from Mod Organizer, it uses the INI files stored in either ModOrganizer\profiles or "C:\Users\[username]AppData\Local\ModOrganizer\Fallout 4" so you might check to see if the ini files used by Mod Organizer are different from the ones in My Games. The only other thing I can think of is that certain game overlays (e.g. software that allows you to chat and stream while playing) have been known to cause the game to crash when using Mod Organizer. I've never used the VR versions of the games so I don't really know how they're different from the standard versions of the games.
  12. If you are using Mod Organizer, you can ignore this notice. This notice is intended only if you are using Wrye Bash as a mod manager and most of us just use it to create the bashed patch. If you are using Wrye Bash as a mod manager, I may be just as confused. I think it may be saying that when you install FNIS with Wrye Bash, FNIS gets installed into say Skyrim\Data. You then need to extract GenerateFNISForUsers.exe and hkxcmd.exe from the "Tools\GenerateFNIS_for_Users" folder in "FNIS Behavior 7_4_5-11811-7-4-5.7z" (the file you downloaded from Nexus) and paste it into "Skyrim\Data\Tools\GenerateFNIS_for_Users" folder.
  13. Step 2B Clean the Update ESM contains instructions on what to do with the files in Overwrite after you clean Update.esm and it's perhaps assumed similar steps should be following when LOOT indicates a mod should be cleaned. The page on creating the bashed patch contains similar instructions for moving the files/folders in Overwrite to a new mod. You may also find some files are created in Overwrite after you run the game (I think the SKSE plugin ini files you were seeing) and then you can move into a mod as well, but I don't think this is explicitly spelled out in the guide.
  14. If you paste a link to an image on dropbox, you need to change ?dl=0 to ?raw=1 enable embedding.
  15. The issue is that some malware is also using the hooking process to intercept Windows system calls to attempt to hide from view (e.g. intercepting file system calls so Windows Explorer can't see the malware files on disk and intercepting process calls so Task Manager can't see the malware process(es) running as well as to do really bad things) so antivirus software has taken the blind approach that hooking == malware and blocks it without notification. Windows 10 even blocks the hooking process if ModOrganizer.exe is blocked so it's not just antivirus software.
  16. Here's a potentially stupid question that I'm smacking my forehead for not asking before... are you by chance running LOOT or xEdit as an administrator? The reason I ask is because Windows forbids a user process from hooking a process with administrative privileges.
  17. I was initially thinking the same thing because I thought these should point to the game's data folder as well, so I just deleted the logs and ran LOOT from a working version of Mod Organizer 2.1.6. I repeated the same test but ran SKSE this time and my logs show the data path and Working directory pointing to the Mod Organizer folder as well, so I don't think this is the issue. At least I haven't noticed any issues with this instance of Mod Organizer with the STEP 2.10 profile. One caveat is that this was originally a 2.1.4 version that I keep updated to the semi-latest dev builds. 16:31:51 [D] Starting Mod Organizer version 2.1.6 pre-alpha revision 3dbfba9 16:31:52 [D] ssl support: 1 16:31:52 [D] data path: F:/Games/Skyrim/MO2.1.6 16:31:52 [D] Working directory: F:\Games\Skyrim\MO2.1.6 On point I find curious is that the usfvs debug log is empty and this seems to indicate either antivirus software or Windows 10 or something is blocking Mod Organizer from loading or initializing usvfs. What I find really confusing is why the virtual file system allegedly works in the game but it doesn't work with LOOT or xEdit... although I'm assuming the plugins really are working in the game and the usvfs log is empty because usvfs is blocked.
  18. No, not with Mod Organizer 2. Your only choices are to rename the BSA so it's loaded by an associated plugin (ESP or ESM) or extract the assets from the BSA as loose files. Keep in mind that loose files always win the conflict over assets in a BSA with Mod Organizer 2.
  19. This is generally a lot easier if you move files from overwrite to a mod or a new mod after each step to keep the overwrite folder clean. As it stands now, you have a few choices: Move the "TES5Edit Backups" folder to the mods they belong or create a new mod for these. I suspect these are the original mods after you cleaned them so you could theoretically delete if if you've confirmed the cleaned mods are good. For now, I would just create an empty mod named something like "TES5Edit Backups", open Overwrite, and drag this folder to the "TES5Edit Backup" mod. This way you still have the originals just in case these are needed.Open Overwrite and drag the SKSE folder to the SKSE modIt looks as if the "INI Tweaks" folder is empty. Assuming it is empty, you can delete this folder from Overwrite. If it is not empty, you'll need to drag it to the mod it goes with.This should leave only "Bashed Patch, 0.esp" and the Docs folder remaining, so right click Overwrite, click Create Mod, and name it "Bashed Patch" or something similar.
  20. I think the issue that LOOT apparently can't access the internet is less important at the moment, so going back to the original issue... Open Mod Organizer 2 and run LOOT> When LOOT opens, verify the correct game is selected (at the top center of the window). If this isn't the issue, click the three dots button at the top right and click Settings. Look through the list and verify the path to the game is correct. I also should also ask, is the game seeing any of the plugins? If nothing is seeing any of the plugins, run Mod Organizer 2, click Setting (the wrench and screwdriver icon at the top right), click the Diagnostics tab, and change Log Level to Debug. Close Mod Organizer 2, delete everything in the Mod Organizer\logs folder to start with clean logs, restart Mod Organizer 2, and run LOOT. Ensure LOOT is showing the correct game (and change it if necessary), and then exit LOOT and Mod Organizer. Finally, upload usvfs*.log to something like PasteBin and include a link to it here. If the usvfs*.log is empty, it means Windows or antivirus software is preventing the virtual file system from working. If the virtual file system is working, it should be somewhat large and I'll look through it to see if I can find anything obvious.
  21. I saw that conversation with AL12rs on github earlier today while I was poking around to see if anyone else was having this issue with FNIS. The instructions AL12rs gave is completely safe... click the button to create a new instance and install just enough mods in this profile to run GenerateFNISForUsers. If you can run GenerateFNISForUsers in this new instance, there's probably something in your current instance that's causing the issue. If GenerateFNISForUsers runs successfully, read everything carefully to see if it's complaining about anything... especially if it says it detects something it doesn't like that may cause it to fail. You can always click that button at the top left to switch back to your current instance without losing anything.
  22. Have you tried temporarily disabling defender to see if the problem goes away? I have no idea what could be causing this issue if it's not the firewall. The only other thing I can say is that it seems you are the second or third person having issues after this latest windows update.
  23. You have checked the ini files in your Mod Organizer profile folder to ensure these are all good? You might also ensure ModOrganizer.exe isn't blocked (right click it in Windows Explorer and click Properties) if you are using Windows 10. I say this because Windows 10 blocks the virtual file system if ModOrganizer.exe is blocked.
  24. The guide does not provide instructions to clean this mod, so I would leave it alone.
  25. Blocking load of resource is typically caused by the firewall not allowing loot to connect to the Internet. You should open the firewall and add a rule to allow loot to connect outbound so it can download the masterlist and resources it needs.
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