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Everything posted by Greg
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Mods not showing in LOOT or working in game...
Greg replied to ecksdee's question in Mod Organizer Support
Double click the HDT Physics Extensions mod in the left pane and click the Optional ESPs tab. Is an *.esm or *.esp file listed in Available ESPs at the bottom or is it shown under Optional ESPs at the top? Plugins appear in the right pane only if it's listed in Available ESPs. -
Unusual/intermittent Lag While Resting/Spell-casting
Greg replied to mentaltyranny's question in General Skyrim LE Support
Edit your skyrimprefs.ini and set all the auto-save properties to 0 see if this helps: bSaveOnPause=0 bSaveOnRest=0 bSaveOnTravel=0 bSaveOnWait=0Groovtama has a post stating that autosaves happen while the engine is rendering and running scripts that may cause autosaves to take several seconds. This was happening in one of my profiles a couple of years ago when I mistakenly had autosaves enabled. I should also note that autosaves are unreliable mostly because the rendering and script engines are still active and running at the time. The game disables both of these on manual saves. I have no idea if this affects AH hokeys, though. -
One of the goals of STEP is to remain as "family friendly" and "safe for work" as possible so anything related to adult content should be posted elsewhere. Allowing adult content really opens a can of worms that requires adding a "gate" to the websites that require users to verify they are 18 or older to enter and limits community participation by users that aren't interested in or may be offended by such content.
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These shots look as if you don't have any lightbulbs installed. Are you using the right configuration for ELE and ELFX? When I said ELFX reduced the light in ELE, I didn't mean pitch black so I obviously misinterpreted what you were saying. The screenshots posted by baronaatista is really what I thought you were seeing with ELE+ELFX.
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MO2 disables extra buttons on my Logitech Trackball
Greg replied to FritzTCoyote's question in Mod Organizer Support
I've never used extra buttons on a mouse/joystick/trackpad, but I'm an old codger and set in my ways. I like to keep both hands on the keyboard and touch the mouse as little as possible. If you don't have any luck here, you might pop in to the Mod Organizer discord channel to see if anyone there has any information. -
Browse to the page in your namespace that you want to create using a URL like this: https://wiki.step-project.com/johnnywatts:Title of Your Modlist/ then click the link to "edit this page" to create the page. Note that alternate body mods can be used (although you should at least offer non-nude variants as an option), but adult mods are prohibited.
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Sorry about that... I thought you were asking about the difference between ELE and ELE Lite. STEP and Her Darkness are both using ELE Lite. Read the first paragraph of the mod page and you'll see that Jawz states this is the Lite version. I think the primary difference is that STEP is using ELE Lite + Relighting Skyrim to keep somewhat of the vanilla flavor whereas Her Darkness is using ELE Lite + Enhanced Lights and FX + Relighting Skyrim + Claralux. I think STEP is actually using a custom version of ELE Lite, although I don't know what's different between the STEP version and the regular version. Now I'm a bit curious to pull both into xEdit to find out. ELE Lite fixes interior vanilla lighting, Relighting Skyrim fixes (exterior?) vanilla lighting, Enhanced Lights and FX tries to make lighting more realistic (darker nights and interiors), and Claralux allows you to customize the lighting. I haven't installed LoTD yet (waiting for some of the dust to settle), but I imagine ELFX is overriding ELE and perhaps RS to make overall lighting darker.
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I'm guessing you are already well familiar with ELE Lite so I'm linking the original post from Jawz discussing ELE, although it's from November 2014 when he first announced the alpha. It's quite the long thread if you need a good "book" to read on a rainy evening. https://enbseries.enbdev.com/forum/viewtopic.php?f=6&t=1930&sid=30e2d39c771a99bac9259083314168a6
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[Help] Backup MO2 and complete modlist for transfer to a new PC
Greg replied to firejordan's question in Mod Organizer Support
If the game path changes, edit ModOrganizer.ini (in the Mod Organizer folder) and change gamePath in the [General] section. This is right at the top of the file. While you have the ModOrganizer.ini file open, you might also search to see if anything else (like the -o parameter to Wrye Bash) is pointing to the game folder and change these as well.- 4 replies
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- SKYRIMSE
- mod organizer
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[Help] Backup MO2 and complete modlist for transfer to a new PC
Greg replied to firejordan's question in Mod Organizer Support
If you are using Mod Organizer 2 in portable mode, it's as easy as just copying everything in the Mod Organizer folder. If you are using Mod Organizer in instance mode, you'll need to copy everything in the Mod Organizer folder and copy everything in the C:/Users/AppData/Local/ModOrganizer folder. If you're creating a backup copy, you may want to name these folders differently so you can remember which of the two goes in AppData.- 4 replies
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- SKYRIMSE
- mod organizer
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The STEP 2.10 guide was created for Mod Organizer 1.3 and uses Mod Organizer's BSA archive management so assets in BSAs can override loose files. It should also work with Mod Organizer 2, although a few of the meshes and textures may come from a different mod because loose files always win with Mod Organizer 2. I don't know offhand what assets may be different if you use Mod Organizer 2 because it looks as if I extracted all the BSAs in my 2.10 profile when I was comparing texture mods.
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Can't get my loot to work, gives an error message then won't open
Greg replied to SkadiWinter1's question in Mod Organizer Support
I have no idea how you might go about fixing this either. What I can say is that samcli.dll is the Security Accounts Manager Client DLL for Windows and it should be in C:\Windows\System32 for x64 and C:\Windows\SysWOW64 for x86. This error message seems to indicate your system may be corrupted. You might begin by investigating whether the system is infected by a virus or malware of some kind just to be certain. If that comes out clean, click this link and follow the instructions here. I suggest initially running "sfc /verifyonly" to verify whether further action is required. https://answers.microsoft.com/en-us/windows/forum/windows_10-update/system-file-check-sfc-scan-and-repair-system-files/bc609315-da1f-4775-812c-695b60477a93 If you are using CCleaner, I hope you are not using the registry cleaner because this is snake oil at best and can be very dangerous.- 1 reply
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- loot
- nexus mod manager
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If you don't see the Flags column at all, right click on the header row (say on "Mod Name" at the top) and click Flags if it's not already checked. If it's already checked and you still don't see Flags, you might uncheck it and then recheck it to see if this changes the width so it's visible. If you still don't see the flags column, has it scrolled off to the side? If so, use the scroll bar at the bottom of the grid to scroll the grid right or left to see if you can find it. If it's still not there, the width may be so small that it's not easily seen. The best suggestion I have in this case is to hover the mouse around the header row to see if you can find a partially hidden column and then drag it to increase the width. If you see the Flags column in the grid but you don't see any icons in this column, right click on any mod in the left pane, click All Mods, click Refresh. If you still don't see the icons in the Flags column, restart Mod Organizer. EDIT: I just double checked and it looks as if Mod Organizer does not allow resizing columns to the point that they become hidden so this shouldn't be an issue. Thank goodness. I remember having this issue with some other applications (*cough*Excel*cough*) that makes it a pain to fix.
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Have you tried playing the wav files from these mods in Media Player or similar to see if they work outside the game? The only reason I can think of that these sounds don't work in game that is either the audio driver or the audio codecs you have installed don't support these formats. I know these files are just plain old wav files, but wav is essentially just a container wrapper of sorts that supports a lot of different compression algorithms, bitrates, etc. I know the codecs bundled in Windows 7 are very limited but I have no idea what's bundled in Windows 10.
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I just read my original post and what I wrote isn't clear at all so I apologize for this. The issue you are running into is most likely because GenerateFNISForUsers is overwriting the files in the original skeleton and animation mods so these mods must be installed fresh before you run GenerateFNISForUsers. Apparently this affects some users but not others, although it may depend on the specific mods installed. I do know that Fore added the RedirectFiles option to force all writes into a dedicated folder and this is the recommended way to run GenerateFNISForUsers, but I have not been able to get this to work correctly. The way this should work is as follows: Double click the FNIS mod, go into the FileTree tab, and rename fnis.ini0 to fnis.ini Close the dialog Double click the FNIS mod, go to the INI files tab, and edit fnis.ini Change 'RedirectFiles=... to RedirectFiles=C:\ModOrganizer\mods\FNIS_Output Close the dialog Create an empty FNIS_Output mod and ensure this mod is not checked Run GenerateFNISForUsers and you see a line stating the RedirectFiles option is enabled When GenerateFNISForUsers completes, verify FNIS_Output contains all the files and activate the modWhen I follow the steps above, GenerateFNISForUsers seems to run normally but it does not detect any animations for some reason. If I disable the RedirectFiles option, GenerateFNISForUsers detects and generates all the animations just fine with the caveat that I have to remember to reinstall all animation and skeleton mods from scratch if I need to run GenerateFNISForUsers again.
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Looking for a comprehensive ini. guide
Greg replied to Azazemon's question in General Fallout 4 Support
DoubleYou started the Fallout4Prefs.ini Guide but I don't know if it's complete and I don't see anything for Fallout4.ini. -
Oldrim STEP New Game "Animals" Not Hostile
Greg replied to mentaltyranny's topic in Step Skyrim LE Guide
If this behavior is caused by a script, that script may be baked into the save file so deactivating all plugins won't help. Some properties from plugins get baked into the save file as well so you may need to start a new game to troubleshoot this issue. -
Constantly Having to Re-install LOOT to Run through MO
Greg replied to DarkPhoenix's question in Mod Organizer Support
Install LOOT and run it once from Windows Explorer or a command prompt so it can update the masterlist. If you're using the very latest version of LOOT, I think you'll need to use Mod Organizer 2.1.4. If you're using Mod Organizer 2.1.3 and click the Sort button, you may run into a conflict with the masterlist -- Mod Organizer wants the old one and LOOT wants the new one. I don't know if this will cause the problem you are experiencing, though. This may seem like a silly question, but are you sure you are running the same LOOT both times? The only reason I ask is because I helped another user with a similar issue and it turned out he was running newly installed LOOT right after installation that worked correctly, but then clicking a shortcut that ran an older version of LOOT in another folder that hung on a white screen. Definitely do not install LOOT in the Mod Organizer folder and do not install anything into the game folder unless absolutely necessary. SKSE, ENBoost, and ENB presets must be installed into the game folder but everything else should be in its own folder.. say C:\Tools\ModOrganizer, C:\Tools\LOOT, C:\Tools\WryeBash, etc. This isn't really all that important with Mod Organizer 1.3,x, but Mod Organizer 2.x does not work correctly if it's installed in the game folder. -
mod organizer does not detect steam
Greg replied to DepartedCitizen-00001's question in Mod Organizer Support
Have you run the game's launcher (e.g. SkyrimLauncher or FalloutLauncher or whatever) so it creates the registry entries and INI files so that Mod Organizer can detect it? You should run the launcher from Windows Explorer, not from Mod Organizer. -
Yes, you should install FNIS in Mod Organizer just like any other mod. After it's installed, you can go to the Data tab in the right pane, scroll down to find Generate FNIS For Users.exe, right click, and Add As Executable or something like that. You might also try moving Mod Organizer out of the Steam folder. I know the virtual file system does not work correctly if Mod Organizer is installed in the Skyrim folder and there have been a few odd reports that it might not work correctly if it's installed in the Steam folder. Steam and Skyrim should be fine where you have them so you might try something like D:\Tools\ModOrganizer to see if this helps. This is how I have FNIS configured in the Modify Executables dialog: Title: GenerateFNISforUsers Binary: D:\Tools\ModOrganizer\mods\FNIS Behavior\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe Start in: D:\Tools\ModOrganizer\mods\FNIS Behavior\ Arguments: That is, the Argument option is blank and the Start in option should point to the base FNIS folder. In my case I named the mod FNIS Behavior.
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The first question is whether you are really getting access denied because you don't have rights to the file or whether you are getting access denied because the antivirus software has the file locked while it slowly grinds through double scans? To find out, disable both bitdefender and malwarebytes (just turn them completely off) and try again. Note that I suggest removing anything related to FNIS from any "FNIS output" mods, overwrite, and the game's data folder and then reinstalling FNIS to start clean. I recommend this because any files that were created by the last run may be owned by Administrators and you may not have rights to these files. I also want to clean up everything so that none of the generated files interfere with a new run and to ensure none of the standard FNIS files have been modified in any way. If you are thinking about running anything as administrator, I suggest you reconsider. I recommend running everything as a standard user because you don't need admin rights to run the game or any of the tools. Also note that if you run anything from Mod Organizer as an administrator, Mod Organizer must also run as an administrator or Windows blocks the virtual file system hooks. Are you using the FNSI RedirectFiles option? This is theoretically the recommended way to run GenerateFNISForUsers, but I was never able to get it to work reliably. This isn't directly related to your issue, but I couldn't get FNIS to find any animations when using the RedirectFiles option.

