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Everything posted by Greg
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Title bar and left border during gameplay
Greg replied to spdstep's question in Mod Organizer Support
When you ran BethINI, did you tell it to update the INI files in the Mod Organizer profile? Mod Organizer uses its own set of INI files for the game stored in the profile folder of the profile you are using. With Mod Organizer 2, this is in AppData\Local\ModOrganizer\Profiles if I remember correctly. -
Finished following guide. A few questions and issues
Greg replied to Mrjackpots's topic in Fear & Loathing in New Vegas
1. It's really best to install the game in a folder you own so you won't run into UAC issues. If you have the GOG version, you can easily uninstall and reinstall. If you have the Steam version, Steam has a guide detailing how to move the game to another folder. If you are using Mod Organizer 1.3.11 or 1.3.15, you can install Mod Organizer pretty much anywhere you want (provided it's not UAC controlled like Program Files), although I recommend not installing Mod Organizer in the game directory. If you are using Mod Organizer 2, do not install Mod Organizer into the game directory because the virtual file system won't work correctly. 2. Weapon Animation Replacers by joefoxx082 is in the Poosh section of the guide (a couple of section after the weapon mods section). Note that Weapon Animation Replacers in the guide appears to be a custom version of the mod so use this one instead of the mods on Nexus. 3. You should be fine if you haven't done any merges or created a bashed patch that requires this mod. Apparently you are up to the Generate Bash Tags section so I think you should be fine. 4. I assume you are referring to generating the bash tags. Yes, it's very tedious and time consuming but you must create the bash tags one mod at a time. -
Mods not showing in LOOT or working in game...
Greg replied to ecksdee's question in Mod Organizer Support
You uvfs log is empty so something on your system is blocking uvfs from working. -
Mods not showing in LOOT or working in game...
Greg replied to ecksdee's question in Mod Organizer Support
You really shouldn't need to run Mod Organizer, any of the tools, or the game as an administrator. Have you disabled your antivirus temporarily to rule it out as a possible issue? Do you have any overlays in the game can be interfering? If you're still having issues, delete all files in the Mod Organizer logs folder, run Mod Organizer, click "Configure settings and workarounds" (the screwdriver and wrench icon at the top), click the Diagnostics tab, and change Log level to Debug. Click OK to close the dialog, start the game, load a save, wait for the game to start playing, exit the game, and exit Mod Organizer. Now upload the uvfs_*.log file somewhere (like Google Drive, Dropbox, One Drive, etc.) and post the link here. Note that the debug log will either be 0KB indicating something (like antivirus software) is preventing UVFS from working or it'll be fairly large. -
Mods not showing in LOOT or working in game...
Greg replied to ecksdee's question in Mod Organizer Support
The typical culprit is something like antivirus software interfering the UVFS virtual file system. Also note that if you run Mod Organizer as a regular user (without admin privileges) but you run the game with admin privileges, Windows prohibits Mod Organizer from hooking SKSE or the game. Finally, installing Mod Organizer into the game folder prevents the UVFS virtual file system from working properly. -
Loot and other programs stopped loading MO2 data?
Greg replied to aqwimage's question in Mod Organizer Support
The typical culprit is something like antivirus software interfering the UVFS virtual file system. Also note that if you run Mod Organizer as a regular user (without admin privileges) but you run the game with admin privileges, Windows prohibits Mod Organizer from hooking SKSE or the game. Finally, installing Mod Organizer into the game folder prevents the UVFS virtual file system from working properly. -
With most mods, all you need to do is expand the folders in the list until you find a folder containing the game files (usually *.esp or an SKSE, meshes, or textures folder). Once you've located these, right click on the parent folder and click "Set data directory". See the Manual Install section in the Mod Organizer guide for details. https://wiki.step-project.com/images/6/63/FO3-mod2.gif
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At this point I would manually download the mod using a browser and store it somewhere that you can easily remember and find (say on the desktop as an example). Run Mod Organizer and click "Install a new mod from an archive" (the CD on top of a box icon at the top), browse to where you downloaded the mod, and follow GDSFan's instructions for installing the mod. After the mod is installed, do this: Double click the mod to open the mod properties dialog Click the Filetree tab Rename NeutralVertibirdsEN.esp to NeutralVertibirds.esp Click Close to close the dialog. You must do this because the other tabs do not automatically refresh when you rename a file. Double click the mod again to open the mod properties dialog You should now see NeutralVertibirds.esp in the Available ESPs list at the bottom Move NeturalVertibirdsDE.esp to the Optional ESPs list at the top You might also consider getting Mod Organizer 2.1.4 Dev Build 5 from #builds on discord because the devs have fixed a lot of download issues in this build, but let's get this issue resolved first.
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LOOT no longer supports Global Priority
Greg replied to joshkes's question in General Skyrim LE Support
I suggest using LOOT 0.12.5 for the time being until this can get sorted out. -
I'm asking myself the same thing because it looks as if the RedirectFiles option isn't quite working as intended. I think you're basically saying to run GenerateFNISForUsers exactly the same way we used to do it with MO1 and let it write everything to Overwrite? I can say doing it the old way works the most reliably and I think I'll just stick with this for now. I want to discuss with AL12 on discord when he's available to see if he has more information because in our last discussion (before we got tied up with work), he stated that not using the RedirectFiles option can be dangerous because it may overwrite files in other mods. I can see how this may happen, but it does see something is broken somewhere since it doesn't work reliably.
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Yes, this does the same thing and is the preferred (and easiest) way to unblock the files.
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Open Windows Explorer and go into the NCC\GameModes folder in Mod Organizer. The base path should be something like this: C:\ModOrganizer\NCC\GameModes You should have 19 DLL files along with a data folder here and one of the files should be GamebryoBase.dll. If this file isn't here, something is off with your Mod Organizer installation. Either Mod Organizer wasn't installed correctly or perhaps your AntiVirus software decided you don't need this file and deleted it for you without question or notification. Unfortunately, some AntiVirus software cause more harm than good and aren't worth the trouble. If the file is here, right click Gamebryo.dll, select Properties, and look toward the bottom right of the Properties dialog for an Unblock button (Windows 7) or an Unblock checkbox (Windows 10). If you see the Unblock button or checkbox, this means all of the executables in the Mod Organizer folder are blocked and Windows 10 or your antivirus software may be preventing the file from loading. If this is the case, you'll need to select, right click, click Unblock, and click OK on every *.exe *.dll file in the Mod Organizer folder. This is somewhat painful because you'll have to do it one file at a time.
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Keep in mind that the papyrus log is intended to be used by mod developers to debug the scripts they create. It does not contain any information related to the game crashing. Unfortunately, the game engine just traps the exception and immediately aborts without logging anything about the reason for the crash. The game engine doesn't even tell Windows that it crashed -- it just exits as if the user clicked Exit to Desktop. Also please be aware the enabling papyrus logging is an expensive operation that may cause script lag and possibly even prevent scripts from running so you should keep papyrus logging disabled while playing the game.
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As silly or stupid as this may sound, try it this way. Reinstall FNIS once more (just to ensure none of the files have been overwritten or deleted). Create the empty FNIS_Output mod and empty Overwrite. Edit the FNIS.ini file again and set the RedirectFiles option. Now open Modify Executables (the cog button at the top), select GenerateFNISForUsers (or whatever you named it), check "Create Files in Mod instead of Overwrite", select the FNIS_Output mod, and click Modify to save the changes. Uncheck the FNIS_Output mod and run GenerateFNISForUsers. Yes, this is basically a double redirect so Mod Organizer traps anything FNIS is writing to Overwrite to force it into the FNIS_Output mod folder. This is how I configured it in in my last STEP install since I wanted to test the guide the Mod Organizer 2 and I had completely forgotten about it until I poked around in Mod Organizer tonight. The one caveat is my frail memory seems to think I unchecked FNIS_Output before I ran GenerateFNISForUsers but I could be mistaken.
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Did you uncheck the FNIS_Output mod in the left pane before you ran GenerateFNISForUsers? If you skip this step, the UVFS virtual file system hijacks the files created by GenerateFNISForUsers and stuffs them in the overwrite folder. The reason this approach is recommended is because AL12 says GenerateFNISForUsers may overwrite files in the original mods if FNIS is writing through the virtual file system. Unfortunately, this workaround is not perfect because I can't get GenerateFNISForUsers to detect animations if I have the FNIS Creature Pack installed. It works fine with the base animations and XPMSE installed. If I throw FNIS Creature Pack into the mix, the only way I can get GenerateFNISForUser to detect and build all the animations is to let it generate the files into the Overwrite folder. I wonder if you're running into the same issue since the last line is "0 animations for 1 mods successfully included (character)". I've been wanting to discuss this more thoroughly with AL12, but we've both been extremely busy and I haven't caught him online.
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Mod Organizer 2 and Texture Generator
Greg replied to MorbidBoyd's question in Mod Organizer Support
This option to manage archives is not available in Mod Organizer 2 so you can ignore this part of the instructions. The archive you created has the textures folder in the root correct? If not, you'll need to expand each folder until you find Textures, right click the parent folder, and set as data folder. Also make sure you are using at least Mod Organizer 2.1.13. All this is covering the basics just in case... If you used 7z or rar to create the archive, you might try using zip instead (e.g. right click, send to, compressed folder) to see if this makes a difference. I seem to recall 7z added a new compression algorithm recently and it may not be supported in Mod Organizer yet. If all else fails, you can just open the mods folder, create a mod folder (say Texgen Output), and drag the textures folder into this folder. If Mod Organizer is already running, right click in the left pane somewhere and select Refresh. You should see the mod at the bottom of the list. -
This is set by the version control system to allow editing by multiple users. I've never used it, but I assume this is a sequential number used as a version or revision number to track changes. If you don't use version control, it's always 00 00 00 00. This is used only by Creation Kit so it has no bearing in the game.
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Just as a side note, you can download Mod Organizer 1.3.15 from the Mod Organizer 2 page on Nexus. It's listed as the Legacy version toward the bottom of the Files tab and has been patched to support downloading from Nexus. I would use this as a last resort though since this is likely the end of the road for Mod Organizer 1.
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ESP in Bold Text on Right Pane. Cannot Arrange Where needed.
Greg replied to PNDA69Express's question in Mod Organizer Support
The font is bold if the mod is flagged as a master (like Unofficial Skyrim Legendary Edition Patch.esp) regardless of the extension and all masters (including these "fake" masters) must be sorted at the top of the list before the plugins. I'm not familiar with this mod so you should probably check the mod page to determine why it's flagged as a master. If this is unintentional, you can load it in xEdit and reset the master flag in the header... but you should definitely check to determine why these plugins are set this way. -
If you are using Mod Organizer 2, the profile folder is buried somewhere in AppData. I think it's either AppData\Local\ModOrganizer\Profiles or AppData\Roaming\ModOrganizer\Profiles. The one aspect I really hate about this is that Microsoft makes AppData a hidden folder by default so you may have to manually enter this part of the path to get to it. Also note that you'll run into UVFS issues if you install Mod Organizer 2 into the game folder... specifically, the game and tools like Wrye Bash and LOOT may not be able to find any plugins other than the base DLCs.
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Weird Missing Texture/Menu Access Issue
Greg replied to Barachiel's question in Guide Support & Bug Reports
The GOG version already has the LAA patch applied so you can skip this step. -
Mod Organizer 2 Can't Start Skyrim SE
Greg replied to imadethisaccountbcMO2broke's question in Mod Organizer Support
I see you installed Mod Organizer in C:\Program Files and this is not recommended because it causes UAC issues. You'll run into similar issues if you have the game installed in C:\Program Files or any other UAC controlled folder. Also note that if you run Mod Organizer as a limited user but run SKSE or the game as an Administrator, the hooking process will not work because Windows prohibits processes running with limited permissions from interacting with a process that has admin privileges. -
Intended Behavior? (MO2/Wrye Bash Interactions)
Greg replied to Shadriss's question in Mod Organizer Support
This happens when I create the bashed patch as well and I also run LOOT immediately afterwards to sort these mods into the appropriate order. I pinged AL12 about this and he seemed to think it was caused by something Wrye Bash is doing, but he hasn't had time to look into it. EDIT: I should say this happened me with Skyrim Legendary Edition. I haven't really done much with Skyrim Special Edition yet. -
Kryptopyr actually states that "Clothing and Clutter Fixes is essentially doing everything that Appropriately Attired Jarls does, so the two shouldn't be use together." For those following the STEP 2.10.0 guide, use Clothing and Clutter Fixes 1.7 at the bottom of the Old Files section.

