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Everything posted by Greg
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I've been too busy with other things and I haven't tried the havoc fix or the beta yet.
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Can you help with Fallout 4 conflict resolution
Greg replied to Razorsedge877's question in General Fallout 4 Support
You can post your screenshots on a photo sharing site and include links to the screenshots in your post. -
If you're using Mod Organizer 2.1.3 from Nexus, you might also download one of the newer developer builds in #builds on the Mod Organizer discord.
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Interesting because it retained the resource archive list when I ran BethINI. I'm currently using Mod Organizer 2.1.4 Dev Build 2, but I highly doubt this has any bearing on this issue. [Archive] bInvalidateOlderFiles=1 SInvalidationFile= sResourceArchiveList=Skyrim - Invalidation.bsa, Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
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No, but you might hop over to the Mod Organizer discord and download Mod Organizer 2.1.4 Dev Build 2 or later to see if this solves the problem. This is the build I'm currently using and it's working fine. You can copy your entire Mod Organizer folder to a backup folder first and then extract the files in the dev build over the top of your existing install so you'll have a full backup as a fallback. If you go this route, be sure you unblock the archive file before you extract the files. Open the folder you downloaded the archive to, right click MO2.1.4-Build-2-Silarn.7z, select Properties, click Unblock, and click OK. If you don't do this, Windows 10 may give you a lot of grief. The devs drop the latest fixes in #builds for testing before they package the next version on Nexus.
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It looks as if you are using the Default profile and I've heard this may have issues... although keep in mind this is just what I've heard so it may not be correct. I always leave the Default profile as a pure vanilla game and do all my modding in other profiles. Having said this you might copy your existing Default profile to a new profile to see if it makes any difference. I currently have Default set to vanilla and have a separate STEP profile with local savegames and this one is working fine with the saves in the STEP profile folder.
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Run Mod Organizer. Click the Profiles icon in the toolbar at the top. Select the profile you are currently using and verify "Local Savegames" is checked for this profile. This is important because the three checkboxes at the bottom apply only to the selected profile.
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The Mod Organizer devs recommend creating an empty FNIS Output mod and using the RedirectFiles option in FNIS.ini. When you run GenerateFNISForUsers, disable (uncheck) the FNIS Output mod in the left pane, run GenerateFNISForUsers, and then enable the FNIS Output mod when complete. From what I understand, GenerateFNISForUser deletes everything before it run and they asked Fore to support the RedirctFiles option so it won't accidentally delete something it shouldn't.
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https://www.nexusmods.com/skyrim/mods/69787?tab=files You should run BethINI as a standalone application. Do not run it from Mod Organizer and ensure Mod Organizer is not running when you run BethINI.
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It looks as if you have Mod Organizer installed in the Fallout 4 folder and this is known to cause problems. I don't know if this the root of all your issues, but I do know it may cause UVFS to not find files correctly. I don't remember if this may cause Mod Organizer to mistakenly write files to the game folder, though. It also looks as if you either have a typo in the TMP and/or TEMP environment variables or this folder doesn't exist. Both of these environment variables should be set to something like "C:\Temp" (without the quotes).
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You shouldn't have to copy anything from the old temp folder to the new temp folder, but the new temp folder must exist so you might double check that you don't have a typo in there somewhere.
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Mod Organizer 2 not hooking to NVSE process correctly
Greg replied to LinkedUno's question in Mod Organizer Support
You might try one of the latest 2.1.4 dev builds in #builds on discord to see if this solves the problem. If this doesn't solve the problem, you can discuss the issue in #issue-reports. -
Issues with Mod Organizer Launching Skyrim SE Workarounds
Greg replied to ustolemygmrtag's question in Mod Organizer Support
If you need to run Mod Organizer with admin privileges, you have something setup incorrectly somewhere. You should not install Steam, Skyrim, Mod Organizer, or any other tools used to mod the game in Program Files or any other folder subject to user access control. You as a regular user should be the owner and have full access to all these folders. If you have everything setup correctly, Mod Organizer runs SKSE and the game just fine. There may still be a few kinks and rough edges that need polishing, but any issues you run into should be reported in as much detail as possible along with the debug logs to the developers on github. -
Mod Organizer 2 not hooking to NVSE process correctly
Greg replied to LinkedUno's question in Mod Organizer Support
Are you using the latest version of MO2 on Nexus or in #builds on discord? If you have Mod Organizer installed in the Steam or FNV folder, move it somewhere else (like C:\ModOrganizer) outside the Steam and game folders installing ModOrganizer in the Steam or game folder is known to cause issues. Have you also tried to disable your antivirus to ensure it isn't interfering? -
Yeah, LOOT stores the masterlist.yaml file in AppData\Local\LOOT\ for each game. The masterlists obtained from github (https://github.com/loot/fallout4.git for the Fallout 4 master list) and I have to wonder if LOOT is getting blocked by antivirus or a firewall.
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I just discussed this briefly with @AL12 on discord and would like you report this as a bug on Github please. To report the issue you'll need to to delete everything in the ModOrganizer/Logs folder (e.g. delete all the old logs) go into settings (in Mod Organizer) and change Log Level to Debug (in the Diagnostics tab). Remove or hide your existing bashed patch to reproduce the issue when it doesn't exist, and then create the bashed patch from scratch. Finally upload all the files in the ModOrganizer\logs folder to github.
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You can also hide the conflicting sounds in Lucidity depending on whether you want these sounds from Skeleton or Lucidity.
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Either the Installer or the Standalone Executable should be fine. The primary difference is that the installer installs a single instance of Wrye Bash and it's fairly easy to install and get going. The Standalone Executable is more of a portable version that can be extracted and run from pretty much anywhere, but it may require a bit more hand-holding to get going. The source is useful only if you want to make changes and compile Wrye Bash on your own. EDIT: Either way you go, do not install Wrye Bash into C:\Program Files, C:\Program Files (x86), or any folder subject to user access control.
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I don't know how you have Mod Organizer and FNIS configured, so these are general recommendations/requirements. Mod Organizer must not be installed in the Steam or game folder or you may run into a folder recursion issue with UVFS. When you install FNIS in Mod Organizer, right click on Overwrite and select All Mods / Create Empty Mod. Name this mod something like FNIS_Output and make sure it's unchecked -- this FNIS_Output mod must not be active (checked) when you run GenerateFNISForUsers. Double click the FNIS mod, go to the Filetree tab, rename FNIS.ini0 to FNIS.ini, and click Close. Double click the FNIS mod again and go to the INI Files tab. You should see FNIS.ini listed here so select it and find this line: 'RedirectFiles=D:\___FNIS_Redirect Remove the ' at the beginning of the line and change the path to the full path of the FNIS Outut mod, click Save, and click Close. The result should be something like this: RedirectFiles=C:\ModOrganizer\mods\FNIS_Output This instructs GenerateFNISForUsers to store all generated files directly into the FNIS_Output mod and it must be unchecked when you run GenerateFNISForUsers so UVFS does not interfere with the process. Finally run GenerateFNISForUsers from Mod Organizer. Assuming it runs successfully and generates all of the animation files without any errors, close GenerateFNISForUsers and check (activate) the FNIS_Output mod.
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Actually, you can find out which settings are used by the game. Add bLODPopActors to both [Display] and [LOD] and go into the game. Open the console (~) and use the GetINISetting "setting:section" commands: getini "bLODPopActors:Display" getini "bLODPopActors:LOD" You should see "INISetting bLODPopActors:Display >> Not Found" since the game doesn't read this setting from the Display section even if you manually add it to the Display section. The second command should show "INISetting bLODPopActors >> 0" where 0 is the actual value you've set in the LOD section.
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what are all the files I can pack in a bsa?
Greg replied to thienthu's question in General Fallout 4 Support
You can't pack the SKSE folder into a BSA because it won't work. SKSE uses only loose files and never looks in any of the BSAs. I know you can pack meshes and textures fairly easily, although textures may need special handling with Fallout 4. You may also be able to pack interface, scripts and sound among things, although I don't know if sound require special handling. -
I suggest reporting this to the devs to see if they know what this means. You might try downloading the archive version and extracting the files to a folder of your choice in the meantime.
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If I remember correctly, Wrye Bash unchecks a couple of plugins that can't be included in the bashed patch so you should note these and check them after you create the bashed patch.
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Using MO(Original) and MO2 the same time??
Greg replied to CodeNamed1's question in Mod Organizer Support
You can use both Mod Organizer 1 and Mod Organizer 2 without any issues. You can also find Mod Organizer 1.3.14 in the Miscellaneous Files section of the Mod Organizer 2 page on Nexus that fixes the Nexus connection issue. It's listed as Mod Organizer 1 Legacy. Just keep in mind this is likely the last release of Mod Organizer 1 since all development is focused strictly on Mod Organizer 2. Note that anything in the Skyrim directory will be shared with both Mod Organizer 1 and Mod Organizer 2 so you'll need to be careful if you update anything in the Skyrim directory. Basically I mean if you update SKSE you'll need to update the SKSE files in the Skyrim folder and also in your MO1 and MO2 profiles to keep everything in sync.

