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Everything posted by Greg
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Making and changing files with the geck via MO
Greg replied to Leafblighter's question in General Skyrim SE Support
I think what you want is in the Mod Organizer guide under the Creation Kit heading. Once you have the guide open, search for "creation kit (ck)" to find Creation Kit section. -
@Mator has a link to an xEdit scripting guide (work in progress) here, although I don't know if he or anyone else has a more complete guide.
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failed to initialize vfs: invalid type 105
Greg replied to metalem's question in Mod Organizer Support
Are you using Mod Organizer 1.3.11 with Skyrim Legendary Edition or Mod Organizer 2 with Skyrim SE? -
Actor/Mesh Positions Visible on Load
Greg replied to jessieca's question in General Skyrim LE Support
I think this is because you have bShowMarkers=1 in the [Display] section of skyrim.ini. Change this to bShowMarkers=0 and you should be back to normal. -
SRLE Extended: Legacy of The Dragonborn
Greg replied to Darth_mathias's topic in Skyrim Revisited (retired)
Do you have MannyGT's permission to host his mods? -
I'm confused by this because the enboost files should be in the Skyrim folder, not in the Mod Organizer folder.
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If this is the case, use BethINI to verify you have solid INi files and that your enblocal.ini is configured correctly. If you still have issue, go into your 2.2.10 profile and uncheck everything in the left pane so you're left with only Skyrim.esm and the vanilla DLCs to verify you have a stable game. If this works, enable the cleaned Update.esm and DLCs and test again. If this works, enable all mods in the first section of the guide ad test again. Keep going one section at a time to narrow down the issue. Note that you should use LOOT so sort the load order after enabling each batch of mods.
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SRLE Extended: Legacy of The Dragonborn
Greg replied to Darth_mathias's topic in Skyrim Revisited (retired)
Only the auto and quick saves are affected and it's basically due to the engine hogging the CPU to render the scene and run scripts during the save. This is a link to Groovtama's detailed explanation of the issue. https://forum.step-project.com/topic/8592-xp32-maximum-skeleton-extended-by-groovtama/?p=150076 -
Do not use the Unofficial High Resolution Patch if you are not using the High Res Texture Pack.
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If you are using an ENB preset, you should have bFloatPointRenderTarget=1 in SkyrimPrefs.ini and UsePatchSpeedhackWithoutGraphics=false in the [GLOBAL] section of enblocal.ini. If you are not using an ENB preset, you should have bFloatPointRenderTarget=0 and UsePatchSpeedhackWithoutGraphics=true.
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This mod is primarily intended for use with older video cards (or perhaps mobile video cards) that struggle with even the standard resolution vanilla textures included in the base game so you should not use the STEP Optimized Vanilla Textures or the High Resolution Texture Pack in this case. Note that this mod reduces the resolution of the textures below that of the original vanilla textures so the game can work on some older hardware (and possibly some laptops). If you can reliably use either the standard resolutions textures included in the base game or the High Resolution Texture Pack without taxing your video card, you'll want to go with something like the STEP Optimized Vanilla Textures that retain the original resolution of the vanilla textures.
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ACCEPTED Northfire's Skidmarks 1K-2K (by SgtPetterzon)
Greg replied to EssArrBee's topic in Skyrim LE Mods
Install only the main file that includes the two dirt mound textures. The first optional files contains the 2K dragon footprint that isn't used in the guide. The other optional file is a combined 1K version of both the dirt mound and footprint textures. -
SRLE Extended: Legacy of The Dragonborn
Greg replied to Darth_mathias's topic in Skyrim Revisited (retired)
I really wish I hadn't looked up the definition of smeg/smegma. -
I'm not aware of an easy way to do this. It would be easiest to do this from the Conflicts tab, but the Conflicts tab doesn't provide any mechanism to hide or delete files that I'm aware of.
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ModOrganizer MO Not Loading My Mods -- Pt 2
Greg replied to DarkPhoenix's question in Mod Organizer with STEP
No, I doubt this is the reason Mod Organizer isn't loading all of your mods but it may cause other issues. You really don't want anything other than the vanilla DLCs in the data folder. I suggest following GrantSP's instructions to narrow down the issues you are having. His first step is to ensure the basics are working. -
ModOrganizer MO Not Loading My Mods -- Pt 2
Greg replied to DarkPhoenix's question in Mod Organizer with STEP
I handle mods from Steam by getting Steam to download the mods into the Skyrim/data folder and immediately unsubscribe from these mods so Steam won't attempt to download them again in the future. I then ZIP each mod (foo.esp+foo.bsa) and move these somewhere safe (like a mod archive folder or Mod Organizer's downloads folder) and delete the files from the Skyrim/data folder. Once this is complete, I go into Mod Organizer and install these as regular mods so they are now managed by Mod Organizer. -
Crash in Whiterun stables outskirts
Greg replied to legendrodrigo's question in Guide Support & Bug Reports (retired)
Moved to SR Support. -
Crash at Whiterun stables outskirts
Greg replied to legendrodrigo's question in Guide Support & Bug Reports (retired)
Locked duplicate topic. -
You may get a faster response if you post this directly in the SRLE Extended: Legacy of The Dragonborn topic.
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aMidianborn Farmhouse no longer on the Nexus
Greg replied to shambamosori's question in General Skyrim LE Support
We already have a topic for aMidianborn Farmhouse that includes this information. Locking this duplicate topic. -
Merge plugins that come with .string files.
Greg replied to tnu's question in Mator's Utilities Support (archived, read-only)
The string files are very straight-forward. It's basically a FormID:offset pair directory at the head where offset is the offset of the text within the string file. -
I'm a bit confused by this. Why would you clean skyrim.esm or you do mean you cleaned the DLCs?
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Merge plugins that come with .string files.
Greg replied to tnu's question in Mator's Utilities Support (archived, read-only)
I went back through some really old code that deals with strings and found that the localized string reference is a FormID in the mod, so you might make a note of this if you renumber FormIDs when merging mods. -
Merge plugins that come with .string files.
Greg replied to tnu's question in Mator's Utilities Support (archived, read-only)
If I understand it correctly, it's basically looking for a file name modname_language.strings, modname_language.dlstrings, and modname_language.ilstriings where modname is the name of the esm or esp file (without the extension) and language is something like english, german, french, etc. As an example, the dawnguard.esm string files on my system are dawnguard_english.dlstrings, dawnguard_english.ilstrings, and dawnguard_english.strings. I don't remember offhand the differences between dlstrings, ilstrings, and strings.

