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Everything posted by Greg
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DROPPED STEP Optimized Vanilla Textures (by z929669)
Greg replied to z929669's topic in Skyrim LE Mods
You'll have to add it to the end of sResourceArchiveList2 in the Archive section of Skyrim.ini like this: [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa,STEP_Vanilla_Optimized_Textures_S1.bsa,STEP_Vanilla_Optimized_Textures_S2.bsa -
Clothing and Clutter Fixes.esp sets the weight of the ingots to the same weight as Complete Crafting Overhaul_Remade.esp. Also note this topic is for building or editing mod packs on the wiki and should have been posted in General.
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Merge.esp Bash.esp FNIS, Dual redux patch, Realshelter patch
Greg replied to sutex's topic in Step Skyrim LE Guide
Would this mitigated if WM Trap Fixes is unticked in the dialog that pops up when building the bashed patch? -
The only one I am aware of is TES5 Mod File Format at uesp.net, but it's incomplete and the descriptions are rather terse and doesn't really contain much information beyond what TES5Edit already displays. I think I remember some cases in which TES5Edit shows more detail than the uesp.net wiki. EDIT: One thing I can say is that these are FormIDs to RFCT Visual Effect records that have a FormID for an ARTO Art Object record (pointer to a mesh) and an optional shader.
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Translated to English: ERROR (57) : The file F:\programma's\steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users\temporary_logs\skeleton.hkx already exists. ERROR (76) : Could not find a part of the path F:\programma's\steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users\temporary_logs\GenerateFNIS_LogFile.txt. The FNIS log file should be in the Overwrite folder after GenerateFNISForUsers runs, so this isn't an issue. This seem to be a permissions issue, so you should check the ownership and permissions on F:\Programma's to make sure you have full permission to all folders and files.
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Are you using either XP32 Maximum Skeleton or XP32 Maximum Skeleton Extended? In any case, time for a potentially stupid trick of the day... Reinstall FNIS and remove any mods you created after running GenerateFNISForUsers so you're back to a clean FNIS install without any of the generated files. Also make sure the Overwrite folder is empty. Run GenerateFNISForUsers.exe. Check Gender Specific Animations and Skeleton Arm Fix, click Update FNIS Behavior. Note the error that is generated and Exit. Don't touch anything... Run GenerateFNISForUsers.exe. Check Gender Specific Animations and Skeleton Arm Fix, click Update FNIS Behavior. Is it still showing an error? If so, is the error the same or is it different? If it's a different error, keep running GenerateFNISForUsers to see if it eventually completes without any errors. If you get the same error on the same files on the second run, post the FNIS log here in spoiler tags like this: [spoiler] paste the log text here [/spoiler] This may be a useless exercise, but I was just reading some threads in which an older version of FNIS was reporting this error because it thought it didn't generate some of the animation files, but re-running it allowed it progress further until it finally completed successfully.
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I think the first place to start is to verify ENBoost and Skyrim Script Extender (SKSE) are setup and configured properly according to the guide. Also install and enable Memory Blocks Log and post the results here so we can verify SKSE is configured properly. The screenshots you posted on tinypic.com are tiny. About all I can make out is that it's a snapshot of Mod Organizer. You might consider linking pictures from copy.com or imgur.com so we can see larger snapshots.
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Experiencing a few CTD here and there
Greg replied to neal0790's question in General Skyrim LE Support
I think the first place to look is Memory Blocks Log to see if you need to increase DefaultHeapInitialAllocMB in skse.ini. The STEP recommendation is DefaultHeapInitialAllocMB=768 and works well with the STEP Extended setup. With all the mods you've added on top of STEP Extended, you may need to increase this a bit. The only way to really tell is to enable Memory Blocks Log and play until you reproduce the crash. The first line shows the block sizes for the first two blocks and will be something like 512 256. If the last line is also 512 nnn when the game crashes, you need to increase DefaultHeapInitialAllocMB and run the test again. -
Hearthfire extended error after sorting masters
Greg replied to Ogham's question in General Skyrim LE Support
Does the unsorted masters cause any issues in the game? Based on my limited (and perhaps incorrect) understanding of the issue, unsorted masters might cause an issue if Skyrim.esm or Update.esm is after one of the DLCs but these two are in the correct location. -
Putting it in the Program Files folder is most likely the cause of the problem. When the files are deleted and created again, they inherit the permissions from the parent folder and by default this is Administrators:Full Access, Users:Read+Execute so you don't have permission to move the file you just created. Move Mod Organizer and all the tools (Loot, Wrye Bash, TES5Edit, etc.) to a folder that you create and that is owned by you. You can name the folder pretty much anything you want. The most important point is to avoid using folders that are limited to Administrator privileges. It would also help to move Skyrim out of the Program Files or Program Files (x86) folder since you'll run into the same issue with permissions in the Skyrim folder structure. If you decide to move Skyrim to some other folder, Steam can do it for you but you'll need to run Skyrim Launcher after everything is moved to setup the registry entries again.
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I don't recommend putting Mod Organizer or any other tools in the Skyrim folder. The general rule is that you want to keep the Skyrim folder as close to clean as possible. The exceptions are ENBoost, the SKSE binaries, and any ENB presets that must be in the Skyrim folder.
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https://github.com/TES5Edit/TES5Edit/releases Download TES5Edit_3_1_2.7z
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Are you running GenerateFNISForUsers.exe from within Mod Organizer? The easiest way to do this to open the Data pane on the right side of Mod Organizer. Scroll to the bottom, expand Tools, expand GenerateFNIS_for_Users, right click GenerateFNISForUsers.exe, and select "Add as Executable". After this is done, click the dropdown at the top right to select GenerateFNISForUsers and click Run. One potential hiccup here is that if you have installed Skyrim into a UAC protected folder (like Program Files or Program Files (x86)) you may run into issues with permissions. If this is the case, you might consider moving Skyrim to a folder you own to avoid permissions issues.
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In Mod Organizer, click Settings (the screwdriver and wrench icon at the top-left), click the Plugins tab, and click FNIS Checker. Is the FNIS Checker plugin enabled? If it is, run GenerateFNISForUsers to make sure it generates all the animation files.
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ACCEPTED XP32 Maximum Skeleton Extended (by Groovtama)
Greg replied to EssArrBee's topic in Skyrim LE Mods
I've been using XP32 Maximum Skeleton Extended for the past week and initially it seemed to be good alternative for XP32 Maximum Skeleton. It does support a lot more options, includes more animation in the box, and has a nice MCM menu to customize the options. I initially didn't notice any differences aesthetically between the two mods. Over the course of my playthrough I began noticing my autosaves and quicksaves taking a lot more time. When I stopped Friday night, it was taking roughly 15 to 20 seconds for a quick save and about as long for an auto save when crossing a boundary (say an exterior to interior boundary). The odd thing is that Skyrim hangs (only background music playing, no animations at all) with no disk activity for about 20 seconds and then I see the quicksave.ess saved really quickly. To rule out the possibility of something else causing this issue, I setup a completely new playthrough yesterday using STEP 2.2.9.2 Extended (with XP Maximum Skeleton) and played for a few hours. Auto saves and quick saves are lightning fast with no delays at all. I then deleted all my saves, switched in XP32 Maximum Skeleton Extended, and created a new character on a new game. When quick saving, I notice Skyrim hangs for a second or two before it creates the quicksave.ess file on a new character. I also see a few posts in various places indicating XP32 Maximum Skeleton Extended may be causing lags with quick saves for some other users although these posts quote something like 10 seconds. I'll keep playing to see if the long lag returns. I'm also curious if anyone else has reproduced this issue with XP32 Maximum Skeleton Extended? -
Mod Organizer 2 Discussion and Feedback
Greg replied to TechAngel85's question in Mod Organizer Support
The downloads and mods folders are managed separately by each instance of Mod Organizer so you don't need to worry about one instance stepping on the toes of the other instance. For example, if you look in the ModOrganizer folder you'll see this general structure: ModeOrganizer/downloads ModOrganizer/mods ModOrganizer/profiles When you download mods using Mod Organizer, the files are stored in the downloads folder. When you install the mod, the mod is unzipped into its own folder in the mods folder (e.g. mods\FNIS). The profiles folder has one folder for each profile that contains the install order (the list of installed mods), the load order, and the Skyrim.ini and SkyrimPrefs.ini files. Just adding a bit more detail to Grant's post. -
Mod Organizer 2 Discussion and Feedback
Greg replied to TechAngel85's question in Mod Organizer Support
In Windows Explorer, browse into the Mod Organizer folder and run nxmhandler.exe. Pick the appropriate ModOrganizer.exe in the list and the click Register Active. This registers this instance of Mod Organizer has a handler for Nexus downloads. Just keep in mind that this might get a bit tricky if you need to have more than one instance of Mod Organizer handling Nexus downloads. I personally download mods from Nexus manually and store them in a hierarchical folder structure (say P:\Games\Skyrim\Animation\FNIS) for long-term safe-keeping and have Mod Organizer install mods from this repository. I primarily do it this way so I don't have to download the same mod more than once -- especially the humongous mods like Static Mesh Improvement Mod. When I setup for a new playthough or a new testing profile, I hit Nexus to download updated versions of mods or to download new mods. This really saves a lot of time if you setup fresh profiles often. -
Mod Organizer 2 Discussion and Feedback
Greg replied to TechAngel85's question in Mod Organizer Support
Exactly... I love Mod Organizer, but keeping multiple profiles with disparate mods creates too much clutter that can be difficult to manage. If you aren't using Nexus Mod Manager for some other game that Mod Organizer doesn't yet support (say Fallout 4), you can uninstall it. I think this depends on what are in these mods you created from the overwrite folder. If these are all files generated when running GenerateFNISForUsers.exe (only *.hkx files in the meshes folder, two FNIS*.pex files in the scripts folder, and a tools folder), I would delete all three and run GenerateFNISForUsers.exe to create a fresh, clean FNIS Output mod. Generally if I need to run GenerateFNISForUsers.exe again for some reason, I double click the Overwrite folder and drag everything to the FNIS Output mod to keep all the FNIS output files in one place. -
Mod Organizer 2 Discussion and Feedback
Greg replied to TechAngel85's question in Mod Organizer Support
Yes, and this works quite well. I usually have two instances of Mod Organizer (say C:\Games\MOSTEP2292 for the STEP 2.2.9.2 guide and C:\Games\MOTEST for the STEP 2.2.9.2 testing profile) that I use for playthroughs and for testing. When you setup a new instance of Mod Organizer, create a new profile and tick the box so Mod Organizer manages the saves. -
When you run Skyrim Launcher the first time to set the resolution and graphics quality options, Skyrim.ini and SkyrimPrefs.ini are created in the C:\Users\\Documents\My Games\Skyrim folder. When you run Mod Organizer the first time or create a new profile, these two ini files are copied to the ModOrganizer\profiles\ folder.
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How do I resurrect Mirabella Ervine?
Greg replied to Thick8's topic in General Skyrim LE Discussion & Support
I think this is because Mirabella Ervine gives Dragonborn the Labrynthian door knocker in the quest to retrieve the Staff of Magnus after the Arch Mage dies. After the Dragonborn return to the college with the staff, Mirabella Ervine has been removed from the game so she no longer physically exists and cannot be resurrected and enabled by normal means. You can try player.placeatme 0001C1A0 1 in the console to create a new instance of Mirabella Ervine close to you, but I can't guarantee this will have the desired outcome. She also has a unique voice with a fixed dialog that may provide some challenges. -
A few rambling notes after running spINI on a new STEP 2.2.9.2 setup: spINI added iAdapter=1 (in Display in Skyrim.ini) causing Skyrim to run on the secondary monitor. I manually changed this to iAdpater=0 so Skyrim runs on the primary monitor. This may have been due to a bug in the Skyrim Launcher because the launcher created iAdapter=0 in SkyrimPrefs.ini instead of Skyrim.ini. The default fMouseHeadingSensitivity=0.0500 (Controls in SkyrimPrefs.ini) seems to be a bit too sensitive. With this setting I can spin full circle with a quick jerk of the mouse, and it makes it difficult to center the mouse on small objects. I reverted this back to fMouseHeadingSensitivity=0.0125.
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When you install the mod and it prompts for the name (e.g. Septim HD), click Manual. It should then show a tree in a big white box. Click on the arrow to the left of Alternates, click on the arrow to the left of Default BPP, and then click on the arrow to left of Mipmaps. The dialog show now look like this: Now right click on Mipmaps and select Set data directory and you should end up with this: Finally, click OK to finish installing the mod with these options.
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Book of Silence - Bonemold Fix
Greg replied to GiPSyFiSH's question in Guide Support & Bug Reports (retired)
If you check the Bonemold Hotfix file, you'll see it includes these two files: textures/dlc02/armor/bonemold/bonemoldshield.dds textures/dlc02/armor/bonemold/bonemoldshield_n.dds Both of these files are included in aMidianBorn - Content Addon and are identical to the files in Bonemold Hotfix, so you don't need to install the Bonemold Hotfix. -
To add a spoiler tag, click Special BBCode (to the right of the eraser), select Spoiler in the list and paste your text into the textbox at the bottom. Alternatively, just type spoiler in square brackets, paste your text, and close with /spoiler in square brackets: [spoiler] paste your text here [/spoiler]

