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Kalthorine

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Everything posted by Kalthorine

  1. Thanks for the quick response Grant, the fact that I didn't do anything with MO once I spotted the errors (i.e. I haven't invoked a Nexus action yet) hopefully solves issue (1), I'll check when I get home this evening. I also saw on Bug Genie that you and a couple of others have already confirmed issue number (2), so fingers crossed that will be an easy fix now it has been identified. Thanks again :)
  2. Hi there, I posted these issues on the nexus forum posts page for MO yesterday, and there have already been a number of other people replying to that post with the same issues, so I added it to the bug tracker and I'm posting info here as well in case it helps for others to read and confirm whether or not this is a widespread issue or not - in other words, sorry for any duplication. For the record I have Windows 7 Ultimate with SP1, 64-bit edition, and I encountered these bugs yesterday when running the most recent version of Mod Organiser on the nexus (v1.3.10) for the first time after just downloading a clean install of Skyrim from Steam (which is itself working fine). I have two issues: 1) At the top of the window I'm getting the message "(not logged in)". I can confirm that when I click the globe icon it does take me to the nexus, but unless I've already logged into nexus manually it doesn't log me in there - and yes, the username and password on the MO Nexus Link page is correct. This is apparently stopping MO from using the premium servers on nexus. 2) I cannot add any executables via the Modify Executables window within MO. Those executables which MO detects automatically (e.g. LOOT) are being picked up fine, but whenever I try to add any executables manually (TES5Edit for example, but the same with other executables added this way as well), when I click the "Add" button nothing happens (the info I have added disappears and it goes back to the Modify Executables window without it being added). It should be noted that I have been using MO for over six months and I'm not doing anything different now, it is just that the manual add executables function within the Modify Executables window is simply not working. It looks like I'm going back to the last stable iteration of MO (which for me was 1.3.8) for now, and I hope this info helps you to fix v1.3.10. I would like to end by saying a big thank you to those who have developed MO over the years as (up until these bugs I have mentioned) it has been the single best utility I have seen to help set up a stable modding configuration for Skyrim.
  3. Might someone else be able to help by posting a working link to the WAF Replacer please?
  4. Excellent advice, that was all that was needed. Much obliged :) One thing - it may be worth revisiting the Youtube video tutorial linked from the DynDOLOD Nexus homepage, as the reason I set the TES5Edit Output Folder to a dummy folder inside the Mod Organiser Mods folder was because that is exactly what the tutorial tells you to do (I did go back and re-check, and it does say to do that). Thanks again for your help. Sir K
  5. Howdy! I assume i must be doing something wrong somewhere because DynDOLOD just won't work for me. I've followed the video tutorial on the nexus page (and it was easy to follow - both in the clarity of the instructions and through a sense of terror I felt at the potential ramifications of NOT accurately following a set of instructions that sounded like they were being read by Tony Soprano!). Here's a description: 1) I am using the most up to date versions of Mod organiser, TES5Edit, LOOT, Wrye BASH and DynDOLOD. I also have all the DLC installed plus Falstaff Falskaar and Wyrmstooth 2) I did a clean DynDOLOD install, making sure the default DynDOLOD.esp was activated at the BOTTOM of the load list, and I did copy the correct files and folder from the DynDOLOD Archive over to the TES5Edit "Edit Scripts" folder. 3) I then ran LOOT and rebuilt my BASH patch to make sure the load order was recognised (and that DynDOLOD.esp was still at the bottom of the plugin list) 4) I made sure the relevant mods listed on the left hand panel were in the suggested order, i.e. (ignoring other non-relevant mods): ...(all basic texture and DLC .bsa files and texture patches) ...Vanilla Billboards ...Skyfalls + SkyMills ...DynDOLOD installation ...DynDOLOD Output (an empty folder at the start as instructed) ...(a few other mods) ...SFO Basic v1.87 ...Billboards for SFO Basic 1.87 ...(the rest of my mods) 5) TES5Edit was run, script applied to DynDOLOD.esp, all worlds selected, right output folder selected, run on "Medium" 6) The DynDOLOD run appeared to run successfully (no error messages during whole TES5Edit run and folders output correctly to my DynDOLOD output folder on closing at the end). HOWEVER, I get the red triangle "!" warning on Mod Organiser immediately, which when I click on says "There was an error reported recently - No guided fix" The error details are as follows: I can confirm that, when I load any save, I get an immediate CTD every time I exit a building for an inside savegame, or a CTD immediately if trying to load a savegame from an outdoor area. I've repeated this process 2 or 3 times (completely cleaning out and reinstalling both DynDOLOD, the DynDOLOD Output folder and the "Edit Script" files each time) and I get this error every single time. Any idea what might be going on here please? I've enclosed the TES5Edit LODGen_log.txt file in case that helps, and a zip file containing the TES5Edit log. LODGen_log.txt TES5Edit_log.7z
  6. It was the existence of multiple gate textures occupying the same place in Whiterun that first indicated to me that there was an issue, so the JK Cities & ETaC Cities do seem to have an incompatibility issue, albeit only a minor one.
  7. Thanks for the rapid response - thanks to your advice and a bit more frantic googling I've discovered that it is a conflict between JK's Skyrim and ETaC. Fortunately, as it turns out I'm not the first to notice and someone is already working on a compatibility patch for both, which would be great as they both add so much to city and town decor. Check this out: https://www.nexusmods.com/skyrim/mods/65855/? I'll be trying this out myself and reporting back - for now, can I suggest the PACK page be updated to reflect a known incompatibility? Thanks again, Sir Kal
  8. Hi there, First of all, as a new member of the STEP community I'd like to say a big thank you to everyone involved, this has taken a huge amount of effort and coordination and I am both impressed and extremely grateful. Fantastic work! The reason my first post is here, however, is because I have a strong feeling I might have boobed somewhere along the way in setting up the REGS Pack after a STEP: Core installation, because I am getting some rather peculiar behaviour in towns. Not game-breaking (yet!) just... peculiar. It looks as though there are conflicting textures and objects fighting each other. Let me elaborate. The only town/city content mods I have beyond STEP:Core is via the REGS pack, and I have installed "JK's Skyrim" and "Extended Towns & Cities" (complete + complete patch) with the suggested options, and the REGS Patch after completing the pack installation, so I thought I'd done it right. However, here are examples of some problems I've encountered since then: 1) Every gate in Whiterun is... two gates. There is an identical gate mesh hidden under the first, and I have to open BOTH to walk through. 2) More fun in Riverwood: a) As you enter the town, a shield is hanging in mid-air over the road. b) There are two extra (wooden) bridges across the river to a new shop (Camilla's Cook Shop). The only thing is, on the main Riverwood side the entrances to both covered bridges overlap in such a way as they make each other impossible to use! Curious... c) ...and curiouser (and quite funny), the last time I entered Riverwood I discovered two identical riderless carts having a pitched battle outside the inn, both trying to occupy the same space, until they finally parted and lay next to each other in deathly stillness (poor things, must have been exhausting...). d) Gerder is a hermit! At least she seems that way as there is now a fence AND a wall around the garden in front of her house - the problem is the combined wall/fence form an unbroken circle so there is no way in/out without jumping over it. Poor Hod is left wandering around trying to find a way back into his own home at the end of a hard day working at the lumber mill... shame! Riverwood was working fine before I installed REGS, but now isn't, and as I explained there are problems in Whiterun as well so it isn't isolated to one town. I can't verify if it is wider spread than that but I'd be suprised if it wasn't. Any ideas?
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