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Bluegunk

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Everything posted by Bluegunk

  1. Update - found the INI files. I did not have MO2 set to "Portable". These queries can be closed, thank you!
  2. CTD resolved. The installation must have bugged (probably lacked enough coffee). I reinstalled, and on the fourth attempt it suddenly started working fine. 1. INI files - still not showing. 2. game is fine 3. style sheets now working OK. So my outstanding issue is not being able to see the profile INI file in the INI / Configurator box. No big deal as I know where it lives. Thank you for your ongoing work on this!
  3. My shiny new 2.0.8.3 opens and then crashes. I get the program on screen, left pane filled in, right pane blank before the crash box arrives. However, it worked a couple of times and I observed these issues: 1. the INI file box is blank - it does not open the profile INI. 2. game works fine - opens in MO2 no problem. 3. styles sheets added by me that worked in 2.0.8.2 are ignored - only the default ones can be seen despite the added sheets being in the directory. With the crash, I tried MO2 as non-admin, then admin. It is installed on my G drive dedicated to Skyrim, and is in the same place as the previous one. I tried a PC restart. I e-mailed the DMP reports to the e-mail address given in the crash box. If there is anything I might try, please let me know. I'm fairly handy with the PC. Thanks!
  4. I'm sorry, I should have said, of course. The text file comes from the Skyui 2.2 mod, that a number of folks are using while waiting for SKSE 64. It took me a while to track down, but it is useful to discover this is the source. Since that mod was designed for 'Oldrim' it looks like this text file can cause these menu problems with the new game. It comes from the Skyui Extras "Original Translates" directory.
  5. Please close this case. The problem turned out to be a recently added mod that left a "Translate_English.txt" document in the Interface directory. Thanks anyway! Red herrings do exist after all...
  6. This may not be an MO2 problem. But today my game acquired a $ symbol on these game main menu items: $Show all saves $Character Selection $Mod Manager and in game: $Quicksave The reason I ask is - as addressed elsewhere in this support forum - my MO2 has taken to ignoring the profile folders and saving to the default save game folder in My Documents. It has been saving here for some days now. I know your next update deals with this. However, the $ sign has appeared in front of things to do with saving and character - which prompted me to ask here. I happen also to use the mod EZ2C Menu [ https://www.nexusmods.com/skyrimspecialedition/mods/2246/? ] and I was tinkering with it today - it affects the Data/Interface directories. So this may well have caused the problem, but switching off this mod does not remove the $ sign. I tried validating the game files, no luck. I have left a question with the Mod author, Steve40, to see if he can help. Do I need to worry about the appearance of the $? I assume it's a formatting / symbol problem. And if it is an MO2 bug, am I able to use the config / ini files to clean the issue up? Any ideas gratefully received, both for correcting the fault and learning how to deal with these things. But as I say - may NOT be a MO2 bug at all. Thanks!
  7. Thank you!
  8. I looked at my MO2 Bashed Patch entry and please could you have a look at the screenshot here: https://postimg.org/image/o7smkkzfz/ ? As far as I can see it looks like it is operating. The HTML and TXT are updating and have content. Interestingly, when I run Wrye Bash it appears to operate correctly, but always wants to merge one mod (the same one) on each run. And it always wants me to Activate the Bashed Patch. Is the ESP not updating? If this is the case, should I scrub this MO2 mod and rebuild it as you suggest? Sorry to be a bore but your help on this final step would be awesome. Thank you!
  9. Thanks Grant. I had noticed some slightly weird behaviour from the apparently-working Wrye Bash. I'll reset it with your suggestions. All the rest seems to work fine, now so thank you for your help. I've not noticed any weird fissures in reality....yet...
  10. Anndd "Ding"! - got there. Another clean install of Wrye Bash this time going through the uninstall routine. And I realise I needed to create a template in MO2 for Bashed Patch. Wrye Bash is now behaving itself. I got there in the end. It looks like Overwrite is doing what it should, now. I'm getting the "There are files in Overwrite" notification now and drag and drop works. Many thanks for your time and help folks - very much appreciated! Sorry I plopped MO2 in the original 'bad location'.
  11. This is weird. I reinstalled Wrye Bash a couple of times, cleared everything out. Kept getting the above crash. I finally discovered that the "Unofficial Skyrim Special Edition Patch" Docs folder in MO2's Virtual Directory (I think) was the one Wrye Bash / Windows was selecting, and therefore failing. I managed to rename that and it cleared my "Failure to Move Docs". So that fault is gone. However, despite reinstalls using WB's installer, it insists on putting the Bashed Patch straight into the game data directory, and leaving an empty Docs folder in Overwrite. I'll try another reinstall. Any ideas most welcome.
  12. Thank you Grant! all clear and easy. I've accomplished most of this but just falling at the final step, which is Wrye Bash. At the closure of buklding my Bashed Patch I'm getting a failure to move Docs. It looks like in %AppData%, a temporary folder can't place its DOCS into the Bashed Patch. Sadly, I used the original Bashed Patch esp, (bad practice but I could not get MO2 to use its own from Overwrite). Presumably the new locations of MO2 are hindering Bashed Patch creation. I'll go and check a few things, but if anyone can just give me a kick in the right direction to help me resolve this, I'd be most grateful.
  13. Yes - that's what I'm used to! Thanks!
  14. Hi, thank you LePresidente for following up. I used what Mod Organiser installed - all default and not portable, simply installed to my "G" SSD drive. I would like to custom-place the downloads directory onto my large Terabyte drive to save space on my game drive - is that possible yet with MO2? I have it in mind development is not quite there yet for that. Please correct me if I am wrong. Otherwise, it's all default as installation. Everything is on my G drive which is SSD. Here's a screenshot of the MO2 settings: https://postimg.org/image/akfupi2j7/ And folders screenie: https://postimg.org/image/gao0sdth9/ I had created the Directory: Skyrim Special Edition/Mod Organizer, so that the software would install into it. It did that, but the install also placed the folders as shown. And AppData directories: https://postimg.org/image/guxyacr0j/ if that is of any use. If I have b*llsed up the process, I apologise! Thank you!
  15. Thanks, GSDFan - kind of you to look into this. What happens is this: the drag and drop functions all well and good even to the small arrow box, until I release my mouse and...well...nothing happens. In case it was Windows File Explorer being stupid underneath, I left one drag and drop going while I went and made a coffee. No joy. I've since been using Windows File Explorer to move files from Overwrite, which is a bit plodding. I'm used to using MO and MO2, and the drag and drop did work as expected for a couple of times, on starting my current game build with MO2. Now it refuses to work. I'm using MO2 on admin, away from C drive (on a separate SSD), and all folders have access rights with Anti-Virus not allowed to live-scan anything there. I also tried a fresh MO2 install over the software with no effect. I'm stumped! On a scale of things it's not important but if anyone can think of a reason for this, I'd be grateful.
  16. The CK is working perfectly (as well as can be expected from the CK) in MO2 this morning. I think it's best we close this case. I'm guessing my Win 10 had a bilious attack yesterday and caused the problem. I did restart my PC last night but it made no difference, yet after an overnight rest it all seems OK. Perhaps it was tired and irritable. If anyone can decipher the crash log above in my opening post, and the information improves MO2's durability, then fair enough and I hope it's a help. Just a final note to say the current MO2 is really good - and I thank the developers for their work on it. I wish I was clever enough to help!
  17. Thank you for your help! Thanks for the explanation of how MO2 misreads the MayaSwatches, GrantSp. That's useful for when I get modding. This morning the CK started up OK (whereas last night it would not - ??) I checked the CK files via Bethesda validation and they are OK. I'm going to try some ESP conversions and see how I get on. Are these pop-up error boxes a new feature of the CK? Here's a screenie: https://www.filedropper.com/ck-unusualtableonleft . Sorry to be a bit dumb - I use the CK for low-level stuff; but it would be good practice for me to understand why it started crashing when launching from MO2, and then suddenly gets better. And if it is an issue with Win 10 / MO2 it's useful for us all to know. Many thanks.
  18. Game not starting has been resolved. Coincidentally, the SE mod Immersive Jewellery was breaking the Virtual File install so it was no relation to the Creation Kit issue.
  19. Here's the Windows log for game start up failure: Faulting application name: SkyrimSELauncher.exe, version: 1.0.0.0, time stamp: 0x5804e60a Faulting module name: usvfs_x64.dll, version: 0.2.3.0, time stamp: 0x58788cdb Exception code: 0xc0000005 Fault offset: 0x000000000008244b Faulting process ID: 0x2fa8 Faulting application start time: 0x01d26f6d0bf0b968 Faulting application path: G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\SkyrimSELauncher.exe Faulting module path: G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Mod Organiser SE\usvfs_x64.dll Report ID: e31cb410-ca54-4e5b-ab50-04cb21c448e0 Faulting package full name: Faulting package-relative application ID:
  20. Weird - I can't edit my post. My Mod Organizer INI can be seen here: https://www.filedropper.com/modorganizer I am also unable to launch the game as well from within MO2.
  21. I've happily been using Creation Kit through MO2 the last few days with no issues. This afternoon it refuses to load in MO2 - crashes with the dreaded "Creation Kit has stopped working". However, it works outside MO2. I'm running Win 10, everything on an SSD away from Program Files. I tried reinstalling Creation Kit, reinstalling MO2, running a file verification on the system, checking Registry with CCLeaner, usual restarts etc. No luck. The Windows Error Log gives me this: Faulting application name: CreationKit.exe, version: 1.3.9.0, time stamp: 0x58486f09 Faulting module name: ucrtbase.dll, version: 10.0.14393.0, time stamp: 0x578997b5 Exception code: 0xc0000409 Fault offset: 0x000000000006d5b8 Faulting process ID: 0x2f60 Faulting application start time: 0x01d26f5bb7cb358e Faulting application path: G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\CreationKit.exe Faulting module path: C:\WINDOWS\System32\ucrtbase.dll Report ID: d6761478-a6c5-4e10-9da8-db660f12aaf0 Faulting package full name: Faulting package-relative application ID: Any help much appreciated! Thank you!
  22. I'm finding the latest MO2 very smooth and efficient for my Skyrim SE - almost back to the good old days. Thank you! I have a two quick queries about Overwrite, and I could not easily see comments on these when I searched: I can't get the drag and drop to work a lot of the time. So I have to do this manually in Windows Explorer. In itself no real problem but I'm wondering if I need to tweak my MO2 INI files or something? Or is the Overwrite a W.I.P.?SSEEdit is a bit of a mess for me. Say I clean an ESP, the results go into Overwrite and the esp vanishes from the Mod. I have to move the altered ESP back myself. I could tick the replace into the mod, I suppose, but the backed up ESPs don't seem to go where they would normally, which is an SSE backup folder. I may be simply missing a trick here, like an INI setting, so this is a quick call for advice for best practice with SSEEdit.I'm finding Loot, Wrye Bash and FNIS run great. BTW - it's all run on an SSD away from Program Files, etc. Many thanks!
  23. Oh wait - I seem to have resolved this myself by making sure ALL the Prefs INIs are the same, and Flawless Widescreen's Generic settings also have the screen size as additional "insurance". The two common widescreen Nexus mods work OK now, too. So - user error as usual! I'll leave this pasted here to help others.
  24. I have a 21:9 monitor and using NMM I have three tried and tested ways of using Skyrim SE with it. First is to use Flawless Widescreen, a popular piece of software. Secondly is to amend the SkyrimPrefs.ini with the screen size. Third, to add a mod that amends menus, etc. In MO2, the obvious thing would be to amend the Prefs INI in Default and any profiles. But MO2 refuses to act on any amendment to the Prefs.ini and presents me with Skyrim Launcher's interpretation, a smaller, wider letter box screen in which everything looks 2 feet tall. I did try running Flawless Widescreen as an MO2 exe, but that didn't work. Is there a way I can force MO2's Prefs INI to take precedence? Thank you!
  25. Congrats on the move! I look forward to the new NMM / MO combi. I appreciate what you did for us with MO and thank you for all your work on it. Might you please be able to let me know if I can continue to use MO to put with the new SSE and do some downloading and use the virtual file structure for the meantime? Until the new NNM is available... If not then it saves me trying to create my very first CTDs with the new SE! Thank you!
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