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Everything posted by Nebulous112
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SKYRIMLE Bethesda: A Cesspit of Endless Theft and Greed
Nebulous112 replied to mlee3141's topic in Step Banter Inn
No one yet knows... More info needed from Bethesda. SKSE will likely need an update. ENB will need a new binary, which I really hope Boris does. MO2 will be needed. As to everything else...again, we just need more info. -
Lots of speculation on all the major forums right now, but I agree with Neo that it is likely to be 64-bit. Arthmoor is also speculating that it will probably be dx11/64-bit.
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Yeah, that is right, Neo. I forgot about that. Man, I hope Tannin doesn't get too stressed out! We will need some way of managing these mods, and MO is the best of the bunch. Of course, with no more BSA extraction, modlist strategies may have to shift.
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There will still be plugin limits. FO4 still has a 255 plugin limit; I doubt that will change with this. I haven't heard many specific details, so unless I missed something I don't think anyone really knows how it will affect current mods. I'm really hoping most everything can be easily ported over, once SKSE is updated for the new system (I assume it would have to be). ENBs as well will need to be re-done, and Boris will obviously have to make a new binary. Edit: Bah, I hope Boris makes a new binary. Boris, hear our pleas!
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The main points: MO does not install things into your data folder. Thus, no files can ever get lost due to overwrite. Everything is in its own file, so it is much safer to use than any other mod manager. You never have to "start all over" and re-download all your mods. The most you would have to do is delete one mod and re-install it. Maybe re-do some patchers that use data from it.MO has a profiles feature so that you can have more than one mod profile. While not perfect, it is pretty neat. One thing to keep in mind is that Skyrim.ini and SkyrimPrefs.ini for each profile are handled separately. This means that the copies in My Documents are not being used; instead they will be found in Mod Organizer/profiles/[profile name].Left pane acts like your "install order". This handles assets and textures, etc. What you want to overwrite, you put visually lower in the list (i.e. higher priority number). You can see conflicts based on the lightning bolt symbols. Green + means it is overriding another mod, Red - means that it is being overwritten by another mod. You can see what these conflicts are in the properties window.Right pane is your load order. You should be familiar with that from your last manager. Use LOOT to sort.Archives tab - MO has the ability to manage archives, which means that BSAs are extracted at run-time. They will be loaded in the order set by the associated plugin in the right pane. I believe this feature is enabled by default. It may cause issues if the feature is on and not everything was ticked...verify if everything is ticked in that tab or not.Modify Executables (gears icon) - This allows you to run external programs like SKSE, LOOT, Wrye Bash, xEdit, FNIS, etc. through MO. Set up the binary to point to the .exe file. The program will show up in the drop-down list on the top right.If you are using multiple profiles to play different characters with different mods or mod options, you must rename all mods installed with different options, or different patcher output files, etc. Anything that is different for the different profiles in the left pane must be renamed accordingly. Otherwise you will screw up your first profile character.The full guide: https://wiki.step-project.com/Guide:Mod_Organizer
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The asterisk (the "*") at the end is a wildcard statement. It means anything that includes the previous characters. If I said: folder/armor* That would include: folder/armor1 folder/armor99 folder/armorexample However, I just checked, and you are correct about the filepath for the loadscreenart. The correct filepath to delete for that file is: meshes/loadscreenart/loadscreenenchantingworkbench.nif
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I updated the MCM Recommendations wiki page with my recommendations for many of the mods.
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Bad news bears. :-( Sorry to hear that.
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Good to know, guys. Thanks! :-)
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Yep, that is the way I do it. You can also right-click and hide the files, which will just put a .mohidden extension on the so that Skyrim won't recognize them (and you can restore them later if you want). But MO still has to load the files at runtime, I believe, which kinda defeats the purpose of deleting the Readme files and such. Not a big deal in any case, IMO.
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Whether you put it as a separate mod or merge it with the original, it has the same effect in MO. The old .esp is overwritten by the new one.
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Merge or rename. Do not replace.
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Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Good to know, thanks! -
DynDOLOD causes ILS on new game start
Nebulous112 replied to rootsrat's question in General Skyrim LE Support
Hmm...my first thought would be an incorrect SKSE setup. I had the exact same thing happen a while back, although I did not bother tracking it down to DynDOLOD, or any specific mod. My issue ended up being that I did not create a new "SKSE" folder to put skse.ini inside. Double check the STEP instructions for SKSE. I believe there is a picture representing how it should look from the filetree tab in MO. You can also check with Memory Blocks Log...if the log only shows that you have 256MB available for the first block (which is the vanilla amount), then that will confirm SKSE is not set up right. With a value of 768 in the skse.ini, MBL will show 512. -
Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Also, I just found this: Unofficial ENB-SMIM-ENB Performance Patch. Apparently due to the way these three mods work together, there can be major FPS drops in very specific interior cells. This mod claims to optimize performance quite dramatically in those specific areas. In the posts section, SMIM author Brumbek endorses it and thanks the author. Would this be something worth considering? This will be my first time with a graphical ENB or ELFX, so I don't know if this is useful for an SR:LE setup or not. -
It matters and it doesn't matter. Plugin priority ID doesn't matter for anything that relies on it as a master, AFAIK. But I'm a little sketchy on that. It does matter for LOOT in the fact that LOOT uses both it's general conflict-finding algorithm to sort changes, as well as using data based on specific plugin names that are located in the LOOT masterlist for things like "Load after plugin x" or to set a priority number (either local or global). So if the name of the plugin is gone, LOOT won't recognize meta rules for that plugin. You can put meta rules back in LOOT for the merged plugin yourself, if you jot them down before you merge. But even if you jot down all the rules that plugin x might have regarding plugins a, b, and c, you still might be missing rules that plugins y or z have about plugin x. Then again, if your merged plugins don't have meta rules relating to them (which many do not), there will obviously be no effect. I don't have too much merging experience, so take what I say with a grain of salt. But I am fairly confident that is how LOOT works.
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Review on Reddit for Rigmor of Bruma just posted. Goes into quite a bit of detail: https://www.reddit.com/r/skyrimmods/comments/4nklqm/rigmor_of_bruma_is_an_amazing_and_one_of_a_kind/
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Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Hey Neo, Do you think the Wet & Cold patch from Assorted Equipment Patches would be useful? I'm still in the midst of re-doing my mod list, so I haven't been able to compare it with an SR:LE-centric build in xEdit, but it seems to make Wet & Cold added items fully compatible with CCOR and associated Kryptopyr mods. Good timing with the new mod list on my part, as I read today on the Frostfall page that v3.1 is just around the corner. Chesko is just finishing up...maybe a day or two of more work, then a day or two of testing. Could be out within the week, but who knows. -
Darth: For Interesting NPCs there are more patches on the author's website than the Nexus page. https://3dnpc.com/fan-patches/

