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Nebulous112

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Everything posted by Nebulous112

  1. Sure thing. Just click the "Download with manager" link on Nexus. When installing the mod, click the readme file and drag it into data (so you will be able to read it later if you want). Then right-click data and choose "set data directory". The dialogue window should say "Looks good". Click OK. Make sure it is below SKSE in the left pane, make sure it is ticked, and you should be good to go! Check out the Nexus page or readme for instructions on what to do with the log.
  2. That is odd. I would concur with GrantSP to really triple-check if it is some sort of virus or malware. If it ever does come back, try following this and see if it helps: https://malwaretips.com/blogs/malware-removal-guide-for-windows/ It is usually overkill, yes, but I have completely cleaned computers that others thought unsalvageable (thousands of malware hits) using the steps in that guide.
  3. Research, my friend. :-) Please don't get me wrong...I'm not being facetious. There are many great resources out there to learn about (Skyrim) modding in general. If you are trying to throw a bunch of different mods together without using a guide, you will need some understanding of modding (basic or advanced will depend on the situation) to get it to work. Hopefully Sacremas can and will help you, but even if he does, I would recommend doing some research on your own. I'm sure you've heard the saying, "If you want something done right, do it yourself!". Good luck!
  4. I'm curious, why do you have five profiles with the same mods and the same load order? Not that it matters, it just seems like the very definition of redundancy. Lol. See this part of the MO guide for what profiles do and do not control: https://wiki.step-project.com/Guide:Mod_Organizer#Profiles_2 If you are running everything exactly the same for all 5 profiles, and only two of the five give you an ILS, the only thing I can think is that something is different which the profiles do indeed control. For example, the Skyrim.ini or SkyrimPrefs.ini. However, it could be a more general problem, and you only happen to have seen it so far on the two profiles. I assume you have SKSE...have you created an skse.ini file, and verified it has the correct information? STEP has some great instructions for SKSE installation in MO here. You can verify if the SKSE memory patch (the "memory" lines in the .ini) is working via a great tool named Memory Blocks Log. Follow the instructions on the Nexus page. If you followed the STEP instructions, the line at the top of the log should read "512, 256" (this corresponds to the "768, 256" settings in the STEP instructions). I only mention this as the only time I have ever gotten an ILS I didn't have the skse.ini setup correctly (I forgot to put it in it's own folder named "SKSE"). The other major thing is potential mod conflicts...you can generally see them in MO (lightning bolt with "+" or "-" signs). TES5Edit is the tool to solve that, but it can be fairly complicated. Not all mods play nice together. Some are totally incompatible, others need patches which are provided, while still others need custom patches made in TES5Edit as none are provided. Many mods do work together right out of the box. However it is quite important to check the Nexus description and posts to see about incompatibilities. If you are new to modding, then I suggest following some sort of guide to get going (STEP is one, but there are others). If you are not new to modding, then you are probably already aware of what I just said regarding mod compatibility, so please don't take any offense! However, this is straying a bit off-topic from MO support, so I'll leave it there. Good luck! :-)
  5. See the original post in this thread for current CACO installation instructions for a STEP install.
  6. Ah, that makes sense. After reading your comment, and looking at the screenshots more closely, it really does look like rust. Which definitely makes sense, considering the age of the Dragon Priests. Overall, from these screenshots I prefer the Kajuan Dragon Priest texture over the vanilla or the aMidianBorn texture shown.
  7. I noticed that banding in the screenshots as well. Is this effect in the screenshots due to the ENB being left on, as Tech alluded to? Or is that banding inherent in the new textures themselves?
  8. Now I'm grasping at straws... Are you sure you ran the program with the right profile activated in MO? If you accidentally switched profiles before running the programs, this behavior would be expected. Antivirus / security software set to ignore the "mod skyrim" folder and the "steam" folder? I really am not sure, if you answer "yes" to the above. Maybe someone else has heard of an issue like this before, and can be of more assistance.
  9. Weird. Only other thing I can think is maybe a permissions issue...are MO and these other programs installed under "program files" of your C drive? Or somewhere else? Do you have MO set to run as administrator? Best idea is to have MO and the other programs outside of any Windows UAC - basically, outside of program files. Then do not have MO or any of the other programs run as administrator, just let them run normally.
  10. I agree with Darth. It seems your hands are tied at this point. Option #2 seems the most reasonable if you still can't get a hold of the authors. More work to "re-do" things, but the freedom of working on your own project without any constraints could be worth it. You may find it more fulfilling.
  11. Looks like you are running these programs from outside of MO. They are looking in the Skyrim directory and seeing nothing, because the mods are in the MO folders. You need to setup the programs to run through MO. STEP has some good instructions for setting these programs up. Applicable for everyone with MO, though. LOOT: https://wiki.step-project.com/LOOT#Recommendations TES5Edit: https://wiki.step-project.com/TES5Edit#Recommendations Wrye Bash: https://wiki.step-project.com/Wrye_Bash#Recommendations You'll need to do similar setups if you use DSR or FNIS.
  12. Where is MO installed? If it's in your program files on your C drive, that is the problem. Install MO in a new folder outside of program files, like "C:\Games". Or if you have another hard drive or SSD, anywhere on there (D drive). Also, you should always run FNIS through MO. Check the original post in the sticky thread in this forum named "Using FNIS with MO" or something similar.
  13. Try having MO not run as administrator. Just keep it out of your program files on C drive. Could be a permissions thing maybe, if FNIS doesn't have administrator level permission.
  14. Hmm, this is interesting. Does this mean that the information in Boris' VRamSizeTest can lead to incorrect values for VideoMemorySize for Windows 8 and 10 users? Because with Windows 8 or 10, it seems the highest number possible with the test tool is 4064MB (due to Microsoft DX9 4GB cap bug). If ENBoost can circumvent this cap with multiple instances, perhaps the value should be set higher? That is the value I get, and you can see my full computer specs in my signature. Summary: Windows 8.1 Home, Nvidia GTX 970M (w/ 3GB VRam), 16GB RAM
  15. In that case I have no idea why FNIS would cause a crash, unless you are not using the newest version of FNIS, or are using a mod not compatible with the newest version. It could also be unrelated to FNIS entirely (for example a memory issue). Just to confirm, you ran FNIS through MO, per the instructions in the original post of this thread? It has always worked for me, with no issues.
  16. You have FNIS and FNIS Output both ticked? What did FNIS say when generating the output files?
  17. Delete the first output mod before generating the second, "newer" version. Same with any patcher. :-)
  18. Yep, just need to run it once for all mods. Re-run it if you ever add, drop or modify / update any mods with animations. Run LOOT beforehand as well to make sure load order is sorted (good idea before running any patcher). No need to re-install FNIS if using and running it through MO. Just delete any previous FNIS Output mod you made, and make sure nothing is in overwrite before you begin.
  19. Shouldn't deselect any previous patcher mods run (bashed patch, DSR), but I only have experience with STEP Extended. I have always ran DynDOLOD after FNIS, though. The FNIS Output "fake" mod should be created using only the files from overwrite after running FNIS. Make sure there is nothing currently in overwrite. Run FNIS through MO. Right-click overwrite, select "create mod" and name it FNIS Output. Place it after FNIS in the left pane, and make sure it is ticked.
  20. LOL, I understand about wanting to start a new game. That is why I said, "If you are having problems". If your game is working fine now, don't worry about it! :-) The main thing is to never remove mods if you want to use the same save. I personally don't even update or add mods during a playthrough. I make a set load order for a playthrough, and then I don't change it until I am done. I have heard of problems with save game cleaners, etc. I'm sure it works most of the time, but I personally don't want to take any risk. Therefore I make sure everything is set up right (I take a long time to do this) and then I just play the game. Also, with TES5Edit - just so you know, I do not have the knowledge of what to forward and what not to, either! That is why I don't mess with it (and I do not make any merged patch). I think I could learn, but one of the main reasons I ended up falling in love with STEP was because I didn't have to. I have only been modding for I think around 6 months. Less than a year, anyway, so I bet you have more experience with modding than I do! Lol :-) My point was that the merged patch doesn't only make good changes, it can also make unintended, bad changes. That is, unless you edit the merged patch, which requires a degree of skill and knowledge that you and I do not yet possess. As long as you follow the text of the STEP guide exactly, you will have no issues. When you add more mods, or not include certain mods, or miss steps, or misinterpret instructions, then you can run into issues that you need advanced skills to solve. Regarding DSR, you do have it activated. You have the original Dual Sheath Redux.esp and the Dual Sheath Redux Patch.esp, which is correct. Edit: Forgot the word "only" which changed the meaning of a sentence.
  21. FYI, looks like Boris updated Skyrim ENB again. :-) I found this out from Triptonite on the SR:LE thread. v0.290 is now the latest; v0.279 is no longer available for download. (The next newest available after v0.290 is v0.262.) From the ENB forum thread: And here I figured Boris was done development on ENB for Skyrim. Nice!
  22. What I mean by a custom merged patch is just a merged patch that you customize in TES5Edit. You customize it by deciding which changes are good and make sense, and which you want to revert. Also you may want to forward certain things differently than the merged patch automatically does. As you mentioned before, you need to install patches in the right order. Not just have the right load order, or move them around correctly in the left pane...it is very important that you install the patches and run the patcher programs in the right order. You probably should re-do your merged patch, but again, I do not advise even having a merged patch unless you edit it yourself. It can forward things that weren't meant to be forwarded, and mess with the STEP patches. But then again it could help if you have a bunch of mods not in STEP. EDIT: Thinking about this more, wouldn't you have made the Merged Patch before the Bashed Patch? So WM Trap Fixes would have still been activated? If so, no problem then. However, I have not watched the STEP videos, so I do not know the order shown. Also, I think with my testing Dual Sheath Redux might have registered with one more item having Trap Fixes activated, but I can't recall clearly. It didn't really make sense to me later why it would affect DSR, but I never looked into it further. If you are having problems, I would just re-do all of the patches, in the correct order (bug someone on the RealShelter Nexus page for info about that), and make sure you make a brand new game.
  23. Yes. It is my understanding that the NoMerge tag means that the mod will never be merged automatically, regardless of whether you tick or untick the mod in the de-activate prompt pop-up window. After that dialogue pop-up closes, the Wrye Bash window will show a list of what mods will be merged. Whether I left WM Trap Fixes ticked or not in that pop-up dialogue (i.e. whether Wrye Bash deactivated the mod or not), WM Trap Fixes did not show up in the following list of mods to be merged. The NoMerge bash tag seems fairly hands-off with Wrye Bash 306. :-) When WM Trap Fixes is left activated, the Bashed Patch report doesn't mention it at all (except at the beginning list of plugins), so it really seems not to matter at all as far as the bashed patch is concerned. The only difference seems to be that if you let Wrye Bash deactivate the mod in that prompt (by not unticking it), then you have to re-tick it afterward. Here are a couple relevant Wrye Bash GitHub issues (my sources, besides the very minor testing I did): - Regarding NoMerge and Deactivate: https://github.com/wrye-bash/wrye-bash/issues/51 - Later issue that led to the split in the deactivate dialogue window (to seperate merged plugins from NoMerge plugins): https://github.com/wrye-bash/wrye-bash/issues/161
  24. I just re-read your post, Sutex. Follow the order in the main Wiki, from the top to the bottom. This would be: - STEP Compilation - Bashed Patch - Dual Sheath Redux - Better Shaped Weapons - FNIS - DynDOLOD As the merged patch and the RealShelter patch are not a part of STEP, not sure where they would fit in the order. I would make a custom merged patch between the Compilation and the Bashed Patch. No idea about RealShelter, though.
  25. Basically, Wrye Bash can automatically merge minor mods into its Bashed Patch, along with its normal bashing of the leveled lists, etc. When the mods are merged, the merged plugins are now duplicates, so they are automatically deactivated. This is fine with most mods, but not with WM Trap Fixes, so the author of WM Trap Fixes added the "NoMerge" tag. This means Wrye Bash will not automatically merge it. However, with the NoMerge bash tag, Wrye Bash will also deactivate the mod automatically (the Deactivate tag is inferred by the NoMerge tag). As WM Trap Fixes is not merged into the bashed patch, the plugin should be reactivated (re-ticked in the right pane). As the other mods were merged into the bashed patch, they should be left unticked. However, I doubt this particular issue caused any problems with DynDOLOD. I think it would only be the trap fixes mod itself that wouldn't work (because it's not active). The only reason I could think that it would cause a crash would be if something had WM Trap Fixes as a master. I think your DynDOLOD issues are caused by something else, likely a missed or misinterpreted step, or a mod that is not compatible with DynDOLOD out of the box. I have personally never had any issues with DynDOLOD, but then again, I have never strayed too far from the safe shores of STEP Extended. :-P
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