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Fiewiel

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  1. I can disable/enable all mods by rightclicking and selecting visible. I can do the same thing for single mods by tick or untick. There surely is a way to mark 50 mods and disable/enable them too, but I dont find it. How?
  2. You did the obvious, a screen compare, to be sure they dont work?
  3. My system is slow (strangely as its on a ssd). I alt+f4 (enb) killed skyrim and clicked pretty fast to the profile manager and deleted there the profile. This was so fast that MO couldnt write the pluginlist to the profile I just deleted, in the time. MO is extremely slow on my machine, I often have to wait seconds until things start to happen. It might be because the original install of skyrim and MO is on my I: partition which is a normal harddrive. I made a symbolic link from the steamfolder there to the C: partition (my ssd) and MAYBE thats the reason MO is crawling like a snail. But probably its just the old hardware. Anyway... just wanted to report possible problem.
  4. Just had this happening: Alt+f4 skyrim - open mo window - manage profile - delete the profile I just used. Now a window popped up that mo cant save pluginlist (not sure if name is correct). I click ok/cancel whatever and window popped again which lead to an infinite window popping loop. I killed mo with taskmanager, restarted and loop started again. Manually creating the deleted profile folder in the mo/profiles directory solved it. My guess is, that due to my slow system, I managed to delete the folder before mo was able to write the pluginlist from the skyrim alt+f4 quit. Using 1.3.7 still.
  5. No I did not forget to activate the Output mod. But I think I got it "fixed". I have a pretty old cpu and if I install a mod and click quickly on activate I get the errormessage: "esp nicht gefunden: modname.esp" If I make a pause before activating the installed mod this doesnt happen. So far I always thought this happens only for mods with esp files, but probably this problem hits every mod, only the texture replacers etc. wont throw out an MO errormessage. This might have had happen here. Mark this thread as solved.
  6. Repost from the FNIS nexus forum: A question. Im using MO 1.3.7, run fnis 5.5 with the correct patches and do this since a long time. Never bothered to move the files out of the overwrite folder, instead deleted everything and run fnis again, if anything changed with my animations. Today I deceided to put more significance on an empty overwrite folder so I clean overwrite, run fnis, create mod FNISoutput from the overwrite files and put this mod into loadorder making sure nothing overwrites the fnis files in it. I followed https://wiki.step-project.com/Fores_New_Idles_in_Skyrim to be sure that I dont screw up. I log into game and get the following message: FNIS has not been successfully run or installed. SL currently requires a working install of FNIS 5.1.1 <snip> Ingame animations of SL dont work. But why? Removing the created FNIS mod, updating behaviour and starting skyrim with files in overwrite folder and no errormessage and everything seems alright. I did google for fnis+mo but didnt found anything useful btw.
  7. Thanks, thats what I am doing atm. Another strange question: I noticed that dyndolod created 26k script instances in my savegame. Its not affecting my gameplay in any way, im crashing as often with dyndolod as without. Nonetheless Im one of the fools which tries hard to get the modload as stable as possible and this sadly too often ends in me disabling/enabling mods for hours. If I disable one of the masters of dyndolod I also have to disable dyndolod itself. Am I right that, loading a save with a missing dyndolod, puts some serious strain on the papyrus compiler and increases the probability that I ctd because of the many errors being written in the log? I ask as I may have to adjust/create MO profiles to take this in account and I have no clue how script instances are handled by the compiler. I dont expect an indepth explanation a simple "yeah, this is probable" or "no, you noob" and Im satisfied.
  8. Is there a way to see which masters dyndolod.esp will use before generating lods? I ask because my gpu is a potatoe and it takes 1.5h to run it and I dont want audio overhauls or bodyslide presets as masters. Doesnt make any sense to me.
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