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Everything posted by IsharaMeradin
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How to make a this item and a body slot item equipable at the same time?
IsharaMeradin replied to znaroks's question in xEdit Support
Check the following locations and ensure that the body slot you want is in use and that there are no additional slots in use. NIF file in NifSkope: For each NiTriShape highlight the BSDismemberSkinInstance in the Block List. Go to Block Details, fully expand the Partitions entry and any sub groups, ensure the Body Part entry has the body slot you want. xEdit: Access the Armor Addon record. Locate the BODT entry. Ensure the First Person Flags entry matches the NIF file. Access the Armor record. Locate the BODT entry. Ensure the First Person Flags entry matches the NIF file. You may wish to look at these locations for the one item that is working how you want and then mimic that on the other. -
Leaving out a single Step Patch ?
IsharaMeradin replied to Xello99's question in Pack Support (retired)
I don't know what ones make up the step patch. But you could install 'the choice is yours' mod along with everything else (including the step patch). Then load the step patch plugin in xEdit. Look at the records that the patch touches upon that are also in the choice is yours plugin. If there is only one other mod in conflict, simply delete the record entry from the step patch plugin. If more than one other mod is in conflict, examine each entry on the record and revert any carried over data from the choice is yours plugin to whatever value from the next plugin to the left of the choice is yours plugin. After you have completed going through the records, clean and sort the masters for the step patch plugin. The choice is yours plugin should no longer be a master for the step patch and you can safely uninstall it. -
ITMs should not cause CTDs. At the worst, they'll prevent another mod which changes the same record and is loaded earlier from having its changes used. Some ITMs are intended as the author wants to ensure that the items have specific values for their mod to function properly. Other ITMs are from changes that were reversed rather than simply removing the record from the plugin.
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ENB v.308 crash at load game/new game
IsharaMeradin replied to BoSoxBry's question in Guide Support & Bug Reports (retired)
No. I don't know what changed between the different binaries. All I can tell you is that 0.308 has been working just fine for me ever since I installed it. I even tried some presets but they tank my FPS by half and make for an unplayable experience. I do have autosaves turned off, but my daughter's profile has them on and she has had no issues either. That said, I haven't used ENBoost without Crash Fixes v11 or v12 beta installed. Maybe there is something in Crash Fixes that is preventing the issue from occurring for me. Or it could be my OS as I'm using Win 7. At any rate, my ENBLocal.ini if you wish to compare: -
Is it possible to redirect the folder for the saves?
IsharaMeradin replied to th3toadd's question in Mod Organizer Support
Most users on the site can only edit their posts within 15 minutes. Something to do with thread continuity is the reason. -
Is it possible to redirect the folder for the saves?
IsharaMeradin replied to th3toadd's question in Mod Organizer Support
MO insists on it being 0 when using local saves. This is why I thought it would work. You got me to test some scenarios, however, and it shot my idea to pieces. Sticking with what I know will work, we'll pull a page from Wrye Bash... Change your Documents folder location to a different drive as instructed above. Set your MO profiles to not use local saves Edit each Skyrim.ini for each profile Change sLocalSavePath= under [General] to point to a sub folder of "Documents\My Games\Skyrim" i.e. sLocalSavePath="Saves\profile1" That should give you your saves in each of their own folders on a different drive. -
Is it possible to redirect the folder for the saves?
IsharaMeradin replied to th3toadd's question in Mod Organizer Support
No need to mess with changing where the Documents folder is stored. You can make the following changes to your initweaks.ini file in your specific profile folder located at "Mod Organizer\profiles" [General] bUseMyGamesDirectory= SLocalSavePath= Set bUseMyGamesDirectory to 1 to use your Documents folder. Set to 0 to use any other location. SLocalSavePath should be set to the path that you want. If bUseMyGamesDirectory is 1, the path is relative to "Documents\My Games\Skyrim" If it is 0, then you need to enter the full path. Please note, I'm not sure if you need to use quotes or not. Probably do. These changes also work with the Skyrim.ini file unless you are using local saves in which case the initweaks.ini file overrides it. -
Do you still need this? Cause I can whip one up fairly quick.
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[ Q & A ] Using FNIS with Mod Organizer
IsharaMeradin replied to GrantSP's question in Mod Organizer Support
Sure, you can create a new profile in MO and activate only the mods that you want to use. All of your installed mods will still show in the left pane, but only the ones you activate will be used for that particular profile. Side note: If you want to install a currently installed mod with different options for a new profile, simply re-name the current installed mod folder (I tend to use - ), then re-install the mod from your downloads tab (unless of course you imported from a file, in which case re-import) -
[ Q & A ] Using FNIS with Mod Organizer
IsharaMeradin replied to GrantSP's question in Mod Organizer Support
Actually, EnTorg's issue stems from something else. Those are normal GetFormFromFile checks that USLEEP does in order to remind users in-game that they can't use USKP patches with USLEEP. The save file does not depend on USKP patches. @EnTorg The papyrus log is not a crash log. Try using Crash Fixes as it may prevent the crash entirely or if you turn the logging option on (beta v12 only) it can tell you what may have been the cause of the crash. At any rate, the use of LAL is still advisable if you want to skip the opening Helgen sequence. -
Export Priority Order (left panel)
IsharaMeradin replied to IsharaMeradin's question in Mod Organizer Support
Pretty neat. Surprised mod authors aren't asking users to use that to share their orders and INIs. Sure would help with troubleshooting. -
Export Priority Order (left panel)
IsharaMeradin replied to IsharaMeradin's question in Mod Organizer Support
That file is in reverse order. Guess I'll have to manually flip it around in a new file. Unless you know of a utility that could do it for me. ^^ I wanted to share "install order" alongside load order with one of my mods after I'd made it through a full game without any issues stemming from my mod. -
Using v 1.3.11 with Skyrim Is it possible to export the left list in order of priority? All the options that I've found for exporting to a TXT or CSV result in an alphabetical order by the "mod_installed_name" field.
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Dynamic Distant Objects LOD - DynDOLOD v2.16
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
I'm no expert but I'd suspect that the problem is related to some missing files: At the start of TexGen: [00:00:06.185] textures\landscape\trees\treeoaktrunk02.dds not found! [00:00:06.208] textures\landscape\trees\treeoaktrunk02_n.dds not found! Right before the error message: [00:02:24.358] G:\Games\steamapps\common\Skyrim\Data\DynDOLOD-temp\textures\landscape\trees\treeoaktrunk02.dds not found! [00:02:24.374] G:\Games\steamapps\common\Skyrim\Data\DynDOLOD-temp\textures\landscape\trees\treeoaktrunk02_n.dds not found! -
Dynamic Distant Objects LOD - DynDOLOD v2.16
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
I ended up taking that mod's full models and copying them to the lod folder and renaming them to match the lod names then set that mod to overwrite the DynDOLOD Resource files. Seems to be working so far. Probably not as processing friendly as using a lower poly model with a lower res texture but it gets the job done. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
Can you check out this mod (Skyrim Landscape Overhaul - Stone Walls) and see what steps, if any, are needed to get the LOD stone walls to appear like the normal version? My LOD on medium settings shows the original white-ish model. -
Recently started doing a full STEP core with most of the STEP extended and some extra mods. When I came across Explosive Bolts Visualized within the core, I realized that my own mod Aesthetic Bolt Quiver might have a place within STEP. However, its installation process was unwieldy and could be prone to user error. After a rebuild of the files to utilize FOMOD installers, I feel that the mod is now in a position to be a possible candidate for STEP. If not the core, then perhaps the extended. The mod hides the normal bolt quiver within the player body on equip and equips an armor piece that looks like the equipped bolt quiver. This effectively removes the unsightly gap that appears when entering 3rd person sneak mode. Extra features include the ability to pick the body slot that the armor piece version of the quiver uses independently for both player and follower(s). A limited number of random NPCs with bolt quivers are supported as well, however, there is no control over body slot assignment for them. There is also the ability to equip on the left hip as well as the standard back position. It includes patches for Explosive Bolts Visualized, XPMSE 3.0+ and Faction Crossbows. There are instructions in the "readme" tab as well as in the download packages that give explicit instructions for Mod Organizer users, Wrye Bash BAIN users along with manual installation. Did not intend to leave NMM users in the dark, but I have not used NMM since profiling was introduced and therefore cannot provide proper instructions to ensure proper ordering of files. NexusMods link: Aesthetic Bolt Quiver
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BSA Management off yet a BSA is taking priority over loose files
IsharaMeradin replied to IsharaMeradin's question in Mod Organizer Support
Well, that is good to know. At least I'm not going crazy. -
BSA Management off yet a BSA is taking priority over loose files
IsharaMeradin replied to IsharaMeradin's question in Mod Organizer Support
That's what I thought and that is what I was banking on when having all my files in one installer. But that isn't what happened. It literally appeared as if my BSA was getting the priority over the loose files. Could it be possible that something turned on the BSA management feature without actually toggling the UI to indicate that it was on? That is the reverse of what makes sense, to me anyway. If archive management is on then you have to be careful with your priority order so that the correct loose files over ride the BSA contents that are now treated as being loose. If archive management is off then the BSAs shouldn't affect any of the loose files and only be looked into when the plugin calls for assets that the game cannot find in the loose files. If that isn't correct, please give a concrete example, perhaps even something that I could test to see if I get known expected results in a new profile. -
BSA Management off yet a BSA is taking priority over loose files
IsharaMeradin replied to IsharaMeradin's question in Mod Organizer Support
They are now because I had to split the FOMOD into two. But originally when it first appeared the BSA was below the other mod loose files because my loose files needed the priority and I had only one installer for ALL my files. I always thought that MO gathered up the loose files from 0 -> Nth, made them available to the game with the latest version as the winner and the BSAs were simply shown to the game to load with the ESP files. Unless one turned on the BSA management in which case MO would include the BSA contents in its gathering of loose files. Seems however that MO is doing the latter no mater what. -
Running 1.3.11 with Skyrim I have a mod (Aesthetic Bolt Quiver) released on the Nexus that I was converting into a FOMOD installer for easier installation by users. During testing I discovered that in-game certain textures were not correct as well as the all important XPMSE skeleton not present. My mod has a BSA file that contains textures and a modified version of the stock skeleton. The intent is that XPMSE if installed takes priority simply by being loose files and another mod (Explosive Bolts Visualized) takes priority over the textures because they too are loose. However, that is not the case. If priority (left pane) is: XPMSE Explosive Bolts Visualized Aesthetic Bolt Quiver Both the textures and the skeleton nifs from the first two are rendered useless and what is used are those from inside my BSA file. My only recourse at this time was to created two FOMOD installers. One for files to be placed before the other mods and one for files to be placed after the other mods. Its an odd issue and I don't understand why it is happening. Loose files are supposed to take priority over BSA contents when the BSA management box is unchecked. MO is requiring that I have all the dummy ESPs active so that BSAs can be loaded (i.e. the official high res packs). So as far as I know BSA management is off. Any ideas as to what is going on and why? Is there some underlying mechanic that I'm missing or not fully understanding?
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
Interesting. I changed it to this in the Legacy high rules (the ones in the Legacy mod itself - well the priority over ride folder I made) LODGen20=architecture\solitude\doors\shousedoor01.nif,Static LOD4,Static LOD4,,Far LOD,Unchanged,0 And there the door was lined up perfectly like it should. Maybe because there is no static LOD4 it automatically treated it as empty and did what you suggested. No idea. You know this stuff better than me. :P -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
Okay, finally. Legacy rules in the correct spot. Ran 2.14, put the output in the MO folder and loaded up my "cleaned" save. There is still a gap in the far off distance BUT it is only the door itself. Everything else that was missing, now is not. I did TFC in the console while in 3rd person and moved for a close up shot. https://i1235.photobucket.com/albums/ff438/Therin303/20160709183614_1_zpsuv5d8otn.jpg Wondering if I should try Static LOD4 instead of Full model on the rule for that door. Current rule in Legacy: LODGen20=architecture\solitude\doors\shousedoor01.nif,Full model,Full model,,Far LOD,Unchanged,0 -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
Oh. I did not see that Legacy had its own DynDOLOD folder. I thought that they were to go into DynDOLOD's rules folder. Perhaps that is why I saw no difference... I'll get that sorted then. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
IsharaMeradin replied to sheson's question in DynDOLOD & xLODGen Support
I downloaded some Legacy mod rules that ice linked to me in a PM a few days ago (could be the same ones not sure to be honest tho). He said they'd be in the next version of DynDOLOD. I ran it then but still saw the gap. That was when still using 2.11. Then I saw 2.13 was out and I installed that over top the existing install. I can try again tho with 2.14 and a fresh download/install of the Legacy rules you linked. Just need to move my character indoors first I suppose.