
Rogdon
Citizen-
Posts
39 -
Joined
-
Last visited
Everything posted by Rogdon
-
Separate Instances of Bethesda Games All Run MO2 for Oblivion
Rogdon replied to Rogdon's question in Mod Organizer Support
GSDFan - Thank you for your excellent advice. I got all 6 MOs working again. The only casualty was that I lost the OB loadorder.txt, modlist.txt, and plugin.txt files. There are only 188 mods so rebuilding the mod and plugin orders will be easy. Skyrim SE has 1022 mods. Rebuilding the load and plugin orders for SSE would have been quite the task. Thank you for your quick response and spot-on advice. -
Separate Instances of Bethesda Games All Run MO2 for Oblivion
Rogdon posted a question in Mod Organizer Support
I have FO3, FNV, FO4, MW, OB, and SSE installed on my computer. None of the games are on the C: drive. MO2 is installed as an instance for all six games. When I turned on the computer this morning, not matter which game I ran, the computer loaded MO2 for OB. I tried going into each individual MO2 folder and running ModOrganizer.exe from each of the six MO2 folders. All six ModOrganizer.exe programs ran MO2 OB. MO2 for OB was the last game that I was working on last night before I shut down. Obviously, a setting(s) got overwritten somewhere. However, I cannot find it. Any help in telling me where to look for the damaged setting would be greatly appreciated. I really do not want to create backups for over 2,500 mods and utilities, wipe everything clean, and reinstall everything. Thank you for any assistance. -
After much experimentation I finally got rid of Companion Ria's two sets of eyes. So I now have one working mannequin mod which is all that I need. Thank you so much for your help. I would not have solved the problem without your advice.
-
The mannequin mod with only scripts and an .esp file is Female Mannequins LE 9131 and SSE 12869. I have solved the problem. I took a break from testing and updated USSEP from 4.1.3b to 4.1.4. With the new USSEP there are no more CTDs. Of course, the heads for SSE Mannequin Design and LE Companion Ari, both with and without XPMSSE, are black. With and without XPMSSE, LE Companion Ria does not have a black face, but she does have two sets of eyes. So things are not perfect, but we are getting there. Do you have any suggestions for solving the head problems? Thanks again for you continued help
-
Thanks for your reply. I removed the facegen data from LE Companion Ari. Game still CTDs when entering a building with mannequins. I removed the facegen data from SSE Mannequin Designs. Game still CTDs. The SSE mod Female Mannequin contains no meshes. The mod consists solely of scripts and an .esp. Game still CTDs. I believe this indicates that the problem is with the .esp files and not with the mesh files. Also, the fact that both of the two LE companion mods work fine until the separate .esp that contains the mannequins is used. Then they CTD. So the question is 'what do the .esp files contain that the game does not like?" I opened up SSEdit and ran 'Check for Errors' on the two SSE mods and the LE Companion Ari mod. No errors were found. Any other thoughts? I do appreciate your help. At least we are eliminating possibilities.
-
Thank you for your reply. The skeleton that I am using is XP32 Maximum Skeleton Special Extended 1988. However, I am still using version 4.2 since I heard there might be some problems with the latest version. When converting LE mods to SSE I always run the facegen data through NifOptimizer first. Then I optimize the other mesh files. After that I load the .esp file into the Creation Kit and then save it. I found another oldrim follower mod 17302 at has a mannequin option. I optimized the facegen data first, then the other meshes. I loaded and saved the .esp file that was "follower only' as well as the 'follower + mannequin' .esp through the Creation Kit. With the 'follower only' .esp file in my load order the follower mod works fine - no CTDs upon entering a building with mannequins.. If I replace the follower .esp file with the 'follower+mannequinn' .esp I get immediate CTDs upon trying to enter a building with mannequins. I do not think that my problem is because I am not doing the LE to SSE conversion properly. Even if I was screwing up the conversion process, the two SSE mannequin mods that I tried also CTD on trying to enter a building with mannequins. I guess my next step is to do a fresh install of SSE on an different drive. If I still get mannequin CTDs after a completely new install I will know that I am cursed by the Divines and need to go back to playing Tale of Two Wastelands.
-
Skyrim SSE: My problem is that I get a CTD when I enter a building that contains mannequins when I have a mannequin mod in my load order: Mannequin Designs 16205, Sexy Mannequins 2128, and Companion Ria oldrim 17354 with meshes NifOptimized and header changed to Type 44. My load order is: 1. Skyrim 2. Update 3. DG 4. HF 5. DB 6. USSEP 7. One of the 3 player home mods in which the Companion Ria mannequins previously worked perfectly; Dragon Keep, Silian Manor and Leaf Rest 8. Alternate Start I have verified the integrity of Skyrim.esm Update and the DLCs are freshly downloaded and cleaned. I started a new game for each test that I have made. All three mannequin mods are newly downloaded and installed. I am using MO2 I have run out of ideas as to how to solve this problem. Any help would be appreciated. Thank you.
-
Premium Nexus Download Sites Not Appearing in Nexus Tab
Rogdon replied to Rogdon's question in Mod Organizer Support
Thanks to your mentioning the ModOrganizer.ini I was able to solve my problem. The solution was to open ModOrganizer.ini in Notepad. At the bottom of the text is the [sERVER] section. This section only showed the CND server. I deleted everything under [sERVER], saved and restarted MO2. I downloaded a mod from Nexus using 'Download With Manager'. I then opened ModOrganizer.ini in Notepad. The [sERVER] section now listed all of the download sites and I can now select any of the sites using the Nexus Tab in Configurations. Hurrah! Thank you for your help. -
Premium Nexus Download Sites Not Appearing in Nexus Tab
Rogdon replied to Rogdon's question in Mod Organizer Support
Thank you for your reply. I understand that the premium links should reappear when I download a file. However, they do not reappear after downloading a mod. I have downloaded a number of mods today and the premium links have not reappeared. I have also reinstalled MO2 today. That did not changed anything. Would reinstalling MO2 have updated the MOdOrganizer.ini file? If not, how would I go about creating a working copy of the ini file? Thanks for your help. -
Premium Nexus Download Sites Not Appearing in Nexus Tab
Rogdon posted a question in Mod Organizer Support
I have suddenly lost my premium download sites from the Nexus tab in the Configure Settings and Workarounds section. I have a lifetime premium membership and my preference selected in my Nexus account is to use the North America site. I have run nxmhandler.exe numerous times. I can still download files from the non-premium Canadian site. Accessing Nexus via Mozilla Firefox or Internet Explorer does not change anything. Any suggestions as to what I should try next? -
OK Button on Integrations Tab Grayed Out
Rogdon replied to Rogdon's question in Mator's Utilities Support (archived, read-only)
I am confused by your comment "I believe in portable mode". Does this mean you only use portable mode and not instance mode. The problem that I am having only occurs in instance mode. In portable mode the OK button works fine whether you select MO2 or NMM. -
OK Button on Integrations Tab Grayed Out
Rogdon replied to Rogdon's question in Mator's Utilities Support (archived, read-only)
My link that I mentioned in post 5 above disappeared. I am writing the link below: https://www.loverslab.com/topic/62012-mod-organizer-2-help/ -
OK Button on Integrations Tab Grayed Out
Rogdon replied to Rogdon's question in Mator's Utilities Support (archived, read-only)
Thank you again. Yes, MO2 needs to be in portable mode in order for Merge Plugins to work. Fortunately, I found the following instructions for switching to portable mode: posts 2 and 3. My plugin count is now below 255 and I am ready to Smash. -
OK Button on Integrations Tab Grayed Out
Rogdon replied to Rogdon's question in Mator's Utilities Support (archived, read-only)
Thank you for your reply. However, my problem is with Merge Plugins, not Mator Smash. I need to reduce the number of .esp files to below 255 before I can run Mator Smash. -
I am doing a complete reinstall, mods and tools, of Skyrim SSE using MO2. Everything had gone smoothly until I tried to use Merge Plugins. If I click the gear icon and make changes to any of the first three tabs i am able to click on the OK button to save the changes. If I make changes to the fourth tab, the Integrations tab, the OK button is grayed out and I can not save my changes. Without the integrations information Merge Plugins won't work. The Merge Plugins server has been down for at least 24 hours so I cannot reregister. I don't know if this has a bearing on the problem or not. The error log shows the mods being loaded without a problem. Then there are two messages saying that the program could not connect to the server, after that nothing. I have also tried starting Merge Plugins with the -offline argument and that did not solve the problem. Any advice would be appreciated. Thank you.
-
Answered My Own Question - double click on mod in left pane, click on 'Nexus Info' Tab and change "Source Game' Hello, I have searched the web looking for an answer but have been unable to find one. The problem that I am having with MO2 is that about 200 mods listed in the 'Source Game' column are incorrectly classified. Most misclassifications are SE mods that are labeled as LE mods, though there are a few LE mods that are labeled as SE mods. Is there anyway to correct these misclassifications without having to delete the misclassified mods and download them again? It is really hard to "Check All for Updates" when half of your mods are being listed as needing updates. The problem occurred because I did not download each individual mod. Instead, I copied the misclassified mods from a backup folder and loaded them directly into the MO2\mods directory. Thank you for your help.
-
I have finished building Lexy's LoTD SE. Most of the instructions were straight forward. However, I did have trouble with the "Report Master Script (Use this Method if you have the esp plugin downloaded) under the Troubleshooting section. Since this was something that I had not done before, it took me several hours to figure out what needed to be done. If I wanted to communicate to people that had not done this before I would have written the instructions this way: Open SSEdit. Right click in the pop-up window and select none. Now click the box to the left of the ESP from which you wish to delete a master. When the files have completed loading, this can take some time, right click on the ESP. Click on ‘Apply Script’. Select the “Report masters†script and click OK. From the pop-up window click on the box of the master file you wish to remove from the ESP and click OK. If you look at the bottom of the right pane you will see that a script has been run and there is a list of the Form ID(s) that need to be removed from the ESP. In the left pane expand the ESP. Locate the Form ID in the left pane that needs to be deleted. Right click on the Form ID and select “Removeâ€. If there are other Form IDs that need to be removed from that master file repeat steps 2 through 4 until all of the Form IDs have been deleted. Once the form IDs have been deleted, right click on the ESP and click on ‘Clean Masters’. Exit SSEdit by clicking the red X in the upper right corner. A new pop-up box appears. If you do not check the “Backup†box in the lower left corner, your new ESP file with the dependency(s) on the master file(s) removed will be in the overwrite file. The original ESP will have been deleted from its folder so you can just copy the ESP from the overwrite file to the original ESP folder. There is no need to create a new folder. In the second part of the Troubleshooting section I also had trouble. In Wrye Bash I click on the Conflict Resolution mod and then click on ‘file’. The “Create Dummy Masters…†is greyed out. Is this something that has been disabled in the current version of Wrye Bash or do I have some other problem. I have reinstalled MO2 and Wrye Bash but that did not help. Thank you for your assistance.
-
Hello, I have been playing Skyrim with MO for two years and have not encountered any problems or weirdness. Skyrim was installed from Steam with MO and the STEP Extended Guide. About two months ago I installed FNV, downloaded from GOG, on another drive using MO and EssArrBee's Guide for FNV on STEP. Everything was running fine with both games until shortly after I switched from W7 to W10 to get the extra 4GB. I started getting random crashes shortly after starting either game. This soon changed to immediate crashes upon launch. I erased both games off of their drives and reinstalled the games using STEP and MO on two completely different drives. No change. Same problem. I then did a new install of Skyrim and only loaded Skyrim.esm and Update.esm. No change. Still crashes on starting the game. Since FNV takes less time to install I started experimenting with just FNV and MO. I completely erased FNV and reinstalled it on a different drive. Same problem. I then installed FNV on a different drive using NMM. No problems. I got far into the game, but I really don't like NMM. A newer version of W10 came out a few days ago 16229.64. I installed it and tried running FNV from the MO FNV installation. It crashed immediately. I ran SFC SCANNOW from the command line and SFC reported back that my W10 installation is fine. I downloaded the DirectX redistributable from both Microsoft, no change, and then from the game's install program. And again no change. After playing FNV using NMM for a couple more days I thought I would give MO one more try. I reinstalled FNV on a different drive. It worked. I played a couple of hours and then decided to use Wrye Flash and FNVLODGen to make things more efficient and beautiful. Wrye Bash crashed immediately. After the crash the DATA folder files were not in either the left or right MO panes, though they were still in the real DATA folder. The DATA folder files were also in the overwrite folder. I wish I knew if they had been in the overwrite file from the beginning and that was why this installation of FNV ran so well. As of right now I can not start the MO FNV installation even from outside of MO. Unless someone has other ideas or suggestions for me to try, I guess I will have to use NMM until Tannen releases his new version of NMM. My equipment is i5-6600K, GTX 1080, 32GB RAM, Boris' VRAM size is 24.034GB, 4 SSD and 1 HDD internal, and 2 HDD external. Thank you for reading this and for any assistance you can provide.
-
GUIDE Fear and Loathing in New Vegas - Feedback
Rogdon replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hello, I have spent several thousand hours playing Tes3, 4, and 5. The GOG sale of FNV plus TES1 and TES2 for US$11.99 convinced me to switch to the Darkside. I really appreciate the time and effort it took to create the Fear and Loathing in New Vegas guide. Thank you EssArrBee for a monumental effort! I have several comments on the guide: 1. I think it would be helpful to put the following instructions in the "installing FNVLODGen" section: "1. In the MO Executables menu select FNVLODGen. 2. Next to the Arguments text field, type " -o:"C:\FNVLODGenOutput" ", without quotations. Additionally, any location outside of MO's virtual directory can be chosen. 3. Click [Modify], then [Close]." Without this people might have a hard time finding the FNVLODGen output file. 2. I used Bethini to create the Fallout.ini and Falloutprefs.ini. The options/questions that Bethini asks for FNV are only 20% of the number asked in Skyrim. It is so much easier to use Bethini because of the drastically reduced options. I did learn the hard way that making the suggested Fallout.ini and Falloutprefs.ini tweaks per the guide to the Bethini ini files results in the game freezing just prior to the main menu. 3. There is an instruction to untick Vurts WFO LOD Patches after running FNVLODGen. It would be nice if the instructions said that this was the only file that needs unticking. 4. For noobies it might be nice to say that the Alternate Start mod should be unticked if you are playing the game for the first time. 5. The latest ENB for FNV is 322. Thank you ESSARRBEE and Bethesda -
SRLE Extended: Legacy of The Dragonborn
Rogdon replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thank you for your reply. I did install MFG Console. It looks helpful but I need to play around with it a little more to learn its capabilities. Downloading all of the plant mods again solved the plant problem. Redownloading the NPC appearance files solved the purplish white NPC problem. I have redownloaded the Vivid and Vividian weather files. Now I have to find some rain. In The Ordinary Women section of the mod list it mentions that the "The Ordinary Women.esp" should be deleted. However, lower down were it is showing the contents of the " SRLE Extended LOTD - NPC Retexture Merged (Option 2) it shows the "The Ordinary Women.esp" as well as the "The Ordinary Woman - USLEEP.esp" being included in the merge. Which is correct? Now I need to figure out why my files became corrupted. Thank you for all of your help. -
SRLE Extended: Legacy of The Dragonborn
Rogdon replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thank you for your reply. I agree with you that the current version of LOOT should give the same load order for everyone. My asking was a long shot. I am just getting frustrated trying to track down the problems. The three remaining problems that I cannot locate are: 1) one missing plant mesh, three NPCs with purplish white skin, and 3) rain is purplish white. Last night I deleted and then downloaded all of the mods from which we had to delete meshes and textures. I thought maybe I had deleted a mesh or texture that I should not have deleted. Did not solve the problem. Tonight I intend to delete and reinstall all of the weather mods, all of the mods that affect skin textures, and all of the mods that affect landscape/plant meshes. Any other suggestions would be appreciated. Thank you. -
SRLE Extended: Legacy of The Dragonborn
Rogdon replied to Darth_mathias's topic in Skyrim Revisited (retired)
I had been using a 2016 version of SRLE Extended. The mod list has changed considerably since then. So I created a new build from scratch using the version as of 6/17/17. I have tested it out and am having a few problems with missing textures. I am sure that it is a load order issue. However, when I click on the link to go to a list of the load order at the top of the main page the page I am taken to is the load lord list for 12/6/16. Is there a more current mod order list? If so, where do I find it. I have spent the last half hour searching Google but have not found a more current mod order list. And yes I am using the latest version of LOOT. Any help would be appreciated. Thank you. -
SRLE Extended: Legacy of The Dragonborn
Rogdon replied to Darth_mathias's topic in Skyrim Revisited (retired)
Another point that may help a noobie is that the guide says to install Bijin Warmaidens, Bijin Wives, and Bijin NPCs and delete the ESPs. Nowhere does the guide say to install BijinAIO-2016. If you install NPC Retextures Merged - SRLE Exended LOD, the BijinAIO-2016.esp is included in that merge. However, to be consistent with how the guide has been structured, shouldn't the guide also show BijinAIO-2016 as being one of the downloads? -
SRLE Extended: Legacy of The Dragonborn
Rogdon replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hello, I just tried removing the land records from Unique Flowers and Plants per the guide instructions. In order for Hishy to run, mteFuntions.pas has to be installed. You might want to expand the guide instructions to include downloading mteFunctions.pas. I have played Skyrim for 2,200+ hours and have never had to use mteFuntions.pas before, thus I did not have it installed. A noobie would need some hand holding to get it downloaded and installed properly. Love the Guide. Can't wait for the new standalone version to be officially released.