aba42
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Everything posted by aba42
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Thank you, I'm saving your message for my future guidance in addressing the forum. Some day, I'll do something right, huh? Since the initial Skyrim run (pre- or early-S.T.E.P.) generated Skyrim.ini and SkyrimPrefs.ini, I mistakenly have thought all along that those were the ones to edit. Should I delete them and move them to Profiles, in case I need to restart Vanilla Skyrim for some reason, then Skyrim would generate a new one), or should I leave these edited inis there? Meanwhile, my SKSE inie (from D:\Steam\steamapps\common\Skyrim\SKSE): [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256
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So, I stupidly searched for STEP 2292, rather than S.T.E.P. 2.2.9.2 (in order to get to the main index) and got taken to an "Angel" site, of all things, the first paragraph of which I thought the Moderators might find of interest: Number 2292 brings together the vibrations of number 2 appearing three times, amplifying its influences, the attributes of number 9. Number 2 resonates with service and duty, balance and harmony, insight, adaptability, diplomacy and co-operation, consideration and receptivity, fulfillment and happiness, faith and trust and serving your life purpose and soul mission. Number 9 brings its vibrations of lightworking and humanitarianism, service to others, tolerance, humility, altruism and benevolence, leadership and leading others by positive example, spiritual awakening and development and the Universal Spiritual Laws, the concept of karma and the Spiritual Law of Karma. Number 9 relates to endings, conclusions and closures. Obviously a noble cause you're all involved in! ? 8-)
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As far as I can tell, I have followed the STEP 2292 directions to a "T". But, it won't start. I get the initial screen, spinning logo, ready to select new, then a RED WARNING splashes onto the top of the screen stating that ENBoost Speed Hack is running without graphics. As far as I can tell, those are the specific instructions for setting up enblocal.ini, aren't they? As SOON as that flashes up on the screen, my hard drive light just stops. So, I 3-finger salute, open Task Manager --> Skyrim Not Responding. Does someone have time to look over my three main ini files, please? ENBLOCAL.INI (from D:\Steam\steamapps\common\Skyrim Thank you!! Allen
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TES5Edit Errors Sorting Masters on WryeBash Orange File
aba42 replied to aba42's question in Wrye Bash Support
Thank you, I must have searched incorrectly, or misspelled a word or something to have not seen that thread. Basically, the advise is to ignore it. As for my add-ons being up-to-date(?). Ya got me, I just installed them all within the last 10 days for the first time on my machine, having never used them before. Maybe something got added to TES5Edit since then? I'll double-check the versions on all of 'em again. Thanks! -
TES5Edit Errors Sorting Masters on WryeBash Orange File
aba42 posted a question in Wrye Bash Support
Amazingly, I finished the S.T.E.P. 2.2.9.2. through Section 2. The game starts, the main screen comes up, gives me a red warning about ENBoost, and then just sits there. I've checked enblocal.ini, skse.ini, skyrim.ini and skyrimprefs.ini, and they appear correct to me. But, since I'm a noob at ini edits and MO, WryeBase and TES5Edit, I have no certainty that they are accurate. I read on this WryeBash form of another who, when trying to rerun WryeBash, generated red or orange mods. I had two of them. I followed the instructions (run TES5Edit, Select None, Select one of the red or orange files, then let TES5Edit do its thing. After it completes, right-click on the problem mod and Sort Masters, wait a minute, then close). That worked for STEP Compilation Patch, but it does NOT work for hearthfiresextended.esp. When I run TES5Edit on hearthfiresextended.esp, I get this "assertion failure" error: date/time : 2016-01-20, 12:47:01, 11ms computer name : ALIENS user name : owner <admin> registered owner : owner operating system : Windows 7 x64 Service Pack 1 build 7601 system language : English system up time : 2 days 2 hours program up time : 1 minute processors : 4x AMD Phenom II X4 955 Processor physical memory : 3457/8191 MB (free/total) free disk space : (C:) 92.51 GB (D:) 88.67 GB display mode : 2560x1440, 32 bit process id : $2044 allocated memory : 765.19 MB command line : "D:\Steam\steamapps\common\Skyrim\TES5Edit.exe" -o:"C:\TESLODGenOutput" executable : TES5Edit.exe exec. date/time : 2015-11-08 23:07 version : 3.1.2.0 compiled with : Delphi XE madExcept version : 4.0.5 callstack crc : $911c6a74, $62d3a2bb, $e1de316a exception number : 1 exception class : EAssertionFailed exception message : Assertion failure (D:\Projects\TES5Edit\wbDefinitionsTES5.pas, line 2207). main thread ($27cc): 008fde2b +1e3 TES5Edit.exe wbDefinitionsTES5 2208 +32 wbNVNMParentDecider 007494e7 +013 TES5Edit.exe wbInterface 12589 +1 TwbUnionDef.Decide 0074992c +03c TES5Edit.exe wbInterface 12687 +5 TwbUnionDef.GetSize 007bb1db +02f TES5Edit.exe wbImplementation 15345 +2 TwbValueBase.InitDataPtr 007b96be +072 TES5Edit.exe wbImplementation 14716 +7 TwbDataContainer.Create 007ba6e0 +048 TES5Edit.exe wbImplementation 15129 +5 TwbValueBase.Create 007b62b6 +27a TES5Edit.exe wbImplementation 13840 +30 StructDoInit 007a5945 +105 TES5Edit.exe wbImplementation 9398 +21 TwbSubRecord.Init 0078e4ff +08b TES5Edit.exe wbImplementation 3877 +12 TwbContainer.DoInit 007a56f0 +008 TES5Edit.exe wbImplementation 9334 +1 TwbSubRecord.DoInit 007a6c8a +03e TES5Edit.exe wbImplementation 9803 +6 TwbSubRecord.MasterIndicesUpdated 0078fd73 +083 TES5Edit.exe wbImplementation 4415 +6 TwbContainer.MasterIndicesUpdated 0079d246 +132 TES5Edit.exe wbImplementation 7562 +33 TwbMainRecord.MasterIndicesUpdated 0078fd73 +083 TES5Edit.exe wbImplementation 4415 +6 TwbContainer.MasterIndicesUpdated 007ad713 +013 TES5Edit.exe wbImplementation 10958 +1 TwbGroupRecord.MasterIndicesUpdated 0078fd73 +083 TES5Edit.exe wbImplementation 4415 +6 TwbContainer.MasterIndicesUpdated 0078ccb0 +3b8 TES5Edit.exe wbImplementation 3361 +38 TwbFile.SortMasters 00a69063 +093 TES5Edit.exe frmViewMain 8841 +8 TfrmMain.mniNavSortMastersClick 00525e97 +0a7 TES5Edit.exe Menus TMenuItem.Click 00527393 +013 TES5Edit.exe Menus TMenu.DispatchCommand 00528572 +082 TES5Edit.exe Menus TPopupList.WndProc 005284c1 +01d TES5Edit.exe Menus TPopupList.MainWndProc 004c4e8c +014 TES5Edit.exe Classes StdWndProc 76bb7885 +00a USER32.dll DispatchMessageW 005b2133 +0f3 TES5Edit.exe Forms TApplication.ProcessMessage 005b2176 +00a TES5Edit.exe Forms TApplication.HandleMessage 005b24a1 +0c9 TES5Edit.exe Forms TApplication.Run 00a91faf +05f TES5Edit.exe TES5Edit 77 +7 initialization 75333378 +010 kernel32.dll BaseThreadInitThunk thread $1c5c: 75333378 +10 kernel32.dll BaseThreadInitThunk thread $be4 (TWorkerThread): 7754f90a +0e ntdll.dll NtWaitForSingleObject 76ce14a5 +92 KERNELBASE.dll WaitForSingleObjectEx 7533118f +3e kernel32.dll WaitForSingleObjectEx 75331143 +0d kernel32.dll WaitForSingleObject 005d21e9 +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute 00472cf7 +2b TES5Edit.exe madExcept HookedTThreadExecute 004c21c6 +42 TES5Edit.exe Classes ThreadProc 00407588 +28 TES5Edit.exe System 148 +0 ThreadWrapper 00472bd9 +0d TES5Edit.exe madExcept CallThreadProcSafe 00472c43 +37 TES5Edit.exe madExcept ThreadExceptFrame 75333378 +10 kernel32.dll BaseThreadInitThunk >> created by main thread ($27cc) at: 005d20d1 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create thread $3f8: 77551f7f +0b ntdll.dll NtWaitForWorkViaWorkerFactory 75333378 +10 kernel32.dll BaseThreadInitThunk thread $2284: 77550196 +0e ntdll.dll NtWaitForMultipleObjects 75333378 +10 kernel32.dll BaseThreadInitThunk thread $27fc: 77551f7f +0b ntdll.dll NtWaitForWorkViaWorkerFactory 75333378 +10 kernel32.dll BaseThreadInitThunk thread $2340: 77551f7f +0b ntdll.dll NtWaitForWorkViaWorkerFactory 75333378 +10 kernel32.dll BaseThreadInitThunk thread $16f8: 77551f7f +0b ntdll.dll NtWaitForWorkViaWorkerFactory 75333378 +10 kernel32.dll BaseThreadInitThunk I STILL think there's something wrong with one or more of my ini files, but I need to fix this WryeBash red or orange problem, as well. Help, please? -
Thanks! That's what I first thought, but then STEP has some things that it does a lot differently that I've been used to in the past 3 years, so I knew I'd better double-check. Back at it!
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Following S.T.E.P. 2.2.9.2. Extended instructions. The STEP instructions for Batch Patch conclude: "Each subsequent time you rebuild the patch, you must open Overwrite and drag the new files back to this mod." For give my noobness, but what exactly does that mean? The First Wrye Bash Patch we created a new MOD (STEP Core Bashed Patch). Now, if I add any other mod, apparently I need to rerun LOOT, then rerun Wrye Bash. Assuming I have just done so, the new Bash Patch files should be in the Overwrite folder in the left pane of Mod Organizer, right? So, does "drag and drop" mean that: 1. I just select everything in the Overwrite folder and drag that group over to, and drop it onto STEP Core Bashed Patch? or 2. That I'm to create a brand new Wrye Bashed Patch MOD name, and then activate it in the left pane of MO and deactivate the previous STEP Core Bashed Patch? Thanks, I see that the same logic apparently applies to the Dual Sheath Redux Patch (i.e. all new versions are to be "drag and drop" someplace). Thanks! Allen ALSO, the instructions state that I'm to rerun LOOT and Wrye Bash for EVERY Mod I add to Skyrim. Since I'm contemplating about 150 of them, does that mean this process needs to be completed each of those 150 times? Or can you add MODs in groups of 10 or 20 or so and THEN run LOOT and then Wrye Bash?
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Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
First, will read about Community Citizenship, especially if it helps me figure out just where the heck to post specific questions! Second, this must be why you get paid all fhe big bucks. You answered every question I had, and in a WHOLE lot fewer words. I still have no options available in the STEP Compilation LowRes Patch, so it's time to continue my Poke 'N' Hope and see if I can't figure out which MOD(s) is giving me trouble. Thank you, again! Allen -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
Oops, I read the rtf file that comes with Smart Souls, and it implies that Smart Souls.ini should actually have been installed in the <Smart Souls><SKSE><plugins> folder, not in the root <Smart Souls> folder, see below, concering how to uninstall this file: Install ==== 1. Extract this archive to any folder and then copy the contents to the game installation's Data folder. Uninstall ====== 1. Delete the following files/folders: Data\SKSE\Plugins\Smart Souls.dll Data\SKSE\Plugins\Smart Souls.ini SO, should I take the Smart Souls.ini file in the root folder and move it into the plugins folder? Either way, it SHOULD be safe to delete <SKSE> with its <plugins>Smart Souls.ini file, correct? -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
Better Weapon Sounds bothered me with that no listing in the left pane and BWS.esp, orphan file in the right pane. So, I changed Mod Organizer to NOT extract BSA's, and reinstalled Better Weapon Sounds. I then moved the BWS.esp to the upper pane and lo and behold, I finally got that one BWS.esp to show up under the Archives folder, and Better Weapon Sounds showed up in the left pane...EXCEPT I got an error message, telling me that there are files in the overwrite folder. I took a look and, for some reason, the Smart Souls MOD's Smart Souls.ini file (which is in the Smart Souls MOD folder) got duplicated (exactly, I checked the contents) with an updated Date and Time, and put into <overwrite><SKSE><plugins>??!!! Is it okay just to delete that entire SKSE folder from the overwrite folder? Smart Souls.ini is the only file in there. -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
Reinstalled three MOD, per LOOT, and am now down to BetterQuestObjectives.esp as Priority 110, Mod Index 63. So that's a WHOLE lot better, but not the same. -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
While you're gone, I've continued looking at this mess. In your right pane, you list ViewableFactionRanksBothDLC.esp as Priority 24, Mod Index 13. In my left pane, ViewableFactionRanksBothDLC.esp is Priority 37, Mod Index 21. Obviously, unzipping the BSA's has had a MAJOR impact on the number of slots (of the 256) that are available for Mods to be inserted! I need as many Mod Slots free as possible. I do NOT believe that's going to happen as long as ever dang BSA has been unzipped. Your Grand Total ends with Dual Sheath Redux Patch.esp ad Priority 105, Mod Index 60. Mine ends with Better Quest Objectives.esp at Priority 119, Mod Index 6B. So at a minimum, I've used at least 11 slots more than you with my installation! -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
No problem. Thanks! -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
I'm not in the correct forum again, am I? My right and left panes are quite different from yours. And, I believe the difference is because of the unzipped bsa's vs the zipped bsa's. For just one example, you have Dead Body Collision Fix on the left pane. I have no Dead Body Collision anything on the left pane. I have Dead Body Collision.esp on the right pane. Our right and our left panes are very inconsistent. I cannot match yours line-by-line. What do you suggest? -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
Also, I do not see "Brawl Bug - Compatibility Edition" in your left pane. Is this because the Detailed instructions state: Mod Organizer allows loading the Brawl Bugs Patch without the dummy plugin. Right click the mod > Information > Optional ESPs. Move Brawl Bugs CE.esp from the lower pane to the upper pane Go to the Archives tab Tick Have MO manage archives (probably already done) Tick Brawl Bugs CE.bsa So, is Brawl Bugs CE.bsa ticked in your RIGHT-pane Archive drop-down tab? Since my installation unzipped all of the bsa's, I do not have a Brawl Bugs CE.bsa in my right-pane Archive drop-down pane. I have Brawl Bugs - Compatibility Patch (apparently a marker file) in my left pane. Is THAT going to mess up my being able to install the STEP Compilation Patch? -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
And, I have run LOOT against my order, but they're not in the same order as yours...go figure. -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
Thanks. I put my MO up next to your image, and, of course, the FIRST discrepancy is that where you have four "Cleaned Update XXX", I have one "Cleaned Vanilla ESPs" because my idiotic system unzipped everything...so, no BSA's. My "Cleaned Vanilla ESPs" sits immediately beneath my three "Unmanaged Dawnguard", "HearthFires" and "Dragonborn" listing. Then you have SKSE, Papyrus, and Memory Blocks before Unofficial Skyrim Legendary Edition Patch. I don't have the first two of those files in that location. Mine are immediately below STEP Vanilla Optimized Textures - Standard. So: 1. Do I need to inidividually re-optimze and clean the Update ESM and DLCs? 2. Do I just drag and drop my Mods until they match yours? -
Correct Place to Ask How Determine MOD(s) Stopping Compilation?
aba42 replied to aba42's question in General Skyrim LE Support
Thank you, I'm so damn disappointed after a week of putting this all together...ya can't say the words here... -
I should have known. I thought I'd adhered strictly to the STEP instructions (except my BSA's are unzipped). But, I have NO options available when attempting to install STEP Compilation Installer - Normal Resolution. Other than starting over, is there some way to determine which specific MODs I installed are messing me up? IF I need to start over, I will. I want this correct.
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Optional ESPs Not Showing under Archives Tab w/ MO Manage
aba42 replied to aba42's question in Mod Organizer with STEP
Understood, and I will read the Guide in the near future...'cause, as SWMBO (She Who Must Be Obeyed, my wife, Erika) says, I'm "anal" about knowing such stuff; instead of just trusting that it works, for some reason I need to know how it works. Back at it! -
STEP Compilation Patch, Which Version?
aba42 replied to aba42's question in General Skyrim LE Support
Gotcha, THAT'S what I needed to know. THANK YOU!!! -
Optional ESPs Not Showing under Archives Tab w/ MO Manage
aba42 replied to aba42's question in Mod Organizer with STEP
Afterthought, unless you guys have any more comments? Since the two (that I remember) mods (after we got past the Bethesda-related ones) that had optional ESPs DID put the ESP file into an <optional> file (at least, that's what it shows in the FileTree for each of those mods, even though it doesn't appear at all under the Archives Tab on the right pane, I'm going to assume that my "optional" ESPs are being managed by MO. Thanks for explaining away my confusion...on to the final patches? -
STEP Compilation Patch, Which Version?
aba42 replied to aba42's question in General Skyrim LE Support
Okay, and I DO have a rig capable of handling that higher resolution. However, I've been installing according to the guide. The guide does not stick to 1K resolutions for each MOD. Some of them, as I pointed out above, were recommended that we use the 2K mod in that specific instance. So I did. Now, I'm ready to apply the STEP Compilation patch. The top listed is a 2K base, the second listed is a 1K base. IF I install the 1K base, will that mess up those mods for which, specifically, STEP recommended that we use the 2K mod? -
Optional ESPs Not Showing under Archives Tab w/ MO Manage
aba42 replied to aba42's question in Mod Organizer with STEP
Again, I apologize for not speaking clearly. I was not looking at FileTree's view. I opened Windows Explorer, trying to find out where the actual BSA's, if any, had been placed. It was in the Windows Explorer view, OUTSIDE of Mod Organizer, that I discovered that the <Skyrim><Data><SKSE> folder only has skse.ini in it...nothing else, no other ini's, no other files, and no <plugins> subfolder. So, I looked at <Skyrim><mods><Fiuz Ro Doh> and inside that folder, I found <SKSE>, <sound>, Fuz Ro D'oh_readme.rtf, and meta.ini. Inside Fuz Ro Doh's <SKSE> folder is its specific <plugins> folder. That's where I had earlier put Fuz Ro D'oh.ini (folllowing the STEP instructions; and yes, that's where Mod Organizer had put it, NOT me, physically). So that ini IS in the plugins folder inside SKSE inside Fuz Ro D'oh. This is not the File Structure I'm used to, having used NMM for the past four years (rightly or wrongly). In Windows Explorer View: Under MO's placement of stuff, the <plugins> folder is NOT under <Skyrim><SKSE>. Instead, MO places a <SKSE><plugins> folder under every <mods><Modname> folder that requires one. In Windows Explorer View: Under NMM's placement of stuff, the ONE skse-related <plugins> folder is placed under the <Skyrimj><SKSE> directory, as <Skyrim><SKSE><plugins>. Then ALL plugin inis for SKSE go into that one folder. My question, therefore, was: When I caused the BSA's to unzip, and it put SKSE-related stuff under each individual Modname folder, was that going to harm my game? I assume now, based on the Guide:Mod Organizer and all of your inputs, that my question's stupid and I should go work in the garden or something (but it's pouring down rain). The two "organizers" just store identical information in a completely different file structures, and I got confused. So, it doesn't matter whether MO unzips the BSA's or not. Either way, if a MOD has a SKSE plugin, MO's going to create a <SKSE><plugins> folder for each such specific Mod. -
During the STEP installation process of the various MOD's, several times, the STEP instructions stated to use the higher-definition MOD's (i.e., 2K) and/or Optional Patches (e.g, Under Clutter and Miscellaneous, Detailing the Eldritch - Higher-Res Riekling, and Rustic Dragon Corpse). Even though there is a mere handful of such patches, shouldn't those require that everyone use the High Res 2292e file, since that "version includes the higher resultion textures with a base of 2K."?? OR, are we supposed to ignore those few files, just use the Normal Res 2292e file?

