-
Posts
70 -
Joined
-
Last visited
-
Days Won
1
Everything posted by tjax323
-
v2.08.1b force load plug-in after LOOT sorting
tjax323 replied to tjax323's question in Mod Organizer Support
As an update, I received an email and confirmation of the bug report on Github. -
Running LOOT through MO reactivates deactivated plugins
tjax323 replied to swiftfoxmark2's question in Mod Organizer Support
That is happening. It is a bug on the MO2 github. I opened it myself, and I received confirmation of it a few days later. -
Okie doke. I had to split it in half for two posts. Too big for pastebin too. 1st half MO Log 2nd half MO Log Hope I did this right. Never needed to use pastebin before.
- 24 replies
-
Grant, the geometry section is blank... no... gone in the MO.ini file now. Regarding the log files. I made a copy of the one you wanted so I don't lose it to overwriting. I've got it. It's 790kb big compared to the typical 1kb. The two other log files I have trying to run Wrye bash are 1372kb and 1416kb. Yikes. The log file after deleting the geometry section is back to 1kb.
- 24 replies
-
Grant, I'll try that. Here is a copy of the usvfs log requested in proper tag format. 3000+ lines long. Whew! I'll do that on the Geometry section, but how do I tell if it's fixed? What am I looking to see happen? Note: MO2 didn't show the user/password encrypted. It was the name and my actual password in plain text after I copied the ini. I always look through stuff like that just in case and ouch! If I hadn't, someone could have logged into Nexus or Steam as me. Just copy and paste would have done it. usvfs file requested: won't let me--- too long at 3200 lines or whatever it is. Can't really say I'm surprised. 3000 lines is way too long a post.
- 24 replies
-
To be clear, I am not encountering the same issue, but I am encountering an issue as well with the new recently released official version back on Nexus: 307.beta1. Other users are encountering the exact same problem I did. I am suspicious it is linked to the other bug report I made some time ago along with the one I just posted on GitHUB a few moments ago (same user name/icon). Referenced link for at least two other users utilizing the most current "official" Wrye Bash version, which indeed is beta: link here. Scroll up for other posts(s) regarding the same issue. I would be happy to post my MO.ini file, but it contains username and password information, which no one should be sharing, so I will not post that. However, I will post my MO interface log. Note the line item at 18:29:07 is because i manually deleted the bashed patch that was created in the vanilla data folder, instead of the overwrite folder that it would normally go to. I will be happy to post anything else as long as it does not include sensitive information. MO Interface Log after Wrye Bash "failed"
- 24 replies
-
Oh absolutely correct! A mod is in fact an overwrite, so if it's all green, might as well just play vanilla. There just good conflict losers, bad conflict losers, and critical conflict losers. The last 2 are the ones I'm trying to avoid.
-
Thanks, Nozzer. I've been so deep in the trees, it helps to get a look at the forest. That's essentially... I think the right way for a novice like myself to approach it. I'm just asking questions, because I'm curious and like to be more certain. Thanks for taking the time post. It's sincerely appreciated, and if anyone looks in this thread later on, it might help them too.
-
Thanks, Tech. Appreciate the link. I've been through the CK kit some, but nowhere near the extent I have STEP. I actually started out there on some xEdit stuff so I could learn to patch. Looks like I'm going back. I think mod dev will eventually be where I go- assuming intimidation doesn't get the better of me. STEP has helped me get over that tremendously.
-
Thanks, again guys. I appreciate it. So I'm not off-base. That helps me trust myself and build a little more confidence. Appreciate the heads up on the light sources. ELFX will once again be my chosen lighting mod, and I've not yet made it to my "animation" section, so that information will prove useful. Spending this much time on xEdit, I think I'm beginning to understand why an ITM would be an issue- especially in modding. I'm ferreting out stuff now on clean plug-ins, so I can only imagine how much harder that would be. Is this where "wild edits" come into play incidentally, or is that an entirely different topic? I don't want to confuse myself. I do better learning new things if I build a solid foundation, so I don't want to confuse two separate issues early on.
-
I often see a lot of edits like this where a mod re-positions something in a cell that Update.esm, CRF.esp, or USSEP.esp files moved already. My believe is that update & USSEP are more often than not... fixing something. Most of the time mods seem to restore things back to a "vanilla" state or a non-USSEP state. Would I be correct thinking that items like this should be considered as candidates to carry forward into a patch, or would it be better to leave alone? A mod like above from Skyrim Improved Puddles... I don't think would a major issue, but a mod like say... Forgotten City... would probably not be as a good an idea??? I think this is where knowing a mod comes into play, but I'm looking to see my principle is sound first.
-
Thanks guys. I see a lot these in my port of Guard Dialogue Overhaul with CRF and USSEP like these, so I think I'll take a look at reviewing for a "dialogue" patch towards the end of building my mod/load order. That way I can try some testing with it and without it for various scenarios. I often see a lot of "blanks" like this related to XCLR - Regions. It looks to me like it might be another one of these that aggregates at run time, but I'm guessing, which I feel is part of my problem. I fixed this particular screenshot problem by moving RW down the load order with a LOOT meta rule. Regardless, I see XCLR show up in conflict in xEdit... a lot. That Sticky was really helpful, but there's nothing like a real live example to help build comprehension. I really appreciate it. This community is really awesome. I just learned something!! Tech, is there some place/link you know of that can help you... read... some of the stuff in xEdit. Most of the time I feel like I'm guessing at reading another language with just half the alphabet. Sometimes I can suss it out, but others... not so much.
-
Afternoon, This Screenshot shows a custom NPC mod that overwrites on CRF. Reviewing the sticky about which records not to patch had me a bit confused with this example. It's a condition with the winning mod blank and the previous mod CRF with "overwritten" records. The citation by the sticky would suggest PNAM records would not need patching, but I'm not sure if this falls under that or not. I think this is under DNAM. For reference, Arthmoor wrote: Looking for help to understand so I do the right thing and hopefully learn why. It's not so much about this specific example as I've seen a few of these here and there. If I an understand I can help myself. Thanks for any responses or help in advance.
-
Conflict Resolution Quetsions - Novice with specific example pics
tjax323 replied to tjax323's question in xEdit Support
It might be a toss-up between my Imgur skills and xEdit skills as far as which one needs more work. I linked to the album instead of the individual pics. One simply need scroll down. All 3 screenshots are available in each of the 3 links. Should have copied the pic itself, not the album. Sorry. My bad. I picked my user icon for a reason. -
Conflict Resolution Quetsions - Novice with specific example pics
tjax323 posted a question in xEdit Support
So I'm going through conflict resolving SSE, and I'm looking to see I'm on the right path with some specific examples and screenshots of my xEdit session. I'm hoping for advice on these situations and MOST importantly- explanations and reasons behind them. I'm merely looking for educational assistance from the community. Please note: any reference to position is via physical load order, so highest priority is last/bottom load order or last/right column in xEdit. 1. A conflict between Immersive Citizens and... Realistic Water 2? RW2 & ICAIO Screenshot My assessment of this is proper load orders solves this by overwriting, which means this is not a problem as I've already resolved it by placing the RW2 plugin below IC in load order. 2. GDO and CRF.... Conflict... or not. GDP/CRF Screenshot In this example, I "ported" Guard Dialogue Overhaul (just my own play-through) and have it positioned just below CRF. ESP was re-saved in CK and the BSA extracted/ repacked for SSE. Tested in-game and seems to be working. Question here is that this would fall under DNAM, which in the xEdit Sticky here for types of records that need patches. In the past however, this was not the case, so I'm unsure. What is correct and most importantly, why? 3. Falskaar & my own custom patch Falskaar Snow Patch Snow looks a little funky and in the posts on he mod's page, he mentioned a couple of records needed to be forwarded. I was looking at this yesterday while reviewing the mod in xEdit for conflicts. I had identified the same records he had (made me feel all big and bad for about 2 seconds). I then patched. Does this look right? I appreciate any input from anyone on this. I do have more questions, but felt I should just post 2 or 3 to get started to ensure I ask them in a decent way that encourages feedback and discussion. I think I'm learning a lot. 2 months ago, I couldn't use xEdit for anything except cleaning masters with a Gamer Poets' video open walking me through it. I think I've made some progress, and God help me... I think enjoy it. Must be sick. -
Mod Organizer 2 Discussion and Feedback
tjax323 replied to TechAngel85's question in Mod Organizer Support
Sorry if I'm asking something you already know or have done. I know the following is one of the things I saw biting people trying to make a bashed patch. Have you pulled string files out of the Patch-BSA file to put into a Strings folder in the data file? I know that's necessary for Wrye 307. Scroll 2/3 down the page to "Extracting String Files in this link. -
Michael-- that "insane" amount of thorough detail is what we love about GP tutorials. You're doing the work that not many want or are not willing to do, and doing it extremely well (I'd argue... best). It's invaluable, and personally speaking, knowing I had GP tutorials to fall back on to teach me is what helped give me the courage to tackle increasingly more difficult mods and load orders. Gopher got me started modding, but GP is what really "unlocked" modding for me. Keep it up!
-
Assuming using current STEP guide as a general outline/guide/ approach to modding SSE by sections, which section would folks recommending installing a custom NPC mod like Sofia or Vilija (latter was just posted to SSE this afternoon). Specifically, I am concerned about Immersive Citizens and some game play effects like follower trap safety. Just looking to solicit a few opinions. I'm thinking of installing at the end ofsection 2.H Characters & Creatures. Does anyone have any thoughts or experiences in the past two months of SSE to share?
-
Constructing & Using Mod Group Feature in xEDIT
tjax323 replied to tjax323's question in xEdit Support
Grant, you got it, bud. I was under the impression to install this feature, one had to add this user-created file (see links in original post) "xEdit.modgroups", and place it in the data file, which was wrong. That's what one should do with "other modgroup files" if, for example, you want to to put some co-file patches in. Read that as modgroup files #2, 3, 4..... The first one belongs in the xEdit folder in order for the feature to work. Simply put one must have the first & necessary modgroup file in the xEdit folder with the xEdit exe file to "trigger" the feature. My snafu was creating it the data folder, where I understand it's okay to have additional modgroup copies for additional mod groups. I initially created xEdit.modgroups in the xEdit folder to get the name right, but copied (not cut) the file into data, which I erroneously thought it should be in. It worked, because I had the same file in both xEdit and data during testing. So when I "cleaned up", I kept the file in data while deleting the one in xEdit (backwards) . It wouldn't work, of course, and it took me a while before I figured out I'd done it backwards. I'm going to mark this answered with this response, so that if anyone reads this later on, it might save such a person an hour's worth of frustration I experienced. If so, it was worth keeping up. In case anyone is wondering about my initial question regarding whether one could have multiple groups in just one modgroup file, yes. I figured that out just by doing it and seeing what would happen after I recovered from my stupid mistake. It did work & is currently working (xEdit ver 3.2). -
Constructing & Using Mod Group Feature in xEDIT
tjax323 replied to tjax323's question in xEdit Support
Argh!!! I don't know how I do this to myself. Please ignore the part about putting it directly in the data file. I confused initial setup with co-files., which might be useful if I decide to archive any of my own patches. Note to Moderator: I might come back to ask some questions, but this is essentially an NVM post as I answered my own questions with testing. Please feel free to delete my post. I fear someone else could come across this causing that person unnecessary confusion. If you'd prefer to keep the post up, I will be happy to write down what I realized and did in case it may help. Just say the word, or use your eraser. -
I seem to have this up and running for SSE using MO 2. Took me a bit until I realized I needed to make it a "mod" in the data folder for MO (or just in the data folder for NMM). I thought it was supposed to be in the xEdit folder reading the STEP instructions, but I think that might have been more on me than the instructions. I just got confused reading "In the xEdit installation folder...". Anyway, to ensure I'm doing this right, is it okay to type multiple groups in just the one ".modgroup" file using notepad++ or must I have separate ".modgroup" file for each group I want to have as an option? I've attached screen print if this makes it easier to understand the question I'm trying to ask. My intention is to conflict resolve my load order in more manageable sections (i.e. STEP's sequential installation sections), and once I have it conflict resolved, I intend to create a group for each section in that MO profile so that it is not as daunting as I start the next section's conflict resolution. Thus, I want to ensure I set this up correctly and I'm hoping I can add more groups in one file instead of having to add a separate file for each group I want to create. Any and all advice is appreciated. I just hope I'm on the right path so I don't have to start over. Thanks much---- tjax Note: I did read the 12/9 post here. I just didn't want to piggy back on to a "solved" thread.
-
Helgen Reborn, SSE water--- should I patch it?
tjax323 replied to tjax323's question in xEdit Support
Thanks Hish. So just leave it alone? I compared the records in my Skyrim 32 bit xEdit to SSE xEdit (just for Helgen Reborn in both cases loaded with masters) and there were literally 0 conflicts for Helgen Reborn in Oldrim but it shows several for the SSE version. That is what caused me some concern after reading Arthmoor's post. In short, I guess I'm not sure if I'm looking at something that is a real problem... or not. I interpret your post as it's a minor issue one can't sort with xEdit. Arhmoor's post to the author on Helgen Reborn read like it's easily fixable in xEdit, so I'm back to being confused. -
Helgen Reborn, SSE water--- should I patch it?
tjax323 replied to tjax323's question in xEdit Support
Thanks, Tech. Yep, overthinking it. I watched that video and the technique is a littler different than another one I'd seen. In the video you posted, she patches by right clicking in the xEdit left pane on a formid. In a similar tutorial I watched on Youtube just next to hers it's done by right clicking on a plug-in's column in the right pane (top of column on header). Is there any notable difference in these two methods, or is it just tomato/tomatoe? Imgur Screenshot I'm reviewing for conflicts as example -
Helgen Reborn, SSE water--- should I patch it?
tjax323 replied to tjax323's question in xEdit Support
What's the difference between "forwarding records" and creating a patch? Perhaps I'm overthinking it, but I'm under the impression the two are mutually exclusive. -
My question is in regard to a post I read from Arthmoor in the Helgen Reborn SSE forum post. Arthmoor's Post I came across this while doing some research after a helpful exchange I had yesterday with Hishutup in the RW2 forum. #1. Unless the Helgen Reborn SSE mod is updated, would I be correct in thinking I could "carry forward" such changes by creating a "patch" in xEdit in the absence of such an update? If so, I'm thinking this would be the "recommended" action based on reading Arthmoor's post. Would anyone agree with this or not? If not, why, and what would you recommend instead? #2. What does it mean to "carry forward changes" from another mod or plug-in? I read this phrase dropped from time to time, but I would like to know what that means. I think it means having the same records/values of a previous file (in terms of load order/ conflict winning)- perhaps treating the file as a master? I'm just not sure. I tend to think myself into a circuitous loop in this stuff, so any explanation to help me not do that with this phrase would be beneficial. Thanks... And Merry Christmas day!