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tjax323's post in [Critical Conflict] Yikes! was marked as the answer
So others have the answer, I received the following answer from the author of the Winter is Coming - Cloaks SSE... Nivea herself, which is in the above conflict between Frostfall, WIC, and Wet & Cold. I am in an exchange now at that mod's forum page to gather more information for myself. I'm a nerd that way. That said, here is a link to the exact exchange should someone find themselves in a similar quandary in the future... here-> LINK. This link starts at Nivea's answer to my above question in my OP.
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tjax323's post in [Critical Conflict] Yikes! was marked as the answer
So others have the answer, I received the following answer from the author of the Winter is Coming - Cloaks SSE... Nivea herself, which is in the above conflict between Frostfall, WIC, and Wet & Cold. I am in an exchange now at that mod's forum page to gather more information for myself. I'm a nerd that way. That said, here is a link to the exact exchange should someone find themselves in a similar quandary in the future... here-> LINK. This link starts at Nivea's answer to my above question in my OP.
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tjax323's post in v2.08.1b force load plug-in after LOOT sorting was marked as the answer
As an update, I received a message this morning from Github indicating this issue is now resolved and fixed by Le Presidente. I actually had a few messages with one especially indicating that he plans to release another update with a few more bugs fixed, and that this would be one of them. I just can't seem to find the right link. Once found, I will post it here. In the interim, this is the Github link showing this "bug" as officially confirmed closed by Le Presidente, so it appears the fix is inbound with the next update.
Source-> Github bug fixed here
Note to moderator: Any chance we could mark this as solved considering the closed bug report?
Edit: I think this is the link I posted about earlier showing the process 5 error as fixed here
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tjax323's post in Constructing & Using Mod Group Feature in xEDIT was marked as the answer
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).
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tjax323's post in Constructing & Using Mod Group Feature in xEDIT was marked as the answer
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).