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Posted

MO 1.0.9 shows Brawl Bugs CE, BWS, Thundering Shouts & Follower Trap Safety as being dummy esp's. It looks like if you enable the BSA's in Archives these can be de-selected. STEP recommends you install everything as loose files so there are no BSA's. I'm assuming this feature can be ignored?

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Posted

I am looking to un-enable some esp's too.. Will mod organizer 1.0.9 help me do that? I went through step, 3 months, 750 +$ for new cpu/mobo/gfx/ssd just for SR+mods, then requiem + extra mods I think/hope are compatible, +patches, bossed/tes5edit/by hand/repeat all+++++/bashed+++++/you know, and 120+hrs in game (steam total), memclean 1m/2m, 50+hrs after requiem/expanded towns & cities complete/better docs modular MINUS *Dawnstar*/new save(at least 10nth new game save)...

 

"I still crash near dawnstar 90+% of the time with ETAC complete installed on top of all v'THIS'v, it could be something else, but I'd like to keep ETAC - I think, unless)

 

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..ASG-AWE??..i'd like to get rid of i think, it comes from STEP. Is it BS? What other STEP mods are not needed with all ^THE^ good stuff?!

 

If MO can help with pointing out ESP's that don't need to be enabled, that would be great!

 

let me know, for crying out loud... hahahha!

 

I've cleaned up dawnstar a little... ~tdetect-so-no more tomatoes/apple/bottles/clutter in the ETAC parts of dawnstar. 10+ hours to get dawnstar to work (at all), + a game restart..

 

patience is a virtue in SR modding!

 

thanks! :)

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Posted

If you unpack the BSA the assets are always active so you don't need the esp either.

 

HOWEVER, this feature being new and all, I'd really appreciate feedback if disabling an esp causes problems.

What it currently does is point out the esps that have no records at all, so to my knowledge the esp itself can't have an impact on the game. If you find an esp where this is untrue, please let me know (including the mod name and preferrably a link).

 

Please note that Skyrim will still give the warning that a plugin has been disabled when you load the game, that warning goes by loaded filenames, it doesn't test if the plugin actually did anything.

 

@GITech: I'm afraid that's not something MO can do. The new feature only points out esps that didn't do anything (apart from enabling assets) anyway.

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Posted

Interesting feature and useful! I extract all the BSA for the purposes of testing mods for STEP. Current ESPs marked as empty for STEP:Extended (if BSAs are extracted):

  • Brawl Bugs CE
  • Unofficial High Resolution Patch
  • BWS (better weapon swings)
  • Thundering Shouts
  • Follower Trap Safety
I came here in search of the answer if it was okay to disable these ESPs if the BSAs were extracted at installation. It's not mentioned anywhere on the changelog, MO pop-ups, etc. Might be useful to include that as a note somewhere.

 

Note: Wall of text destroyed! I've also stuck this thread for the time being.

  • 0
Posted
  Quote

Interesting feature and useful! I extract all the BSA for the purposes of testing mods for STEP. Current ESPs marked as empty for STEP:Extended (if BSAs are extracted):

  • Brawl Bugs CE
  • Unofficial High Resolution Patch
  • BWS (better weapon swings)
  • Thundering Shouts
  • Follower Trap Safety
I came here in search of the answer if it was okay to disable these ESPs if the BSAs were extracted at installation. It's not mentioned anywhere on the changelog, MO pop-ups, etc. Might be useful to include that as a note somewhere.

 

dn11 - As far as I'm aware, the only reason for an esp plugin to be packaged with a bsa file is so that the files in the bsa package will be loaded into the game through the esp plugin.  This would mean that unless the mod author decided to be silly and include assets in both the esp plugin and the bsa package, once the bsa is extracted into loose files then the esp plugin no longer serves a purpose.

 

Note: Wall of text destroyed! I've also stuck this thread for the time being.

 

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Posted

Awesome feature. Now I don't have to open up the TES5EDIT on some mods that I suspect have this issue.

 

But I think that HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp - should not be advised to be disabled (just hardcode their names, for the sake of not very experienced users)

 

That is because HighResTexturePack01.bsa, HighResTexturePack02.bsa, HighResTexturePack03.bsa files are huge, and if you unpack them - then if Steam for some reason finds out they are missing - it will start downloading that huge amount of data from the internet.

  • 0
Posted
  Quote

If you unpack the BSA the assets are always active so you don't need the esp either.

 

HOWEVER, this feature being new and all, I'd really appreciate feedback if disabling an esp causes problems.

What it currently does is point out the esps that have no records at all, so to my knowledge the esp itself can't have an impact on the game. If you find an esp where this is untrue, please let me know (including the mod name and preferrably a link).

 

Please note that Skyrim will still give the warning that a plugin has been disabled when you load the game, that warning goes by loaded filenames, it doesn't test if the plugin actually did anything.

 

@GITech: I'm afraid that's not something MO can do. The new feature only points out esps that didn't do anything (apart from enabling assets) anyway.

I unpacked all of the mods' BSA's through MO during install (except ETAC and it's patches as per recommendation on mod page).

 

It will be great if MO will tell me I can deactivate the ESP's that are no longer needed 'cause the BSA was extracted.

 

I have not updated MO yet as I'm a little scared I will loose my heavily modded but (somehow, hehe) functioning game.

 

Please reassure me that I can update without loosing anything at all, ie RCRN 'cause it is semi-auto installed (which took a few tries and blind luck to get to work through MO).

  • 0
Posted

I'm having some issues with enabling the HighResTexture DLC .bsa files. With the dummy file feature, it says that the .esp files can be disabled and to enable them with the Archives tab.

 

I'm using the Bethesda Optimized DLC files and Unofficial High Resolution Patch with them. I've set them in the BOSS load order. The former two's esp files are also indicated by MO as 'dummy esps' so I also deactivate them and arrange them in the left panel in the order of how they should be overwritten (Unofficial High res over Beth-Optimized).

 

Looking at the Data tab, I can see that both of these mods are enabled correctly, with files from both being shown coming from them, and overwriting/replacing each other appropriately.

 

However the texture files from the HighResTexture .bsas don't appear. Files where they should conflict with the Bethesda Optimized DLC (which should overwrite it I believe) show 'no conflict'. I opened the DLC .bsas to crosscheck, and none of the additional textures from the DLC pack are loading. The problem is I'm not entirely sure if it's a visual UI error with MO, or that they really aren't loading in-game. I have notice several blurry textures despite using the HighRes packs, which originally I thought were just not covered by the packs, but apparently they might not be loading at all.

 

I have tried deselecting from the archive tab and instead using the checking the .esps in my load order. They are still not being shown in the Data tab. I've also closed and reopened MO to try to reload the Data folder, but it still shows none of the HighResTexture .bsa files no matter whether Archive/Plugins tab I check them on.

 

Edit: Currently extracting all the HighResTexture .bsas out and installing them as mods in MO. In the left panel, I placed them below the Bethesda Optimized DLC mod while only enabling the .bsa files for Beth-Optimized in the Archives tab; now in the Data tab it shows the red 'conflict' warning that Beth-Optimized is correctly overwriting some of the HighResTexture files.

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Posted

I did refresh both the left panel and the Data tab. No conflicts or additional files from the HighResTexture bsas would show. I had to extract them out of the bsas as loose files for now. This has fixed the issues for me for now.

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